{"tick": 1, "slot": "Multi0", "model": "typesafe/jev-router", "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\": \"Standard opening: deploy the MCV into a Construction Yard and start a Power Plant immediately.\", \"notes\": \"Opening build order: powr -> proc -> barr -> weap. Enemy likely at (12,16) bottom-left.\", \"commands\": [{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 105, "total_tokens": 1250, "cost": 0.000243708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000243708, "upstream_inference_prompt_cost": 0.000117708, "upstream_inference_completions_cost": 0.000126}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.24, "thoughts": "Standard opening: deploy the MCV into a Construction Yard and start a Power Plant immediately.", "notes": "Opening build order: powr -> proc -> barr -> weap. Enemy likely at (12,16) bottom-left.", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy the MCV immediately, then establish power and a refinery to start the economy. Follow with barracks and a war factory, while scouting toward the likely enemy start.\",\"notes\":\"Enemy likely at northeast around (95,11). Establish base, economy, then produce tanks and infantry.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1096, "completion_tokens": 115, "total_tokens": 1211, "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": 0.00045309, "upstream_inference_prompt_cost": 0.00030129, "upstream_inference_completions_cost": 0.0001518}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.1, "thoughts": "Deploy the MCV immediately, then establish power and a refinery to start the economy. Follow with barracks and a war factory, while scouting toward the likely enemy start.", "notes": "Enemy likely at northeast around (95,11). Establish base, economy, then produce tanks and infantry.", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "typesafe/jev-router", "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: Opening build order: powr -> proc -> barr -> weap. Enemy likely at (12,16) bottom-left.", "raw": "{\"thoughts\": \"Opening turn: MCV deployed and Power Plant already queued. Nothing else actionable until it finishes; next will be Ore Refinery, then Barracks and War Factory.\", \"notes\": \"Build order: powr(started) -> proc -> barr -> weap. Enemy likely at (12,16) bottom-left. Keep queues busy, then scout with infantry toward enemy.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1175, "completion_tokens": 239, "total_tokens": 1414, "cost": 0.000413508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000413508, "upstream_inference_prompt_cost": 0.000126708, "upstream_inference_completions_cost": 0.0002868}, "completion_tokens_details": {"reasoning_tokens": 152, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.91, "thoughts": "Opening turn: MCV deployed and Power Plant already queued. Nothing else actionable until it finishes; next will be Ore Refinery, then Barracks and War Factory.", "notes": "Build order: powr(started) -> proc -> barr -> weap. Enemy likely at (12,16) bottom-left. Keep queues busy, then scout with infantry toward enemy.", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy likely at northeast around (95,11). Establish base, economy, then produce tanks and infantry.", "raw": "{\"thoughts\":\"Establish power and ore income immediately, then add barracks and a war factory. The enemy is likely far northeast, so I will build the economy before scouting and attacking.\",\"notes\":\"Base at (12,16); enemy likely near (95,11). Power plant placement and refinery are next, followed by barracks/war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1125, "completion_tokens": 207, "total_tokens": 1332, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1123, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000582505, "upstream_inference_prompt_cost": 0.000309265, "upstream_inference_completions_cost": 0.00027324}, "completion_tokens_details": {"reasoning_tokens": 84, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.02, "thoughts": "Establish power and ore income immediately, then add barracks and a war factory. The enemy is likely far northeast, so I will build the economy before scouting and attacking.", "notes": "Base at (12,16); enemy likely near (95,11). Power plant placement and refinery are next, followed by barracks/war factory.", "commands": [{"do": "place", "item": "powr", "x": 15, "y": 16}, {"do": "build", "item": "proc"}, {"do": "place", "item": "proc", "x": 18, "y": 16}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)", "place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi0", "model": "typesafe/jev-router", "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: Build order: powr(started) -> proc -> barr -> weap. Enemy likely at (12,16) bottom-left. Keep queues busy, then scout with infantry toward enemy.", "raw": "{\"thoughts\":\"Construction Yard already deployed at home. Start the building queue with a Power Plant, then follow with Refinery. No units yet.\",\"notes\":\"Build order: powr -> proc -> barr -> weap. Enemy likely at (12,16). Scout toward enemy once barracks is up.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1165, "completion_tokens": 171, "total_tokens": 1336, "cost": 0.000328908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000328908, "upstream_inference_prompt_cost": 0.000123708, "upstream_inference_completions_cost": 0.0002052}, "completion_tokens_details": {"reasoning_tokens": 93, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.66, "thoughts": "Construction Yard already deployed at home. Start the building queue with a Power Plant, then follow with Refinery. No units yet.", "notes": "Build order: powr -> proc -> barr -> weap. Enemy likely at (12,16). Scout toward enemy once barracks is up.", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely near (95,11). Power plant placement and refinery are next, followed by barracks/war factory.", "raw": "{\"thoughts\":\"Deploy the MCV, then start the power plant. Once power is online, build and place a refinery to establish income.\",\"notes\":\"Base at (12,16); enemy likely near (95,11). MCV deployment underway; prioritize powr, proc, then barracks and war factory.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1161, "completion_tokens": 121, "total_tokens": 1282, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1159, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000478885, "upstream_inference_prompt_cost": 0.000319165, "upstream_inference_completions_cost": 0.00015972}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.8, "thoughts": "Deploy the MCV, then start the power plant. Once power is online, build and place a refinery to establish income.", "notes": "Base at (12,16); enemy likely near (95,11). MCV deployment underway; prioritize powr, proc, then barracks and war factory.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "typesafe/jev-router", "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: Build order: powr -> proc -> barr -> weap. Enemy likely at (12,16). Scout toward enemy once barracks is up.", "raw": "{\"thoughts\": \"Opening turn: deploy already done (Construction Yard exists), and the Power Plant is ready to place. I'll place it next to the yard and immediately queue the Ore Refinery for income.\", \"notes\": \"Build order: powr (placing) -> proc -> barr -> weap. Enemy likely at (12,16). Next: after proc, build barracks and train a scout + e1.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":93,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1177, "completion_tokens": 202, "total_tokens": 1379, "cost": 0.000369708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000369708, "upstream_inference_prompt_cost": 0.000127308, "upstream_inference_completions_cost": 0.0002424}, "completion_tokens_details": {"reasoning_tokens": 83, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.11, "thoughts": "Opening turn: deploy already done (Construction Yard exists), and the Power Plant is ready to place. I'll place it next to the yard and immediately queue the Ore Refinery for income.", "notes": "Build order: powr (placing) -> proc -> barr -> weap. Enemy likely at (12,16). Next: after proc, build barracks and train a scout + e1.", "commands": [{"do": "place", "item": "powr", "x": 93, "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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). MCV deployment underway; prioritize powr, proc, then barracks and war factory.", "raw": "{\"thoughts\":\"Power Plant is ready; place it, then start an Ore Refinery to establish income. After the refinery, I will add barracks and war production while scouting toward the suspected enemy base.\",\"notes\":\"Base at (12,16), enemy likely near (95,11). Power Plant ready to place; refinery next, then barracks and war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":16,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1133, "completion_tokens": 164, "total_tokens": 1297, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1131, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000527945, "upstream_inference_prompt_cost": 0.000311465, "upstream_inference_completions_cost": 0.00021648}, "completion_tokens_details": {"reasoning_tokens": 54, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.6, "thoughts": "Power Plant is ready; place it, then start an Ore Refinery to establish income. After the refinery, I will add barracks and war production while scouting toward the suspected enemy base.", "notes": "Base at (12,16), enemy likely near (95,11). Power Plant ready to place; refinery next, then barracks and war factory.", "commands": [{"do": "place", "item": "powr", "x": 16, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Build order: powr (placing) -> proc -> barr -> weap. Enemy likely at (12,16). Next: after proc, build barracks and train a scout + e1.", "raw": "{\"thoughts\": \"Power plant is placed and power is fine (100/0). I have $4700 and need economy, so I'll start the Ore Refinery for income and a free harvester. Only one building can be queued at a time, so proc first, then barracks.\", \"notes\": \"Opening: powr done. Now building proc -> next barr -> weap. Enemy likely at (12,16). Then train a scout and e1, set rally toward enemy.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1245, "completion_tokens": 372, "total_tokens": 1617, "cost": 0.000594108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000594108, "upstream_inference_prompt_cost": 0.000147708, "upstream_inference_completions_cost": 0.0004464}, "completion_tokens_details": {"reasoning_tokens": 254, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.9, "thoughts": "Power plant is placed and power is fine (100/0). I have $4700 and need economy, so I'll start the Ore Refinery for income and a free harvester. Only one building can be queued at a time, so proc first, then barracks.", "notes": "Opening: powr done. Now building proc -> next barr -> weap. Enemy likely at (12,16). Then train a scout and e1, set rally toward enemy.", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely near (95,11). Power Plant ready to place; refinery next, then barracks and war factory.", "raw": "{\"thoughts\":\"Power Plant is ready but not yet placed, blocking construction. Place it, then start the first refinery to establish income.\",\"notes\":\"Base at (12,16); power plant ready for placement. Build and place refinery next, then barracks and war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":14,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1188, "completion_tokens": 168, "total_tokens": 1356, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1186, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00054835, "upstream_inference_prompt_cost": 0.00032659, "upstream_inference_completions_cost": 0.00022176}, "completion_tokens_details": {"reasoning_tokens": 77, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.81, "thoughts": "Power Plant is ready but not yet placed, blocking construction. Place it, then start the first refinery to establish income.", "notes": "Base at (12,16); power plant ready for placement. Build and place refinery next, then barracks and war factory.", "commands": [{"do": "place", "item": "powr", "x": 14, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Opening: powr done. Now building proc -> next barr -> weap. Enemy likely at (12,16). Then train a scout and e1, set rally toward enemy.", "raw": "{\"thoughts\": \"Opening is on track: power plant done, refinery building (23%). Cash is ample at $4375, so once the refinery finishes I'll immediately queue the barracks then a war factory and keep power ahead. Nothing actionable this turn since the only queue is busy and no units exist yet.\", \"notes\": \"Opening: powr done, proc ~23%. Plan: proc -> tent -> weap -> powr/2nd proc. Enemy likely at (12,16). Scout with e1 once barracks up; set rally toward enemy.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1217, "completion_tokens": 408, "total_tokens": 1625, "cost": 0.000628908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000628908, "upstream_inference_prompt_cost": 0.000139308, "upstream_inference_completions_cost": 0.0004896}, "completion_tokens_details": {"reasoning_tokens": 288, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.1, "thoughts": "Opening is on track: power plant done, refinery building (23%). Cash is ample at $4375, so once the refinery finishes I'll immediately queue the barracks then a war factory and keep power ahead. Nothing actionable this turn since the only queue is busy and no units exist yet.", "notes": "Opening: powr done, proc ~23%. Plan: proc -> tent -> weap -> powr/2nd proc. Enemy likely at (12,16). Scout with e1 once barracks up; set rally toward enemy.", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (12,16); power plant ready for placement. Build and place refinery next, then barracks and war factory.", "raw": "{\"thoughts\":\"Ore Refinery construction is underway at 23%; no units are available yet, so I will wait for completion before placing it and starting unit production.\",\"notes\":\"Base at (12,16), power plant #124 placed. Refinery currently building; place proc when ready, then build barracks and war factory.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1173, "completion_tokens": 195, "total_tokens": 1368, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1171, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000579865, "upstream_inference_prompt_cost": 0.000322465, "upstream_inference_completions_cost": 0.0002574}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.41, "thoughts": "Ore Refinery construction is underway at 23%; no units are available yet, so I will wait for completion before placing it and starting unit production.", "notes": "Base at (12,16), power plant #124 placed. Refinery currently building; place proc when ready, then build barracks and war factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: powr done, proc ~23%. Plan: proc -> tent -> weap -> powr/2nd proc. Enemy likely at (12,16). Scout with e1 once barracks up; set rally toward enemy.", "raw": "{\"thoughts\": \"Early opening: Construction Yard and Power Plant done, Ore Refinery at 47%. Nothing to fight yet. Keep building queue busy and prepare for barracks/war factory next.\", \"notes\": \"Opening: fact+powr done, proc ~47%. Plan: proc -> tent (barracks) -> weap -> powr/2nd proc. Enemy likely at (12,16). After tent, train e1 and scout toward enemy. Spend cash aggressively.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1213, "completion_tokens": 453, "total_tokens": 1666, "cost": 0.000681708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000681708, "upstream_inference_prompt_cost": 0.000138108, "upstream_inference_completions_cost": 0.0005436}, "completion_tokens_details": {"reasoning_tokens": 348, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.82, "thoughts": "Early opening: Construction Yard and Power Plant done, Ore Refinery at 47%. Nothing to fight yet. Keep building queue busy and prepare for barracks/war factory next.", "notes": "Opening: fact+powr done, proc ~47%. Plan: proc -> tent (barracks) -> weap -> powr/2nd proc. Enemy likely at (12,16). After tent, train e1 and scout toward enemy. Spend cash aggressively.", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), power plant #124 placed. Refinery currently building; place proc when ready, then build barracks and war factory.", "raw": "{\"thoughts\":\"The Ore Refinery is still under construction at 47%; wait for it to finish before placing it. No units are available yet, so preserve cash for the refinery placement and immediate barracks production.\",\"notes\":\"Base at (12,16), power plant #124. Refinery building in progress; place it when ready, then build/place barracks and start infantry scouting toward the enemy at (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1149, "completion_tokens": 209, "total_tokens": 1358, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1147, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000591745, "upstream_inference_prompt_cost": 0.000315865, "upstream_inference_completions_cost": 0.00027588}, "completion_tokens_details": {"reasoning_tokens": 112, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.32, "thoughts": "The Ore Refinery is still under construction at 47%; wait for it to finish before placing it. No units are available yet, so preserve cash for the refinery placement and immediate barracks production.", "notes": "Base at (12,16), power plant #124. Refinery building in progress; place it when ready, then build/place barracks and start infantry scouting toward the enemy at (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: fact+powr done, proc ~47%. Plan: proc -> tent (barracks) -> weap -> powr/2nd proc. Enemy likely at (12,16). After tent, train e1 and scout toward enemy. Spend cash aggressively.", "raw": "{\"thoughts\": \"Proc refinery still building (70%), powr online, no army yet. Nothing to queue until proc finishes; keep cash ready for tent then war factory.\", \"notes\": \"Opening: fact+powr done, proc ~70%. Next: tent (barracks) after proc -> weap -> powr/2nd proc. Then train e1 and scout toward enemy start (12,16). Spend cash aggressively.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1221, "completion_tokens": 250, "total_tokens": 1471, "cost": 0.000440508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000440508, "upstream_inference_prompt_cost": 0.000140508, "upstream_inference_completions_cost": 0.0003}, "completion_tokens_details": {"reasoning_tokens": 154, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.87, "thoughts": "Proc refinery still building (70%), powr online, no army yet. Nothing to queue until proc finishes; keep cash ready for tent then war factory.", "notes": "Opening: fact+powr done, proc ~70%. Next: tent (barracks) after proc -> weap -> powr/2nd proc. Then train e1 and scout toward enemy start (12,16). Spend cash aggressively.", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), power plant #124. Refinery building in progress; place it when ready, then build/place barracks and start infantry scouting toward the enemy at (95,11).", "raw": "{\"thoughts\":\"The refinery is nearly complete; place it as soon as it is ready, then construct a barracks and begin infantry scouting toward the likely enemy base at (95,11).\",\"notes\":\"Base at (12,16), power plant #124. Refinery is 70% complete; next turn place proc, then build/place tent and train scouts.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":16,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1159, "completion_tokens": 212, "total_tokens": 1371, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1157, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000598455, "upstream_inference_prompt_cost": 0.000318615, "upstream_inference_completions_cost": 0.00027984}, "completion_tokens_details": {"reasoning_tokens": 111, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.27, "thoughts": "The refinery is nearly complete; place it as soon as it is ready, then construct a barracks and begin infantry scouting toward the likely enemy base at (95,11).", "notes": "Base at (12,16), power plant #124. Refinery is 70% complete; next turn place proc, then build/place tent and train scouts.", "commands": [{"do": "place", "item": "proc", "x": 16, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\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@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: fact+powr done, proc ~70%. Next: tent (barracks) after proc -> weap -> powr/2nd proc. Then train e1 and scout toward enemy start (12,16). Spend cash aggressively.", "raw": "{\"thoughts\": \"Refinery is nearly complete (94%). Ordering placement now if ready, and next turn will immediately construct Allied Barracks (tent) followed by War Factory (weap).\", \"notes\": \"Proc finishing -> place proc -> build tent -> train rifle scouts -> build weap -> 2nd proc/power.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1243, "completion_tokens": 650, "total_tokens": 1893, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0067395, "upstream_inference_prompt_cost": 0.0018645, "upstream_inference_completions_cost": 0.004875}, "completion_tokens_details": {"reasoning_tokens": 567, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.53, "thoughts": "Refinery is nearly complete (94%). Ordering placement now if ready, and next turn will immediately construct Allied Barracks (tent) followed by War Factory (weap).", "notes": "Proc finishing -> place proc -> build tent -> train rifle scouts -> build weap -> 2nd proc/power.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Base at (12,16), power plant #124. Refinery is 70% complete; next turn place proc, then build/place tent and train scouts.", "raw": "{\"thoughts\":\"The refinery is almost complete; wait for it to finish, then place it immediately. After placement, build a barracks and begin scouting infantry toward the likely enemy start.\",\"notes\":\"Base at (12,16), power plant #124. Refinery in Building queue at 94%; place proc next turn, then barracks and scouts.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1172, "completion_tokens": 156, "total_tokens": 1328, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1170, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00052811, "upstream_inference_prompt_cost": 0.00032219, "upstream_inference_completions_cost": 0.00020592}, "completion_tokens_details": {"reasoning_tokens": 75, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.84, "thoughts": "The refinery is almost complete; wait for it to finish, then place it immediately. After placement, build a barracks and begin scouting infantry toward the likely enemy start.", "notes": "Base at (12,16), power plant #124. Refinery in Building queue at 94%; place proc next turn, then barracks and scouts.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE\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@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Proc finishing -> place proc -> build tent -> train rifle scouts -> build weap -> 2nd proc/power.", "raw": "{\"thoughts\": \"Opening: place the ready Ore Refinery to start income, then get a barracks up and begin producing riflemen for scouting/defense.\", \"notes\": \"Placing proc @~ (95,13). Building tent next, then train e1 scouts. Power is fine (100 made/0 used) for now.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":95,\"y\":13},{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1215, "completion_tokens": 187, "total_tokens": 1402, "cost": 0.000363108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000363108, "upstream_inference_prompt_cost": 0.000138708, "upstream_inference_completions_cost": 0.0002244}, "completion_tokens_details": {"reasoning_tokens": 69, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.79, "thoughts": "Opening: place the ready Ore Refinery to start income, then get a barracks up and begin producing riflemen for scouting/defense.", "notes": "Placing proc @~ (95,13). Building tent next, then train e1 scouts. Power is fine (100 made/0 used) for now.", "commands": [{"do": "place", "item": "proc", "x": 95, "y": 13}, {"do": "build", "item": "tent"}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build tent: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE\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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), power plant #124. Refinery in Building queue at 94%; place proc next turn, then barracks and scouts.", "raw": "{\"thoughts\":\"Place the ready refinery immediately to start harvesting, then queue an Allied barracks. After it is placed, produce infantry scouts and expand toward the likely enemy start at (95,11).\",\"notes\":\"Base at (12,16), power plant #124. Refinery ready to place; next priority barracks, then infantry scouting and economy expansion.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1151, "completion_tokens": 169, "total_tokens": 1320, "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": 0.000539495, "upstream_inference_prompt_cost": 0.000316415, "upstream_inference_completions_cost": 0.00022308}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.17, "thoughts": "Place the ready refinery immediately to start harvesting, then queue an Allied barracks. After it is placed, produce infantry scouts and expand toward the likely enemy start at (95,11).", "notes": "Base at (12,16), power plant #124. Refinery ready to place; next priority barracks, then infantry scouting and economy expansion.", "commands": [{"do": "place", "item": "proc", "x": 15, "y": 16}, {"do": "build", "item": "tent"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 2001, "slot": "Multi0", "model": "typesafe/jev-router", "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 3.9%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build tent: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Placing proc @~ (95,13). Building tent next, then train e1 scouts. Power is fine (100 made/0 used) for now.", "raw": "{\"thoughts\": \"Economy is running with 1 harvester and $2980 banked. Barracks (tent) is at 64%, so I'll queue a War Factory next to unlock tanks, then add a second refinery for income. Power is fine for now.\", \"notes\": \"Enemy likely west at (12,16). Build order: tent(64%)->weap->proc#2. When tent completes, train e1 scouts west to find enemy. Keep harvester mining.\", \"commands\": [{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1305, "completion_tokens": 467, "total_tokens": 1772, "cost": 0.000726108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000726108, "upstream_inference_prompt_cost": 0.000165708, "upstream_inference_completions_cost": 0.0005604}, "completion_tokens_details": {"reasoning_tokens": 344, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.73, "thoughts": "Economy is running with 1 harvester and $2980 banked. Barracks (tent) is at 64%, so I'll queue a War Factory next to unlock tanks, then add a second refinery for income. Power is fine for now.", "notes": "Enemy likely west at (12,16). Build order: tent(64%)->weap->proc#2. When tent completes, train e1 scouts west to find enemy. Keep harvester mining.", "commands": [{"do": "build", "item": "weap"}], "feedback": ["build weap: 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": 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 germany (Allies). 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 3.9%.\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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), power plant #124. Refinery ready to place; next priority barracks, then infantry scouting and economy expansion.", "raw": "{\"thoughts\":\"Barracks is nearly complete, with strong power and enough cash for the next production step. I will let it finish, then start infantry scouting and a War Factory for tanks.\",\"notes\":\"Base at (12,16); refinery #130 and harvester #132 are operating. Barracks #? is 64% complete; start weap after completion, then scout toward enemy start (95,11).\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1233, "completion_tokens": 367, "total_tokens": 1600, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1231, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000823405, "upstream_inference_prompt_cost": 0.000338965, "upstream_inference_completions_cost": 0.00048444}, "completion_tokens_details": {"reasoning_tokens": 258, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.12, "thoughts": "Barracks is nearly complete, with strong power and enough cash for the next production step. I will let it finish, then start infantry scouting and a War Factory for tanks.", "notes": "Base at (12,16); refinery #130 and harvester #132 are operating. Barracks #? is 64% complete; start weap after completion, then scout toward enemy start (95,11).", "commands": [{"do": "train", "item": "e1", "count": 5}], "feedback": ["train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: tent READY TO PLACE; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy likely west at (12,16). Build order: tent(64%)->weap->proc#2. When tent completes, train e1 scouts west to find enemy. Keep harvester mining.", "raw": "{\"thoughts\": \"Place the ready barracks, start training a few riflemen to scout west toward the likely enemy base, and keep the war factory building. Harvester stays mining.\", \"notes\": \"Enemy likely west (12,16). Place tent, train e1 scouts. Building: weap in progress; next proc#2. Send scouts west to locate enemy base.\", \"commands\": [{\"do\":\"place\",\"item\":\"tent\",\"x\":93,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":121,\"x\":90,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1287, "completion_tokens": 369, "total_tokens": 1656, "cost": 0.000603108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000603108, "upstream_inference_prompt_cost": 0.000160308, "upstream_inference_completions_cost": 0.0004428}, "completion_tokens_details": {"reasoning_tokens": 238, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.31, "thoughts": "Place the ready barracks, start training a few riflemen to scout west toward the likely enemy base, and keep the war factory building. Harvester stays mining.", "notes": "Enemy likely west (12,16). Place tent, train e1 scouts. Building: weap in progress; next proc#2. Send scouts west to locate enemy base.", "commands": [{"do": "place", "item": "tent", "x": 93, "y": 13}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 121, "x": 90, "y": 11}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #121: 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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.1%.\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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base at (12,16); refinery #130 and harvester #132 are operating. Barracks #? is 64% complete; start weap after completion, then scout toward enemy start (95,11).", "raw": "{\"thoughts\":\"Place the ready barracks, start continuous rifle production, and queue a War Factory next. The base has ample power and one refinery, so I will build a small infantry screen before scouting east toward the likely enemy base.\",\"notes\":\"Base (12,16), refinery #130, power #124, harvester #132. Barracks ready to place; then build War Factory and scout east toward (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":14,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1239, "completion_tokens": 194, "total_tokens": 1433, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1237, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000596695, "upstream_inference_prompt_cost": 0.000340615, "upstream_inference_completions_cost": 0.00025608}, "completion_tokens_details": {"reasoning_tokens": 57, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.12, "thoughts": "Place the ready barracks, start continuous rifle production, and queue a War Factory next. The base has ample power and one refinery, so I will build a small infantry screen before scouting east toward the likely enemy base.", "notes": "Base (12,16), refinery #130, power #124, harvester #132. Barracks ready to place; then build War Factory and scout east toward (95,11).", "commands": [{"do": "place", "item": "tent", "x": 14, "y": 16}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "weap"}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2401, "slot": "Multi0", "model": "typesafe/jev-router", "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 $2508 + stored ore $445 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: 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@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #121: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely west (12,16). Place tent, train e1 scouts. Building: weap in progress; next proc#2. Send scouts west to locate enemy base.", "raw": "{\"thoughts\": \"War Factory is building; tent is up so I can start infantry. Cash is healthy, so I'll queue a few riflemen to scout west and defend, keep harvester mining, and plan a refinery and power after the war factory.\", \"notes\": \"Enemy likely west (12,16). weap ~16% -> then proc#2, then powr. Train e1 scouts and send them west. Keep harvester mining.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":80,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1370, "completion_tokens": 356, "total_tokens": 1726, "cost": 0.000612408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000612408, "upstream_inference_prompt_cost": 0.000185208, "upstream_inference_completions_cost": 0.0004272}, "completion_tokens_details": {"reasoning_tokens": 216, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.35, "thoughts": "War Factory is building; tent is up so I can start infantry. Cash is healthy, so I'll queue a few riflemen to scout west and defend, keep harvester mining, and plan a refinery and power after the war factory.", "notes": "Enemy likely west (12,16). weap ~16% -> then proc#2, then powr. Train e1 scouts and send them west. Keep harvester mining.", "commands": [{"do": "train", "item": "e1", "count": 4}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 80, "y": 12}], "feedback": ["train 4x e1: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 450, "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2520 + stored ore $458 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.4%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(16,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Base (12,16), refinery #130, power #124, harvester #132. Barracks ready to place; then build War Factory and scout east toward (95,11).", "raw": "{\"thoughts\":\"Place the ready barracks and start infantry production while the War Factory finishes. Then expand income with a second refinery and send the first infantry east to scout the likely enemy base.\",\"notes\":\"Base at (12,16); refinery #130, power #124, barracks #134 ready to place, War Factory under construction. Enemy likely east/northeast near (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":12,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":134,\"x\":30,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1320, "completion_tokens": 250, "total_tokens": 1570, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1318, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00069289, "upstream_inference_prompt_cost": 0.00036289, "upstream_inference_completions_cost": 0.00033}, "completion_tokens_details": {"reasoning_tokens": 104, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.45, "thoughts": "Place the ready barracks and start infantry production while the War Factory finishes. Then expand income with a second refinery and send the first infantry east to scout the likely enemy base.", "notes": "Base at (12,16); refinery #130, power #124, barracks #134 ready to place, War Factory under construction. Enemy likely east/northeast near (95,11).", "commands": [{"do": "place", "item": "tent", "x": 12, "y": 13}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 134, "x": 30, "y": 16}], "feedback": ["place tent: nothing READY TO PLACE with that type", "train 5x e1: queued", "build proc: started", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 8}}
{"tick": 2601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2328 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.4%.\nPRODUCTION: Building: weap 32%; Infantry: e1 18%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\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@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(88,9) #137@(91,9) #139@(94,9)\n  harv (Ore Truck (harvester)) x1: #131@(104,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e1: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely west (12,16). weap ~16% -> then proc#2, then powr. Train e1 scouts and send them west. Keep harvester mining.", "raw": "{\"thoughts\": \"Weap is 32% done, cash healthy at $2328. No enemy seen yet, so I'll push my rifle infantry west toward the suspected enemy start (12,16) to scout while continuing infantry production and finishing the war factory.\", \"notes\": \"Enemy likely west (12,16). weap ~32% -> then proc#2, then powr. Rifle squad scouting west. Harvester mining at (104,21).\", \"commands\": [{\"do\":\"move\",\"units\":[135,137,139],\"x\":60,\"y\":15},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"rally\",\"building\":133,\"x\":60,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1390, "completion_tokens": 488, "total_tokens": 1878, "cost": 0.000776808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000776808, "upstream_inference_prompt_cost": 0.000191208, "upstream_inference_completions_cost": 0.0005856}, "completion_tokens_details": {"reasoning_tokens": 320, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.94, "thoughts": "Weap is 32% done, cash healthy at $2328. No enemy seen yet, so I'll push my rifle infantry west toward the suspected enemy start (12,16) to scout while continuing infantry production and finishing the war factory.", "notes": "Enemy likely west (12,16). weap ~32% -> then proc#2, then powr. Rifle squad scouting west. Harvester mining at (104,21).", "commands": [{"do": "move", "units": [135, 137, 139], "x": 60, "y": 15}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 1}, {"do": "rally", "building": 133, "x": 60, "y": 15}], "feedback": ["move: 3 units", "train 3x e1: queued", "train 1x e3: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 12}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2328 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.6%.\nPRODUCTION: Building: weap 32%; Building: proc 0%; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #136@(18,14) #138@(15,14) #140@(12,14)\n  harv (Ore Truck (harvester)) x1: #132@(19,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: nothing READY TO PLACE with that type\n  - train 5x e1: queued\n  - build proc: started\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Base at (12,16); refinery #130, power #124, barracks #134 ready to place, War Factory under construction. Enemy likely east/northeast near (95,11).", "raw": "{\"thoughts\":\"War Factory and second Refinery are progressing, while infantry production continues. Send the initial rifles east to scout toward the likely enemy base and keep the barracks queue full; begin tank production as soon as the War Factory completes.\",\"notes\":\"Base at (12,16); enemy likely near (95,11). War Factory under construction, second Refinery queued/starting. Rifles scouting east; keep infantry and then tanks producing.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":35,\"y\":14},{\"do\":\"attack_move\",\"units\":[136,138,140],\"x\":40,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1371, "completion_tokens": 301, "total_tokens": 1672, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1369, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000774235, "upstream_inference_prompt_cost": 0.000376915, "upstream_inference_completions_cost": 0.00039732}, "completion_tokens_details": {"reasoning_tokens": 150, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.15, "thoughts": "War Factory and second Refinery are progressing, while infantry production continues. Send the initial rifles east to scout toward the likely enemy base and keep the barracks queue full; begin tank production as soon as the War Factory completes.", "notes": "Base at (12,16); enemy likely near (95,11). War Factory under construction, second Refinery queued/starting. Rifles scouting east; keep infantry and then tanks producing.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 134, "x": 35, "y": 14}, {"do": "attack_move", "units": [136, 138, 140], "x": 40, "y": 14}], "feedback": ["train 5x e1: queued", "rally #134: ordered", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 14}}
{"tick": 2801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1662 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.9%.\nPRODUCTION: Building: weap 49%; Infantry: e3 83%; 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@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(78,9) #137@(81,9) #139@(84,9) #141@(87,9)\n  harv (Ore Truck (harvester)) x1: #131@(102,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 3 units\n  - train 3x e1: queued\n  - train 1x e3: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely west (12,16). weap ~32% -> then proc#2, then powr. Rifle squad scouting west. Harvester mining at (104,21).", "raw": "{\"thoughts\": \"War Factory is halfway done. Continuing to push scout infantry west towards the enemy base while queueing additional rocket infantry for base defense.\", \"notes\": \"Scouts moving west towards (12,16). Weap finishing soon -> place and start 2nd proc or harv/tanks.\", \"commands\": [{\"do\": \"move\", \"units\": [135, 137, 139, 141], \"x\": 60, \"y\": 12}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1516, "completion_tokens": 419, "total_tokens": 1935, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0054165, "upstream_inference_prompt_cost": 0.002274, "upstream_inference_completions_cost": 0.0031425}, "completion_tokens_details": {"reasoning_tokens": 289, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.2, "thoughts": "War Factory is halfway done. Continuing to push scout infantry west towards the enemy base while queueing additional rocket infantry for base defense.", "notes": "Scouts moving west towards (12,16). Weap finishing soon -> place and start 2nd proc or harv/tanks.", "commands": [{"do": "move", "units": [135, 137, 139, 141], "x": 60, "y": 12}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["move: 4 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 16}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\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%.\nPRODUCTION: Building: weap 49%; Building: proc 0%; 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #136@(28,13) #138@(24,13) #140@(22,13) #142@(19,14) #143@(16,14) #144@(13,14)\n  harv (Ore Truck (harvester)) x1: #132@(17,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #134: ordered\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely near (95,11). War Factory under construction, second Refinery queued/starting. Rifles scouting east; keep infantry and then tanks producing.", "raw": "{\"thoughts\":\"War Factory is nearly complete and the second Refinery is queued, so the economy and vehicle production are coming online. Continue scouting east with the rifle force, keep infantry production busy, and begin rocket production for anti-tank support.\",\"notes\":\"Base (12,16); enemy likely (95,11). War Factory building, second Refinery queued. Rifles scouting east; transition to tanks when War Factory completes.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":45,\"y\":12},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1392, "completion_tokens": 265, "total_tokens": 1657, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1390, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00073249, "upstream_inference_prompt_cost": 0.00038269, "upstream_inference_completions_cost": 0.0003498}, "completion_tokens_details": {"reasoning_tokens": 127, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "War Factory is nearly complete and the second Refinery is queued, so the economy and vehicle production are coming online. Continue scouting east with the rifle force, keep infantry production busy, and begin rocket production for anti-tank support.", "notes": "Base (12,16); enemy likely (95,11). War Factory building, second Refinery queued. Rifles scouting east; transition to tanks when War Factory completes.", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "attack_move", "units": "all_army", "x": 45, "y": 12}, {"do": "harvest", "unit": 132}], "feedback": ["train 3x e3: queued", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5900, "army_value": 600, "income": 500, "experience": 0, "order_count": 19}}
{"tick": 3001, "slot": "Multi0", "model": "typesafe/jev-router", "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 $1038 + stored ore $285 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.2%.\nPRODUCTION: Building: weap 66%; Infantry: e3 93%; 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@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(69,13) #137@(71,11) #139@(74,9) #141@(78,14)\n  e3 (Rocket Soldier) x1: #145@(86,10)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 4 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Scouts moving west towards (12,16). Weap finishing soon -> place and start 2nd proc or harv/tanks.", "raw": "{\"thoughts\": \"War Factory nearly done; keep infantry queue busy and push scouts west to find the enemy base. Harvester should keep mining. Once weap is placed, start tanks.\", \"notes\": \"Weap ~66%. Scouts heading to (12,16). Next: place weap, build 2tnk/2tnk, add 2nd proc.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"attack_move\",\"units\":[135,137,139,141,145],\"x\":12,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1436, "completion_tokens": 426, "total_tokens": 1862, "cost": 0.000716208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000716208, "upstream_inference_prompt_cost": 0.000205008, "upstream_inference_completions_cost": 0.0005112}, "completion_tokens_details": {"reasoning_tokens": 282, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.48, "thoughts": "War Factory nearly done; keep infantry queue busy and push scouts west to find the enemy base. Harvester should keep mining. Once weap is placed, start tanks.", "notes": "Weap ~66%. Scouts heading to (12,16). Next: place weap, build 2tnk/2tnk, add 2nd proc.", "commands": [{"do": "harvest", "unit": 131}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 3}, {"do": "attack_move", "units": [135, 137, 139, 141, 145], "x": 12, "y": 16}], "feedback": ["train 2x e3: queued", "train 3x e1: queued", "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": 6000, "army_value": 700, "income": 800, "experience": 0, "order_count": 18}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\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 7.5%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Infantry: e3 92%; Infantry: e3 0%; 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #136@(39,13) #138@(35,13) #140@(32,13) #142@(29,13) #143@(26,13) #144@(22,13) #146@(20,14)\n  harv (Ore Truck (harvester)) x1: #132@(16,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Base (12,16); enemy likely (95,11). War Factory building, second Refinery queued. Rifles scouting east; transition to tanks when War Factory completes.", "raw": "{\"thoughts\":\"War Factory and second Refinery are in progress; keep the infantry queue active and push the scouting rifles toward the likely enemy base. Once the War Factory completes, transition immediately into tanks and rally east.\",\"notes\":\"Base at (12,16), enemy likely (95,11). War Factory 66% and second Refinery queued; one harvester. Rifle scout group advancing east; produce e3 until War Factory is ready.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[136,138,140,142,143,144,146],\"x\":75,\"y\":13},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":45,\"y\":13}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1403, "completion_tokens": 341, "total_tokens": 1744, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1401, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000835835, "upstream_inference_prompt_cost": 0.000385715, "upstream_inference_completions_cost": 0.00045012}, "completion_tokens_details": {"reasoning_tokens": 182, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.98, "thoughts": "War Factory and second Refinery are in progress; keep the infantry queue active and push the scouting rifles toward the likely enemy base. Once the War Factory completes, transition immediately into tanks and rally east.", "notes": "Base at (12,16), enemy likely (95,11). War Factory 66% and second Refinery queued; one harvester. Rifle scout group advancing east; produce e3 until War Factory is ready.", "commands": [{"do": "attack_move", "units": [136, 138, 140, 142, 143, 144, 146], "x": 75, "y": 13}, {"do": "train", "item": "e3", "count": 5}, {"do": "rally", "building": 134, "x": 45, "y": 13}], "feedback": ["attack_move: 7 units", "train 5x e3: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 500, "experience": 0, "order_count": 22}}
{"tick": 3201, "slot": "Multi0", "model": "typesafe/jev-router", "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 $788 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.7%.\nPRODUCTION: Building: weap 82%; Infantry: e3 2%; Infantry: e3 0%; 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@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(66,21) #137@(65,18) #139@(66,16) #141@(71,21) #149@(88,9) #150@(91,9) #151@(94,8)\n  e3 (Rocket Soldier) x2: #145@(78,15) #147@(85,10)\n  harv (Ore Truck (harvester)) x1: #131@(103,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - train 3x e1: queued\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Weap ~66%. Scouts heading to (12,16). Next: place weap, build 2tnk/2tnk, add 2nd proc.", "raw": "{\"thoughts\": \"War Factory nearly done (82%). Cash is low ($788), so start cheap power to prep for tanks, keep infantry queueing, and push rocket soldiers further west to find the enemy base.\", \"notes\": \"Weap ~done this turn. Place weap when ready. Scout with e3 toward (12,16). Need 2nd proc + powr after weap. Cash tight.\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"attack_move\",\"units\":[145,147],\"x\":45,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1494, "completion_tokens": 676, "total_tokens": 2170, "cost": 0.001033608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001033608, "upstream_inference_prompt_cost": 0.000222408, "upstream_inference_completions_cost": 0.0008112}, "completion_tokens_details": {"reasoning_tokens": 513, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.53, "thoughts": "War Factory nearly done (82%). Cash is low ($788), so start cheap power to prep for tanks, keep infantry queueing, and push rocket soldiers further west to find the enemy base.", "notes": "Weap ~done this turn. Place weap when ready. Scout with e3 toward (12,16). Need 2nd proc + powr after weap. Cash tight.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 3}, {"do": "attack_move", "units": [145, 147], "x": 45, "y": 16}, {"do": "rally", "building": 133, "x": 88, "y": 14}], "feedback": ["build powr: started", "train 2x e3: queued", "train 3x e1: queued", "attack_move: 2 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": 6600, "army_value": 1300, "income": 950, "experience": 0, "order_count": 23}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $838 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.8%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Infantry: e3 2%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #136@(45,20) #138@(43,20) #140@(40,20) #142@(37,20) #143@(34,20) #144@(30,20) #146@(28,21)\n  e3 (Rocket Soldier) x2: #148@(20,13) #152@(12,14)\n  harv (Ore Truck (harvester)) x1: #132@(19,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - train 5x e3: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely (95,11). War Factory 66% and second Refinery queued; one harvester. Rifle scout group advancing east; produce e3 until War Factory is ready.", "raw": "{\"thoughts\":\"War Factory is nearly complete and the refinery is queued behind it. Keep the scout screen advancing toward the likely enemy base while the infantry queue fills; avoid starting another building until the refinery is placed.\",\"notes\":\"Enemy likely at (95,11). Rifle group is scouting east; two rocket soldiers remain near base. War Factory nearly ready, refinery queued, one harvester.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[136,138,140,142,143,144,146],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[148,152],\"x\":55,\"y\":14},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":35,\"y\":18}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1464, "completion_tokens": 362, "total_tokens": 1826, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1462, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00088033, "upstream_inference_prompt_cost": 0.00040249, "upstream_inference_completions_cost": 0.00047784}, "completion_tokens_details": {"reasoning_tokens": 200, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "War Factory is nearly complete and the refinery is queued behind it. Keep the scout screen advancing toward the likely enemy base while the infantry queue fills; avoid starting another building until the refinery is placed.", "notes": "Enemy likely at (95,11). Rifle group is scouting east; two rocket soldiers remain near base. War Factory nearly ready, refinery queued, one harvester.", "commands": [{"do": "attack_move", "units": [136, 138, 140, 142, 143, 144, 146], "x": 95, "y": 11}, {"do": "attack_move", "units": [148, 152], "x": 55, "y": 14}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 35, "y": 18}], "feedback": ["attack_move: 7 units", "attack_move: 2 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 27}}
{"tick": 3401, "slot": "Multi0", "model": "typesafe/jev-router", "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 $122 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.3%.\nPRODUCTION: Building: weap 99%; Building: powr 0%; Infantry: e1 39%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(59,28) #137@(62,27) #139@(64,25) #141@(62,26) #149@(78,9) #150@(82,9) #151@(85,10)\n  e3 (Rocket Soldier) x3: #145@(70,23) #147@(76,13) #153@(94,9)\n  harv (Ore Truck (harvester)) x1: #131@(102,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 2x e3: queued\n  - train 3x e1: queued\n  - attack_move: 2 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Weap ~done this turn. Place weap when ready. Scout with e3 toward (12,16). Need 2nd proc + powr after weap. Cash tight.", "raw": "{\"thoughts\": \"War Factory is about to finish - place it and start a second refinery for economy. Cash is very tight, so keep cheap infantry production and push scouts toward the enemy base at (12,16) to find them.\", \"notes\": \"Weap finishing - place it. Then build 2nd proc + powr. Scouts heading to (12,16). Army: e1 group ~(60,25), e3 pushing west. Keep infantry queue busy.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\"}, {\"do\":\"train\",\"item\":\"e1\",\"count\":5}, {\"do\":\"train\",\"item\":\"e3\",\"count\":3}, {\"do\":\"attack_move\",\"units\":[135,137,139,141],\"x\":30,\"y\":20}, {\"do\":\"attack_move\",\"units\":[145,147],\"x\":45,\"y\":18}, {\"do\":\"move\",\"units\":[153],\"x\":88,\"y\":12}, {\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1555, "completion_tokens": 511, "total_tokens": 2066, "cost": 0.000853908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000853908, "upstream_inference_prompt_cost": 0.000240708, "upstream_inference_completions_cost": 0.0006132}, "completion_tokens_details": {"reasoning_tokens": 296, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.04, "thoughts": "War Factory is about to finish - place it and start a second refinery for economy. Cash is very tight, so keep cheap infantry production and push scouts toward the enemy base at (12,16) to find them.", "notes": "Weap finishing - place it. Then build 2nd proc + powr. Scouts heading to (12,16). Army: e1 group ~(60,25), e3 pushing west. Keep infantry queue busy.", "commands": [{"do": "place", "item": "weap"}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "attack_move", "units": [135, 137, 139, 141], "x": 30, "y": 20}, {"do": "attack_move", "units": [145, 147], "x": 45, "y": 18}, {"do": "move", "units": [153], "x": 88, "y": 12}, {"do": "harvest", "unit": 131}], "feedback": ["place weap: nothing READY TO PLACE with that type", "train 5x e1: queued", "train 3x e3: queued", "attack_move: 4 units", "attack_move: 2 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 950, "experience": 0, "order_count": 29}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $172 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.6%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Infantry: e3 13%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #136@(51,26) #138@(51,26) #140@(48,25) #142@(47,24) #143@(43,24) #144@(39,24) #146@(37,24)\n  e3 (Rocket Soldier) x3: #148@(20,13)* #152@(13,14)* #154@(12,14)\n  harv (Ore Truck (harvester)) x1: #132@(23,8)\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: 2 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11). Rifle group is scouting east; two rocket soldiers remain near base. War Factory nearly ready, refinery queued, one harvester.", "raw": "{\"thoughts\":\"Place the nearly finished War Factory, keep the refinery queued for economy, and continue scouting toward the likely enemy start. The rifle group is far east and should advance; keep rockets near base until vehicle production begins.\",\"notes\":\"Enemy presumed near (95,11). Rifle scouts advancing east from (37-51,24); 3 rockets near home. War Factory ready to place; refinery queued next.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":18,\"y\":16},{\"do\":\"attack_move\",\"units\":[136,138,140,142,143,144,146],\"x\":75,\"y\":16},{\"do\":\"move\",\"units\":[148,152,154],\"x\":22,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":22,\"y\":18}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1451, "completion_tokens": 262, "total_tokens": 1713, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1449, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000744755, "upstream_inference_prompt_cost": 0.000398915, "upstream_inference_completions_cost": 0.00034584}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.72, "thoughts": "Place the nearly finished War Factory, keep the refinery queued for economy, and continue scouting toward the likely enemy start. The rifle group is far east and should advance; keep rockets near base until vehicle production begins.", "notes": "Enemy presumed near (95,11). Rifle scouts advancing east from (37-51,24); 3 rockets near home. War Factory ready to place; refinery queued next.", "commands": [{"do": "place", "item": "weap", "x": 18, "y": 16}, {"do": "attack_move", "units": [136, 138, 140, 142, 143, 144, 146], "x": 75, "y": 16}, {"do": "move", "units": [148, 152, 154], "x": 22, "y": 16}, {"do": "rally", "building": 134, "x": 22, "y": 18}], "feedback": ["place weap: nothing READY TO PLACE with that type", "attack_move: 7 units", "move: 3 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 27}}
{"tick": 3601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $466 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6800, army $2600, killed $200 (2 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 13.9%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Infantry: e3 28%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #139@(58,28)95% #141@(58,28)70% #149@(70,13) #150@(72,11) #151@(74,9) #155@(89,13)\n  e3 (Rocket Soldier) x3: #145@(62,27) #147@(69,20) #153@(88,12)*\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (1):\n  #138 e1@(54,28) 6%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - attack_move: 4 units\n  - attack_move: 2 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Weap finishing - place it. Then build 2nd proc + powr. Scouts heading to (12,16). Army: e1 group ~(60,25), e3 pushing west. Keep infantry queue busy.", "raw": "{\"thoughts\": \"Cash is empty and I have only one harvester, so economy is the priority, but I must place the ready War Factory now and keep queues busy. Kill the weakened enemy rifleman with nearby units, then build power and a second refinery for income.\", \"notes\": \"Placed weap. Building powr -> proc for economy. Scouts near (58,28) engaging enemy e1 #138. Need to push scouts west toward enemy base (12,16) and keep infantry training.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\",\"x\":92,\"y\":14},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack\",\"units\":[139,141,145,147],\"target\":138},{\"do\":\"attack_move\",\"units\":[149,150,151,155,153],\"x\":80,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1641, "completion_tokens": 830, "total_tokens": 2471, "cost": 0.001262508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001262508, "upstream_inference_prompt_cost": 0.000266508, "upstream_inference_completions_cost": 0.000996}, "completion_tokens_details": {"reasoning_tokens": 635, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.94, "thoughts": "Cash is empty and I have only one harvester, so economy is the priority, but I must place the ready War Factory now and keep queues busy. Kill the weakened enemy rifleman with nearby units, then build power and a second refinery for income.", "notes": "Placed weap. Building powr -> proc for economy. Scouts near (58,28) engaging enemy e1 #138. Need to push scouts west toward enemy base (12,16) and keep infantry training.", "commands": [{"do": "place", "item": "weap", "x": 92, "y": 14}, {"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack", "units": [139, 141, 145, 147], "target": 138}, {"do": "attack_move", "units": [149, 150, 151, 155, 153], "x": 80, "y": 16}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "train 5x e1: queued", "attack: 4 units", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 200, "units_killed": 2, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6800, "army_value": 1500, "income": 1450, "experience": 2, "order_count": 37}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6700, army $2500, killed $200 (2 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 13.9%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e3 67%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #138@(54,28)6% #142@(53,27) #143@(53,27) #144@(49,26) #146@(48,25)\n  e3 (Rocket Soldier) x3: #148@(22,16)* #152@(22,16)* #154@(22,16)*\n  harv (Ore Truck (harvester)) x1: #132@(17,18)\nVISIBLE ENEMY UNITS (2):\n  #139 e1@(58,28) 95%, #141 e1@(58,28) 70%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - attack_move: 7 units\n  - move: 3 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy presumed near (95,11). Rifle scouts advancing east from (37-51,24); 3 rockets near home. War Factory ready to place; refinery queued next.", "raw": "{\"thoughts\":\"Place the ready War Factory, then keep the rifle scouts advancing against the visible enemy while rockets move east to support and scout. The refinery is already queued, so preserve the building queue and continue infantry production.\",\"notes\":\"Enemy infantry seen around (58,28); presumed base near (95,11). Rifle scouts are east of base, rockets grouped at (22,16). War Factory ready to place; refinery queued.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":[138,142,143,144,146],\"x\":70,\"y\":24},{\"do\":\"attack_move\",\"units\":[148,152,154],\"x\":65,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":35,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1479, "completion_tokens": 289, "total_tokens": 1768, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1477, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000788095, "upstream_inference_prompt_cost": 0.000406615, "upstream_inference_completions_cost": 0.00038148}, "completion_tokens_details": {"reasoning_tokens": 106, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.52, "thoughts": "Place the ready War Factory, then keep the rifle scouts advancing against the visible enemy while rockets move east to support and scout. The refinery is already queued, so preserve the building queue and continue infantry production.", "notes": "Enemy infantry seen around (58,28); presumed base near (95,11). Rifle scouts are east of base, rockets grouped at (22,16). War Factory ready to place; refinery queued.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": [138, 142, 143, 144, 146], "x": 70, "y": 24}, {"do": "attack_move", "units": [148, 152, 154], "x": 65, "y": 20}, {"do": "rally", "building": 134, "x": 35, "y": 20}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 5 units", "attack_move: 3 units", "rally #134: ordered", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 200, "units_killed": 2, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6700, "army_value": 1400, "income": 1000, "experience": 2, "order_count": 27}}
{"tick": 3801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2700, killed $400 (4 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 14.6%.\nPRODUCTION: Building: powr 76%; Building: powr 0%; Infantry: e1 23%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #149@(79,14) #150@(80,14) #151@(81,15)* #155@(81,15)*\n  e3 (Rocket Soldier) x4: #145@(61,27)* #147@(68,21)* #153@(81,15)* #159@(91,10)\n  harv (Ore Truck (harvester)) x1: #131@(102,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\n  - train 5x e1: queued\n  - attack: 4 units\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Placed weap. Building powr -> proc for economy. Scouts near (58,28) engaging enemy e1 #138. Need to push scouts west toward enemy base (12,16) and keep infantry training.", "raw": "{\"thoughts\": \"Economy is tight ($0). Keep the harvester mining, keep power/refinery coming, and push my scattered infantry west toward the likely enemy base at (12,16) to find and pressure them.\", \"notes\": \"5 bldgs, weap built. Pushing army west along y~18 toward enemy base (12,16). Building powr->proc for economy. Keep training e1/e3 when cash allows.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack_move\",\"units\":[149,150,151,155,153,159],\"x\":50,\"y\":18},{\"do\":\"attack_move\",\"units\":[145,147],\"x\":50,\"y\":24}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1688, "completion_tokens": 727, "total_tokens": 2415, "cost": 0.001153008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001153008, "upstream_inference_prompt_cost": 0.000280608, "upstream_inference_completions_cost": 0.0008724}, "completion_tokens_details": {"reasoning_tokens": 548, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.52, "thoughts": "Economy is tight ($0). Keep the harvester mining, keep power/refinery coming, and push my scattered infantry west toward the likely enemy base at (12,16) to find and pressure them.", "notes": "5 bldgs, weap built. Pushing army west along y~18 toward enemy base (12,16). Building powr->proc for economy. Keep training e1/e3 when cash allows.", "commands": [{"do": "harvest", "unit": 131}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": [149, 150, 151, 155, 153, 159], "x": 50, "y": 18}, {"do": "attack_move", "units": [145, 147], "x": 50, "y": 24}], "feedback": ["build proc: started", "train 5x e1: queued", "attack_move: 6 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 400, "units_killed": 4, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1600, "income": 1450, "experience": 4, "order_count": 44}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2600, killed $400 (4 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 14.4%.\nPRODUCTION: Building: proc 17%; Infantry: e3 50%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%, #157 weap@(15,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #142@(56,28)46% #144@(56,28)96% #146@(56,28)\n  e3 (Rocket Soldier) x4: #148@(30,21) #152@(30,21) #154@(29,21) #158@(16,15)\n  harv (Ore Truck (harvester)) x1: #132@(20,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 5 units\n  - attack_move: 3 units\n  - rally #134: ordered\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry seen around (58,28); presumed base near (95,11). Rifle scouts are east of base, rockets grouped at (22,16). War Factory ready to place; refinery queued.", "raw": "{\"thoughts\":\"The refinery is nearly ready and the economy is currently cash-starved, so keep production queued while the existing army advances toward the likely enemy base. Send the separated rocket and rifle groups east, and ensure the harvester continues mining.\",\"notes\":\"Enemy likely near (95,11); scouts previously saw infantry around (58,28). Refinery is 17% complete; War Factory #157 is active. Rockets are split between (30,21) and base, rifles at (56,28).\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[142,144,146],\"x\":75,\"y\":20},{\"do\":\"attack_move\",\"units\":[148,152,154,158],\"x\":75,\"y\":20},{\"do\":\"rally\",\"building\":157,\"x\":75,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":75,\"y\":20}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1534, "completion_tokens": 422, "total_tokens": 1956, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1532, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00097878, "upstream_inference_prompt_cost": 0.00042174, "upstream_inference_completions_cost": 0.00055704}, "completion_tokens_details": {"reasoning_tokens": 220, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.75, "thoughts": "The refinery is nearly ready and the economy is currently cash-starved, so keep production queued while the existing army advances toward the likely enemy base. Send the separated rocket and rifle groups east, and ensure the harvester continues mining.", "notes": "Enemy likely near (95,11); scouts previously saw infantry around (58,28). Refinery is 17% complete; War Factory #157 is active. Rockets are split between (30,21) and base, rifles at (56,28).", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [142, 144, 146], "x": 75, "y": 20}, {"do": "attack_move", "units": [148, 152, 154, 158], "x": 75, "y": 20}, {"do": "rally", "building": 157, "x": 75, "y": 20}, {"do": "rally", "building": 134, "x": 75, "y": 20}], "feedback": ["attack_move: 3 units", "attack_move: 4 units", "rally #157: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 400, "units_killed": 4, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1500, "income": 1500, "experience": 4, "order_count": 31}}
{"tick": 4001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $2100, killed $400 (4 units, 0 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 14.7%.\nPRODUCTION: Building: powr 76%; Building: proc 0%; Building: powr 0%; Infantry: e1 23%; 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #149@(72,21) #150@(72,20) #151@(74,19) #155@(73,20)\n  e3 (Rocket Soldier) x2: #153@(74,19) #159@(83,14)\n  harv (Ore Truck (harvester)) x1: #131@(102,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train 5x e1: queued\n  - attack_move: 6 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: 5 bldgs, weap built. Pushing army west along y~18 toward enemy base (12,16). Building powr->proc for economy. Keep training e1/e3 when cash allows.", "raw": "{\"thoughts\": \"Economy is stalled at $0 cash with only one harvester, so income is the bottleneck. Army of 6 is pushing west toward the enemy base; I'll keep them advancing and set rally points so new units join the push. Power plant nearly done, then refinery will help.\", \"notes\": \"6-unit group pushing west toward enemy start (12,16). Building powr->proc->powr queued. Need 2nd harv for income. Cash $0.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[149,150,151,155,153,159],\"x\":45,\"y\":18}, {\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":20}, {\"do\":\"rally\",\"building\":156,\"x\":55,\"y\":20}, {\"do\":\"train\",\"item\":\"e1\",\"count\":5}, {\"do\":\"train\",\"item\":\"harv\",\"count\":1}, {\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1694, "completion_tokens": 805, "total_tokens": 2499, "cost": 0.001248408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001248408, "upstream_inference_prompt_cost": 0.000282408, "upstream_inference_completions_cost": 0.000966}, "completion_tokens_details": {"reasoning_tokens": 594, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.68, "thoughts": "Economy is stalled at $0 cash with only one harvester, so income is the bottleneck. Army of 6 is pushing west toward the enemy base; I'll keep them advancing and set rally points so new units join the push. Power plant nearly done, then refinery will help.", "notes": "6-unit group pushing west toward enemy start (12,16). Building powr->proc->powr queued. Need 2nd harv for income. Cash $0.", "commands": [{"do": "attack_move", "units": [149, 150, 151, 155, 153, 159], "x": 45, "y": 18}, {"do": "rally", "building": 133, "x": 55, "y": 20}, {"do": "rally", "building": 156, "x": 55, "y": 20}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "harv", "count": 1}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 6 units", "rally #133: ordered", "rally #156: ordered", "train 5x e1: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 1000, "units_killed": 4, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8300, "army_value": 1000, "income": 1450, "experience": 4, "order_count": 50}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2600, killed $1000 (6 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 15.6%.\nPRODUCTION: Building: proc 17%; Infantry: e3 50%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%, #157 weap@(15,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #142@(64,26)38% #144@(63,26)96% #146@(64,26)\n  e3 (Rocket Soldier) x4: #148@(40,23) #152@(40,22) #154@(39,22) #158@(24,20)\n  harv (Ore Truck (harvester)) x1: #132@(21,7)75%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - attack_move: 4 units\n  - rally #157: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); scouts previously saw infantry around (58,28). Refinery is 17% complete; War Factory #157 is active. Rockets are split between (30,21) and base, rifles at (56,28).", "raw": "{\"thoughts\":\"The second refinery is nearly complete, so preserve the economy and keep the existing mixed infantry advancing toward the likely enemy base. Send the damaged harvester back to mining and use the army to scout and engage along the eastern route.\",\"notes\":\"Enemy base likely near (95,11). Refinery construction at 17%; War Factory #157 and Barracks #134 active. Infantry groups are advancing from (40,23) and (64,26); harvester #132 is damaged but mining.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":157,\"x\":40,\"y\":22},{\"do\":\"rally\",\"building\":134,\"x\":40,\"y\":22}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1526, "completion_tokens": 298, "total_tokens": 1824, "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": 0.0008129, "upstream_inference_prompt_cost": 0.00041954, "upstream_inference_completions_cost": 0.00039336}, "completion_tokens_details": {"reasoning_tokens": 123, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.69, "thoughts": "The second refinery is nearly complete, so preserve the economy and keep the existing mixed infantry advancing toward the likely enemy base. Send the damaged harvester back to mining and use the army to scout and engage along the eastern route.", "notes": "Enemy base likely near (95,11). Refinery construction at 17%; War Factory #157 and Barracks #134 active. Infantry groups are advancing from (40,23) and (64,26); harvester #132 is damaged but mining.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 157, "x": 40, "y": 22}, {"do": "rally", "building": 134, "x": 40, "y": 22}], "feedback": ["attack_move: 7 units", "rally #157: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 400, "units_killed": 6, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1500, "income": 1500, "experience": 10, "order_count": 31}}
{"tick": 4201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $86 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $2000, killed $700 (7 units, 0 bldgs), lost $1100 (7 units, 0 bldgs). Map explored 14.7%.\nPRODUCTION: Building: powr 77%; Building: proc 0%; Building: powr 0%; Vehicle: harv 0%; Infantry: e1 28%; 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%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #150@(68,24)28% #151@(69,24) #155@(69,24)98%\n  e3 (Rocket Soldier) x2: #153@(69,24)98% #159@(74,19)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - rally #133: ordered\n  - rally #156: ordered\n  - train 5x e1: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: 6-unit group pushing west toward enemy start (12,16). Building powr->proc->powr queued. Need 2nd harv for income. Cash $0.", "raw": "{\"thoughts\": \"Economy is starved ($0, 1 harvester). Pushing my 6-unit group west toward the enemy base at (12,16) but they're getting whittled down. Priority: keep harvester mining, queue more harvesters/refineries for income, and send a slightly larger group to probe the enemy. Cash-limited so mostly waiting on income this turn.\", \"notes\": \"Enemy start (12,16). Group of ~6 at (68,24) pushing west. Need 2nd harv + refinery badly; cash $0. Building powr 77%->proc->powr queued. Vehicle queue has 1 harv.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[150,151,155,153,159],\"x\":40,\"y\":20},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"rally\",\"building\":156,\"x\":90,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1741, "completion_tokens": 723, "total_tokens": 2464, "cost": 0.001164108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001164108, "upstream_inference_prompt_cost": 0.000296508, "upstream_inference_completions_cost": 0.0008676}, "completion_tokens_details": {"reasoning_tokens": 495, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.63, "thoughts": "Economy is starved ($0, 1 harvester). Pushing my 6-unit group west toward the enemy base at (12,16) but they're getting whittled down. Priority: keep harvester mining, queue more harvesters/refineries for income, and send a slightly larger group to probe the enemy. Cash-limited so mostly waiting on income this turn.", "notes": "Enemy start (12,16). Group of ~6 at (68,24) pushing west. Need 2nd harv + refinery badly; cash $0. Building powr 77%->proc->powr queued. Vehicle queue has 1 harv.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [150, 151, 155, 153, 159], "x": 40, "y": 20}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "harv", "count": 1}, {"do": "rally", "building": 156, "x": 90, "y": 14}], "feedback": ["attack_move: 5 units", "train 5x e1: queued", "train 1x harv: queued", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 1100, "units_killed": 7, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 900, "income": 1525, "experience": 7, "order_count": 56}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2300, killed $1100 (7 units, 0 bldgs), lost $700 (7 units, 0 bldgs). Map explored 16.1%.\nPRODUCTION: Building: proc 17%; Infantry: e3 50%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%, #157 weap@(15,14) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #148@(49,26) #152@(49,26) #154@(49,26) #158@(34,24)\n  harv (Ore Truck (harvester)) x1: #132@(18,17)75%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - rally #157: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base likely near (95,11). Refinery construction at 17%; War Factory #157 and Barracks #134 active. Infantry groups are advancing from (40,23) and (64,26); harvester #132 is damaged but mining.", "raw": "{\"thoughts\":\"Cash is empty, but the refinery is underway and the rocket force is already scouting toward the likely enemy base. Continue the advance and keep the harvester mining while existing infantry queues finish.\",\"notes\":\"Enemy likely at (95,11). Four rocket soldiers are advancing from (34-49,24-26); refinery construction at 17%; harvester #132 is damaged but mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1481, "completion_tokens": 258, "total_tokens": 1739, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1479, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000747725, "upstream_inference_prompt_cost": 0.000407165, "upstream_inference_completions_cost": 0.00034056}, "completion_tokens_details": {"reasoning_tokens": 139, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.21, "thoughts": "Cash is empty, but the refinery is underway and the rocket force is already scouting toward the likely enemy base. Continue the advance and keep the harvester mining while existing infantry queues finish.", "notes": "Enemy likely at (95,11). Four rocket soldiers are advancing from (34-49,24-26); refinery construction at 17%; harvester #132 is damaged but mining.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1100, "deaths_cost": 700, "units_killed": 7, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8500, "army_value": 1200, "income": 1500, "experience": 11, "order_count": 31}}
{"tick": 4401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $2000, killed $700 (7 units, 0 bldgs), lost $1100 (7 units, 0 bldgs). Map explored 14.7%.\nPRODUCTION: Building: powr READY TO PLACE; Building: proc 0%; Building: powr 0%; Vehicle: harv 7%; Vehicle: harv 0%; Infantry: e1 98%; 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%; 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #150@(61,27)28% #151@(61,27) #155@(61,27)98%\n  e3 (Rocket Soldier) x2: #153@(61,27)98% #159@(65,24)\n  harv (Ore Truck (harvester)) x1: #131@(106,20)\nVISIBLE ENEMY UNITS (3):\n  #148 e3@(58,28) 40%, #152 e3@(58,28) 49%, #154 e3@(58,28) 92%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - train 5x e1: queued\n  - train 1x harv: queued\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Enemy start (12,16). Group of ~6 at (68,24) pushing west. Need 2nd harv + refinery badly; cash $0. Building powr 77%->proc->powr queued. Vehicle queue has 1 harv.", "raw": "{\"thoughts\": \"Place the completed Power Plant. Focus fire our infantry on the weakened enemy rocket soldiers at (58,28). Harvester is mining, second harv is in production.\", \"notes\": \"Enemy start (12,16). Skirmishing enemy e3s around (58,28). Need harv to finish for economy.\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"attack\", \"units\": [150, 151, 153, 155, 159], \"target\": 148}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1944, "completion_tokens": 427, "total_tokens": 2371, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0061185, "upstream_inference_prompt_cost": 0.002916, "upstream_inference_completions_cost": 0.0032025}, "completion_tokens_details": {"reasoning_tokens": 294, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.68, "thoughts": "Place the completed Power Plant. Focus fire our infantry on the weakened enemy rocket soldiers at (58,28). Harvester is mining, second harv is in production.", "notes": "Enemy start (12,16). Skirmishing enemy e3s around (58,28). Need harv to finish for economy.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack", "units": [150, 151, 153, 155, 159], "target": 148}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 1100, "units_killed": 7, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 900, "income": 1675, "experience": 7, "order_count": 62}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $34 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2600, killed $1100 (7 units, 0 bldgs), lost $700 (7 units, 0 bldgs). Map explored 16.8%.\nPRODUCTION: Building: proc 34%; Infantry: e3 27%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%, #157 weap@(15,14) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x5: #148@(58,28)40% #152@(58,28)49% #154@(58,28)92% #158@(45,24) #160@(14,15)\n  harv (Ore Truck (harvester)) x1: #132@(11,23)75%\nVISIBLE ENEMY UNITS (4):\n  #150 e1@(61,27) 28%, #151 e1@(61,27) 100%, #153 e3@(61,27) 98%, #155 e1@(61,27) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11). Four rocket soldiers are advancing from (34-49,24-26); refinery construction at 17%; harvester #132 is damaged but mining.", "raw": "{\"thoughts\":\"Cash is exhausted, but the refinery is still under construction and rocket infantry are already engaging the enemy. Push the frontline toward the likely base while bringing the rear rocket soldier forward; leave production queues running.\",\"notes\":\"Enemy contact at (61,27); likely base at (95,11). Four rockets advancing east/northeast, #160 joining from home. Refinery construction ongoing; no cash for new orders.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[148,152,154,158],\"x\":90,\"y\":12},{\"do\":\"move\",\"units\":[160],\"x\":58,\"y\":28},{\"do\":\"stance\",\"units\":[148,152,154,158,160],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1503, "completion_tokens": 347, "total_tokens": 1850, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1501, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000871255, "upstream_inference_prompt_cost": 0.000413215, "upstream_inference_completions_cost": 0.00045804}, "completion_tokens_details": {"reasoning_tokens": 189, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.8, "thoughts": "Cash is exhausted, but the refinery is still under construction and rocket infantry are already engaging the enemy. Push the frontline toward the likely base while bringing the rear rocket soldier forward; leave production queues running.", "notes": "Enemy contact at (61,27); likely base at (95,11). Four rockets advancing east/northeast, #160 joining from home. Refinery construction ongoing; no cash for new orders.", "commands": [{"do": "attack_move", "units": [148, 152, 154, 158], "x": 90, "y": 12}, {"do": "move", "units": [160], "x": 58, "y": 28}, {"do": "stance", "units": [148, 152, 154, 158, 160], "stance": "attack_anything"}], "feedback": ["attack_move: 4 units", "move: 1 units", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1100, "deaths_cost": 700, "units_killed": 7, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1500, "income": 2000, "experience": 11, "order_count": 31}}
{"tick": 4601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2000, killed $1600 (10 units, 0 bldgs), lost $1100 (7 units, 0 bldgs). Map explored 14.7%.\nPRODUCTION: Building: proc 0%; Building: powr 0%; Vehicle: harv 7%; Vehicle: harv 0%; Infantry: e1 98%; 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%; 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #150@(61,27)8%* #151@(61,27)* #155@(61,27)95%*\n  e3 (Rocket Soldier) x2: #153@(61,27)91%* #159@(64,25)*\n  harv (Ore Truck (harvester)) x1: #131@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 5 units\nYOUR NOTES FROM LAST TURN: Enemy start (12,16). Skirmishing enemy e3s around (58,28). Need harv to finish for economy.", "raw": "{\"thoughts\": \"Economy is stalled at $0 with only one harvester \u2014 getting it mining is the top priority. My infantry squad is out at (61,27) and can push toward the enemy start to scout/raid. Keep queues as-is since cash is empty.\", \"notes\": \"Enemy start (12,16); enemy e3s seen ~(58,28). Harv #131 mining near base. Squad of 3 e1 + 2 e3 (61,27) pushing west to scout. Cash $0 - need harvester income before anything else.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[150,151,155,153,159],\"x\":45,\"y\":22},{\"do\":\"rally\",\"building\":133,\"x\":90,\"y\":20},{\"do\":\"rally\",\"building\":156,\"x\":90,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1762, "completion_tokens": 918, "total_tokens": 2680, "cost": 0.001404408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001404408, "upstream_inference_prompt_cost": 0.000302808, "upstream_inference_completions_cost": 0.0011016}, "completion_tokens_details": {"reasoning_tokens": 722, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.94, "thoughts": "Economy is stalled at $0 with only one harvester \u2014 getting it mining is the top priority. My infantry squad is out at (61,27) and can push toward the enemy start to scout/raid. Keep queues as-is since cash is empty.", "notes": "Enemy start (12,16); enemy e3s seen ~(58,28). Harv #131 mining near base. Squad of 3 e1 + 2 e3 (61,27) pushing west to scout. Cash $0 - need harvester income before anything else.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [150, 151, 155, 153, 159], "x": 45, "y": 22}, {"do": "rally", "building": 133, "x": 90, "y": 20}, {"do": "rally", "building": 156, "x": 90, "y": 20}], "feedback": ["attack_move: 5 units", "rally #133: ordered", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 1100, "units_killed": 10, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8500, "army_value": 900, "income": 1675, "experience": 16, "order_count": 63}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1700, killed $1100 (7 units, 0 bldgs), lost $1600 (10 units, 0 bldgs). Map explored 17.6%.\nPRODUCTION: Building: proc 35%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%, #157 weap@(15,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #158@(54,28) #160@(24,15)\n  harv (Ore Truck (harvester)) x1: #132@(7,28)75%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 1 units\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Enemy contact at (61,27); likely base at (95,11). Four rockets advancing east/northeast, #160 joining from home. Refinery construction ongoing; no cash for new orders.", "raw": "{\"thoughts\":\"Refinery is nearly complete, so prioritize placing it to restore income and keep the existing rocket queue running. Advance the surviving rockets toward the likely enemy base while the harvester continues mining.\",\"notes\":\"Enemy likely at (95,11); rockets #158 and #160 are scouting east/northeast. Proc #35 is almost ready; place it immediately next turn, then add war-factory tanks and power as funds allow.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[158,160],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"stance\",\"units\":[158,160],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1450, "completion_tokens": 279, "total_tokens": 1729, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1448, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00076692, "upstream_inference_prompt_cost": 0.00039864, "upstream_inference_completions_cost": 0.00036828}, "completion_tokens_details": {"reasoning_tokens": 136, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.16, "thoughts": "Refinery is nearly complete, so prioritize placing it to restore income and keep the existing rocket queue running. Advance the surviving rockets toward the likely enemy base while the harvester continues mining.", "notes": "Enemy likely at (95,11); rockets #158 and #160 are scouting east/northeast. Proc #35 is almost ready; place it immediately next turn, then add war-factory tanks and power as funds allow.", "commands": [{"do": "attack_move", "units": [158, 160], "x": 95, "y": 11}, {"do": "harvest", "unit": 132}, {"do": "stance", "units": [158, 160], "stance": "attack_anything"}], "feedback": ["attack_move: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1100, "deaths_cost": 1600, "units_killed": 7, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2000, "experience": 11, "order_count": 31}}
{"tick": 4801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $342 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2000, killed $1900 (11 units, 0 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 15.3%.\nPRODUCTION: Building: proc 3%; Building: powr 0%; Vehicle: harv 11%; Vehicle: harv 0%; Infantry: e1 50%; 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%; 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #151@(53,27)98% #155@(53,27)91% #164@(93,9)\n  e3 (Rocket Soldier) x2: #153@(53,28)90% #159@(55,28)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - rally #133: ordered\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Enemy start (12,16); enemy e3s seen ~(58,28). Harv #131 mining near base. Squad of 3 e1 + 2 e3 (61,27) pushing west to scout. Cash $0 - need harvester income before anything else.", "raw": "{\"thoughts\": \"Cash is $0 with a huge flood of e1 queued at 0% that will starve real production. Cancel most of them, keep economy building (proc queued, 2 harvs queued), and push my forward squad toward the enemy start to find the base.\", \"notes\": \"Enemy start (12,16), last seen e3s ~(58,28). Economy: 1 harv mining, 2 more harvs + proc queued. Forward squad (2 e1 #151/#155 + 2 e3 #153/#159) scouting west. Cancelling excess e1 queue.\", \"commands\": [{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[151,155,153,159],\"x\":38,\"y\":22}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1780, "completion_tokens": 1367, "total_tokens": 3147, "cost": 0.001948608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001948608, "upstream_inference_prompt_cost": 0.000308208, "upstream_inference_completions_cost": 0.0016404}, "completion_tokens_details": {"reasoning_tokens": 1032, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.79, "thoughts": "Cash is $0 with a huge flood of e1 queued at 0% that will starve real production. Cancel most of them, keep economy building (proc queued, 2 harvs queued), and push my forward squad toward the enemy start to find the base.", "notes": "Enemy start (12,16), last seen e3s ~(58,28). Economy: 1 harv mining, 2 more harvs + proc queued. Forward squad (2 e1 #151/#155 + 2 e3 #153/#159) scouting west. Cancelling excess e1 queue.", "commands": [{"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [151, 155, 153, 159], "x": 38, "y": 22}], "feedback": ["attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 1200, "units_killed": 11, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8500, "army_value": 900, "income": 2175, "experience": 19, "order_count": 63}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $1200 (8 units, 0 bldgs), lost $1900 (11 units, 0 bldgs). Map explored 17.7%.\nPRODUCTION: Building: proc 35%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%, #157 weap@(15,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #160@(32,22)\n  harv (Ore Truck (harvester)) x1: #132@(13,22)75%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11); rockets #158 and #160 are scouting east/northeast. Proc #35 is almost ready; place it immediately next turn, then add war-factory tanks and power as funds allow.", "raw": "{\"thoughts\":\"Ore Refinery is nearly complete and the economy is still cash-starved, so preserve the harvester while the queued rocket soldiers finish. Continue scouting toward the likely enemy base and rally the war factory east for the eventual tank force.\",\"notes\":\"Enemy presumed northeast/east near (95,11). Proc building queue at 35%; place it when ready. Rocket scout #160 is at (32,22); harvester #132 is damaged but harvesting.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[160],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":157,\"x\":35,\"y\":18}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1440, "completion_tokens": 283, "total_tokens": 1723, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1438, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00076945, "upstream_inference_prompt_cost": 0.00039589, "upstream_inference_completions_cost": 0.00037356}, "completion_tokens_details": {"reasoning_tokens": 135, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.54, "thoughts": "Ore Refinery is nearly complete and the economy is still cash-starved, so preserve the harvester while the queued rocket soldiers finish. Continue scouting toward the likely enemy base and rally the war factory east for the eventual tank force.", "notes": "Enemy presumed northeast/east near (95,11). Proc building queue at 35%; place it when ready. Rocket scout #160 is at (32,22); harvester #132 is damaged but harvesting.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [160], "x": 95, "y": 11}, {"do": "rally", "building": 157, "x": 35, "y": 18}], "feedback": ["attack_move: 1 units", "rally #157: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 1900, "units_killed": 8, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 12, "order_count": 31}}
{"tick": 5001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8600, army $2100, killed $1900 (11 units, 0 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 12%; Building: powr 0%; Vehicle: harv 22%; Vehicle: harv 0%; Infantry: e1 61%; 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%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #151@(43,24)98% #155@(43,24)91% #164@(90,17) #165@(90,14)\n  e3 (Rocket Soldier) x2: #153@(44,25)90% #159@(45,26)\n  harv (Ore Truck (harvester)) x1: #131@(102,23)\nVISIBLE ENEMY UNITS (1):\n  #160 e3@(41,24) 45%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Enemy start (12,16), last seen e3s ~(58,28). Economy: 1 harv mining, 2 more harvs + proc queued. Forward squad (2 e1 #151/#155 + 2 e3 #153/#159) scouting west. Cancelling excess e1 queue.", "raw": "{\"thoughts\": \"Spotted an enemy rocket soldier at (41,24); attacking it with our forward squad. Cancelling excess queued units to let cash flow directly into our second refinery and harvester.\", \"notes\": \"Forward squad engaging enemy e3 at (41,24). Pushing towards enemy base at (12,16). Harv + Proc building will bring us to 3 harvesters.\", \"commands\": [{\"do\": \"attack\", \"units\": [151, 155, 153, 159], \"target\": 160}, {\"do\": \"attack_move\", \"units\": [164, 165], \"x\": 50, \"y\": 24}, {\"do\": \"cancel\", \"item\": \"harv\"}, {\"do\": \"cancel\", \"item\": \"powr\"}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"cancel\", \"item\": \"e3\"}, {\"do\": \"cancel\", \"item\": \"e3\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1793, "completion_tokens": 775, "total_tokens": 2568, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008502, "upstream_inference_prompt_cost": 0.0026895, "upstream_inference_completions_cost": 0.0058125}, "completion_tokens_details": {"reasoning_tokens": 522, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.14, "thoughts": "Spotted an enemy rocket soldier at (41,24); attacking it with our forward squad. Cancelling excess queued units to let cash flow directly into our second refinery and harvester.", "notes": "Forward squad engaging enemy e3 at (41,24). Pushing towards enemy base at (12,16). Harv + Proc building will bring us to 3 harvesters.", "commands": [{"do": "attack", "units": [151, 155, 153, 159], "target": 160}, {"do": "attack_move", "units": [164, 165], "x": 50, "y": 24}, {"do": "cancel", "item": "harv"}, {"do": "cancel", "item": "powr"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}], "feedback": ["attack: 4 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 1200, "units_killed": 11, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8600, "army_value": 1000, "income": 2175, "experience": 19, "order_count": 79}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $210 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $1200 (8 units, 0 bldgs), lost $1900 (11 units, 0 bldgs). Map explored 17.7%.\nPRODUCTION: Building: proc 46%; Infantry: e3 82%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%, #157 weap@(15,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #160@(41,24)45%\n  harv (Ore Truck (harvester)) x1: #132@(18,17)75%\nVISIBLE ENEMY UNITS (3):\n  #151 e1@(43,24) 98%, #153 e3@(44,25) 90%, #155 e1@(43,24) 91%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #157: ordered\nYOUR NOTES FROM LAST TURN: Enemy presumed northeast/east near (95,11). Proc building queue at 35%; place it when ready. Rocket scout #160 is at (32,22); harvester #132 is damaged but harvesting.", "raw": "{\"thoughts\":\"The refinery is nearly complete; place it immediately to improve income. The lone damaged rocket soldier is outnumbered, so pull it back while the existing infantry queue continues.\",\"notes\":\"Enemy units near (43,24); presumed base northeast near (95,11). Place pending proc, preserve scout, then save for war factory and tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"move\",\"units\":[160],\"x\":25,\"y\":18},{\"do\":\"rally\",\"building\":134,\"x\":25,\"y\":18},{\"do\":\"rally\",\"building\":157,\"x\":25,\"y\":18}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1473, "completion_tokens": 271, "total_tokens": 1744, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1471, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000762685, "upstream_inference_prompt_cost": 0.000404965, "upstream_inference_completions_cost": 0.00035772}, "completion_tokens_details": {"reasoning_tokens": 131, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.86, "thoughts": "The refinery is nearly complete; place it immediately to improve income. The lone damaged rocket soldier is outnumbered, so pull it back while the existing infantry queue continues.", "notes": "Enemy units near (43,24); presumed base northeast near (95,11). Place pending proc, preserve scout, then save for war factory and tanks.", "commands": [{"do": "place", "item": "proc"}, {"do": "move", "units": [160], "x": 25, "y": 18}, {"do": "rally", "building": 134, "x": 25, "y": 18}, {"do": "rally", "building": 157, "x": 25, "y": 18}], "feedback": ["place proc: nothing READY TO PLACE with that type", "move: 1 units", "rally #134: ordered", "rally #157: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 1900, "units_killed": 8, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 12, "order_count": 31}}
{"tick": 5201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8600, army $2100, killed $2200 (12 units, 0 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 18.8%.\nPRODUCTION: Building: proc 12%; Vehicle: harv 22%; Infantry: e1 61%; 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #151@(43,24)96%* #155@(43,24)82%* #164@(85,26) #165@(80,14)\n  e3 (Rocket Soldier) x2: #153@(44,25)90%* #159@(44,26)*\n  harv (Ore Truck (harvester)) x1: #131@(99,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Forward squad engaging enemy e3 at (41,24). Pushing towards enemy base at (12,16). Harv + Proc building will bring us to 3 harvesters.", "raw": "{\"thoughts\": \"Our forward infantry wiped out the enemy rocket soldier. We'll advance them cautiously towards the enemy base area around (18, 18) while waiting for our harvester to dump ore and complete the second refinery and harvester.\", \"notes\": \"Advancing infantry squad towards enemy base at (12,16). Harv unloading soon to fund proc and 2nd harv.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [151, 155, 153, 159], \"x\": 25, \"y\": 18}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1703, "completion_tokens": 342, "total_tokens": 2045, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0051195, "upstream_inference_prompt_cost": 0.0025545, "upstream_inference_completions_cost": 0.002565}, "completion_tokens_details": {"reasoning_tokens": 212, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.27, "thoughts": "Our forward infantry wiped out the enemy rocket soldier. We'll advance them cautiously towards the enemy base area around (18, 18) while waiting for our harvester to dump ore and complete the second refinery and harvester.", "notes": "Advancing infantry squad towards enemy base at (12,16). Harv unloading soon to fund proc and 2nd harv.", "commands": [{"do": "attack_move", "units": [151, 155, 153, 159], "x": 25, "y": 18}], "feedback": ["attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 1200, "units_killed": 12, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8600, "army_value": 1000, "income": 2175, "experience": 22, "order_count": 86}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $1200 (8 units, 0 bldgs), lost $2200 (12 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 53%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%, #157 weap@(15,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #166@(20,16)\n  harv (Ore Truck (harvester)) x1: #132@(16,6)75%\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  - move: 1 units\n  - rally #134: ordered\n  - rally #157: ordered\nYOUR NOTES FROM LAST TURN: Enemy units near (43,24); presumed base northeast near (95,11). Place pending proc, preserve scout, then save for war factory and tanks.", "raw": "{\"thoughts\":\"The refinery is still building, so cash is exhausted and the damaged harvester must keep mining. Preserve the lone rocket as a scout toward the last enemy contact while the existing infantry queues remain active; place the refinery as soon as it finishes.\",\"notes\":\"Enemy last seen near (43,24), presumed base northeast near (95,11). Refinery pending at 53%; place it next turn when ready, then prioritize economy and tanks.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[166],\"x\":43,\"y\":24}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1439, "completion_tokens": 252, "total_tokens": 1691, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1437, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000728255, "upstream_inference_prompt_cost": 0.000395615, "upstream_inference_completions_cost": 0.00033264}, "completion_tokens_details": {"reasoning_tokens": 124, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "The refinery is still building, so cash is exhausted and the damaged harvester must keep mining. Preserve the lone rocket as a scout toward the last enemy contact while the existing infantry queues remain active; place the refinery as soon as it finishes.", "notes": "Enemy last seen near (43,24), presumed base northeast near (95,11). Refinery pending at 53%; place it next turn when ready, then prioritize economy and tanks.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [166], "x": 43, "y": 24}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2200, "units_killed": 8, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 12, "order_count": 31}}
{"tick": 5401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $340 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8700, army $2200, killed $2200 (12 units, 0 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 22.2%.\nPRODUCTION: Building: proc 16%; Vehicle: harv 27%; Infantry: e1 13%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #151@(33,20)96% #155@(33,20)82% #164@(78,23) #165@(72,17) #167@(94,9)\n  e3 (Rocket Soldier) x2: #153@(34,24)90% #159@(34,24)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (1):\n  #166 e3@(29,22) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Advancing infantry squad towards enemy base at (12,16). Harv unloading soon to fund proc and 2nd harv.", "raw": "{\"thoughts\": \"Engaging enemy rocket soldier with our forward infantry while advancing towards (12,16). Harv is unloading at base to sustain our refinery and second harvester production.\", \"notes\": \"Forward squad pushing to (20,18) near enemy base. Reinforcements rallying west. Second proc and harv building.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [151, 155, 153, 159], \"x\": 20, \"y\": 18}, {\"do\": \"attack_move\", \"units\": [164, 165, 167], \"x\": 35, \"y\": 22}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1701, "completion_tokens": 620, "total_tokens": 2321, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0072015, "upstream_inference_prompt_cost": 0.0025515, "upstream_inference_completions_cost": 0.00465}, "completion_tokens_details": {"reasoning_tokens": 464, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.99, "thoughts": "Engaging enemy rocket soldier with our forward infantry while advancing towards (12,16). Harv is unloading at base to sustain our refinery and second harvester production.", "notes": "Forward squad pushing to (20,18) near enemy base. Reinforcements rallying west. Second proc and harv building.", "commands": [{"do": "attack_move", "units": [151, 155, 153, 159], "x": 20, "y": 18}, {"do": "attack_move", "units": [164, 165, 167], "x": 35, "y": 22}], "feedback": ["attack_move: 4 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 1200, "units_killed": 12, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 1100, "income": 2225, "experience": 22, "order_count": 86}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $1200 (8 units, 0 bldgs), lost $2200 (12 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 53%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%, #157 weap@(15,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #166@(29,22)\n  harv (Ore Truck (harvester)) x1: #132@(18,13)75%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy last seen near (43,24), presumed base northeast near (95,11). Refinery pending at 53%; place it next turn when ready, then prioritize economy and tanks.", "raw": "{\"thoughts\":\"The second refinery is still under construction and cash is empty, so preserve the harvester and let income accumulate. Send the lone rocket soldier northeast to scout toward the presumed enemy base while the refinery finishes; then transition production to tanks.\",\"notes\":\"Refinery #proc is 53% pending placement. Enemy last seen near (43,24), presumed base near (95,11). One rocket #166 scouting; harvester #132 damaged but harvesting. Build tanks after refinery placement and cash recovery.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[166],\"x\":43,\"y\":24}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1417, "completion_tokens": 226, "total_tokens": 1643, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1415, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000687885, "upstream_inference_prompt_cost": 0.000389565, "upstream_inference_completions_cost": 0.00029832}, "completion_tokens_details": {"reasoning_tokens": 87, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.35, "thoughts": "The second refinery is still under construction and cash is empty, so preserve the harvester and let income accumulate. Send the lone rocket soldier northeast to scout toward the presumed enemy base while the refinery finishes; then transition production to tanks.", "notes": "Refinery #proc is 53% pending placement. Enemy last seen near (43,24), presumed base near (95,11). One rocket #166 scouting; harvester #132 damaged but harvesting. Build tanks after refinery placement and cash recovery.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [166], "x": 43, "y": 24}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2200, "units_killed": 8, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 12, "order_count": 31}}
{"tick": 5601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $2500 (13 units, 0 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Building: proc 24%; Vehicle: harv 37%; Infantry: e1 25%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #151@(24,19)95% #155@(24,19)73% #164@(68,23) #165@(64,25) #167@(85,11) #168@(90,13)\n  e3 (Rocket Soldier) x2: #153@(26,20)90% #159@(26,20)\n  harv (Ore Truck (harvester)) x1: #131@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Forward squad pushing to (20,18) near enemy base. Reinforcements rallying west. Second proc and harv building.", "raw": "{\"thoughts\": \"Cash is empty so production is throttled; I'll keep queues full (they auto-resume when ore comes in) and push my forward squad toward the enemy base at (12,16) while funneling the western reinforcements and home idle riflemen to join them.\", \"notes\": \"Forward squad (151,155 e1 + 153,159 e3) pushing to enemy base ~(12,16). Reinforce from (68,23)/(64,25) and home (85,11)/(90,13). proc building, harv building. Need more income: add refineries/harvesters when cash allows.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[151,155,153,159],\"x\":16,\"y\":17},{\"do\":\"attack_move\",\"units\":[164,165],\"x\":24,\"y\":19},{\"do\":\"move\",\"units\":[167,168],\"x\":40,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":24,\"y\":19},{\"do\":\"rally\",\"building\":156,\"x\":30,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1583, "completion_tokens": 728, "total_tokens": 2311, "cost": 0.001122708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001122708, "upstream_inference_prompt_cost": 0.000249108, "upstream_inference_completions_cost": 0.0008736}, "completion_tokens_details": {"reasoning_tokens": 494, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.22, "thoughts": "Cash is empty so production is throttled; I'll keep queues full (they auto-resume when ore comes in) and push my forward squad toward the enemy base at (12,16) while funneling the western reinforcements and home idle riflemen to join them.", "notes": "Forward squad (151,155 e1 + 153,159 e3) pushing to enemy base ~(12,16). Reinforce from (68,23)/(64,25) and home (85,11)/(90,13). proc building, harv building. Need more income: add refineries/harvesters when cash allows.", "commands": [{"do": "attack_move", "units": [151, 155, 153, 159], "x": 16, "y": 17}, {"do": "attack_move", "units": [164, 165], "x": 24, "y": 19}, {"do": "move", "units": [167, 168], "x": 40, "y": 18}, {"do": "rally", "building": 133, "x": 24, "y": 19}, {"do": "rally", "building": 156, "x": 30, "y": 20}], "feedback": ["attack_move: 4 units", "attack_move: 2 units", "move: 2 units", "rally #133: ordered", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2500, "deaths_cost": 1200, "units_killed": 13, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 2175, "experience": 25, "order_count": 86}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $232 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $1200 (8 units, 0 bldgs), lost $2500 (13 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 63%; Infantry: e3 61%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 tent@(12,13) 100%, #157 weap@(15,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(18,17)75%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Refinery #proc is 53% pending placement. Enemy last seen near (43,24), presumed base near (95,11). One rocket #166 scouting; harvester #132 damaged but harvesting. Build tanks after refinery placement and cash recovery.", "raw": "{\"thoughts\":\"The second refinery is still under construction and cash is nearly empty, so the immediate priority is letting the harvester recover income. Keep existing production rallies pointed toward the enemy and prepare to place the refinery when ready.\",\"notes\":\"Refinery #proc is 63% pending placement. One damaged harvester #132 is mining. Existing war factory #157 and barracks #134; enemy base presumed near (95,11), last contact around (43,24).\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":157,\"x\":25,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":25,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1413, "completion_tokens": 346, "total_tokens": 1759, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1411, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000845185, "upstream_inference_prompt_cost": 0.000388465, "upstream_inference_completions_cost": 0.00045672}, "completion_tokens_details": {"reasoning_tokens": 196, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.07, "thoughts": "The second refinery is still under construction and cash is nearly empty, so the immediate priority is letting the harvester recover income. Keep existing production rallies pointed toward the enemy and prepare to place the refinery when ready.", "notes": "Refinery #proc is 63% pending placement. One damaged harvester #132 is mining. Existing war factory #157 and barracks #134; enemy base presumed near (95,11), last contact around (43,24).", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 157, "x": 25, "y": 16}, {"do": "rally", "building": 134, "x": 25, "y": 16}], "feedback": ["rally #157: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2500, "units_killed": 8, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 12, "order_count": 31}}
{"tick": 5801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $2500 (13 units, 0 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 25.4%.\nPRODUCTION: Building: proc 24%; Vehicle: harv 37%; Infantry: e1 25%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #151@(21,12)95% #155@(21,12)73% #164@(59,28) #165@(55,28) #167@(76,17) #168@(81,15)\n  e3 (Rocket Soldier) x2: #153@(21,18)90% #159@(20,18)\n  harv (Ore Truck (harvester)) x1: #131@(99,25)\nVISIBLE ENEMY UNITS (1):\n  #169 e3@(17,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 2 units\n  - move: 2 units\n  - rally #133: ordered\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Forward squad (151,155 e1 + 153,159 e3) pushing to enemy base ~(12,16). Reinforce from (68,23)/(64,25) and home (85,11)/(90,13). proc building, harv building. Need more income: add refineries/harvesters when cash allows.", "raw": "{\"thoughts\": \"Forward squad is at the enemy doorstep near (21,12-18); keep pushing the isolated e3 and scout their base. Cash is $0 so just keep queues running and funnel all free infantry toward the enemy. Consolidate the scattered units east of us and push them west.\", \"notes\": \"Enemy base ~(12,16). Forward group #151,155,153,159 at (21,12-18) attacking. Send #164,165 (55-59,28) and #167,168 (76-81,15-17) west to join. Harvester #131 mining. $0 cash - keep cheap e1/e3 queued, add proc/harv when cash returns.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[151,155,153,159],\"x\":14,\"y\":16},{\"do\":\"attack_move\",\"units\":[164,165],\"x\":22,\"y\":18},{\"do\":\"attack_move\",\"units\":[167,168],\"x\":30,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":156,\"x\":30,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":30,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1662, "completion_tokens": 689, "total_tokens": 2351, "cost": 0.001099608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001099608, "upstream_inference_prompt_cost": 0.000272808, "upstream_inference_completions_cost": 0.0008268}, "completion_tokens_details": {"reasoning_tokens": 410, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.39, "thoughts": "Forward squad is at the enemy doorstep near (21,12-18); keep pushing the isolated e3 and scout their base. Cash is $0 so just keep queues running and funnel all free infantry toward the enemy. Consolidate the scattered units east of us and push them west.", "notes": "Enemy base ~(12,16). Forward group #151,155,153,159 at (21,12-18) attacking. Send #164,165 (55-59,28) and #167,168 (76-81,15-17) west to join. Harvester #131 mining. $0 cash - keep cheap e1/e3 queued, add proc/harv when cash returns.", "commands": [{"do": "attack_move", "units": [151, 155, 153, 159], "x": 14, "y": 16}, {"do": "attack_move", "units": [164, 165], "x": 22, "y": 18}, {"do": "attack_move", "units": [167, 168], "x": 30, "y": 16}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 156, "x": 30, "y": 16}, {"do": "rally", "building": 133, "x": 30, "y": 16}], "feedback": ["attack_move: 4 units", "attack_move: 2 units", "attack_move: 2 units", "train 3x e1: queued", "train 2x e3: queued", "rally #156: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2500, "deaths_cost": 1200, "units_killed": 13, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 2175, "experience": 25, "order_count": 86}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $1200 (8 units, 0 bldgs), lost $2500 (13 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 71%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 83%, #134 tent@(12,13) 100%, #157 weap@(15,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #169@(17,16)\n  harv (Ore Truck (harvester)) x1: #132@(23,8)72%\nVISIBLE ENEMY UNITS (2):\n  #153 e3@(21,18) 90%, #159 e3@(20,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #157: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Refinery #proc is 63% pending placement. One damaged harvester #132 is mining. Existing war factory #157 and barracks #134; enemy base presumed near (95,11), last contact around (43,24).", "raw": "{\"thoughts\":\"Place the nearly completed second refinery to improve income, then keep the rocket soldier focused on the nearby enemy infantry threatening the mining area. Existing infantry queues should continue while cash recovers; next priority is tanks and a Service Depot.\",\"notes\":\"Enemy infantry last seen near (20,18), harvester #132 is damaged at (23,8). Refinery #proc is ready to place. Build tanks once funds permit and advance toward (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"attack\",\"units\":[169],\"target\":153},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1449, "completion_tokens": 288, "total_tokens": 1737, "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": 0.000778525, "upstream_inference_prompt_cost": 0.000398365, "upstream_inference_completions_cost": 0.00038016}, "completion_tokens_details": {"reasoning_tokens": 153, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.63, "thoughts": "Place the nearly completed second refinery to improve income, then keep the rocket soldier focused on the nearby enemy infantry threatening the mining area. Existing infantry queues should continue while cash recovers; next priority is tanks and a Service Depot.", "notes": "Enemy infantry last seen near (20,18), harvester #132 is damaged at (23,8). Refinery #proc is ready to place. Build tanks once funds permit and advance toward (95,11).", "commands": [{"do": "place", "item": "proc"}, {"do": "attack", "units": [169], "target": 153}, {"do": "harvest", "unit": 132}], "feedback": ["place proc: nothing READY TO PLACE with that type", "attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2500, "units_killed": 8, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 12, "order_count": 31}}
{"tick": 6001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $2800 (14 units, 0 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 25.6%.\nPRODUCTION: Building: proc 24%; Vehicle: harv 37%; Infantry: e1 25%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #151@(19,13)95% #155@(19,13)73% #164@(49,28) #165@(46,24) #167@(69,23) #168@(73,20)\n  e3 (Rocket Soldier) x2: #153@(21,18)79% #159@(20,18)91%\n  harv (Ore Truck (harvester)) x1: #131@(99,13)\nVISIBLE ENEMY UNITS (1):\n  #132 harv@(22,11) 72%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 2 units\n  - attack_move: 2 units\n  - train 3x e1: queued\n  - train 2x e3: queued\n  - rally #156: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Forward group #151,155,153,159 at (21,12-18) attacking. Send #164,165 (55-59,28) and #167,168 (76-81,15-17) west to join. Harvester #131 mining. $0 cash - keep cheap e1/e3 queued, add proc/harv when cash returns.", "raw": "{\"thoughts\": \"Focusing fire on the enemy harvester at (22,11) with our forward rocket and rifle infantry to cripple their economy. Moving our mid-map reinforcements up to support.\", \"notes\": \"Attacking enemy harvester #132 with forward infantry #151,155,153,159. Reinforcements #164,165,167,168 moving west. Proc at 24%, harv at 37%.\", \"commands\": [{\"do\": \"attack\", \"units\": [151, 153, 155, 159], \"target\": 132}, {\"do\": \"attack_move\", \"units\": [164, 165, 167, 168], \"x\": 22, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1890, "completion_tokens": 1143, "total_tokens": 3033, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0114075, "upstream_inference_prompt_cost": 0.002835, "upstream_inference_completions_cost": 0.0085725}, "completion_tokens_details": {"reasoning_tokens": 949, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.09, "thoughts": "Focusing fire on the enemy harvester at (22,11) with our forward rocket and rifle infantry to cripple their economy. Moving our mid-map reinforcements up to support.", "notes": "Attacking enemy harvester #132 with forward infantry #151,155,153,159. Reinforcements #164,165,167,168 moving west. Proc at 24%, harv at 37%.", "commands": [{"do": "attack", "units": [151, 153, 155, 159], "target": 132}, {"do": "attack_move", "units": [164, 165, 167, 168], "x": 22, "y": 14}], "feedback": ["attack: 4 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 1200, "units_killed": 14, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 1875, "experience": 28, "order_count": 91}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $1200 (8 units, 0 bldgs), lost $2800 (14 units, 0 bldgs). Map explored 17.9%.\nPRODUCTION: Building: proc 71%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 62%, #134 tent@(12,13) 100%, #157 weap@(15,14) 96%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(22,11)72%\nVISIBLE ENEMY UNITS (4):\n  #151 e1@(19,13) 95%, #153 e3@(21,18) 79%, #155 e1@(19,13) 73%, #159 e3@(20,18) 91%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry last seen near (20,18), harvester #132 is damaged at (23,8). Refinery #proc is ready to place. Build tanks once funds permit and advance toward (95,11).", "raw": "{\"thoughts\":\"Refinery construction is nearly complete, but cash is currently empty and the harvester is damaged near enemy infantry. Keep it mining, finish the refinery, and queue a tank/rocket force as income arrives while rallying units toward the enemy start.\",\"notes\":\"Enemy infantry last seen around (20,18); enemy base likely (95,11). Refinery #130 is under construction at 71%. Harvester #132 damaged; build tanks and advance east when army forms.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":157,\"x\":30,\"y\":16},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1457, "completion_tokens": 383, "total_tokens": 1840, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1455, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000906125, "upstream_inference_prompt_cost": 0.000400565, "upstream_inference_completions_cost": 0.00050556}, "completion_tokens_details": {"reasoning_tokens": 221, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.46, "thoughts": "Refinery construction is nearly complete, but cash is currently empty and the harvester is damaged near enemy infantry. Keep it mining, finish the refinery, and queue a tank/rocket force as income arrives while rallying units toward the enemy start.", "notes": "Enemy infantry last seen around (20,18); enemy base likely (95,11). Refinery #130 is under construction at 71%. Harvester #132 damaged; build tanks and advance east when army forms.", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 157, "x": 30, "y": 16}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["rally #157: ordered", "train 3x 1tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2800, "units_killed": 8, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 12, "order_count": 31}}
{"tick": 6201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2400, killed $2800 (14 units, 0 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 25.8%.\nPRODUCTION: Building: proc 36%; Vehicle: harv 52%; Infantry: e3 30%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #151@(19,15)95% #155@(19,14)73% #164@(40,22) #165@(36,23) #167@(60,28) #168@(64,25) #170@(90,11)\n  e3 (Rocket Soldier) x2: #153@(21,17)79% #159@(20,17)91%\n  harv (Ore Truck (harvester)) x1: #131@(98,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #130 proc@(16,17) 61%, #157 weap@(15,14) 96%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Attacking enemy harvester #132 with forward infantry #151,155,153,159. Reinforcements #164,165,167,168 moving west. Proc at 24%, harv at 37%.", "raw": "{\"thoughts\": \"We're broke ($0) with the proc and harv still building, so I need to keep the forward infantry pressure on the enemy base while reinforcements close in. My forward e1/e3 stack is right on top of the enemy weap/proc \u2014 push them to finish those buildings, and keep the harvester mining.\", \"notes\": \"Forward inf #151,155,153,159 at ~(19,16) attacking enemy weap@(15,14)/proc@(16,17). Reinforcements #164,165,167,168 moving west. Economy: proc 36%, harv 52%, $0. Keep mining with #131.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[151,155,153,159],\"x\":16,\"y\":16},{\"do\":\"attack_move\",\"units\":[164,165,167,168],\"x\":18,\"y\":18},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":156,\"x\":40,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1659, "completion_tokens": 680, "total_tokens": 2339, "cost": 0.001087908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001087908, "upstream_inference_prompt_cost": 0.000271908, "upstream_inference_completions_cost": 0.000816}, "completion_tokens_details": {"reasoning_tokens": 460, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.02, "thoughts": "We're broke ($0) with the proc and harv still building, so I need to keep the forward infantry pressure on the enemy base while reinforcements close in. My forward e1/e3 stack is right on top of the enemy weap/proc \u2014 push them to finish those buildings, and keep the harvester mining.", "notes": "Forward inf #151,155,153,159 at ~(19,16) attacking enemy weap@(15,14)/proc@(16,17). Reinforcements #164,165,167,168 moving west. Economy: proc 36%, harv 52%, $0. Keep mining with #131.", "commands": [{"do": "attack_move", "units": [151, 155, 153, 159], "x": 16, "y": 16}, {"do": "attack_move", "units": [164, 165, 167, 168], "x": 18, "y": 18}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 156, "x": 40, "y": 20}], "feedback": ["attack_move: 4 units", "attack_move: 4 units", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 1200, "units_killed": 14, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1300, "income": 2225, "experience": 28, "order_count": 91}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $335 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $1200 (8 units, 0 bldgs), lost $2800 (14 units, 0 bldgs). Map explored 17.9%.\nPRODUCTION: Building: proc 75%; Vehicle: 1tnk 8%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 18%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 61%, #134 tent@(12,13) 100%, #157 weap@(15,14) 96%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(16,18)2%\nVISIBLE ENEMY UNITS (4):\n  #151 e1@(19,15) 95%, #153 e3@(21,17) 79%, #155 e1@(19,14) 73%, #159 e3@(20,17) 91%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #157: ordered\n  - train 3x 1tnk: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry last seen around (20,18); enemy base likely (95,11). Refinery #130 is under construction at 71%. Harvester #132 damaged; build tanks and advance east when army forms.", "raw": "{\"thoughts\":\"Cash is empty and the refinery is nearly complete, while the only harvester is critically damaged and enemy infantry are probing the base. Keep existing tank/rocket queues running, pull the harvester toward the Construction Yard, and rally production east for a counterattack once units emerge.\",\"notes\":\"Enemy infantry at (19-21,14-17); likely base near (95,11). Refinery #130 nearly ready; place it next turn. Harvester #132 at 2% needs safety. Tank and rocket queues active.\",\"commands\":[{\"do\":\"move\",\"units\":[132],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":157,\"x\":25,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":22,\"y\":16},{\"do\":\"repair\",\"building\":130}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1516, "completion_tokens": 348, "total_tokens": 1864, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1514, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00087615, "upstream_inference_prompt_cost": 0.00041679, "upstream_inference_completions_cost": 0.00045936}, "completion_tokens_details": {"reasoning_tokens": 170, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.67, "thoughts": "Cash is empty and the refinery is nearly complete, while the only harvester is critically damaged and enemy infantry are probing the base. Keep existing tank/rocket queues running, pull the harvester toward the Construction Yard, and rally production east for a counterattack once units emerge.", "notes": "Enemy infantry at (19-21,14-17); likely base near (95,11). Refinery #130 nearly ready; place it next turn. Harvester #132 at 2% needs safety. Tank and rocket queues active.", "commands": [{"do": "move", "units": [132], "x": 12, "y": 16}, {"do": "rally", "building": 157, "x": 25, "y": 16}, {"do": "rally", "building": 134, "x": 22, "y": 16}, {"do": "repair", "building": 130}], "feedback": ["move: 1 units", "rally #157: ordered", "rally #134: ordered", "repair #130: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2800, "units_killed": 8, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 12, "order_count": 37}}
{"tick": 6401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2400, killed $2800 (14 units, 0 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 25.9%.\nPRODUCTION: Building: proc 36%; Vehicle: harv 52%; Infantry: e3 30%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #151@(19,15)95% #155@(19,14)73% #164@(30,21) #165@(26,20) #167@(50,28) #168@(55,28) #170@(80,9)\n  e3 (Rocket Soldier) x2: #153@(21,17)79% #159@(20,17)91%\n  harv (Ore Truck (harvester)) x1: #131@(102,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #130 proc@(16,17) 24%, #157 weap@(15,14) 93%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 4 units\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Forward inf #151,155,153,159 at ~(19,16) attacking enemy weap@(15,14)/proc@(16,17). Reinforcements #164,165,167,168 moving west. Economy: proc 36%, harv 52%, $0. Keep mining with #131.", "raw": "{\"thoughts\": \"No cash (all queues stalled), so focus on the army. My forward rocket/rifle group is already at the enemy weap/proc; push everything west to finish off the enemy base. Enemy proc is at 24%, so keep pressure there.\", \"notes\": \"All army attack_move to enemy base (15,14); finish weap@(15,14) and proc@(16,17). Economy stalled at $0 \u2014 harv #131 mining, proc building 36%. Once cash comes in, resume harv/tanks and get a 2nd harvester.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":15,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1691, "completion_tokens": 600, "total_tokens": 2291, "cost": 0.001001508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001001508, "upstream_inference_prompt_cost": 0.000281508, "upstream_inference_completions_cost": 0.00072}, "completion_tokens_details": {"reasoning_tokens": 448, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.68, "thoughts": "No cash (all queues stalled), so focus on the army. My forward rocket/rifle group is already at the enemy weap/proc; push everything west to finish off the enemy base. Enemy proc is at 24%, so keep pressure there.", "notes": "All army attack_move to enemy base (15,14); finish weap@(15,14) and proc@(16,17). Economy stalled at $0 \u2014 harv #131 mining, proc building 36%. Once cash comes in, resume harv/tanks and get a 2nd harvester.", "commands": [{"do": "attack_move", "units": "all_army", "x": 15, "y": 14}], "feedback": ["attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 1200, "units_killed": 14, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1300, "income": 2225, "experience": 28, "order_count": 91}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $1200 (8 units, 0 bldgs), lost $2800 (14 units, 0 bldgs). Map explored 17.9%.\nPRODUCTION: Building: proc 83%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 24%, #134 tent@(12,13) 100%, #157 weap@(15,14) 93%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(12,14)2%*\nVISIBLE ENEMY UNITS (4):\n  #151 e1@(19,15) 95%, #153 e3@(21,17) 79%, #155 e1@(19,14) 73%, #159 e3@(20,17) 91%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #157: ordered\n  - rally #134: ordered\n  - repair #130: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry at (19-21,14-17); likely base near (95,11). Refinery #130 nearly ready; place it next turn. Harvester #132 at 2% needs safety. Tank and rocket queues active.", "raw": "{\"thoughts\":\"The refinery is nearly ready and must be placed immediately next turn; the harvester is critically damaged, so keep it mining while the production queues finish. Push all available combat units into the nearby enemy infantry to defend the base and clear the area.\",\"notes\":\"Place ready proc next turn. Enemy infantry cluster at (19-21,14-17). Harvester #132 is at 2% HP; refinery #130 under repair. Keep tanks and rocket soldiers producing.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":21,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1522, "completion_tokens": 290, "total_tokens": 1812, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1520, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00080124, "upstream_inference_prompt_cost": 0.00041844, "upstream_inference_completions_cost": 0.0003828}, "completion_tokens_details": {"reasoning_tokens": 154, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.05, "thoughts": "The refinery is nearly ready and must be placed immediately next turn; the harvester is critically damaged, so keep it mining while the production queues finish. Push all available combat units into the nearby enemy infantry to defend the base and clear the area.", "notes": "Place ready proc next turn. Enemy infantry cluster at (19-21,14-17). Harvester #132 is at 2% HP; refinery #130 under repair. Keep tanks and rocket soldiers producing.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": "all_army", "x": 21, "y": 16}], "feedback": ["attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2800, "units_killed": 8, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 12, "order_count": 37}}
{"tick": 6601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2400, killed $4200 (14 units, 1 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 25.9%.\nPRODUCTION: Building: proc 36%; Vehicle: harv 52%; Infantry: e3 30%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #151@(19,15)95% #155@(19,14)73% #164@(20,16) #165@(19,16) #167@(40,24) #168@(46,24) #170@(73,16)\n  e3 (Rocket Soldier) x2: #153@(19,16)79% #159@(19,16)91%\n  harv (Ore Truck (harvester)) x1: #131@(100,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #157 weap@(15,14) 87%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: All army attack_move to enemy base (15,14); finish weap@(15,14) and proc@(16,17). Economy stalled at $0 \u2014 harv #131 mining, proc building 36%. Once cash comes in, resume harv/tanks and get a 2nd harvester.", "raw": "{\"thoughts\": \"Enemy weap is nearly dead and our 9-man squad is on it. Keep pounding the enemy base while the proc finishes. Cash is $0 so no new production possible; just keep queues running.\", \"notes\": \"All army attacking enemy base (15,14). weap@(15,14) 87% - focus it down. proc building ~36%, harv in queue. Once cash flows, resume inf/tank production and 2nd harvester.\", \"commands\": [{\"do\":\"attack\",\"units\":[151,153,155,159,164,165],\"target\":157},{\"do\":\"attack_move\",\"units\":[167,168,170],\"x\":15,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1659, "completion_tokens": 397, "total_tokens": 2056, "cost": 0.000748308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000748308, "upstream_inference_prompt_cost": 0.000271908, "upstream_inference_completions_cost": 0.0004764}, "completion_tokens_details": {"reasoning_tokens": 245, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.11, "thoughts": "Enemy weap is nearly dead and our 9-man squad is on it. Keep pounding the enemy base while the proc finishes. Cash is $0 so no new production possible; just keep queues running.", "notes": "All army attacking enemy base (15,14). weap@(15,14) 87% - focus it down. proc building ~36%, harv in queue. Once cash flows, resume inf/tank production and 2nd harvester.", "commands": [{"do": "attack", "units": [151, 153, 155, 159, 164, 165], "target": 157}, {"do": "attack_move", "units": [167, 168, 170], "x": 15, "y": 14}], "feedback": ["attack: 6 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 1200, "units_killed": 14, "units_lost": 8, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 8900, "army_value": 1300, "income": 1725, "experience": 42, "order_count": 91}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1100, killed $1200 (8 units, 0 bldgs), lost $4200 (14 units, 1 bldgs). Map explored 18.1%.\nPRODUCTION: Building: proc 83%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%, #157 weap@(15,14) 87%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(15,5)2%\nVISIBLE ENEMY UNITS (6):\n  #151 e1@(19,15) 95%, #153 e3@(19,16) 79%, #155 e1@(19,14) 73%, #159 e3@(19,16) 91%, #164 e1@(20,16) 100%, #165 e1@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Place ready proc next turn. Enemy infantry cluster at (19-21,14-17). Harvester #132 is at 2% HP; refinery #130 under repair. Keep tanks and rocket soldiers producing.", "raw": "{\"thoughts\":\"Place the nearly completed second refinery immediately to restore income and protect the critically damaged harvester by sending it back to ore. Keep tank and rocket production running; the nearby enemy infantry are dangerous, but no combat units are currently available to respond.\",\"notes\":\"Second refinery ready next turn; harvester #132 at 2% HP. Enemy infantry cluster near (19,15). Continue 1tnk/e3 production and queue another refinery or depot once funds allow.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":157,\"x\":22,\"y\":17},{\"do\":\"rally\",\"building\":134,\"x\":22,\"y\":17}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1473, "completion_tokens": 419, "total_tokens": 1892, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1471, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000958045, "upstream_inference_prompt_cost": 0.000404965, "upstream_inference_completions_cost": 0.00055308}, "completion_tokens_details": {"reasoning_tokens": 261, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.77, "thoughts": "Place the nearly completed second refinery immediately to restore income and protect the critically damaged harvester by sending it back to ore. Keep tank and rocket production running; the nearby enemy infantry are dangerous, but no combat units are currently available to respond.", "notes": "Second refinery ready next turn; harvester #132 at 2% HP. Enemy infantry cluster near (19,15). Continue 1tnk/e3 production and queue another refinery or depot once funds allow.", "commands": [{"do": "place", "item": "proc"}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 157, "x": 22, "y": 17}, {"do": "rally", "building": 134, "x": 22, "y": 17}], "feedback": ["place proc: nothing READY TO PLACE with that type", "rally #157: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 4200, "units_killed": 8, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5900, "army_value": 0, "income": 2500, "experience": 12, "order_count": 37}}
{"tick": 6801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $316 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2400, killed $4200 (14 units, 1 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 25.9%.\nPRODUCTION: Building: proc 40%; Vehicle: harv 58%; Infantry: e3 50%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #151@(19,15)95% #155@(19,14)73% #164@(20,16) #165@(19,16) #167@(30,23) #168@(36,24) #170@(65,24)\n  e3 (Rocket Soldier) x2: #153@(19,16)79% #159@(19,16)91%\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #157 weap@(15,14) 57%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: All army attacking enemy base (15,14). weap@(15,14) 87% - focus it down. proc building ~36%, harv in queue. Once cash flows, resume inf/tank production and 2nd harvester.", "raw": "{\"thoughts\": \"Enemy weap at (15,14) is down to 57%; my ragtag group is already there. Economy stalled at $0, so focus on finishing the weap and keeping the attack up. Send the scattered units (65,24 / 36,24 / 30,23) to reinforce the assault.\", \"notes\": \"Pushing enemy weap@(15,14). Scattered units sent to reinforce. Cash $0; harv 58% in queue, proc 40% building. Need economy after this fight.\", \"commands\": [{\"do\":\"attack\",\"units\":[151,155,153,159,164,165],\"target\":157},{\"do\":\"attack_move\",\"units\":[167,168,170],\"x\":15,\"y\":14},{\"do\":\"rally\",\"building\":156,\"x\":15,\"y\":14},{\"do\":\"rally\",\"building\":133,\"x\":15,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1654, "completion_tokens": 505, "total_tokens": 2159, "cost": 0.000876408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000876408, "upstream_inference_prompt_cost": 0.000270408, "upstream_inference_completions_cost": 0.000606}, "completion_tokens_details": {"reasoning_tokens": 306, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.97, "thoughts": "Enemy weap at (15,14) is down to 57%; my ragtag group is already there. Economy stalled at $0, so focus on finishing the weap and keeping the attack up. Send the scattered units (65,24 / 36,24 / 30,23) to reinforce the assault.", "notes": "Pushing enemy weap@(15,14). Scattered units sent to reinforce. Cash $0; harv 58% in queue, proc 40% building. Need economy after this fight.", "commands": [{"do": "attack", "units": [151, 155, 153, 159, 164, 165], "target": 157}, {"do": "attack_move", "units": [167, 168, 170], "x": 15, "y": 14}, {"do": "rally", "building": 156, "x": 15, "y": 14}, {"do": "rally", "building": 133, "x": 15, "y": 14}], "feedback": ["attack: 6 units", "attack_move: 3 units", "rally #156: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 1200, "units_killed": 14, "units_lost": 8, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 8900, "army_value": 1300, "income": 2225, "experience": 42, "order_count": 91}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1100, killed $1200 (8 units, 0 bldgs), lost $4200 (14 units, 1 bldgs). Map explored 18.2%.\nPRODUCTION: Building: proc 83%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%, #157 weap@(15,14) 57%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(16,4)3%\nVISIBLE ENEMY UNITS (6):\n  #151 e1@(19,15) 95%, #153 e3@(19,16) 79%, #155 e1@(19,14) 73%, #159 e3@(19,16) 91%, #164 e1@(20,16) 100%, #165 e1@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - rally #157: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Second refinery ready next turn; harvester #132 at 2% HP. Enemy infantry cluster near (19,15). Continue 1tnk/e3 production and queue another refinery or depot once funds allow.", "raw": "{\"thoughts\":\"The refinery is nearly complete, but cash is empty and the sole harvester is critically damaged. Keep it mining/returning while the existing tank and rocket queues continue; repair the damaged war factory when funds arrive and place the refinery as soon as it finishes.\",\"notes\":\"Enemy infantry cluster remains near (19,15). Harvester #132 is at 3% HP; refinery building is 83% complete. Continue tank/e3 production and place proc next turn.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"repair\",\"building\":157}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1490, "completion_tokens": 347, "total_tokens": 1837, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1488, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00086768, "upstream_inference_prompt_cost": 0.00040964, "upstream_inference_completions_cost": 0.00045804}, "completion_tokens_details": {"reasoning_tokens": 222, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "The refinery is nearly complete, but cash is empty and the sole harvester is critically damaged. Keep it mining/returning while the existing tank and rocket queues continue; repair the damaged war factory when funds arrive and place the refinery as soon as it finishes.", "notes": "Enemy infantry cluster remains near (19,15). Harvester #132 is at 3% HP; refinery building is 83% complete. Continue tank/e3 production and place proc next turn.", "commands": [{"do": "harvest", "unit": 132}, {"do": "repair", "building": 157}], "feedback": ["repair #157: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 4200, "units_killed": 8, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5900, "army_value": 0, "income": 2000, "experience": 12, "order_count": 37}}
{"tick": 7001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2400, killed $4200 (14 units, 1 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 25.9%.\nPRODUCTION: Building: proc 48%; Vehicle: harv 67%; Infantry: e3 85%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #151@(19,15)95% #155@(19,14)73% #164@(20,16) #165@(19,16) #167@(21,17) #168@(27,20) #170@(56,28)\n  e3 (Rocket Soldier) x2: #153@(19,16)79% #159@(19,16)91%\n  harv (Ore Truck (harvester)) x1: #131@(104,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #157 weap@(15,14) 27%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack_move: 3 units\n  - rally #156: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Pushing enemy weap@(15,14). Scattered units sent to reinforce. Cash $0; harv 58% in queue, proc 40% building. Need economy after this fight.", "raw": "{\"thoughts\": \"Enemy weap@(15,14) is nearly dead (27%); press the attack with my nearby group to finish it and push into their base. Cash is $0 so I can't start new production this turn \u2014 finish attacking, then rebuild economy once the proc and harvester complete.\", \"notes\": \"Main group (e1 x6 + e3 x2) hitting enemy weap@(15,14). #170 isolated at (56,28) - send toward base. Cash $0; proc 48%, harv 67% in queue. Once enemy weap dies, push into base; then focus economy (need more harvesters/refineries).\", \"commands\": [{\"do\": \"attack\", \"units\": [151, 155, 164, 165, 167, 168, 153, 159], \"target\": 157}, {\"do\": \"move\", \"units\": [170], \"x\": 60, \"y\": 20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1660, "completion_tokens": 645, "total_tokens": 2305, "cost": 0.001046208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001046208, "upstream_inference_prompt_cost": 0.000272208, "upstream_inference_completions_cost": 0.000774}, "completion_tokens_details": {"reasoning_tokens": 433, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Enemy weap@(15,14) is nearly dead (27%); press the attack with my nearby group to finish it and push into their base. Cash is $0 so I can't start new production this turn \u2014 finish attacking, then rebuild economy once the proc and harvester complete.", "notes": "Main group (e1 x6 + e3 x2) hitting enemy weap@(15,14). #170 isolated at (56,28) - send toward base. Cash $0; proc 48%, harv 67% in queue. Once enemy weap dies, push into base; then focus economy (need more harvesters/refineries).", "commands": [{"do": "attack", "units": [151, 155, 164, 165, 167, 168, 153, 159], "target": 157}, {"do": "move", "units": [170], "x": 60, "y": 20}], "feedback": ["attack: 8 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 1200, "units_killed": 14, "units_lost": 8, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 8900, "army_value": 1300, "income": 2225, "experience": 42, "order_count": 91}}
{"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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1100, killed $1200 (8 units, 0 bldgs), lost $4200 (14 units, 1 bldgs). Map explored 18.2%.\nPRODUCTION: Building: proc 83%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%, #157 weap@(15,14) 27%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(16,4)4%\nVISIBLE ENEMY UNITS (6):\n  #151 e1@(19,15) 95%, #153 e3@(19,16) 79%, #155 e1@(19,14) 73%, #159 e3@(19,16) 91%, #164 e1@(20,16) 100%, #165 e1@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #157: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry cluster remains near (19,15). Harvester #132 is at 3% HP; refinery building is 83% complete. Continue tank/e3 production and place proc next turn.", "raw": "{\"thoughts\":\"The refinery is still under construction and cash is empty, while the harvester is critically damaged and enemy infantry is near the base. Keep all existing production queues running; repair the war factory and return the harvester to mining if it survives.\",\"notes\":\"Refinery construction at 83%; enemy infantry cluster around (19,15). Harvester #132 at 4% near (16,4). War Factory #157 badly damaged.\",\"commands\":[{\"do\":\"repair\",\"building\":157},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1466, "completion_tokens": 334, "total_tokens": 1800, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1464, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00084392, "upstream_inference_prompt_cost": 0.00040304, "upstream_inference_completions_cost": 0.00044088}, "completion_tokens_details": {"reasoning_tokens": 216, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "The refinery is still under construction and cash is empty, while the harvester is critically damaged and enemy infantry is near the base. Keep all existing production queues running; repair the war factory and return the harvester to mining if it survives.", "notes": "Refinery construction at 83%; enemy infantry cluster around (19,15). Harvester #132 at 4% near (16,4). War Factory #157 badly damaged.", "commands": [{"do": "repair", "building": 157}, {"do": "harvest", "unit": 132}], "feedback": ["repair #157: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 4200, "units_killed": 8, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5900, "army_value": 0, "income": 2000, "experience": 12, "order_count": 37}}
{"tick": 7201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2400, killed $6200 (14 units, 2 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 26.1%.\nPRODUCTION: Building: proc 48%; Vehicle: harv 67%; Infantry: e3 85%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #151@(19,15)95%* #155@(19,14)73%* #164@(20,16)* #165@(19,16)* #167@(19,17)* #168@(19,17)* #170@(63,24)\n  e3 (Rocket Soldier) x2: #153@(19,16)79%* #159@(19,16)91%*\n  harv (Ore Truck (harvester)) x1: #131@(104,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Main group (e1 x6 + e3 x2) hitting enemy weap@(15,14). #170 isolated at (56,28) - send toward base. Cash $0; proc 48%, harv 67% in queue. Once enemy weap dies, push into base; then focus economy (need more harvesters/refineries).", "raw": "{\"thoughts\": \"Main infantry group is idle near the enemy base at (12,16) with no visible defenders; enemy weap likely destroyed last turn. Push them in to find and destroy remaining structures while queues keep running. Cash is $0 so economy is the bottleneck - keep proc/harv queued.\", \"notes\": \"8-unit group (6x e1, 2x e3) attacking enemy base ~(12,16). #170 moving to regroup. Need harvesters/refineries ASAP once cash flows.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[151,155,153,159,164,165,167,168],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[170],\"x\":19,\"y\":15},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1669, "completion_tokens": 435, "total_tokens": 2104, "cost": 0.000796908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000796908, "upstream_inference_prompt_cost": 0.000274908, "upstream_inference_completions_cost": 0.000522}, "completion_tokens_details": {"reasoning_tokens": 236, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.68, "thoughts": "Main infantry group is idle near the enemy base at (12,16) with no visible defenders; enemy weap likely destroyed last turn. Push them in to find and destroy remaining structures while queues keep running. Cash is $0 so economy is the bottleneck - keep proc/harv queued.", "notes": "8-unit group (6x e1, 2x e3) attacking enemy base ~(12,16). #170 moving to regroup. Need harvesters/refineries ASAP once cash flows.", "commands": [{"do": "attack_move", "units": [151, 155, 153, 159, 164, 165, 167, 168], "x": 12, "y": 16}, {"do": "attack_move", "units": [170], "x": 19, "y": 15}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 3}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 8 units", "attack_move: 1 units", "train 2x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 1200, "units_killed": 14, "units_lost": 8, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 8900, "army_value": 1300, "income": 2150, "experience": 62, "order_count": 91}}
{"tick": 7201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $3900, army $1100, killed $1200 (8 units, 0 bldgs), lost $6200 (14 units, 2 bldgs). Map explored 18.2%.\nPRODUCTION: Building: proc 83%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(16,4)5%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #157: ordered\nYOUR NOTES FROM LAST TURN: Refinery construction at 83%; enemy infantry cluster around (19,15). Harvester #132 at 4% near (16,4). War Factory #157 badly damaged.", "raw": "{\"thoughts\":\"The refinery is nearly complete; place it immediately to restore income. With no combat force and the harvester critically damaged, prioritize stabilizing the economy and then rebuild production and infantry.\",\"notes\":\"Place refinery when ready; harvester #132 is at 5% near (16,4). Enemy was last seen near (19,15), but no current contacts. Rebuild army after income returns.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1323, "completion_tokens": 304, "total_tokens": 1627, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1321, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000764995, "upstream_inference_prompt_cost": 0.000363715, "upstream_inference_completions_cost": 0.00040128}, "completion_tokens_details": {"reasoning_tokens": 193, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.15, "thoughts": "The refinery is nearly complete; place it immediately to restore income. With no combat force and the harvester critically damaged, prioritize stabilizing the economy and then rebuild production and infantry.", "notes": "Place refinery when ready; harvester #132 is at 5% near (16,4). Enemy was last seen near (19,15), but no current contacts. Rebuild army after income returns.", "commands": [{"do": "place", "item": "proc"}, {"do": "harvest", "unit": 132}], "feedback": ["place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 6200, "units_killed": 8, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3900, "army_value": 0, "income": 2000, "experience": 12, "order_count": 37}}
{"tick": 7401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2400, killed $6200 (14 units, 2 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 26.5%.\nPRODUCTION: Building: proc 48%; Vehicle: harv 67%; Infantry: e3 85%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #151@(16,15)95% #155@(16,14)73% #164@(16,16) #165@(16,16) #167@(16,16) #168@(17,16) #170@(57,28)\n  e3 (Rocket Soldier) x2: #153@(17,16)79% #159@(16,16)91%\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(12,16) 71%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack_move: 1 units\n  - train 2x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: 8-unit group (6x e1, 2x e3) attacking enemy base ~(12,16). #170 moving to regroup. Need harvesters/refineries ASAP once cash flows.", "raw": "{\"thoughts\": \"My 8-unit group is already at the enemy base hitting their Construction Yard (71%). Cash is $0 so I can't start new production, but queues are busy. I'll focus the attack on the enemy fact to try to cripple them, keep the harvester mining, and regroup the lone rifleman.\", \"notes\": \"Attack group (6x e1, 2x e3) at enemy base ~(12,16) focusing enemy fact #122. #170 regrouping. Economy stalled at $0, need ore flowing.\", \"commands\": [{\"do\":\"attack\",\"units\":[151,155,164,165,167,168,153,159],\"target\":122},{\"do\":\"move\",\"units\":[170],\"x\":40,\"y\":20},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1705, "completion_tokens": 427, "total_tokens": 2132, "cost": 0.000798108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000798108, "upstream_inference_prompt_cost": 0.000285708, "upstream_inference_completions_cost": 0.0005124}, "completion_tokens_details": {"reasoning_tokens": 252, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.77, "thoughts": "My 8-unit group is already at the enemy base hitting their Construction Yard (71%). Cash is $0 so I can't start new production, but queues are busy. I'll focus the attack on the enemy fact to try to cripple them, keep the harvester mining, and regroup the lone rifleman.", "notes": "Attack group (6x e1, 2x e3) at enemy base ~(12,16) focusing enemy fact #122. #170 regrouping. Economy stalled at $0, need ore flowing.", "commands": [{"do": "attack", "units": [151, 155, 164, 165, 167, 168, 153, 159], "target": 122}, {"do": "move", "units": [170], "x": 40, "y": 20}, {"do": "harvest", "unit": 131}], "feedback": ["attack: 8 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 1200, "units_killed": 14, "units_lost": 8, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 8900, "army_value": 1300, "income": 2000, "experience": 62, "order_count": 96}}
{"tick": 7401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $3900, army $1100, killed $1200 (8 units, 0 bldgs), lost $6200 (14 units, 2 bldgs). Map explored 18.2%.\nPRODUCTION: Building: proc 83%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 71%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(16,4)7%\nVISIBLE ENEMY UNITS (8):\n  #151 e1@(16,15) 95%, #153 e3@(17,16) 79%, #155 e1@(16,14) 73%, #159 e3@(16,16) 91%, #164 e1@(16,16) 100%, #165 e1@(16,16) 100%, #167 e1@(16,16) 100%, #168 e1@(17,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Place refinery when ready; harvester #132 is at 5% near (16,4). Enemy was last seen near (19,15), but no current contacts. Rebuild army after income returns.", "raw": "{\"thoughts\":\"The base is under immediate infantry pressure, but there is no cash or combat force available yet. Keep the damaged harvester mining, let the queued rocket soldiers complete as ore arrives, and place the refinery as soon as it becomes ready.\",\"notes\":\"Enemy infantry group is at our base around (16,15)-(17,16). Harvester #132 is critically damaged at (16,4). Refinery construction is 83%; place it when ready. Rocket infantry queue is active.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"stance\",\"units\":[132],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1427, "completion_tokens": 269, "total_tokens": 1696, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1425, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000747395, "upstream_inference_prompt_cost": 0.000392315, "upstream_inference_completions_cost": 0.00035508}, "completion_tokens_details": {"reasoning_tokens": 136, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.46, "thoughts": "The base is under immediate infantry pressure, but there is no cash or combat force available yet. Keep the damaged harvester mining, let the queued rocket soldiers complete as ore arrives, and place the refinery as soon as it becomes ready.", "notes": "Enemy infantry group is at our base around (16,15)-(17,16). Harvester #132 is critically damaged at (16,4). Refinery construction is 83%; place it when ready. Rocket infantry queue is active.", "commands": [{"do": "harvest", "unit": 132}, {"do": "stance", "units": [132], "stance": "return_fire"}], "feedback": ["stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 6200, "units_killed": 8, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3900, "army_value": 0, "income": 1500, "experience": 12, "order_count": 37}}
{"tick": 7601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $6200 (14 units, 2 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 26.5%.\nPRODUCTION: Building: proc 60%; Vehicle: harv 83%; Infantry: e1 19%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #151@(16,15)95% #155@(16,14)73% #164@(16,16) #165@(16,16) #167@(16,16) #168@(17,16) #170@(47,27) #174@(91,10)\n  e3 (Rocket Soldier) x3: #153@(17,16)79% #159@(16,16)91% #171@(89,12)\n  harv (Ore Truck (harvester)) x1: #131@(100,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(12,16) 33%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Attack group (6x e1, 2x e3) at enemy base ~(12,16) focusing enemy fact #122. #170 regrouping. Economy stalled at $0, need ore flowing.", "raw": "{\"thoughts\": \"Economy stalled at $0 but a proc (60%) and harv (83%) are in production and our attack group has the enemy fact down to 33%. Keep pressing the enemy fact to finish it while nudging idle units to the front and letting production continue.\", \"notes\": \"Attack group (8 units) hitting enemy fact #122 at (12,16) - it's at 33%, finish it. Idle: #170@(47,27), #174@(91,10), #171@(89,12). Building proc 60%, Vehicle harv 83%. Economy $0 - need ore.\", \"commands\": [{\"do\":\"attack\",\"units\":[151,155,164,165,167,168,153,159],\"target\":122},{\"do\":\"move\",\"units\":[170],\"x\":16,\"y\":16},{\"do\":\"move\",\"units\":[174,171],\"x\":95,\"y\":12},{\"do\":\"rally\",\"building\":156,\"x\":93,\"y\":5},{\"do\":\"rally\",\"building\":133,\"x\":93,\"y\":5}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1682, "completion_tokens": 745, "total_tokens": 2427, "cost": 0.001172808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001172808, "upstream_inference_prompt_cost": 0.000278808, "upstream_inference_completions_cost": 0.000894}, "completion_tokens_details": {"reasoning_tokens": 509, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.84, "thoughts": "Economy stalled at $0 but a proc (60%) and harv (83%) are in production and our attack group has the enemy fact down to 33%. Keep pressing the enemy fact to finish it while nudging idle units to the front and letting production continue.", "notes": "Attack group (8 units) hitting enemy fact #122 at (12,16) - it's at 33%, finish it. Idle: #170@(47,27), #174@(91,10), #171@(89,12). Building proc 60%, Vehicle harv 83%. Economy $0 - need ore.", "commands": [{"do": "attack", "units": [151, 155, 164, 165, 167, 168, 153, 159], "target": 122}, {"do": "move", "units": [170], "x": 16, "y": 16}, {"do": "move", "units": [174, 171], "x": 95, "y": 12}, {"do": "rally", "building": 156, "x": 93, "y": 5}, {"do": "rally", "building": 133, "x": 93, "y": 5}], "feedback": ["attack: 8 units", "move: 1 units", "move: 2 units", "rally #156: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 1200, "units_killed": 14, "units_lost": 8, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9300, "army_value": 1700, "income": 2500, "experience": 62, "order_count": 96}}
{"tick": 7601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $3900, army $1100, killed $1200 (8 units, 0 bldgs), lost $6200 (14 units, 2 bldgs). Map explored 18.2%.\nPRODUCTION: Building: proc 83%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 33%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(16,4)8%\nVISIBLE ENEMY UNITS (8):\n  #151 e1@(16,15) 95%, #153 e3@(17,16) 79%, #155 e1@(16,14) 73%, #159 e3@(16,16) 91%, #164 e1@(16,16) 100%, #165 e1@(16,16) 100%, #167 e1@(16,16) 100%, #168 e1@(17,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry group is at our base around (16,15)-(17,16). Harvester #132 is critically damaged at (16,4). Refinery construction is 83%; place it when ready. Rocket infantry queue is active.", "raw": "{\"thoughts\":\"Our base is under infantry attack and the harvester is critically damaged. Keep the refinery construction active, pull the harvester toward the Construction Yard, and prioritize rocket infantry to repel the attackers; repair the damaged MCV/fact if possible.\",\"notes\":\"Enemy infantry group remains at (16,15)-(17,16). Refinery construction at 83%; place immediately when ready. Harvester #132 is at 8% HP and should retreat to base. Rocket infantry production queue is active.\",\"commands\":[{\"do\":\"move\",\"units\":[132],\"x\":12,\"y\":16},{\"do\":\"repair\",\"building\":122},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1428, "completion_tokens": 337, "total_tokens": 1765, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1426, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00083743, "upstream_inference_prompt_cost": 0.00039259, "upstream_inference_completions_cost": 0.00044484}, "completion_tokens_details": {"reasoning_tokens": 172, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.99, "thoughts": "Our base is under infantry attack and the harvester is critically damaged. Keep the refinery construction active, pull the harvester toward the Construction Yard, and prioritize rocket infantry to repel the attackers; repair the damaged MCV/fact if possible.", "notes": "Enemy infantry group remains at (16,15)-(17,16). Refinery construction at 83%; place immediately when ready. Harvester #132 is at 8% HP and should retreat to base. Rocket infantry production queue is active.", "commands": [{"do": "move", "units": [132], "x": 12, "y": 16}, {"do": "repair", "building": 122}, {"do": "train", "item": "e3", "count": 5}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["move: 1 units", "repair #122: ordered", "train 5x e3: queued", "stance: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 6200, "units_killed": 8, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3900, "army_value": 0, "income": 1500, "experience": 12, "order_count": 37}}
{"tick": 7801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $8200 (14 units, 3 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 26.6%.\nPRODUCTION: Building: proc 60%; Vehicle: harv 83%; Infantry: e1 19%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #151@(16,15)95% #155@(16,14)73% #164@(16,16) #165@(16,16) #167@(16,16) #168@(17,16) #170@(38,20) #174@(95,13)*\n  e3 (Rocket Soldier) x3: #153@(17,16)79% #159@(16,16)91% #171@(95,13)*\n  harv (Ore Truck (harvester)) x1: #131@(104,23)\nVISIBLE ENEMY UNITS (1):\n  #132 harv@(13,13) 8%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - move: 1 units\n  - move: 2 units\n  - rally #156: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Attack group (8 units) hitting enemy fact #122 at (12,16) - it's at 33%, finish it. Idle: #170@(47,27), #174@(91,10), #171@(89,12). Building proc 60%, Vehicle harv 83%. Economy $0 - need ore.", "raw": "{\"thoughts\": \"The 8-man attack group is sitting on the enemy start (16,15) with no enemy buildings visible - the enemy fact #122 was at 33% and likely destroyed. Push them onto (12,16) to finish the base. Cash is $0 so keep harvester mining and queue production for when ore arrives.\", \"notes\": \"Main army (~8 units) pushing enemy base area (12,16). Idle #170@(38,20) heading to front; #171,#174 at base to move up. Building: proc 60%. Vehicle: harv 83%. Need ore - $0.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[151,153,155,159,164,165,167,168],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[170],\"x\":30,\"y\":20},{\"do\":\"move\",\"units\":[171,174],\"x\":50,\"y\":18},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3\"}]}\n\nWait, I need valid JSON. Let me fix - the last command has a typo. Also I should double check format.\n\nLet me output clean JSON.{\"thoughts\": \"The 8-man attack group sits on the enemy start (16,15) with no enemy buildings visible - enemy fact #122 was at 33% and likely destroyed. Push them onto (12,16) to finish the base and hunt remaining structures. Cash is $0 so keep the harv mining and queue production for when ore arrives.\", \"notes\": \"Main army (~8 units) pushing enemy base at (12,16). Idle #170@(38,20) heading to front; #171/#174 at base moving up. Building: proc 60%. Vehicle: harv 83%. Economy at $0 - need ore badly.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[151,153,155,159,164,165,167,168],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[170],\"x\":28,\"y\":18},{\"do\":\"move\",\"units\":[171,174],\"x\":50,\"y\":18},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1738, "completion_tokens": 1354, "total_tokens": 3092, "cost": 0.001920408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001920408, "upstream_inference_prompt_cost": 0.000295608, "upstream_inference_completions_cost": 0.0016248}, "completion_tokens_details": {"reasoning_tokens": 849, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.15, "thoughts": "", "notes": "Attack group (8 units) hitting enemy fact #122 at (12,16) - it's at 33%, finish it. Idle: #170@(47,27), #174@(91,10), #171@(89,12). Building proc 60%, Vehicle harv 83%. Economy $0 - need ore.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8200, "deaths_cost": 1200, "units_killed": 14, "units_lost": 8, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9300, "army_value": 1700, "income": 2000, "experience": 82, "order_count": 96}}
{"tick": 7801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $1900, army $1100, killed $1200 (8 units, 0 bldgs), lost $8200 (14 units, 3 bldgs). Map explored 18.2%.\nPRODUCTION: Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #134 tent@(12,13) 99%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(13,13)8%\nVISIBLE ENEMY UNITS (6):\n  #151 e1@(16,15) 95%, #155 e1@(16,14) 73%, #159 e3@(16,16) 91%, #164 e1@(16,16) 100%, #165 e1@(16,16) 100%, #167 e1@(16,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - repair #122: ordered\n  - train 5x e3: queued\n  - stance: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy infantry group remains at (16,15)-(17,16). Refinery construction at 83%; place immediately when ready. Harvester #132 is at 8% HP and should retreat to base. Rocket infantry production queue is active.", "raw": "{\"thoughts\":\"The base is nearly defenseless and the harvester is critically damaged. Place the nearly completed refinery immediately, retreat the harvester to it, and rely on the queued rocket soldiers to repel the nearby infantry.\",\"notes\":\"Enemy infantry group is at (16,14)-(16,16), directly east of base. Harvester #132 at 8% HP; refinery reportedly 83% and needs placement. Rocket queue is active.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":14,\"y\":16},{\"do\":\"move\",\"units\":[132],\"x\":14,\"y\":16},{\"do\":\"repair\",\"building\":134},{\"do\":\"stance\",\"units\":[132],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1380, "completion_tokens": 319, "total_tokens": 1699, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1378, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00080047, "upstream_inference_prompt_cost": 0.00037939, "upstream_inference_completions_cost": 0.00042108}, "completion_tokens_details": {"reasoning_tokens": 166, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.01, "thoughts": "The base is nearly defenseless and the harvester is critically damaged. Place the nearly completed refinery immediately, retreat the harvester to it, and rely on the queued rocket soldiers to repel the nearby infantry.", "notes": "Enemy infantry group is at (16,14)-(16,16), directly east of base. Harvester #132 at 8% HP; refinery reportedly 83% and needs placement. Rocket queue is active.", "commands": [{"do": "place", "item": "proc", "x": 14, "y": 16}, {"do": "move", "units": [132], "x": 14, "y": 16}, {"do": "repair", "building": 134}, {"do": "stance", "units": [132], "stance": "return_fire"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "move: 1 units", "repair #134: ordered", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 8200, "units_killed": 8, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 1900, "army_value": 0, "income": 1500, "experience": 12, "order_count": 42}}
{"tick": 8001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $9300 (15 units, 3 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 27.1%.\nPRODUCTION: Building: proc 60%; Vehicle: harv 83%; Infantry: e1 19%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #151@(16,15)95%* #155@(16,14)78% #164@(16,16)* #165@(16,16)* #167@(16,16)* #168@(17,16)* #170@(29,16) #174@(95,13)*\n  e3 (Rocket Soldier) x3: #153@(16,16)79%* #159@(16,16)91%* #171@(95,13)*\n  harv (Ore Truck (harvester)) x1: #131@(99,17)\nVISIBLE ENEMY UNITS (1):\n  #175 harv.fullhusk@(12,14) 82%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Attack group (8 units) hitting enemy fact #122 at (12,16) - it's at 33%, finish it. Idle: #170@(47,27), #174@(91,10), #171@(89,12). Building proc 60%, Vehicle harv 83%. Economy $0 - need ore.", "raw": "{\"thoughts\": \"Enemy base area (12,16) shows no visible buildings, but our attack group is already adjacent at (16,15). Push the group west to sweep the enemy base and finish any remaining structures. Bring up the two idle home units and #170 to reinforce. Production is stalled at $0 cash, so keep queues running and let ore income restart them.\", \"notes\": \"Attack group (~8 units) sweeping enemy start (12,16)->west. Reinforcing with #174/#171/#170. proc 60%, harv 83% in queues. $0 cash - need harvester deliveries.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [151, 155, 164, 165, 167, 168, 153, 159], \"x\": 11, \"y\": 16}, {\"do\": \"move\", \"units\": [174, 171], \"x\": 18, \"y\": 16}, {\"do\": \"move\", \"units\": [170], \"x\": 17, \"y\": 16}, {\"do\": \"rally\", \"building\": 133, \"x\": 30, \"y\": 16}, {\"do\": \"rally\", \"building\": 156, \"x\": 30, \"y\": 16}, {\"do\": \"repair\", \"building\": 121}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1697, "completion_tokens": 1536, "total_tokens": 3233, "cost": 0.002126508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002126508, "upstream_inference_prompt_cost": 0.000283308, "upstream_inference_completions_cost": 0.0018432}, "completion_tokens_details": {"reasoning_tokens": 1241, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.09, "thoughts": "Enemy base area (12,16) shows no visible buildings, but our attack group is already adjacent at (16,15). Push the group west to sweep the enemy base and finish any remaining structures. Bring up the two idle home units and #170 to reinforce. Production is stalled at $0 cash, so keep queues running and let ore income restart them.", "notes": "Attack group (~8 units) sweeping enemy start (12,16)->west. Reinforcing with #174/#171/#170. proc 60%, harv 83% in queues. $0 cash - need harvester deliveries.", "commands": [{"do": "attack_move", "units": [151, 155, 164, 165, 167, 168, 153, 159], "x": 11, "y": 16}, {"do": "move", "units": [174, 171], "x": 18, "y": 16}, {"do": "move", "units": [170], "x": 17, "y": 16}, {"do": "rally", "building": 133, "x": 30, "y": 16}, {"do": "rally", "building": 156, "x": 30, "y": 16}, {"do": "repair", "building": 121}], "feedback": ["attack_move: 8 units", "move: 2 units", "move: 1 units", "rally #133: ordered", "rally #156: ordered", "repair #121: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9300, "deaths_cost": 1200, "units_killed": 15, "units_lost": 8, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9300, "army_value": 1700, "income": 2000, "experience": 93, "order_count": 96}}
{"tick": 8001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 0.\nSCORE: assets $800, army $0, killed $1200 (8 units, 0 bldgs), lost $9300 (15 units, 3 bldgs). Map explored 18.2%.\nPRODUCTION: Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #134 tent@(12,13) 90%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv.fullhusk (harv.fullhusk) x1: #175@(12,14)82%*\nVISIBLE ENEMY UNITS (7):\n  #151 e1@(16,15) 95%, #153 e3@(16,16) 79%, #155 e1@(16,14) 78%, #159 e3@(16,16) 91%, #164 e1@(16,16) 100%, #165 e1@(16,16) 100%, #167 e1@(16,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - move: 1 units\n  - repair #134: ordered\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry group is at (16,14)-(16,16), directly east of base. Harvester #132 at 8% HP; refinery reportedly 83% and needs placement. Rocket queue is active.", "raw": "{\"thoughts\":\"Our economy is effectively collapsed: the harvester is full but no refinery is visible, while enemy infantry are adjacent to the base. Re-establish ore processing immediately and keep the rocket queue active; send the harvester toward the base/mining area to avoid losing it.\",\"notes\":\"Enemy infantry mass at (16,14)-(16,16), directly east. Need place/build refinery as soon as affordable; power is sufficient. No combat army currently available.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":175},{\"do\":\"stance\",\"units\":[175],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1387, "completion_tokens": 352, "total_tokens": 1739, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1385, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000845955, "upstream_inference_prompt_cost": 0.000381315, "upstream_inference_completions_cost": 0.00046464}, "completion_tokens_details": {"reasoning_tokens": 217, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.36, "thoughts": "Our economy is effectively collapsed: the harvester is full but no refinery is visible, while enemy infantry are adjacent to the base. Re-establish ore processing immediately and keep the rocket queue active; send the harvester toward the base/mining area to avoid losing it.", "notes": "Enemy infantry mass at (16,14)-(16,16), directly east. Need place/build refinery as soon as affordable; power is sufficient. No combat army currently available.", "commands": [{"do": "build", "item": "proc"}, {"do": "harvest", "unit": 175}, {"do": "stance", "units": [175], "stance": "return_fire"}], "feedback": ["build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 9300, "units_killed": 8, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 800, "army_value": 0, "income": 1000, "experience": 12, "order_count": 42}}
{"tick": 8201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $97 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $2900, killed $9300 (15 units, 3 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 27.3%.\nPRODUCTION: Building: proc 70%; Vehicle: harv 95%; Infantry: e1 53%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #151@(15,16)95% #155@(16,14)88% #164@(14,16) #165@(14,16) #167@(15,16) #168@(15,16) #170@(19,16) #174@(85,14) #176@(93,9)\n  e3 (Rocket Soldier) x3: #153@(14,16)79% #159@(15,16)91% #171@(85,14)\n  harv (Ore Truck (harvester)) x1: #131@(98,15)\nVISIBLE ENEMY UNITS (1):\n  #175 harv.fullhusk@(12,14) 65%\nVISIBLE ENEMY BUILDINGS (2):\n  #124 powr@(10,16) 100%, #134 tent@(12,13) 2%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - move: 2 units\n  - move: 1 units\n  - rally #133: ordered\n  - rally #156: ordered\n  - repair #121: ordered\nYOUR NOTES FROM LAST TURN: Attack group (~8 units) sweeping enemy start (12,16)->west. Reinforcing with #174/#171/#170. proc 60%, harv 83% in queues. $0 cash - need harvester deliveries.", "raw": "{\"thoughts\": \"My strike group is already inside the enemy base at (14-16,16) engaging. Finishing their tent (#134, 2% hp) and power plant (#124) should cripple them. Cash is $0 so I must get harvester #131 mining and keep queues staged.\", \"notes\": \"Strike group (9 units: #151,155,153,159,164,165,167,168,170) killing enemy tent #134 + powr #124 at (10-12,13-16). #174/#171 reinforcing west from (85,14). #176 guards base. Harv #131 -> mine. Cash $0, proc 70%/harv 95% in queue.\", \"commands\": [{\"do\":\"attack\",\"units\":[151,153,155,159,164,165,167,168,170],\"target\":124},{\"do\":\"attack\",\"units\":[151,153,155,164,165,167,168],\"target\":134},{\"do\":\"move\",\"units\":[174,171],\"x\":40,\"y\":16},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1747, "completion_tokens": 934, "total_tokens": 2681, "cost": 0.001419108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001419108, "upstream_inference_prompt_cost": 0.000298308, "upstream_inference_completions_cost": 0.0011208}, "completion_tokens_details": {"reasoning_tokens": 652, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.94, "thoughts": "My strike group is already inside the enemy base at (14-16,16) engaging. Finishing their tent (#134, 2% hp) and power plant (#124) should cripple them. Cash is $0 so I must get harvester #131 mining and keep queues staged.", "notes": "Strike group (9 units: #151,155,153,159,164,165,167,168,170) killing enemy tent #134 + powr #124 at (10-12,13-16). #174/#171 reinforcing west from (85,14). #176 guards base. Harv #131 -> mine. Cash $0, proc 70%/harv 95% in queue.", "commands": [{"do": "attack", "units": [151, 153, 155, 159, 164, 165, 167, 168, 170], "target": 124}, {"do": "attack", "units": [151, 153, 155, 164, 165, 167, 168], "target": 134}, {"do": "move", "units": [174, 171], "x": 40, "y": 16}, {"do": "harvest", "unit": 131}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["attack: 9 units", "attack: 7 units", "move: 2 units", "train 3x e3: queued", "train 2x 1tnk: queued", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9300, "deaths_cost": 1200, "units_killed": 15, "units_lost": 8, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9400, "army_value": 1800, "income": 2500, "experience": 93, "order_count": 96}}
{"tick": 8201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 0.\nSCORE: assets $800, army $0, killed $1200 (8 units, 0 bldgs), lost $9300 (15 units, 3 bldgs). Map explored 18.2%.\nPRODUCTION: Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #134 tent@(12,13) 2%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv.fullhusk (harv.fullhusk) x1: #175@(12,14)65%*\nVISIBLE ENEMY UNITS (8):\n  #151 e1@(15,16) 95%, #153 e3@(14,16) 79%, #155 e1@(16,14) 88%, #159 e3@(15,16) 91%, #164 e1@(14,16) 100%, #165 e1@(14,16) 100%, #167 e1@(15,16) 100%, #168 e1@(15,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry mass at (16,14)-(16,16), directly east. Need place/build refinery as soon as affordable; power is sufficient. No combat army currently available.", "raw": "{\"thoughts\":\"The Construction Yard and refinery appear to be gone, leaving no economy and no combat force while enemy infantry surrounds the nearly destroyed barracks. I will repair the barracks, attempt to return the harvester, and keep the infantry queue active in case ore or salvage becomes available.\",\"notes\":\"Base crippled: power #124, barracks #134 at 2%, harvester #175 full and damaged at home. Enemy infantry mass is immediately east around (14-16,14-16); no CY/refinery visible.\",\"commands\":[{\"do\":\"repair\",\"building\":134},{\"do\":\"harvest\",\"unit\":175},{\"do\":\"train\",\"item\":\"e1\",\"count\":1},{\"do\":\"stance\",\"units\":[175],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1377, "completion_tokens": 475, "total_tokens": 1852, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1375, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001005565, "upstream_inference_prompt_cost": 0.000378565, "upstream_inference_completions_cost": 0.000627}, "completion_tokens_details": {"reasoning_tokens": 313, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.0, "thoughts": "The Construction Yard and refinery appear to be gone, leaving no economy and no combat force while enemy infantry surrounds the nearly destroyed barracks. I will repair the barracks, attempt to return the harvester, and keep the infantry queue active in case ore or salvage becomes available.", "notes": "Base crippled: power #124, barracks #134 at 2%, harvester #175 full and damaged at home. Enemy infantry mass is immediately east around (14-16,14-16); no CY/refinery visible.", "commands": [{"do": "repair", "building": 134}, {"do": "harvest", "unit": 175}, {"do": "train", "item": "e1", "count": 1}, {"do": "stance", "units": [175], "stance": "return_fire"}], "feedback": ["repair #134: ordered", "train 1x e1: queued", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 9300, "units_killed": 8, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 800, "army_value": 0, "income": 1000, "experience": 12, "order_count": 42}}
{"tick": 8401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $2900, killed $10100 (15 units, 5 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 27.3%.\nPRODUCTION: Building: proc 72%; Vehicle: harv 98%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 85%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #156 weap@(93,15) 100%, #161 powr@(97,8) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #151@(15,16)95%* #155@(16,14)98%* #164@(14,16)* #165@(14,16)* #167@(15,16)* #168@(15,16)* #170@(14,16)* #174@(76,17) #176@(83,11)\n  e3 (Rocket Soldier) x3: #153@(14,16)79%* #159@(15,16)91%* #171@(76,17)\n  harv (Ore Truck (harvester)) x1: #131@(103,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack: 7 units\n  - move: 2 units\n  - train 3x e3: queued\n  - train 2x 1tnk: queued\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Strike group (9 units: #151,155,153,159,164,165,167,168,170) killing enemy tent #134 + powr #124 at (10-12,13-16). #174/#171 reinforcing west from (85,14). #176 guards base. Harv #131 -> mine. Cash $0, proc 70%/harv 95% in queue.", "raw": "{\"thoughts\": \"Enemy tent+powr near their start are dead and my strike group sits idle at (14-16) with nothing visible. I need to keep pushing west to find and destroy remaining enemy buildings, reinforce the front, and keep the harvester mining since cash is at $0.\", \"notes\": \"Strike group (9 units) sweeping west from (14,16) toward enemy start (12,16) and beyond. #174/#171 advancing west as 2nd wave; #176 guards base. Harv #131 mining at (103,24). proc 72%/harv 98% finishing. Cash $0 - need income, keep queue lean.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[151,155,153,159,164,165,167,168,170],\"x\":5,\"y\":16},{\"do\":\"attack_move\",\"units\":[174,171],\"x\":55,\"y\":16},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1839, "completion_tokens": 1523, "total_tokens": 3362, "cost": 0.002153508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002153508, "upstream_inference_prompt_cost": 0.000325908, "upstream_inference_completions_cost": 0.0018276}, "completion_tokens_details": {"reasoning_tokens": 1249, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.08, "thoughts": "Enemy tent+powr near their start are dead and my strike group sits idle at (14-16) with nothing visible. I need to keep pushing west to find and destroy remaining enemy buildings, reinforce the front, and keep the harvester mining since cash is at $0.", "notes": "Strike group (9 units) sweeping west from (14,16) toward enemy start (12,16) and beyond. #174/#171 advancing west as 2nd wave; #176 guards base. Harv #131 mining at (103,24). proc 72%/harv 98% finishing. Cash $0 - need income, keep queue lean.", "commands": [{"do": "attack_move", "units": [151, 155, 153, 159, 164, 165, 167, 168, 170], "x": 5, "y": 16}, {"do": "attack_move", "units": [174, 171], "x": 55, "y": 16}, {"do": "harvest", "unit": 131}, {"do": "build", "item": "proc"}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["attack_move: 9 units", "attack_move: 2 units", "build proc: started", "train 1x harv: queued", "train 2x 1tnk: queued", "train 3x e3: queued", "train 5x e1: queued"], "stats": {"win_state": "Won", "faction": "england", "bot_type": "llm-arena", "kills_cost": 10100, "deaths_cost": 1200, "units_killed": 15, "units_lost": 8, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 9400, "army_value": 1800, "income": 2000, "experience": 101, "order_count": 106}}
{"tick": 8401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $0, army $0, killed $1200 (8 units, 0 bldgs), lost $10100 (15 units, 5 bldgs). Map explored 20%.\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 (3):\n  #171 e3@(76,17) 100%, #174 e1@(76,17) 100%, #176 e1@(83,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #134: ordered\n  - train 1x e1: queued\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Base crippled: power #124, barracks #134 at 2%, harvester #175 full and damaged at home. Enemy infantry mass is immediately east around (14-16,14-16); no CY/refinery visible.", "raw": "{\"thoughts\":\"All buildings and units have been destroyed, with no MCV or economy remaining, so recovery is impossible. No actionable commands are available.\",\"notes\":\"Base eliminated; no units, buildings, power, or cash.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1159, "completion_tokens": 116, "total_tokens": 1275, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1157, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000471735, "upstream_inference_prompt_cost": 0.000318615, "upstream_inference_completions_cost": 0.00015312}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.35, "thoughts": "All buildings and units have been destroyed, with no MCV or economy remaining, so recovery is impossible. No actionable commands are available.", "notes": "Base eliminated; no units, buildings, power, or cash.", "commands": [], "feedback": [], "stats": {"win_state": "Lost", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 10100, "units_killed": 8, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 0, "army_value": 0, "income": 1000, "experience": 12, "order_count": 43}}
