{"tick": 1, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy the MCV immediately, then start the power infrastructure and scout toward the likely enemy start once units are available.\",\"notes\":\"Enemy likely starts northwest at (12,16). Establish base, then refinery and production.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1098, "completion_tokens": 105, "total_tokens": 1203, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1096, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00044044, "upstream_inference_prompt_cost": 0.00030184, "upstream_inference_completions_cost": 0.0001386}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.98, "thoughts": "Deploy the MCV immediately, then start the power infrastructure and scout toward the likely enemy start once units are available.", "notes": "Enemy likely starts northwest at (12,16). Establish base, then refinery and production.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\": \"Opening turn: deploy the MCV immediately to get a Construction Yard, then start power and economy. With $5000 I can afford a fast powr -> proc opening plus extra trucks.\", \"notes\": \"Deploy MCV at (12,16). Build order: powr -> proc -> barr -> weap. Enemy likely at (95,11), far east.\", \"commands\": [{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"truk\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 195, "total_tokens": 1340, "cost": 0.000351708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000351708, "upstream_inference_prompt_cost": 0.000117708, "upstream_inference_completions_cost": 0.000234}, "completion_tokens_details": {"reasoning_tokens": 75, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.83, "thoughts": "Opening turn: deploy the MCV immediately to get a Construction Yard, then start power and economy. With $5000 I can afford a fast powr -> proc opening plus extra trucks.", "notes": "Deploy MCV at (12,16). Build order: powr -> proc -> barr -> weap. Enemy likely at (95,11), far east.", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}, {"do": "train", "item": "truk", "count": 1}], "feedback": ["deploy #120: ordered", "build powr: started", "train 1x truk: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy likely starts northwest at (12,16). Establish base, then refinery and production.", "raw": "{\"thoughts\":\"The MCV is deployed and the first power plant is being constructed. Place it near the Construction Yard, then begin the refinery and continue toward a barracks and war factory while scouting northwest.\",\"notes\":\"Enemy likely at northwest near (12,16). Base centered at (95,11); establish power and refinery immediately.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":92,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1123, "completion_tokens": 177, "total_tokens": 1300, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1121, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000542355, "upstream_inference_prompt_cost": 0.000308715, "upstream_inference_completions_cost": 0.00023364}, "completion_tokens_details": {"reasoning_tokens": 74, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "The MCV is deployed and the first power plant is being constructed. Place it near the Construction Yard, then begin the refinery and continue toward a barracks and war factory while scouting northwest.", "notes": "Enemy likely at northwest near (12,16). Base centered at (95,11); establish power and refinery immediately.", "commands": [{"do": "place", "item": "powr", "x": 92, "y": 11}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\n  - train 1x truk: queued\nYOUR NOTES FROM LAST TURN: Deploy MCV at (12,16). Build order: powr -> proc -> barr -> weap. Enemy likely at (95,11), far east.", "raw": "{\"thoughts\": \"Opening is underway: Construction Yard deployed and Power Plant started. No units yet, so nothing to micro. Next turn I'll place the finished Power Plant and start the Ore Refinery.\", \"notes\": \"Opening: powr -> proc -> barr -> weap. Enemy likely at (95,11) far east. No combat units yet.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1196, "completion_tokens": 305, "total_tokens": 1501, "cost": 0.000499008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000499008, "upstream_inference_prompt_cost": 0.000133008, "upstream_inference_completions_cost": 0.000366}, "completion_tokens_details": {"reasoning_tokens": 225, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.33, "thoughts": "Opening is underway: Construction Yard deployed and Power Plant started. No units yet, so nothing to micro. Next turn I'll place the finished Power Plant and start the Ore Refinery.", "notes": "Opening: powr -> proc -> barr -> weap. Enemy likely at (95,11) far east. No combat units yet.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy likely at northwest near (12,16). Base centered at (95,11); establish power and refinery immediately.", "raw": "{\"thoughts\":\"Deploy the MCV immediately, then establish power and begin the refinery opening. I will place the power plant next turn and continue toward a barracks and war factory while scouting northwest.\",\"notes\":\"Enemy likely northwest near (12,16). MCV at (95,11), undeployed; deploy now, build powr first, then proc.\",\"commands\":[{\"do\":\"deploy\",\"unit\":121},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1142, "completion_tokens": 146, "total_tokens": 1288, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1140, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00050666, "upstream_inference_prompt_cost": 0.00031394, "upstream_inference_completions_cost": 0.00019272}, "completion_tokens_details": {"reasoning_tokens": 46, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.57, "thoughts": "Deploy the MCV immediately, then establish power and begin the refinery opening. I will place the power plant next turn and continue toward a barracks and war factory while scouting northwest.", "notes": "Enemy likely northwest near (12,16). MCV at (95,11), undeployed; deploy now, build powr first, then proc.", "commands": [{"do": "deploy", "unit": 121}, {"do": "build", "item": "powr"}], "feedback": ["deploy #121: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: powr -> proc -> barr -> weap. Enemy likely at (95,11) far east. No combat units yet.", "raw": "{\"thoughts\": \"Fresh start with Construction Yard only. Standard Soviet opening: power plant first, then refinery for economy.\", \"notes\": \"Opening: powr -> proc -> barr -> weap. Enemy likely at (95,11) far east. No combat units yet.\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1155, "completion_tokens": 112, "total_tokens": 1267, "cost": 0.000255108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000255108, "upstream_inference_prompt_cost": 0.000120708, "upstream_inference_completions_cost": 0.0001344}, "completion_tokens_details": {"reasoning_tokens": 38, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.16, "thoughts": "Fresh start with Construction Yard only. Standard Soviet opening: power plant first, then refinery for economy.", "notes": "Opening: powr -> proc -> barr -> weap. Enemy likely at (95,11) far east. No combat units yet.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #123@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #121: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy likely northwest near (12,16). MCV at (95,11), undeployed; deploy now, build powr first, then proc.", "raw": "{\"thoughts\":\"Deploy the MCV immediately and complete the opening power plant, then establish ore income with a refinery. The enemy is likely far northwest, so expand production and scout that direction once the base is online.\",\"notes\":\"Opening: deploy MCV at (95,11); power plant started. Next place powr, then build/place proc, barracks, and war factory. Enemy likely near (12,16).\",\"commands\":[{\"do\":\"deploy\",\"unit\":123}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1122, "completion_tokens": 163, "total_tokens": 1285, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1120, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0005236, "upstream_inference_prompt_cost": 0.00030844, "upstream_inference_completions_cost": 0.00021516}, "completion_tokens_details": {"reasoning_tokens": 58, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.16, "thoughts": "Deploy the MCV immediately and complete the opening power plant, then establish ore income with a refinery. The enemy is likely far northwest, so expand production and scout that direction once the base is online.", "notes": "Opening: deploy MCV at (95,11); power plant started. Next place powr, then build/place proc, barracks, and war factory. Enemy likely near (12,16).", "commands": [{"do": "deploy", "unit": 123}], "feedback": ["deploy #123: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: powr -> proc -> barr -> weap. Enemy likely at (95,11) far east. No combat units yet.", "raw": "{\"thoughts\": \"Opening is underway: Construction Yard is up and a Power Plant is ready. Place the power plant near the yard, then start the Ore Refinery (comes with a free harvester) to get income flowing.\", \"notes\": \"Opening: powr placed -> proc -> barr -> weap. Enemy likely far east at (95,11). No combat units yet.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":14,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1176, "completion_tokens": 188, "total_tokens": 1364, "cost": 0.000352608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000352608, "upstream_inference_prompt_cost": 0.000127008, "upstream_inference_completions_cost": 0.0002256}, "completion_tokens_details": {"reasoning_tokens": 76, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.42, "thoughts": "Opening is underway: Construction Yard is up and a Power Plant is ready. Place the power plant near the yard, then start the Ore Refinery (comes with a free harvester) to get income flowing.", "notes": "Opening: powr placed -> proc -> barr -> weap. Enemy likely far east at (95,11). No combat units yet.", "commands": [{"do": "place", "item": "powr", "x": 14, "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": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #123: ordered\nYOUR NOTES FROM LAST TURN: Opening: deploy MCV at (95,11); power plant started. Next place powr, then build/place proc, barracks, and war factory. Enemy likely near (12,16).", "raw": "{\"thoughts\":\"The MCV is deployed and the first power plant should now be ready to place. I will place it, immediately start the refinery, then place it when ready to establish income.\",\"notes\":\"Base at (95,11); enemy likely (12,16). Opening power -> refinery -> barracks/war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":93,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1137, "completion_tokens": 145, "total_tokens": 1282, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1135, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000503965, "upstream_inference_prompt_cost": 0.000312565, "upstream_inference_completions_cost": 0.0001914}, "completion_tokens_details": {"reasoning_tokens": 43, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.72, "thoughts": "The MCV is deployed and the first power plant should now be ready to place. I will place it, immediately start the refinery, then place it when ready to establish income.", "notes": "Base at (95,11); enemy likely (12,16). Opening power -> refinery -> barracks/war factory.", "commands": [{"do": "place", "item": "powr", "x": 93, "y": 11}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi1", "model": "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening: powr placed -> proc -> barr -> weap. Enemy likely far east at (95,11). No combat units yet.", "raw": "{\"thoughts\": \"Opening phase: powr is up, so now I need economy with a refinery. Starting proc in the Building queue this turn, then I'll place it and follow with barracks/war factory.\", \"notes\": \"Opening: powr done -> building proc now -> place -> barr -> weap. Enemy likely far east ~(95,11). No army yet; keep queues busy.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1240, "completion_tokens": 278, "total_tokens": 1518, "cost": 0.000479808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000479808, "upstream_inference_prompt_cost": 0.000146208, "upstream_inference_completions_cost": 0.0003336}, "completion_tokens_details": {"reasoning_tokens": 179, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.73, "thoughts": "Opening phase: powr is up, so now I need economy with a refinery. Starting proc in the Building queue this turn, then I'll place it and follow with barracks/war factory.", "notes": "Opening: powr done -> building proc now -> place -> barr -> weap. Enemy likely far east ~(95,11). No army yet; keep queues busy.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely (12,16). Opening power -> refinery -> barracks/war factory.", "raw": "{\"thoughts\":\"Deploy the MCV, start the power plant, then place it near the Construction Yard. I will follow with a refinery and begin scouting toward the likely enemy base.\",\"notes\":\"MCV at (95,11); enemy likely near (12,16). Establish power, refinery, then war production and scout west.\",\"commands\":[{\"do\":\"deploy\",\"unit\":125},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1144, "completion_tokens": 115, "total_tokens": 1259, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1142, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00046629, "upstream_inference_prompt_cost": 0.00031449, "upstream_inference_completions_cost": 0.0001518}, "completion_tokens_details": {"reasoning_tokens": 21, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.27, "thoughts": "Deploy the MCV, start the power plant, then place it near the Construction Yard. I will follow with a refinery and begin scouting toward the likely enemy base.", "notes": "MCV at (95,11); enemy likely near (12,16). Establish power, refinery, then war production and scout west.", "commands": [{"do": "deploy", "unit": 125}, {"do": "build", "item": "powr"}], "feedback": ["deploy #125: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 1001, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Opening: powr done -> building proc now -> place -> barr -> weap. Enemy likely far east ~(95,11). No army yet; keep queues busy.", "raw": "{\"thoughts\": \"Opening is on track: power plant done, refinery at 23%. Nothing else can be queued while the building queue is busy, and no army exists yet. Waiting for the refinery to finish, then I'll place it and queue barracks then war factory.\", \"notes\": \"Opening: powr done -> proc building (23%) -> place -> barr -> weap. Enemy likely far east ~(95,11). Keep queues busy; spend cash on harvester/tank production once weap is up.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1221, "completion_tokens": 313, "total_tokens": 1534, "cost": 0.000516108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000516108, "upstream_inference_prompt_cost": 0.000140508, "upstream_inference_completions_cost": 0.0003756}, "completion_tokens_details": {"reasoning_tokens": 200, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.0, "thoughts": "Opening is on track: power plant done, refinery at 23%. Nothing else can be queued while the building queue is busy, and no army exists yet. Waiting for the refinery to finish, then I'll place it and queue barracks then war factory.", "notes": "Opening: powr done -> proc building (23%) -> place -> barr -> weap. Enemy likely far east ~(95,11). Keep queues busy; spend cash on harvester/tank production once weap is up.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #126@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #125: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: MCV at (95,11); enemy likely near (12,16). Establish power, refinery, then war production and scout west.", "raw": "{\"thoughts\":\"Deploy the MCV and establish the opening economy immediately. Place the power plant, then queue a refinery and begin scouting toward the likely enemy position once a unit is available.\",\"notes\":\"MCV at (95,11), enemy likely near (12,16). Opening sequence: power plant -> refinery -> barracks/war factory; scout west.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1120, "completion_tokens": 199, "total_tokens": 1319, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1118, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00057057, "upstream_inference_prompt_cost": 0.00030789, "upstream_inference_completions_cost": 0.00026268}, "completion_tokens_details": {"reasoning_tokens": 99, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.16, "thoughts": "Deploy the MCV and establish the opening economy immediately. Place the power plant, then queue a refinery and begin scouting toward the likely enemy position once a unit is available.", "notes": "MCV at (95,11), enemy likely near (12,16). Opening sequence: power plant -> refinery -> barracks/war factory; scout west.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1201, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: powr done -> proc building (23%) -> place -> barr -> weap. Enemy likely far east ~(95,11). Keep queues busy; spend cash on harvester/tank production once weap is up.", "raw": "{\"thoughts\": \"Opening is on track: power plant done, refinery at 47%. Cash is healthy ($4041), so line up the barracks next and keep the build queue busy. Nothing to fight yet.\", \"notes\": \"Opening: powr done -> proc building (~47%) -> queue barr after. Then weap, second proc. Enemy likely east ~(95,11). Place proc near ore at start cell (12,16)/harvester.\", \"commands\": [{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1218, "completion_tokens": 263, "total_tokens": 1481, "cost": 0.000455208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000455208, "upstream_inference_prompt_cost": 0.000139608, "upstream_inference_completions_cost": 0.0003156}, "completion_tokens_details": {"reasoning_tokens": 151, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.13, "thoughts": "Opening is on track: power plant done, refinery at 47%. Cash is healthy ($4041), so line up the barracks next and keep the build queue busy. Nothing to fight yet.", "notes": "Opening: powr done -> proc building (~47%) -> queue barr after. Then weap, second proc. Enemy likely east ~(95,11). Place proc near ore at start cell (12,16)/harvester.", "commands": [{"do": "build", "item": "barr"}], "feedback": ["build barr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #126@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: MCV at (95,11), enemy likely near (12,16). Opening sequence: power plant -> refinery -> barracks/war factory; scout west.", "raw": "{\"thoughts\":\"Deploy the MCV immediately, then begin the Soviet opening with a power plant. Once placed, I will add a refinery and scout west toward the likely enemy start.\",\"notes\":\"MCV #126 at (95,11); deploy now. Enemy likely near (12,16). Build powr first, then proc and military production.\",\"commands\":[{\"do\":\"deploy\",\"unit\":126},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1138, "completion_tokens": 139, "total_tokens": 1277, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1136, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00049632, "upstream_inference_prompt_cost": 0.00031284, "upstream_inference_completions_cost": 0.00018348}, "completion_tokens_details": {"reasoning_tokens": 41, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.38, "thoughts": "Deploy the MCV immediately, then begin the Soviet opening with a power plant. Once placed, I will add a refinery and scout west toward the likely enemy start.", "notes": "MCV #126 at (95,11); deploy now. Enemy likely near (12,16). Build powr first, then proc and military production.", "commands": [{"do": "deploy", "unit": 126}, {"do": "build", "item": "powr"}], "feedback": ["deploy #126: ordered", "build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1401, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Opening: powr done -> proc building (~47%) -> queue barr after. Then weap, second proc. Enemy likely east ~(95,11). Place proc near ore at start cell (12,16)/harvester.", "raw": "{\"thoughts\": \"Opening is progressing: power + construction yard up, refinery at 70% and barracks queued. Nothing to fight yet; just let production finish and prepare to place the refinery near ore and start harvesting.\", \"notes\": \"Opening: powr done -> proc ~70% -> barr queued. Next: place proc near ore, then weap after barr, then second proc. Enemy likely east ~(95,11). Keep queues busy.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1239, "completion_tokens": 434, "total_tokens": 1673, "cost": 0.000666708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000666708, "upstream_inference_prompt_cost": 0.000145908, "upstream_inference_completions_cost": 0.0005208}, "completion_tokens_details": {"reasoning_tokens": 333, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.68, "thoughts": "Opening is progressing: power + construction yard up, refinery at 70% and barracks queued. Nothing to fight yet; just let production finish and prepare to place the refinery near ore and start harvesting.", "notes": "Opening: powr done -> proc ~70% -> barr queued. Next: place proc near ore, then weap after barr, then second proc. Enemy likely east ~(95,11). Keep queues busy.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #127 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 #126: ordered\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: MCV #126 at (95,11); deploy now. Enemy likely near (12,16). Build powr first, then proc and military production.", "raw": "{\"thoughts\":\"The Construction Yard is deployed. Start power, then place it and continue with refinery to establish income.\",\"notes\":\"Base at (95,11); enemy likely near (12,16). Build powr, place when ready, then proc.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1146, "completion_tokens": 93, "total_tokens": 1239, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1144, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004378, "upstream_inference_prompt_cost": 0.00031504, "upstream_inference_completions_cost": 0.00012276}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.29, "thoughts": "The Construction Yard is deployed. Start power, then place it and continue with refinery to establish income.", "notes": "Base at (95,11); enemy likely near (12,16). Build powr, place when ready, then proc.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1601, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: powr done -> proc ~70% -> barr queued. Next: place proc near ore, then weap after barr, then second proc. Enemy likely east ~(95,11). Keep queues busy.", "raw": "{\"thoughts\": \"Opening is on track: proc almost done, barr queued. No units or combat yet, so nothing to command this turn\u2014just let the queues run and be ready to place the refinery next turn.\", \"notes\": \"Opening: powr done, proc ~94%, barr queued. Next: place proc near ore, then finish barr, then weap, then proc #2. Enemy likely east ~(95,11). Keep queues busy; scout once barracks is up.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1223, "completion_tokens": 429, "total_tokens": 1652, "cost": 0.000655908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000655908, "upstream_inference_prompt_cost": 0.000141108, "upstream_inference_completions_cost": 0.0005148}, "completion_tokens_details": {"reasoning_tokens": 320, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "Opening is on track: proc almost done, barr queued. No units or combat yet, so nothing to command this turn\u2014just let the queues run and be ready to place the refinery next turn.", "notes": "Opening: powr done, proc ~94%, barr queued. Next: place proc near ore, then finish barr, then weap, then proc #2. Enemy likely east ~(95,11). Keep queues busy; scout once barracks is up.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely near (12,16). Build powr, place when ready, then proc.", "raw": "{\"thoughts\":\"Place the completed power plant, then start an ore refinery immediately to establish income. After the refinery, build a barracks and begin scouting toward the likely enemy start.\",\"notes\":\"Base at (95,11); enemy likely near (12,16). Power plant ready to place; refinery next.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":93,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1128, "completion_tokens": 134, "total_tokens": 1262, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1126, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00048697, "upstream_inference_prompt_cost": 0.00031009, "upstream_inference_completions_cost": 0.00017688}, "completion_tokens_details": {"reasoning_tokens": 36, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.65, "thoughts": "Place the completed power plant, then start an ore refinery immediately to establish income. After the refinery, build a barracks and begin scouting toward the likely enemy start.", "notes": "Base at (95,11); enemy likely near (12,16). Power plant ready to place; refinery next.", "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": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1801, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: powr done, proc ~94%, barr queued. Next: place proc near ore, then finish barr, then weap, then proc #2. Enemy likely east ~(95,11). Keep queues busy; scout once barracks is up.", "raw": "{\"thoughts\": \"Opening is on track: powr done, proc ready to place, barr queued. I'll place the refinery to get income and a harvester, letting the barracks begin construction. No army yet, so scouting waits until barracks is up.\", \"notes\": \"Opening: place proc now, then barr finishes. Next build weap + proc #2, then train e1 scout and tanks. Enemy likely east ~(95,11).\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1234, "completion_tokens": 536, "total_tokens": 1770, "cost": 0.000787608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000787608, "upstream_inference_prompt_cost": 0.000144408, "upstream_inference_completions_cost": 0.0006432}, "completion_tokens_details": {"reasoning_tokens": 424, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.62, "thoughts": "Opening is on track: powr done, proc ready to place, barr queued. I'll place the refinery to get income and a harvester, letting the barracks begin construction. No army yet, so scouting waits until barracks is up.", "notes": "Opening: place proc now, then barr finishes. Next build weap + proc #2, then train e1 scout and tanks. Enemy likely east ~(95,11).", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 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: Base at (95,11); enemy likely near (12,16). Power plant ready to place; refinery next.", "raw": "{\"thoughts\":\"Deploy the MCV, place the ready power plant, then start the refinery to establish income. Once the refinery is placed, begin barracks and infantry production while scouting west toward the likely enemy base.\",\"notes\":\"Base at (95,11); enemy likely near (12,16). MCV not yet deployed; ready powr must be placed, then build proc.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1188, "completion_tokens": 144, "total_tokens": 1332, "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": 0.00051667, "upstream_inference_prompt_cost": 0.00032659, "upstream_inference_completions_cost": 0.00019008}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.25, "thoughts": "Deploy the MCV, place the ready power plant, then start the refinery to establish income. Once the refinery is placed, begin barracks and infantry production while scouting west toward the likely enemy base.", "notes": "Base at (95,11); enemy likely near (12,16). MCV not yet deployed; ready powr must be placed, then build proc.", "commands": [{"do": "deploy", "unit": 119}, {"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 2001, "slot": "Multi1", "model": "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.5%.\nPRODUCTION: Building: barr 64%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(2,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Opening: place proc now, then barr finishes. Next build weap + proc #2, then train e1 scout and tanks. Enemy likely east ~(95,11).", "raw": "{\"thoughts\": \"Opening is on track: powr, proc, and barr nearly done. Cash is healthy at $2980, so queue the War Factory next while sending the harvester back to work and starting a scout infantry once barr completes.\", \"notes\": \"Opening: barr finishing, queued weap. Enemy likely east ~(95,11). Next: proc #2, train e1 scout east, then tanks once weap ready.\", \"commands\": [{\"do\":\"build\",\"item\":\"weap\"}, {\"do\":\"harvest\",\"unit\":134}, {\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1288, "completion_tokens": 267, "total_tokens": 1555, "cost": 0.000481008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000481008, "upstream_inference_prompt_cost": 0.000160608, "upstream_inference_completions_cost": 0.0003204}, "completion_tokens_details": {"reasoning_tokens": 135, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.24, "thoughts": "Opening is on track: powr, proc, and barr nearly done. Cash is healthy at $2980, so queue the War Factory next while sending the harvester back to work and starting a scout infantry once barr completes.", "notes": "Opening: barr finishing, queued weap. Enemy likely east ~(95,11). Next: proc #2, train e1 scout east, then tanks once weap ready.", "commands": [{"do": "build", "item": "weap"}, {"do": "harvest", "unit": 134}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 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: nothing READY TO PLACE with that type\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely near (12,16). MCV not yet deployed; ready powr must be placed, then build proc.", "raw": "{\"thoughts\":\"Deploy the MCV immediately and let the refinery finish; then place it near the base to begin harvesting. Follow with a barracks and early infantry to scout toward the suspected enemy start.\",\"notes\":\"MCV #119 must be deployed; refinery currently 23% building. Enemy likely at (12,16). Base at (95,11).\",\n\"commands\":[{\"do\":\"deploy\",\"unit\":119}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1185, "completion_tokens": 173, "total_tokens": 1358, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1183, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000554125, "upstream_inference_prompt_cost": 0.000325765, "upstream_inference_completions_cost": 0.00022836}, "completion_tokens_details": {"reasoning_tokens": 80, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.18, "thoughts": "Deploy the MCV immediately and let the refinery finish; then place it near the base to begin harvesting. Follow with a barracks and early infantry to scout toward the suspected enemy start.", "notes": "MCV #119 must be deployed; refinery currently 23% building. Enemy likely at (12,16). Base at (95,11).", "commands": [{"do": "deploy", "unit": 119}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\nPRODUCTION: Building: barr READY TO PLACE; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(4,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening: barr finishing, queued weap. Enemy likely east ~(95,11). Next: proc #2, train e1 scout east, then tanks once weap ready.", "raw": "{\"thoughts\": \"Barr is ready; place it and prioritize a second refinery (extra harvester + income) over the war factory, since our economy is tiny. Queue a few riflemen for scouting east toward the likely enemy start.\", \"notes\": \"Enemy likely east ~(95,11). Placed barr, canceled weap to build proc #2 first; next: weap then tanks, train e1 to scout east.\", \"commands\": [{\"do\":\"place\",\"item\":\"barr\"}, {\"do\":\"cancel\",\"item\":\"weap\"}, {\"do\":\"build\",\"item\":\"proc\"}, {\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1305, "completion_tokens": 492, "total_tokens": 1797, "cost": 0.000756108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000756108, "upstream_inference_prompt_cost": 0.000165708, "upstream_inference_completions_cost": 0.0005904}, "completion_tokens_details": {"reasoning_tokens": 352, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.8, "thoughts": "Barr is ready; place it and prioritize a second refinery (extra harvester + income) over the war factory, since our economy is tiny. Queue a few riflemen for scouting east toward the likely enemy start.", "notes": "Enemy likely east ~(95,11). Placed barr, canceled weap to build proc #2 first; next: weap then tanks, train e1 to scout east.", "commands": [{"do": "place", "item": "barr"}, {"do": "cancel", "item": "weap"}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 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: MCV #119 must be deployed; refinery currently 23% building. Enemy likely at (12,16). Base at (95,11).", "raw": "{\"thoughts\":\"Deploy the MCV immediately and finish placing the refinery to establish income. Once available, add barracks and begin scouting/infantry production toward the likely enemy base at the west side.\",\"notes\":\"MCV #119 needs deployment; refinery is 47% in Building queue. Enemy likely near (12,16).\",\"commands\":[{\"do\":\"deploy\",\"unit\":119}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1154, "completion_tokens": 141, "total_tokens": 1295, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1152, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00050336, "upstream_inference_prompt_cost": 0.00031724, "upstream_inference_completions_cost": 0.00018612}, "completion_tokens_details": {"reasoning_tokens": 55, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.6, "thoughts": "Deploy the MCV immediately and finish placing the refinery to establish income. Once available, add barracks and begin scouting/infantry production toward the likely enemy base at the west side.", "notes": "MCV #119 needs deployment; refinery is 47% in Building queue. Enemy likely near (12,16).", "commands": [{"do": "deploy", "unit": 119}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2401, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2548 + stored ore $430 (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%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(9,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy likely east ~(95,11). Placed barr, canceled weap to build proc #2 first; next: weap then tanks, train e1 to scout east.", "raw": "{\"thoughts\": \"Economy opening is solid: fact/powr/proc/barr up, proc #2 at 23%. Cash is healthy ($2548) so I'll queue infantry for scouting/defense while waiting for proc #2, and keep the harvester mining. Next building after proc #2 should be a War Factory for tanks, plus more power.\", \"notes\": \"Enemy likely east ~(95,11). Building queue: proc #2 in progress -> next weap, then powr. Barracks rally set east for scouts. Train e1 scouts then e3 rocket soldiers once weap up.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"rally\",\"building\":135,\"x\":30,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1360, "completion_tokens": 599, "total_tokens": 1959, "cost": 0.000901008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000901008, "upstream_inference_prompt_cost": 0.000182208, "upstream_inference_completions_cost": 0.0007188}, "completion_tokens_details": {"reasoning_tokens": 424, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.59, "thoughts": "Economy opening is solid: fact/powr/proc/barr up, proc #2 at 23%. Cash is healthy ($2548) so I'll queue infantry for scouting/defense while waiting for proc #2, and keep the harvester mining. Next building after proc #2 should be a War Factory for tanks, plus more power.", "notes": "Enemy likely east ~(95,11). Building queue: proc #2 in progress -> next weap, then powr. Barracks rally set east for scouts. Train e1 scouts then e3 rocket soldiers once weap up.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "harvest", "unit": 134}, {"do": "rally", "building": 135, "x": 30, "y": 15}], "feedback": ["train 5x e1: queued", "rally #135: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 11}}
{"tick": 2601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 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: MCV #119 needs deployment; refinery is 47% in Building queue. Enemy likely near (12,16).", "raw": "{\"thoughts\":\"Deploy the MCV immediately and finish placing the queued refinery to establish income. Once the refinery is ready, place it near the base, then start barracks production and scout toward the likely enemy position.\",\"notes\":\"MCV #119 deploying; refinery currently 47% in Building queue. Enemy likely starts near (12,16).\",\"commands\":[{\"do\":\"deploy\",\"unit\":119}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1148, "completion_tokens": 153, "total_tokens": 1301, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1146, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00051755, "upstream_inference_prompt_cost": 0.00031559, "upstream_inference_completions_cost": 0.00020196}, "completion_tokens_details": {"reasoning_tokens": 64, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.68, "thoughts": "Deploy the MCV immediately and finish placing the queued refinery to establish income. Once the refinery is ready, place it near the base, then start barracks production and scout toward the likely enemy position.", "notes": "MCV #119 deploying; refinery currently 47% in Building queue. Enemy likely starts near (12,16).", "commands": [{"do": "deploy", "unit": 119}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2601, "slot": "Multi1", "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: Multi1, faction russia (Soviet). 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 4.8%.\nPRODUCTION: Building: proc 46%; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #136@(18,14) #137@(15,14) #138@(12,14)\n  harv (Ore Truck (harvester)) x1: #134@(4,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #135: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely east ~(95,11). Building queue: proc #2 in progress -> next weap, then powr. Barracks rally set east for scouts. Train e1 scouts then e3 rocket soldiers once weap up.", "raw": "{\"thoughts\": \"Economy is thin with one harvester; keep the building queue going (proc -> weap) and keep infantry training. Send the three riflemen east to locate the enemy base while staying out of trouble.\", \"notes\": \"Enemy likely east ~(95,11). Building: proc finishing -> weap next, then powr. Barracks rally east. 3 riflemen scouting east. Train e3 once weap is up.\", \"commands\": [{\"do\":\"build\",\"item\":\"weap\"}, {\"do\":\"train\",\"item\":\"e1\",\"count\":3}, {\"do\":\"move\",\"units\":[136,137,138],\"x\":70,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1400, "completion_tokens": 496, "total_tokens": 1896, "cost": 0.000789408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000789408, "upstream_inference_prompt_cost": 0.000194208, "upstream_inference_completions_cost": 0.0005952}, "completion_tokens_details": {"reasoning_tokens": 351, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.95, "thoughts": "Economy is thin with one harvester; keep the building queue going (proc -> weap) and keep infantry training. Send the three riflemen east to locate the enemy base while staying out of trouble.", "notes": "Enemy likely east ~(95,11). Building: proc finishing -> weap next, then powr. Barracks rally east. 3 riflemen scouting east. Train e3 once weap is up.", "commands": [{"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 3}, {"do": "move", "units": [136, 137, 138], "x": 70, "y": 16}], "feedback": ["build weap: started", "train 3x e1: queued", "move: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 16}}
{"tick": 2801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 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: MCV #119 deploying; refinery currently 47% in Building queue. Enemy likely starts near (12,16).", "raw": "{\"thoughts\":\"Place the nearly finished refinery, then establish infantry and vehicle production while expanding power as needed. Scout toward the likely enemy start once units are available.\",\"notes\":\"Enemy likely at (12,16). Refinery queued at 94%; place it near the base, then barracks and war factory. No army yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":90,\"y\":14},{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1148, "completion_tokens": 161, "total_tokens": 1309, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1146, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00052811, "upstream_inference_prompt_cost": 0.00031559, "upstream_inference_completions_cost": 0.00021252}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Place the nearly finished refinery, then establish infantry and vehicle production while expanding power as needed. Scout toward the likely enemy start once units are available.", "notes": "Enemy likely at (12,16). Refinery queued at 94%; place it near the base, then barracks and war factory. No army yet.", "commands": [{"do": "place", "item": "proc", "x": 90, "y": 14}, {"do": "build", "item": "barr"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build barr: started", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2801, "slot": "Multi1", "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: Multi1, faction russia (Soviet). 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 6.3%.\nPRODUCTION: Building: proc 70%; Building: weap 0%; Infantry: e1 46%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #136@(27,20) #137@(24,20) #138@(21,17) #139@(19,14) #140@(16,14) #141@(13,14)\n  harv (Ore Truck (harvester)) x1: #134@(8,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\n  - train 3x e1: queued\n  - move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy likely east ~(95,11). Building: proc finishing -> weap next, then powr. Barracks rally east. 3 riflemen scouting east. Train e3 once weap is up.", "raw": "{\"thoughts\": \"Economy is stable with powr/proc/barr up and weap queued. I have $1666 idle, so keep infantry production running and push my 6 riflemen east to locate the enemy base at ~(95,11).\", \"notes\": \"Enemy likely east ~(95,11). Building queue: proc finishing then weap, add powr after. Barracks: keep e1/e3 flowing. Riflemen group scouting east.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"attack_move\",\"units\":[136,137,138,139,140,141],\"x\":55,\"y\":16},{\"do\":\"harvest\",\"unit\":134}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1433, "completion_tokens": 867, "total_tokens": 2300, "cost": 0.001244508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001244508, "upstream_inference_prompt_cost": 0.000204108, "upstream_inference_completions_cost": 0.0010404}, "completion_tokens_details": {"reasoning_tokens": 711, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.19, "thoughts": "Economy is stable with powr/proc/barr up and weap queued. I have $1666 idle, so keep infantry production running and push my 6 riflemen east to locate the enemy base at ~(95,11).", "notes": "Enemy likely east ~(95,11). Building queue: proc finishing then weap, add powr after. Barracks: keep e1/e3 flowing. Riflemen group scouting east.", "commands": [{"do": "train", "item": "e1", "count": 4}, {"do": "attack_move", "units": [136, 137, 138, 139, 140, 141], "x": 55, "y": 16}, {"do": "harvest", "unit": 134}], "feedback": ["train 4x e1: queued", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5900, "army_value": 600, "income": 500, "experience": 0, "order_count": 20}}
{"tick": 3001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build barr: started\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Refinery queued at 94%; place it near the base, then barracks and war factory. No army yet.", "raw": "{\"thoughts\":\"Place the ready refinery to start income and complete the barracks already in production. Once the barracks is available, produce infantry while preparing a war factory and scouting toward the enemy at (12,16).\",\"notes\":\"Refinery ready to place; barracks queued. Enemy likely southwest at (12,16). No army yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":91,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1223, "completion_tokens": 160, "total_tokens": 1383, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1221, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000547415, "upstream_inference_prompt_cost": 0.000336215, "upstream_inference_completions_cost": 0.0002112}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.59, "thoughts": "Place the ready refinery to start income and complete the barracks already in production. Once the barracks is available, produce infantry while preparing a war factory and scouting toward the enemy at (12,16).", "notes": "Refinery ready to place; barracks queued. Enemy likely southwest at (12,16). No army yet.", "commands": [{"do": "place", "item": "proc", "x": 91, "y": 14}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 3001, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1355 + stored ore $149 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.9%.\nPRODUCTION: Building: proc 94%; Building: weap 0%; Infantry: e1 75%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #136@(37,21) #137@(34,21) #138@(30,21) #139@(27,20) #140@(25,20) #141@(22,18) #142@(20,14) #143@(17,14) #144@(13,14)\n  harv (Ore Truck (harvester)) x1: #134@(8,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e1: queued\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Enemy likely east ~(95,11). Building queue: proc finishing then weap, add powr after. Barracks: keep e1/e3 flowing. Riflemen group scouting east.", "raw": "{\"thoughts\": \"Economy is small but building queue is busy (proc then weap). Keep infantry flowing and push riflemen east to scout toward the likely enemy base at (95,11). Send harvester back to mining and add rocket soldiers for future anti-tank.\", \"notes\": \"Enemy likely east ~(95,11). Building queue: proc finishing then weap; add powr after weap. Barracks: mix e1/e3. Riflemen scouting east. Harvester mining.\", \"commands\": [{\"do\":\"harvest\",\"unit\":134},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"attack_move\",\"units\":[136,137,138,139,140,141,142,143,144],\"x\":62,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1455, "completion_tokens": 545, "total_tokens": 2000, "cost": 0.000864708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000864708, "upstream_inference_prompt_cost": 0.000210708, "upstream_inference_completions_cost": 0.000654}, "completion_tokens_details": {"reasoning_tokens": 379, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.03, "thoughts": "Economy is small but building queue is busy (proc then weap). Keep infantry flowing and push riflemen east to scout toward the likely enemy base at (95,11). Send harvester back to mining and add rocket soldiers for future anti-tank.", "notes": "Enemy likely east ~(95,11). Building queue: proc finishing then weap; add powr after weap. Barracks: mix e1/e3. Riflemen scouting east. Harvester mining.", "commands": [{"do": "harvest", "unit": 134}, {"do": "train", "item": "e3", "count": 3}, {"do": "attack_move", "units": [136, 137, 138, 139, 140, 141, 142, 143, 144], "x": 62, "y": 18}], "feedback": ["train 3x e3: queued", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6200, "army_value": 900, "income": 1000, "experience": 0, "order_count": 24}}
{"tick": 3201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: barr 64%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 powr@(93,11) 100%, #145 proc@(92,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #146@(100,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Refinery ready to place; barracks queued. Enemy likely southwest at (12,16). No army yet.", "raw": "{\"thoughts\":\"The barracks is still under construction, so I cannot start army production yet. I will let it finish, then place it and immediately begin infantry while starting a War Factory for tanks.\",\"notes\":\"Base at (95,11); enemy likely southwest at (12,16). One harvester is operating. Barracks construction at 64%; place it next turn, then train infantry and build War Factory.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1225, "completion_tokens": 368, "total_tokens": 1593, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1223, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000822525, "upstream_inference_prompt_cost": 0.000336765, "upstream_inference_completions_cost": 0.00048576}, "completion_tokens_details": {"reasoning_tokens": 274, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.68, "thoughts": "The barracks is still under construction, so I cannot start army production yet. I will let it finish, then place it and immediately begin infantry while starting a War Factory for tanks.", "notes": "Base at (95,11); enemy likely southwest at (12,16). One harvester is operating. Barracks construction at 64%; place it next turn, then train infantry and build War Factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 3201, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1096 + 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 10.3%.\nPRODUCTION: Building: proc READY TO PLACE; Building: weap 0%; Infantry: e3 1%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #136@(47,24) #137@(44,24) #138@(40,24) #139@(36,24) #140@(34,24) #141@(31,24) #142@(28,21) #143@(26,20) #144@(23,19) #147@(21,14)\n  e3 (Rocket Soldier) x1: #148@(11,13)\n  harv (Ore Truck (harvester)) x1: #134@(4,26)\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: 9 units\nYOUR NOTES FROM LAST TURN: Enemy likely east ~(95,11). Building queue: proc finishing then weap; add powr after weap. Barracks: mix e1/e3. Riflemen scouting east. Harvester mining.", "raw": "{\"thoughts\": \"Refinery is ready to place, which frees the building queue for the War Factory. Power is comfortable so I can queue a Power Plant next. Keep the barracks producing cheap infantry for scouting while my riflemen push east toward the likely enemy base.\", \"notes\": \"Enemy likely east ~(95,11). Placing proc now, weap building next, then powr. Riflemen group pushing east scouting. Barracks: e1/e3 mix. Harvester #134 mining.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"rally\",\"building\":135,\"x\":60,\"y\":20},{\"do\":\"harvest\",\"unit\":134}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1495, "completion_tokens": 1118, "total_tokens": 2613, "cost": 0.001564308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001564308, "upstream_inference_prompt_cost": 0.000222708, "upstream_inference_completions_cost": 0.0013416}, "completion_tokens_details": {"reasoning_tokens": 934, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.04, "thoughts": "Refinery is ready to place, which frees the building queue for the War Factory. Power is comfortable so I can queue a Power Plant next. Keep the barracks producing cheap infantry for scouting while my riflemen push east toward the likely enemy base.", "notes": "Enemy likely east ~(95,11). Placing proc now, weap building next, then powr. Riflemen group pushing east scouting. Barracks: e1/e3 mix. Harvester #134 mining.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "powr"}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}, {"do": "rally", "building": 135, "x": 60, "y": 20}, {"do": "harvest", "unit": 134}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "train 2x e3: queued", "train 2x e1: queued", "rally #135: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 27}}
{"tick": 3401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: barr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 powr@(93,11) 100%, #145 proc@(92,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #146@(98,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely southwest at (12,16). One harvester is operating. Barracks construction at 64%; place it next turn, then train infantry and build War Factory.", "raw": "{\"thoughts\":\"Place the completed barracks, start a War Factory, and queue infantry immediately for scouting and early pressure toward the likely enemy start. Keep the single harvester operating while expanding production.\",\"notes\":\"Base at (95,11); enemy likely southwest near (12,16). Barracks placed this turn; War Factory building; train infantry and scout southwest.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\",\"x\":96,\"y\":13},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":147,\"x\":80,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1219, "completion_tokens": 304, "total_tokens": 1523, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1217, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000736395, "upstream_inference_prompt_cost": 0.000335115, "upstream_inference_completions_cost": 0.00040128}, "completion_tokens_details": {"reasoning_tokens": 164, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.95, "thoughts": "Place the completed barracks, start a War Factory, and queue infantry immediately for scouting and early pressure toward the likely enemy start. Keep the single harvester operating while expanding production.", "notes": "Base at (95,11); enemy likely southwest near (12,16). Barracks placed this turn; War Factory building; train infantry and scout southwest.", "commands": [{"do": "place", "item": "barr", "x": 96, "y": 13}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 147, "x": 80, "y": 14}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally: #147 is not your building"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 3401, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $465 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $3800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13%.\nPRODUCTION: Building: powr READY TO PLACE; Building: weap 0%; Infantry: e1 36%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #136@(56,28) #137@(53,27) #138@(50,26) #139@(47,24) #140@(45,24) #141@(42,24) #142@(37,24) #143@(35,24) #144@(32,24) #147@(30,15)*\n  e3 (Rocket Soldier) x2: #148@(22,14) #151@(12,14)\n  harv (Ore Truck (harvester)) x2: #134@(9,17) #150@(6,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\n  - train 2x e3: queued\n  - train 2x e1: queued\n  - rally #135: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely east ~(95,11). Placing proc now, weap building next, then powr. Riflemen group pushing east scouting. Barracks: e1/e3 mix. Harvester #134 mining.", "raw": "{\"thoughts\": \"Power plant is ready to place and economy is thin. Place powr, keep infantry queued, and push the rifle scout group further east toward the likely enemy base while harvesting keeps cash flowing.\", \"notes\": \"Enemy likely east ~(95,11). powr placed. Rifle group scouting east (56,28)->(75,25). Barracks: keep e1/e3 mix. Need weap + second harv soon; cash low.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[136,137,138,139,140,141,142,143,144],\"x\":75,\"y\":25},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":150}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1583, "completion_tokens": 402, "total_tokens": 1985, "cost": 0.000731508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000731508, "upstream_inference_prompt_cost": 0.000249108, "upstream_inference_completions_cost": 0.0004824}, "completion_tokens_details": {"reasoning_tokens": 222, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.25, "thoughts": "Power plant is ready to place and economy is thin. Place powr, keep infantry queued, and push the rifle scout group further east toward the likely enemy base while harvesting keeps cash flowing.", "notes": "Enemy likely east ~(95,11). powr placed. Rifle group scouting east (56,28)->(75,25). Barracks: keep e1/e3 mix. Need weap + second harv soon; cash low.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": [136, 137, 138, 139, 140, 141, 142, 143, 144], "x": 75, "y": 25}, {"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 150}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 9 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 33}}
{"tick": 3601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2500 + stored ore $328 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.3%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 powr@(93,11) 100%, #145 proc@(92,15) 100%, #152 barr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #146@(92,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally: #147 is not your building\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely southwest near (12,16). Barracks placed this turn; War Factory building; train infantry and scout southwest.", "raw": "{\"thoughts\":\"War Factory construction is underway, while the barracks is ready for continuous infantry production. Build a scouting force and send it southwest toward the likely enemy start; queue another refinery once the War Factory finishes.\",\"notes\":\"Base at (95,11); likely enemy southwest near (12,16). War Factory construction in progress; barracks #152 ready. Produce infantry and scout southwest.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e2\",\"count\":3},{\"do\":\"rally\",\"building\":152,\"x\":80,\"y\":12},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":70,\"y\":13}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1318, "completion_tokens": 237, "total_tokens": 1555, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1316, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00067518, "upstream_inference_prompt_cost": 0.00036234, "upstream_inference_completions_cost": 0.00031284}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.73, "thoughts": "War Factory construction is underway, while the barracks is ready for continuous infantry production. Build a scouting force and send it southwest toward the likely enemy start; queue another refinery once the War Factory finishes.", "notes": "Base at (95,11); likely enemy southwest near (12,16). War Factory construction in progress; barracks #152 ready. Produce infantry and scout southwest.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e2", "count": 3}, {"do": "rally", "building": 152, "x": 80, "y": 12}, {"do": "attack_move", "units": "idle_army", "x": 70, "y": 13}], "feedback": ["train 5x e1: queued", "train 3x e2: queued", "rally #152: ordered", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 325, "experience": 0, "order_count": 10}}
{"tick": 3601, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $311 + stored ore $0 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9800, army $3900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.7%.\nPRODUCTION: Building: weap 16%; Infantry: e3 89%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #136@(65,26) #137@(62,27) #138@(59,28) #139@(56,28) #140@(54,28) #141@(51,26) #142@(47,25) #143@(45,25) #144@(42,25) #147@(30,15)* #154@(19,16)\n  e3 (Rocket Soldier) x2: #148@(30,15)* #151@(22,18)\n  harv (Ore Truck (harvester)) x2: #134@(4,23) #150@(11,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 9 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy likely east ~(95,11). powr placed. Rifle group scouting east (56,28)->(75,25). Barracks: keep e1/e3 mix. Need weap + second harv soon; cash low.", "raw": "{\"thoughts\": \"Cash is very low ($311) so keep production cheap and let harvesters work. The rifle group is scouting east toward the likely enemy base \u2014 keep pushing them east. War Factory is progressing; queue a couple of cheap Rifle Infantry meanwhile.\", \"notes\": \"Enemy likely east ~(95,11). Rifle group (136-144) scouting east through ~(65,26) continuing to (90,25). Base defense: 147,148,151 near home. weap at 16%. Cash low; when weap done make tanks.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[136,137,138,139,140,141,142,143,144],\"x\":90,\"y\":24},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":135,\"x\":30,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1588, "completion_tokens": 405, "total_tokens": 1993, "cost": 0.000736608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000736608, "upstream_inference_prompt_cost": 0.000250608, "upstream_inference_completions_cost": 0.000486}, "completion_tokens_details": {"reasoning_tokens": 217, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.99, "thoughts": "Cash is very low ($311) so keep production cheap and let harvesters work. The rifle group is scouting east toward the likely enemy base \u2014 keep pushing them east. War Factory is progressing; queue a couple of cheap Rifle Infantry meanwhile.", "notes": "Enemy likely east ~(95,11). Rifle group (136-144) scouting east through ~(65,26) continuing to (90,25). Base defense: 147,148,151 near home. weap at 16%. Cash low; when weap done make tanks.", "commands": [{"do": "attack_move", "units": [136, 137, 138, 139, 140, 141, 142, 143, 144], "x": 90, "y": 24}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 135, "x": 30, "y": 18}], "feedback": ["attack_move: 9 units", "train 3x e1: queued", "rally #135: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 1700, "income": 1500, "experience": 0, "order_count": 36}}
{"tick": 3801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2326 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5550, army $1350, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.9%.\nPRODUCTION: Building: weap 32%; Infantry: e2 46%; Infantry: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 powr@(93,11) 100%, #145 proc@(92,15) 100%, #152 barr@(95,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #156@(88,9)\n  e2 (Grenadier) x1: #159@(92,9)\n  harv (Ore Truck (harvester)) x1: #146@(100,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 3x e2: queued\n  - rally #152: ordered\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Base at (95,11); likely enemy southwest near (12,16). War Factory construction in progress; barracks #152 ready. Produce infantry and scout southwest.", "raw": "{\"thoughts\":\"War Factory is nearly complete and the barracks queue is active. Send the initial infantry southwest to scout toward the likely enemy base, then continue producing a mixed infantry force while saving for a second refinery.\",\"notes\":\"Enemy likely at southwest near (12,16). War Factory #32 is 32% complete; barracks #152 producing infantry. Scout group moving southwest.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[156,159],\"x\":70,\"y\":12},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e2\",\"count\":4},{\"do\":\"rally\",\"building\":152,\"x\":75,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1386, "completion_tokens": 251, "total_tokens": 1637, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1384, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00071236, "upstream_inference_prompt_cost": 0.00038104, "upstream_inference_completions_cost": 0.00033132}, "completion_tokens_details": {"reasoning_tokens": 101, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.13, "thoughts": "War Factory is nearly complete and the barracks queue is active. Send the initial infantry southwest to scout toward the likely enemy base, then continue producing a mixed infantry force while saving for a second refinery.", "notes": "Enemy likely at southwest near (12,16). War Factory #32 is 32% complete; barracks #152 producing infantry. Scout group moving southwest.", "commands": [{"do": "attack_move", "units": [156, 159], "x": 70, "y": 12}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e2", "count": 4}, {"do": "rally", "building": 152, "x": 75, "y": 12}], "feedback": ["attack_move: 2 units", "train 2x e3: queued", "train 4x e2: queued", "rally #152: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5550, "army_value": 250, "income": 500, "experience": 0, "order_count": 18}}
{"tick": 3801, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $79 + stored ore $71 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10300, army $4400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 16.1%.\nPRODUCTION: Building: weap 32%; Infantry: e1 96%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #136@(74,26) #137@(72,24) #138@(68,24) #139@(65,24) #140@(63,26) #141@(61,27) #142@(56,28) #143@(54,28) #144@(52,27) #147@(30,15)* #154@(28,21) #157@(17,16) #158@(14,15)\n  e3 (Rocket Soldier) x3: #148@(30,15)* #151@(32,21) #155@(20,16)\n  harv (Ore Truck (harvester)) x2: #134@(2,26) #150@(7,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - train 3x e1: queued\n  - rally #135: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely east ~(95,11). Rifle group (136-144) scouting east through ~(65,26) continuing to (90,25). Base defense: 147,148,151 near home. weap at 16%. Cash low; when weap done make tanks.", "raw": "{\"thoughts\": \"Advancing lead infantry scout group towards the likely enemy base at (90, 15). Canceling a couple queued rocket soldiers to preserve cash for the War Factory, which is 32% complete.\", \"notes\": \"Scout group 136-144 pushing to (90,15) near enemy start (95,11). Staging defensive/reinforcement infantry at (35,20). Weap building, will place and start heavy tanks/ore truck once complete.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [136, 137, 138, 139, 140, 141, 142, 143, 144], \"x\": 90, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [147, 148, 151, 154, 155, 157, 158], \"x\": 35, \"y\": 20}, {\"do\": \"cancel\", \"item\": \"e3\"}, {\"do\": \"cancel\", \"item\": \"e3\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1748, "completion_tokens": 1016, "total_tokens": 2764, "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": 0.010242, "upstream_inference_prompt_cost": 0.002622, "upstream_inference_completions_cost": 0.00762}, "completion_tokens_details": {"reasoning_tokens": 744, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.05, "thoughts": "Advancing lead infantry scout group towards the likely enemy base at (90, 15). Canceling a couple queued rocket soldiers to preserve cash for the War Factory, which is 32% complete.", "notes": "Scout group 136-144 pushing to (90,15) near enemy start (95,11). Staging defensive/reinforcement infantry at (35,20). Weap building, will place and start heavy tanks/ore truck once complete.", "commands": [{"do": "attack_move", "units": [136, 137, 138, 139, 140, 141, 142, 143, 144], "x": 90, "y": 15}, {"do": "attack_move", "units": [147, 148, 151, 154, 155, 157, 158], "x": 35, "y": 20}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}], "feedback": ["attack_move: 9 units", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 2200, "income": 2000, "experience": 0, "order_count": 39}}
{"tick": 4001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1662 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5850, army $1650, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.6%.\nPRODUCTION: Building: weap 49%; Infantry: e2 66%; Infantry: e2 0%; Infantry: e2 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 powr@(93,11) 100%, #145 proc@(92,15) 100%, #152 barr@(95,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #156@(78,11)\n  e2 (Grenadier) x3: #159@(80,9) #161@(85,10) #162@(91,9)\n  harv (Ore Truck (harvester)) x1: #146@(101,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - train 2x e3: queued\n  - train 4x e2: queued\n  - rally #152: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at southwest near (12,16). War Factory #32 is 32% complete; barracks #152 producing infantry. Scout group moving southwest.", "raw": "{\"thoughts\":\"The War Factory is halfway complete and economy is currently power-positive, so I will queue a second refinery behind it and keep infantry production running. Send the forward infantry southwest to scout toward the likely enemy base.\",\"notes\":\"Enemy likely southwest near (12,16). War Factory construction in progress; maintain infantry production and add refinery next. Forward group is scouting southwest.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"attack_move\",\"units\":[156,159,161,162],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":152,\"x\":50,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1423, "completion_tokens": 323, "total_tokens": 1746, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1421, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000817575, "upstream_inference_prompt_cost": 0.000391215, "upstream_inference_completions_cost": 0.00042636}, "completion_tokens_details": {"reasoning_tokens": 189, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.26, "thoughts": "The War Factory is halfway complete and economy is currently power-positive, so I will queue a second refinery behind it and keep infantry production running. Send the forward infantry southwest to scout toward the likely enemy base.", "notes": "Enemy likely southwest near (12,16). War Factory construction in progress; maintain infantry production and add refinery next. Forward group is scouting southwest.", "commands": [{"do": "build", "item": "proc"}, {"do": "attack_move", "units": [156, 159, 161, 162], "x": 12, "y": 16}, {"do": "rally", "building": 152, "x": 50, "y": 16}], "feedback": ["build proc: started", "attack_move: 4 units", "rally #152: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5850, "army_value": 550, "income": 500, "experience": 0, "order_count": 24}}
{"tick": 4001, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10400, army $4500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.5%.\nPRODUCTION: Building: weap 36%; Infantry: e3 23%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #136@(84,27) #137@(75,17) #138@(76,17) #139@(72,17) #140@(71,18) #141@(68,21) #142@(65,24) #143@(64,25) #144@(61,27) #147@(35,20)* #154@(35,20)* #157@(27,20) #158@(24,15) #160@(21,16)\n  e3 (Rocket Soldier) x3: #148@(35,20)* #151@(35,20)* #155@(30,20)\n  harv (Ore Truck (harvester)) x2: #134@(10,22) #150@(7,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Scout group 136-144 pushing to (90,15) near enemy start (95,11). Staging defensive/reinforcement infantry at (35,20). Weap building, will place and start heavy tanks/ore truck once complete.", "raw": "{\"thoughts\": \"Two infantry forces are advancing toward the enemy start with no contact yet, and cash is empty. Keep pushing the scout group to reveal the enemy base while staging the rear group, and keep queues active.\", \"notes\": \"Scout group 136-144 -> enemy base (95,11). Staging 147/148/151/154/155/157/158/160 near (35,20) then advance. Weap 36% building for heavy tanks.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[136,137,138,139,140,141,142,143,144],\"x\":92,\"y\":13},{\"do\":\"attack_move\",\"units\":[147,148,151,154,155,157,158,160],\"x\":55,\"y\":20},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1578, "completion_tokens": 374, "total_tokens": 1952, "cost": 0.000696408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000696408, "upstream_inference_prompt_cost": 0.000247608, "upstream_inference_completions_cost": 0.0004488}, "completion_tokens_details": {"reasoning_tokens": 188, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.97, "thoughts": "Two infantry forces are advancing toward the enemy start with no contact yet, and cash is empty. Keep pushing the scout group to reveal the enemy base while staging the rear group, and keep queues active.", "notes": "Scout group 136-144 -> enemy base (95,11). Staging 147/148/151/154/155/157/158/160 near (35,20) then advance. Weap 36% building for heavy tanks.", "commands": [{"do": "attack_move", "units": [136, 137, 138, 139, 140, 141, 142, 143, 144], "x": 92, "y": 13}, {"do": "attack_move", "units": [147, 148, 151, 154, 155, 157, 158, 160], "x": 55, "y": 20}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 9 units", "attack_move: 8 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 2300, "income": 2000, "experience": 0, "order_count": 41}}
{"tick": 4201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $999 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5750, army $1550, killed $100 (1 units, 0 bldgs), lost $400 (3 units, 0 bldgs). Map explored 8.3%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Infantry: e2 86%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 powr@(93,11) 100%, #145 proc@(92,15) 100%, #152 barr@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e2 (Grenadier) x3: #162@(81,14)32% #163@(84,11) #164@(90,11)\n  harv (Ore Truck (harvester)) x1: #146@(94,18)\nVISIBLE ENEMY UNITS (3):\n  #136 e1@(87,18) 100%, #137 e1@(78,15) 87%, #140 e1@(77,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - attack_move: 4 units\n  - rally #152: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely southwest near (12,16). War Factory construction in progress; maintain infantry production and add refinery next. Forward group is scouting southwest.", "raw": "{\"thoughts\":\"The War Factory is nearly ready, while the refinery is queued next. Keep infantry production focused on rocket soldiers, finish off the nearby scouts, and advance the surviving grenadiers southwest toward the likely enemy base.\",\"notes\":\"Enemy base likely near (12,16). War Factory under construction, refinery queued after it. Three grenadiers are scouting southwest; one is badly damaged.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack_move\",\"units\":[162,163,164],\"x\":65,\"y\":15},{\"do\":\"attack\",\"units\":[162,163,164],\"target\":136}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1414, "completion_tokens": 331, "total_tokens": 1745, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1412, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00082566, "upstream_inference_prompt_cost": 0.00038874, "upstream_inference_completions_cost": 0.00043692}, "completion_tokens_details": {"reasoning_tokens": 178, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.07, "thoughts": "The War Factory is nearly ready, while the refinery is queued next. Keep infantry production focused on rocket soldiers, finish off the nearby scouts, and advance the surviving grenadiers southwest toward the likely enemy base.", "notes": "Enemy base likely near (12,16). War Factory under construction, refinery queued after it. Three grenadiers are scouting southwest; one is badly damaged.", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": [162, 163, 164], "x": 65, "y": 15}, {"do": "attack", "units": [162, 163, 164], "target": 136}], "feedback": ["train 3x e3: queued", "train 5x e1: queued", "attack_move: 3 units", "attack: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 400, "units_killed": 1, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5750, "army_value": 450, "income": 500, "experience": 0, "order_count": 25}}
{"tick": 4201, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $135 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10300, army $4400, killed $400 (3 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 21.9%.\nPRODUCTION: Building: weap 46%; Infantry: e3 88%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #136@(87,18) #137@(78,15)87% #139@(77,16) #140@(77,14) #141@(76,13) #142@(73,16) #143@(71,18) #144@(69,20) #147@(45,22) #154@(45,22) #157@(37,21) #158@(32,22) #160@(30,21)\n  e3 (Rocket Soldier) x3: #148@(45,22) #151@(45,22) #155@(40,21)\n  harv (Ore Truck (harvester)) x2: #134@(9,25) #150@(12,21)\nVISIBLE ENEMY UNITS (1):\n  #162 e2@(81,14) 32%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - attack_move: 8 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Scout group 136-144 -> enemy base (95,11). Staging 147/148/151/154/155/157/158/160 near (35,20) then advance. Weap 36% building for heavy tanks.", "raw": "{\"thoughts\": \"Cash is nearly empty so economy is the priority: get both harvesters mining. My forward infantry group is already near the enemy base, so push them in; the staging group advances east to join up. War Factory will finish soon to unlock tanks.\",\"notes\": \"Scout/forward group 136-144 pushing enemy base (95,11). Staging group 147-160 advancing east (60,18). Weap ~finishing -> build tanks + fix next. Harvesters mining again.\",\"commands\": [{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":150},{\"do\":\"attack_move\",\"units\":[136,137,139,140,141,142,143,144],\"x\":92,\"y\":12},{\"do\":\"attack_move\",\"units\":[147,148,151,154,155,157,158,160],\"x\":60,\"y\":18},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1617, "completion_tokens": 676, "total_tokens": 2293, "cost": 0.001070508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001070508, "upstream_inference_prompt_cost": 0.000259308, "upstream_inference_completions_cost": 0.0008112}, "completion_tokens_details": {"reasoning_tokens": 468, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.14, "thoughts": "Cash is nearly empty so economy is the priority: get both harvesters mining. My forward infantry group is already near the enemy base, so push them in; the staging group advances east to join up. War Factory will finish soon to unlock tanks.", "notes": "Scout/forward group 136-144 pushing enemy base (95,11). Staging group 147-160 advancing east (60,18). Weap ~finishing -> build tanks + fix next. Harvesters mining again.", "commands": [{"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 150}, {"do": "attack_move", "units": [136, 137, 139, 140, 141, 142, 143, 144], "x": 92, "y": 12}, {"do": "attack_move", "units": [147, 148, 151, 154, 155, 157, 158, 160], "x": 60, "y": 18}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 8 units", "attack_move: 8 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 100, "units_killed": 3, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 2200, "income": 2500, "experience": 3, "order_count": 44}}
{"tick": 4401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $756 + stored ore $84 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5750, army $1550, killed $200 (2 units, 0 bldgs), lost $850 (6 units, 0 bldgs). Map explored 8.3%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Infantry: e1 6%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 powr@(93,11) 100%, #145 proc@(92,15) 97%, #152 barr@(95,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #167@(89,11) #168@(92,9) #169@(94,8)\n  e2 (Grenadier) x1: #164@(89,14)*\n  harv (Ore Truck (harvester)) x1: #146@(96,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\n  - train 5x e1: queued\n  - attack_move: 3 units\n  - attack: 3 units\nYOUR NOTES FROM LAST TURN: Enemy base likely near (12,16). War Factory under construction, refinery queued after it. Three grenadiers are scouting southwest; one is badly damaged.", "raw": "{\"thoughts\":\"War Factory is nearly complete and the second refinery is queued, so the economy is developing well despite low cash. Send the current infantry southwest to scout and pressure the likely enemy start while the queued rocket soldiers reinforce them.\",\"notes\":\"Enemy likely at southwest near (12,16). War Factory #weap is 82% complete; refinery follows. Keep infantry moving southwest and place the War Factory when ready, then produce tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[167,168,169,164],\"x\":55,\"y\":14},{\"do\":\"rally\",\"building\":152,\"x\":75,\"y\":12},{\"do\":\"stance\",\"units\":[167,168,169,164],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1443, "completion_tokens": 314, "total_tokens": 1757, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1441, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000811195, "upstream_inference_prompt_cost": 0.000396715, "upstream_inference_completions_cost": 0.00041448}, "completion_tokens_details": {"reasoning_tokens": 155, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.98, "thoughts": "War Factory is nearly complete and the second refinery is queued, so the economy is developing well despite low cash. Send the current infantry southwest to scout and pressure the likely enemy start while the queued rocket soldiers reinforce them.", "notes": "Enemy likely at southwest near (12,16). War Factory #weap is 82% complete; refinery follows. Keep infantry moving southwest and place the War Factory when ready, then produce tanks.", "commands": [{"do": "attack_move", "units": [167, 168, 169, 164], "x": 55, "y": 14}, {"do": "rally", "building": 152, "x": 75, "y": 12}, {"do": "stance", "units": [167, 168, 169, 164], "stance": "attack_anything"}], "feedback": ["attack_move: 4 units", "rally #152: ordered", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 850, "units_killed": 2, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5750, "army_value": 450, "income": 1000, "experience": 1, "order_count": 33}}
{"tick": 4401, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10500, army $4600, killed $850 (6 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: weap 52%; Infantry: e1 96%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #137@(84,14)58% #139@(83,14)98% #140@(84,14)80% #141@(83,12)96% #142@(82,14) #143@(79,12) #144@(76,13) #147@(53,27) #154@(53,27) #157@(46,23) #158@(42,22) #160@(40,20)\n  e3 (Rocket Soldier) x4: #148@(53,27) #151@(53,27) #155@(49,26) #166@(20,16)\n  harv (Ore Truck (harvester)) x2: #134@(7,28) #150@(8,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack_move: 8 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Scout/forward group 136-144 pushing enemy base (95,11). Staging group 147-160 advancing east (60,18). Weap ~finishing -> build tanks + fix next. Harvesters mining again.", "raw": "{\"thoughts\": \"War factory nearly done, but cash is $0 so production is stalled. Keep troops advancing on the enemy base at (95,11) while economy refills. Hold off on expensive builds until cash returns.\", \"notes\": \"Forward group (137-144) push to enemy base (95,11). Staging group (147-160) advance east. Weap ~finishing; next build tanks + service depot once cash allows. Harvesters #134/#150 mining.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[137,139,140,141,142,143,144],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[147,154,157,158,160,148,151,155],\"x\":70,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1622, "completion_tokens": 426, "total_tokens": 2048, "cost": 0.000772008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000772008, "upstream_inference_prompt_cost": 0.000260808, "upstream_inference_completions_cost": 0.0005112}, "completion_tokens_details": {"reasoning_tokens": 256, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.18, "thoughts": "War factory nearly done, but cash is $0 so production is stalled. Keep troops advancing on the enemy base at (95,11) while economy refills. Hold off on expensive builds until cash returns.", "notes": "Forward group (137-144) push to enemy base (95,11). Staging group (147-160) advance east. Weap ~finishing; next build tanks + service depot once cash allows. Harvesters #134/#150 mining.", "commands": [{"do": "attack_move", "units": [137, 139, 140, 141, 142, 143, 144], "x": 95, "y": 11}, {"do": "attack_move", "units": [147, 154, 157, 158, 160, 148, 151, 155], "x": 70, "y": 18}], "feedback": ["attack_move: 7 units", "attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 850, "deaths_cost": 200, "units_killed": 6, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10500, "army_value": 2400, "income": 2650, "experience": 6, "order_count": 47}}
{"tick": 4601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $176 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $400 (4 units, 0 bldgs), lost $1100 (8 units, 0 bldgs). Map explored 8.3%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Infantry: e3 45%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 powr@(93,11) 100%, #145 proc@(92,15) 93%, #152 barr@(95,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #168@(91,10)40% #169@(93,8)* #170@(90,9)40% #173@(91,9)\n  harv (Ore Truck (harvester)) x1: #146@(101,25)\nVISIBLE ENEMY UNITS (5):\n  #139 e1@(88,13) 64%, #140 e1@(88,13) 65%, #142 e1@(88,13) 97%, #143 e1@(87,12) 100%, #144 e1@(87,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - rally #152: ordered\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Enemy likely at southwest near (12,16). War Factory #weap is 82% complete; refinery follows. Keep infantry moving southwest and place the War Factory when ready, then produce tanks.", "raw": "{\"thoughts\":\"Place the completed War Factory, then push the nearby enemy infantry southwest to scout and fight toward their likely base. Keep infantry production running while the harvester continues mining; save for the queued refinery and tanks.\",\"notes\":\"Enemy infantry spotted around (88,13); likely base remains southwest near (12,16). War Factory ready to place; infantry group is damaged and advancing.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":[168,169,170,173],\"x\":75,\"y\":15},{\"do\":\"stance\",\"units\":[168,169,170,173],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":146}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1475, "completion_tokens": 288, "total_tokens": 1763, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1473, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000785675, "upstream_inference_prompt_cost": 0.000405515, "upstream_inference_completions_cost": 0.00038016}, "completion_tokens_details": {"reasoning_tokens": 138, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.69, "thoughts": "Place the completed War Factory, then push the nearby enemy infantry southwest to scout and fight toward their likely base. Keep infantry production running while the harvester continues mining; save for the queued refinery and tanks.", "notes": "Enemy infantry spotted around (88,13); likely base remains southwest near (12,16). War Factory ready to place; infantry group is damaged and advancing.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": [168, 169, 170, 173], "x": 75, "y": 15}, {"do": "stance", "units": [168, 169, 170, 173], "stance": "attack_anything"}, {"do": "harvest", "unit": 146}], "feedback": ["place weap: nothing READY TO PLACE with that type", "attack_move: 4 units", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 1100, "units_killed": 4, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 1000, "experience": 3, "order_count": 33}}
{"tick": 4601, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10300, army $4400, killed $1100 (8 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Building: weap 52%; Infantry: e1 96%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #139@(88,13)64% #140@(88,13)65% #142@(88,13)97% #143@(87,12) #144@(87,12) #147@(63,26) #154@(62,26) #157@(55,28) #158@(51,26) #160@(48,25)\n  e3 (Rocket Soldier) x4: #148@(62,27) #151@(63,26) #155@(58,28) #166@(30,18)*\n  harv (Ore Truck (harvester)) x2: #134@(12,25) #150@(12,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Forward group (137-144) push to enemy base (95,11). Staging group (147-160) advance east. Weap ~finishing; next build tanks + service depot once cash allows. Harvesters #134/#150 mining.", "raw": "{\"thoughts\": \"Cash is at $0, so production is stalled waiting on harvester income; I'll keep both harvesters mining and let the War Factory finish. My forward rifles near the enemy start should press the attack while the staging group converges to support them.\", \"notes\": \"Forward group (139/140/142/143/144) near enemy base (95,11) - attack_move to (93,12). Staging group (147/154/157/158/160 + e3s) converge east toward (78,20). War Factory ~done; next build fix (Service Depot) then 3tnk. Harvesters #134/#150 mining.\", \"commands\": [{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":150},{\"do\":\"attack_move\",\"units\":[139,140,142,143,144],\"x\":93,\"y\":12},{\"do\":\"attack_move\",\"units\":[147,154,157,158,160,148,151,155],\"x\":78,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1598, "completion_tokens": 848, "total_tokens": 2446, "cost": 0.001271208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001271208, "upstream_inference_prompt_cost": 0.000253608, "upstream_inference_completions_cost": 0.0010176}, "completion_tokens_details": {"reasoning_tokens": 612, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.44, "thoughts": "Cash is at $0, so production is stalled waiting on harvester income; I'll keep both harvesters mining and let the War Factory finish. My forward rifles near the enemy start should press the attack while the staging group converges to support them.", "notes": "Forward group (139/140/142/143/144) near enemy base (95,11) - attack_move to (93,12). Staging group (147/154/157/158/160 + e3s) converge east toward (78,20). War Factory ~done; next build fix (Service Depot) then 3tnk. Harvesters #134/#150 mining.", "commands": [{"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 150}, {"do": "attack_move", "units": [139, 140, 142, 143, 144], "x": 93, "y": 12}, {"do": "attack_move", "units": [147, 154, 157, 158, 160, 148, 151, 155], "x": 78, "y": 20}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 5 units", "attack_move: 8 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1100, "deaths_cost": 400, "units_killed": 8, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 2200, "income": 2650, "experience": 8, "order_count": 47}}
{"tick": 4801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 96 made / 50 used, harvesters 1.\nSCORE: assets $5800, army $1600, killed $800 (8 units, 0 bldgs), lost $1300 (10 units, 0 bldgs). Map explored 8.5%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 powr@(93,11) 96%, #145 proc@(92,15) 86%, #152 barr@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #169@(90,9) #173@(90,9)\n  e3 (Rocket Soldier) x1: #175@(90,9)\n  harv (Ore Truck (harvester)) x1: #146@(94,18)\nVISIBLE ENEMY UNITS (1):\n  #142 e1@(88,13) 43%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - attack_move: 4 units\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Enemy infantry spotted around (88,13); likely base remains southwest near (12,16). War Factory ready to place; infantry group is damaged and advancing.", "raw": "{\"thoughts\":\"Place the ready War Factory to unlock vehicle production, keep the damaged infantry advancing southwest toward the likely enemy base, and ensure the harvester returns to mining. Cash is empty, so no additional construction or unit orders should be queued yet.\",\"notes\":\"Enemy likely starts near (12,16); current infantry group is near (90,9) with enemy scout at (88,13). War Factory is ready to place; economy is recovering with one harvester.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"harvest\",\"unit\":146},{\"do\":\"attack_move\",\"units\":[169,173,175],\"x\":70,\"y\":12},{\"do\":\"stance\",\"units\":[169,173,175],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1418, "completion_tokens": 310, "total_tokens": 1728, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1416, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00079904, "upstream_inference_prompt_cost": 0.00038984, "upstream_inference_completions_cost": 0.0004092}, "completion_tokens_details": {"reasoning_tokens": 147, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.58, "thoughts": "Place the ready War Factory to unlock vehicle production, keep the damaged infantry advancing southwest toward the likely enemy base, and ensure the harvester returns to mining. Cash is empty, so no additional construction or unit orders should be queued yet.", "notes": "Enemy likely starts near (12,16); current infantry group is near (90,9) with enemy scout at (88,13). War Factory is ready to place; economy is recovering with one harvester.", "commands": [{"do": "place", "item": "weap"}, {"do": "harvest", "unit": 146}, {"do": "attack_move", "units": [169, 173, 175], "x": 70, "y": 12}, {"do": "stance", "units": [169, 173, 175], "stance": "attack_anything"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 3 units", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 1300, "units_killed": 8, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5800, "army_value": 500, "income": 1000, "experience": 7, "order_count": 33}}
{"tick": 4801, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $414 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10000, army $4100, killed $1300 (10 units, 0 bldgs), lost $800 (8 units, 0 bldgs). Map explored 24%.\nPRODUCTION: Building: weap 67%; Infantry: e3 96%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #142@(88,13)43% #147@(72,22) #154@(71,22) #157@(64,25) #158@(60,28) #160@(58,28) #174@(20,16)\n  e3 (Rocket Soldier) x4: #148@(71,23) #151@(71,23) #155@(66,23) #166@(30,18)*\n  harv (Ore Truck (harvester)) x2: #134@(12,24) #150@(11,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - attack_move: 8 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Forward group (139/140/142/143/144) near enemy base (95,11) - attack_move to (93,12). Staging group (147/154/157/158/160 + e3s) converge east toward (78,20). War Factory ~done; next build fix (Service Depot) then 3tnk. Harvesters #134/#150 mining.", "raw": "{\"thoughts\": \"War Factory nearly done; economy tight ($0 cash). Push the eastern group toward the enemy base while keeping two defenders home. Send both harvesters back to mining to rebuild cash.\", \"notes\": \"East group (~88,13 to ~60,28) attack_move to (92,13) -> enemy base (95,11). #166/#174 stay home. War Factory then Service Depot then 3tnk. Harvesters mining.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[142,147,154,157,158,160,148,151,155],\"x\":92,\"y\":13},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":150},{\"do\":\"rally\",\"building\":135,\"x\":30,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1625, "completion_tokens": 621, "total_tokens": 2246, "cost": 0.001006908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001006908, "upstream_inference_prompt_cost": 0.000261708, "upstream_inference_completions_cost": 0.0007452}, "completion_tokens_details": {"reasoning_tokens": 438, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.68, "thoughts": "War Factory nearly done; economy tight ($0 cash). Push the eastern group toward the enemy base while keeping two defenders home. Send both harvesters back to mining to rebuild cash.", "notes": "East group (~88,13 to ~60,28) attack_move to (92,13) -> enemy base (95,11). #166/#174 stay home. War Factory then Service Depot then 3tnk. Harvesters mining.", "commands": [{"do": "attack_move", "units": [142, 147, 154, 157, 158, 160, 148, 151, 155], "x": 92, "y": 13}, {"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 150}, {"do": "rally", "building": 135, "x": 30, "y": 16}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 9 units", "rally #135: ordered", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 800, "units_killed": 10, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 1900, "income": 3650, "experience": 10, "order_count": 50}}
{"tick": 5001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $62 (storage 2000), power 96 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1600, killed $900 (9 units, 0 bldgs), lost $1300 (10 units, 0 bldgs). Map explored 9%.\nPRODUCTION: Building: proc 15%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 powr@(93,11) 96%, #145 proc@(92,15) 85%, #152 barr@(95,8) 100%, #176 weap@(98,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #169@(82,9) #173@(81,9)\n  e3 (Rocket Soldier) x1: #175@(81,11)\n  harv (Ore Truck (harvester)) x1: #146@(97,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 3 units\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (12,16); current infantry group is near (90,9) with enemy scout at (88,13). War Factory is ready to place; economy is recovering with one harvester.", "raw": "{\"thoughts\":\"The refinery is nearly complete and power is healthy, but cash is currently empty. Keep the infantry advancing west toward the likely enemy start while preserving production momentum; place the refinery as soon as it finishes and then prioritize a second harvester and tanks.\",\"notes\":\"Enemy likely at (12,16). Three infantry are scouting west from (81,10); refinery #15 is 15% complete. War Factory #176 is active, one harvester #146 is mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[169,173,175],\"x\":60,\"y\":12},{\"do\":\"harvest\",\"unit\":146},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1477, "completion_tokens": 392, "total_tokens": 1869, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1475, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000923505, "upstream_inference_prompt_cost": 0.000406065, "upstream_inference_completions_cost": 0.00051744}, "completion_tokens_details": {"reasoning_tokens": 241, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.22, "thoughts": "The refinery is nearly complete and power is healthy, but cash is currently empty. Keep the infantry advancing west toward the likely enemy start while preserving production momentum; place the refinery as soon as it finishes and then prioritize a second harvester and tanks.", "notes": "Enemy likely at (12,16). Three infantry are scouting west from (81,10); refinery #15 is 15% complete. War Factory #176 is active, one harvester #146 is mining.", "commands": [{"do": "attack_move", "units": [169, 173, 175], "x": 60, "y": 12}, {"do": "harvest", "unit": 146}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 3 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 900, "deaths_cost": 1300, "units_killed": 9, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 500, "income": 1500, "experience": 8, "order_count": 34}}
{"tick": 5001, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10200, army $4300, killed $1300 (10 units, 0 bldgs), lost $900 (9 units, 0 bldgs). Map explored 24.3%.\nPRODUCTION: Building: weap 77%; Infantry: e3 64%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #147@(78,15) #154@(78,15) #157@(72,17) #158@(68,21) #160@(66,23) #174@(30,18)*\n  e3 (Rocket Soldier) x5: #148@(78,15) #151@(78,15) #155@(74,15) #166@(30,18)* #177@(21,16)\n  harv (Ore Truck (harvester)) x2: #134@(11,31) #150@(11,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - rally #135: ordered\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: East group (~88,13 to ~60,28) attack_move to (92,13) -> enemy base (95,11). #166/#174 stay home. War Factory then Service Depot then 3tnk. Harvesters mining.", "raw": "{\"thoughts\": \"Economy is broke ($0) so I must let harvesters refill while finishing the War Factory. The east attack group should push onto the enemy base at (95,11), and I'll keep cheap infantry queued plus pull the two stragglers toward the front.\", \"notes\": \"East group pushing to enemy base (95,11). War Factory ~ready, then Service Depot + 3tnk. Harvesters mining. Keep spamming cheap e1/e3 and watch for enemy contact reports.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[147,154,155,148,151,157,158,160],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[166,177],\"x\":60,\"y\":20},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1599, "completion_tokens": 523, "total_tokens": 2122, "cost": 0.000881508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000881508, "upstream_inference_prompt_cost": 0.000253908, "upstream_inference_completions_cost": 0.0006276}, "completion_tokens_details": {"reasoning_tokens": 330, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "Economy is broke ($0) so I must let harvesters refill while finishing the War Factory. The east attack group should push onto the enemy base at (95,11), and I'll keep cheap infantry queued plus pull the two stragglers toward the front.", "notes": "East group pushing to enemy base (95,11). War Factory ~ready, then Service Depot + 3tnk. Harvesters mining. Keep spamming cheap e1/e3 and watch for enemy contact reports.", "commands": [{"do": "attack_move", "units": [147, 154, 155, 148, 151, 157, 158, 160], "x": 95, "y": 11}, {"do": "attack_move", "units": [166, 177], "x": 60, "y": 20}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 8 units", "attack_move: 2 units", "train 3x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 900, "units_killed": 10, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 2100, "income": 3650, "experience": 10, "order_count": 52}}
{"tick": 5201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 96 made / 80 used, harvesters 1.\nSCORE: assets $7500, army $1300, killed $1100 (11 units, 0 bldgs), lost $1600 (11 units, 0 bldgs). Map explored 9.5%.\nPRODUCTION: Building: proc 17%; Infantry: e3 83%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 powr@(93,11) 96%, #145 proc@(92,15) 85%, #152 barr@(95,8) 100%, #176 weap@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #169@(75,9)40% #173@(78,11)\n  harv (Ore Truck (harvester)) x1: #146@(102,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Three infantry are scouting west from (81,10); refinery #15 is 15% complete. War Factory #176 is active, one harvester #146 is mining.", "raw": "{\"thoughts\":\"The second refinery is nearly complete, so income should resume shortly. Keep rocket infantry flowing, send the scouting force west toward the likely enemy base, and keep the harvester mining.\",\"notes\":\"Enemy likely starts near (12,16). Second refinery #proc is 17% complete; westbound scout group is around (75-78,9-11). Build a War Factory army once cash recovers.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":146},{\"do\":\"rally\",\"building\":152,\"x\":75,\"y\":10},{\"do\":\"rally\",\"building\":176,\"x\":75,\"y\":12},{\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1463, "completion_tokens": 289, "total_tokens": 1752, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1461, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000783695, "upstream_inference_prompt_cost": 0.000402215, "upstream_inference_completions_cost": 0.00038148}, "completion_tokens_details": {"reasoning_tokens": 118, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.57, "thoughts": "The second refinery is nearly complete, so income should resume shortly. Keep rocket infantry flowing, send the scouting force west toward the likely enemy base, and keep the harvester mining.", "notes": "Enemy likely starts near (12,16). Second refinery #proc is 17% complete; westbound scout group is around (75-78,9-11). Build a War Factory army once cash recovers.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 146}, {"do": "rally", "building": 152, "x": 75, "y": 10}, {"do": "rally", "building": 176, "x": 75, "y": 12}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["attack_move: 2 units", "rally #152: ordered", "rally #176: ordered", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1100, "deaths_cost": 1600, "units_killed": 11, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7500, "army_value": 200, "income": 1500, "experience": 10, "order_count": 36}}
{"tick": 5201, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $325 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10000, army $4100, killed $1600 (11 units, 0 bldgs), lost $1100 (11 units, 0 bldgs). Map explored 24.4%.\nPRODUCTION: Building: weap 82%; Infantry: e3 93%; Infantry: e3 0%; Infantry: e3 0%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #154@(83,14)96% #158@(75,14)67% #160@(74,15) #174@(30,18)*\n  e3 (Rocket Soldier) x5: #148@(83,14)98% #151@(83,14)80% #155@(84,14) #166@(37,25) #177@(29,22)\n  harv (Ore Truck (harvester)) x2: #134@(12,23) #150@(12,22)\nVISIBLE ENEMY UNITS (1):\n  #173 e1@(78,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack_move: 2 units\n  - train 3x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: East group pushing to enemy base (95,11). War Factory ~ready, then Service Depot + 3tnk. Harvesters mining. Keep spamming cheap e1/e3 and watch for enemy contact reports.", "raw": "{\"thoughts\": \"Cash is 0 so nothing new can be started; production already queued. War Factory near complete. Push the eastern infantry stack toward the enemy base at (95,11) and keep idle units near home as defense.\", \"notes\": \"East stack ~6 units pushing to (95,11). War Factory almost done -> place then Service Depot + 3tnk. Harvesters mining at (12,22-23). Cash tight.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[154,158,160,148,151,155],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[166,177,174],\"x\":20,\"y\":18},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":150}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1645, "completion_tokens": 697, "total_tokens": 2342, "cost": 0.001104108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001104108, "upstream_inference_prompt_cost": 0.000267708, "upstream_inference_completions_cost": 0.0008364}, "completion_tokens_details": {"reasoning_tokens": 528, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.46, "thoughts": "Cash is 0 so nothing new can be started; production already queued. War Factory near complete. Push the eastern infantry stack toward the enemy base at (95,11) and keep idle units near home as defense.", "notes": "East stack ~6 units pushing to (95,11). War Factory almost done -> place then Service Depot + 3tnk. Harvesters mining at (12,22-23). Cash tight.", "commands": [{"do": "attack_move", "units": [154, 158, 160, 148, 151, 155], "x": 95, "y": 11}, {"do": "attack_move", "units": [166, 177, 174], "x": 20, "y": 18}, {"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 150}], "feedback": ["attack_move: 6 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 1100, "units_killed": 11, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 1900, "income": 4150, "experience": 13, "order_count": 57}}
{"tick": 5401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 96 made / 80 used, harvesters 1.\nSCORE: assets $7400, army $1200, killed $1300 (13 units, 0 bldgs), lost $1700 (12 units, 0 bldgs). Map explored 9.9%.\nPRODUCTION: Building: proc 17%; Infantry: e3 83%; 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: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 powr@(93,11) 96%, #145 proc@(92,15) 54%, #152 barr@(95,8) 100%, #176 weap@(98,11) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #169@(72,11)40%\n  harv (Ore Truck (harvester)) x1: #146@(95,19)\nVISIBLE ENEMY UNITS (4):\n  #148 e3@(88,13) 98%, #151 e3@(88,13) 80%, #154 e1@(88,13) 96%, #155 e3@(87,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #152: ordered\n  - rally #176: ordered\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (12,16). Second refinery #proc is 17% complete; westbound scout group is around (75-78,9-11). Build a War Factory army once cash recovers.", "raw": "{\"thoughts\":\"The refinery is still building and cash is empty, so preserve the damaged scout while the queued rocket soldiers complete. The enemy force is close to our base; keep production running and rally new infantry toward the west.\",\"notes\":\"Second refinery at 17%; enemy units around (88,13). Damaged rifle #169 should retreat; continue e3 production and use the growing army to push west once assembled.\",\"commands\":[{\"do\":\"move\",\"units\":[169],\"x\":94,\"y\":9},{\"do\":\"rally\",\"building\":152,\"x\":85,\"y\":12},{\"do\":\"rally\",\"building\":176,\"x\":85,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1554, "completion_tokens": 360, "total_tokens": 1914, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1552, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00090244, "upstream_inference_prompt_cost": 0.00042724, "upstream_inference_completions_cost": 0.0004752}, "completion_tokens_details": {"reasoning_tokens": 215, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.74, "thoughts": "The refinery is still building and cash is empty, so preserve the damaged scout while the queued rocket soldiers complete. The enemy force is close to our base; keep production running and rally new infantry toward the west.", "notes": "Second refinery at 17%; enemy units around (88,13). Damaged rifle #169 should retreat; continue e3 production and use the growing army to push west once assembled.", "commands": [{"do": "move", "units": [169], "x": 94, "y": 9}, {"do": "rally", "building": 152, "x": 85, "y": 12}, {"do": "rally", "building": 176, "x": 85, "y": 12}], "feedback": ["move: 1 units", "rally #152: ordered", "rally #176: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 1700, "units_killed": 13, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7400, "army_value": 100, "income": 1500, "experience": 12, "order_count": 41}}
{"tick": 5401, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $161 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10400, army $4500, killed $1700 (12 units, 0 bldgs), lost $1300 (13 units, 0 bldgs). Map explored 24.5%.\nPRODUCTION: Building: weap 99%; Infantry: e3 3%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #154@(88,13)96% #174@(20,18)*\n  e3 (Rocket Soldier) x7: #148@(88,13)98% #151@(88,13)80% #155@(87,14) #166@(30,23) #177@(21,18) #178@(21,16) #179@(12,14)\n  harv (Ore Truck (harvester)) x2: #134@(12,26) #150@(7,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: East stack ~6 units pushing to (95,11). War Factory almost done -> place then Service Depot + 3tnk. Harvesters mining at (12,22-23). Cash tight.", "raw": "{\"thoughts\": \"Cash is tight but the War Factory is about to finish; I'll queue a Service Depot next so Heavy Tanks unlock, keep pushing the eastern squad toward the enemy start, and gather my western infantry to move east as a second wave.\", \"notes\": \"East squad at (88,13) pushing to enemy base (95,11). West squad gathering ~(21,16) moving east. Next: place weap, build fix, then 3tnk.\", \"commands\": [{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"attack_move\",\"units\":[154,148,151,155],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[174,166,177,178,179],\"x\":50,\"y\":16},{\"do\":\"rally\",\"building\":135,\"x\":40,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1591, "completion_tokens": 1349, "total_tokens": 2940, "cost": 0.001870308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001870308, "upstream_inference_prompt_cost": 0.000251508, "upstream_inference_completions_cost": 0.0016188}, "completion_tokens_details": {"reasoning_tokens": 1168, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.74, "thoughts": "Cash is tight but the War Factory is about to finish; I'll queue a Service Depot next so Heavy Tanks unlock, keep pushing the eastern squad toward the enemy start, and gather my western infantry to move east as a second wave.", "notes": "East squad at (88,13) pushing to enemy base (95,11). West squad gathering ~(21,16) moving east. Next: place weap, build fix, then 3tnk.", "commands": [{"do": "build", "item": "fix"}, {"do": "attack_move", "units": [154, 148, 151, 155], "x": 95, "y": 11}, {"do": "attack_move", "units": [174, 166, 177, 178, 179], "x": 50, "y": 16}, {"do": "rally", "building": 135, "x": 40, "y": 16}], "feedback": ["build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)", "attack_move: 4 units", "attack_move: 5 units", "rally #135: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 1300, "units_killed": 12, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 2300, "income": 4150, "experience": 14, "order_count": 57}}
{"tick": 5601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $138 (storage 2000), power 96 made / 80 used, harvesters 1.\nSCORE: assets $7700, army $1500, killed $1300 (13 units, 0 bldgs), lost $1700 (12 units, 0 bldgs). Map explored 9.9%.\nPRODUCTION: Building: proc 30%; Infantry: e3 43%; 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: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 powr@(93,11) 96%, #145 proc@(92,15) 2%, #152 barr@(95,8) 100%, #176 weap@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #169@(81,9)40%\n  e3 (Rocket Soldier) x1: #180@(91,9)\n  harv (Ore Truck (harvester)) x1: #146@(96,19)\nVISIBLE ENEMY UNITS (4):\n  #148 e3@(88,13) 98%, #151 e3@(88,13) 80%, #154 e1@(88,13) 96%, #155 e3@(87,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #152: ordered\n  - rally #176: ordered\nYOUR NOTES FROM LAST TURN: Second refinery at 17%; enemy units around (88,13). Damaged rifle #169 should retreat; continue e3 production and use the growing army to push west once assembled.", "raw": "{\"thoughts\":\"Cash is empty and the second refinery is still building, so preserve the damaged rifle while the existing rocket queue and economy recover. The enemy infantry group is close to the west; keep the rocket near base rather than committing alone.\",\"notes\":\"Second refinery under construction; enemy group at (87-88,13). Rifle #169 retreating, rocket #180 defending base. Continue rocket production and push west after assembling 8+ units.\",\"commands\":[{\"do\":\"move\",\"units\":[169],\"x\":94,\"y\":10},{\"do\":\"move\",\"units\":[180],\"x\":94,\"y\":11},{\"do\":\"harvest\",\"unit\":146}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1545, "completion_tokens": 284, "total_tokens": 1829, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1543, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000799645, "upstream_inference_prompt_cost": 0.000424765, "upstream_inference_completions_cost": 0.00037488}, "completion_tokens_details": {"reasoning_tokens": 142, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.38, "thoughts": "Cash is empty and the second refinery is still building, so preserve the damaged rifle while the existing rocket queue and economy recover. The enemy infantry group is close to the west; keep the rocket near base rather than committing alone.", "notes": "Second refinery under construction; enemy group at (87-88,13). Rifle #169 retreating, rocket #180 defending base. Continue rocket production and push west after assembling 8+ units.", "commands": [{"do": "move", "units": [169], "x": 94, "y": 10}, {"do": "move", "units": [180], "x": 94, "y": 11}, {"do": "harvest", "unit": 146}], "feedback": ["move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 1700, "units_killed": 13, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7700, "army_value": 400, "income": 2000, "experience": 12, "order_count": 41}}
{"tick": 5601, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10400, army $4500, killed $1700 (12 units, 0 bldgs), lost $1300 (13 units, 0 bldgs). Map explored 24.7%.\nPRODUCTION: Building: weap READY TO PLACE; Infantry: e3 50%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #154@(88,13)96% #174@(30,17)\n  e3 (Rocket Soldier) x7: #148@(88,13)98% #151@(88,13)80% #155@(87,14) #166@(38,20) #177@(29,17) #178@(31,17) #179@(21,14)\n  harv (Ore Truck (harvester)) x2: #134@(11,32) #150@(10,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - attack_move: 4 units\n  - attack_move: 5 units\n  - rally #135: ordered\nYOUR NOTES FROM LAST TURN: East squad at (88,13) pushing to enemy base (95,11). West squad gathering ~(21,16) moving east. Next: place weap, build fix, then 3tnk.", "raw": "{\"thoughts\": \"Place War Factory to unlock Service Depot, then build it so I can produce Heavy Tanks. Meanwhile keep pushing both squads toward the enemy base and let infantry queue keep churning.\", \"notes\": \"weap placed ~(16,19); building fix next; east squad near enemy base (~88,13 -> 95,11); west squad pushing east from ~(21,16).\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\",\"x\":16,\"y\":19},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"rally\",\"building\":135,\"x\":30,\"y\":16},{\"do\":\"attack_move\",\"units\":[174,166,177,178,179],\"x\":55,\"y\":16},{\"do\":\"attack_move\",\"units\":[148,151,154,155],\"x\":95,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1620, "completion_tokens": 628, "total_tokens": 2248, "cost": 0.001013808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001013808, "upstream_inference_prompt_cost": 0.000260208, "upstream_inference_completions_cost": 0.0007536}, "completion_tokens_details": {"reasoning_tokens": 444, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "Place War Factory to unlock Service Depot, then build it so I can produce Heavy Tanks. Meanwhile keep pushing both squads toward the enemy base and let infantry queue keep churning.", "notes": "weap placed ~(16,19); building fix next; east squad near enemy base (~88,13 -> 95,11); west squad pushing east from ~(21,16).", "commands": [{"do": "place", "item": "weap", "x": 16, "y": 19}, {"do": "build", "item": "fix"}, {"do": "rally", "building": 135, "x": 30, "y": 16}, {"do": "attack_move", "units": [174, 166, 177, 178, 179], "x": 55, "y": 16}, {"do": "attack_move", "units": [148, 151, 154, 155], "x": 95, "y": 11}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #135: ordered", "attack_move: 5 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 1300, "units_killed": 12, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 2300, "income": 4150, "experience": 14, "order_count": 57}}
{"tick": 5801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 59 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1200, killed $1300 (13 units, 0 bldgs), lost $3400 (13 units, 1 bldgs). Map explored 10.1%.\nPRODUCTION: Building: proc 33%; 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: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 100%, #132 powr@(93,11) 59%, #152 barr@(95,8) 100%, #176 weap@(98,11) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #169@(91,8)40%\n  harv (Ore Truck (harvester)) x1: #146@(102,25)\nVISIBLE ENEMY UNITS (4):\n  #148 e3@(89,12) 98%, #151 e3@(89,12) 80%, #154 e1@(89,12) 96%, #155 e3@(89,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Second refinery under construction; enemy group at (87-88,13). Rifle #169 retreating, rocket #180 defending base. Continue rocket production and push west after assembling 8+ units.", "raw": "{\"thoughts\":\"The second refinery is still building and funds are empty, so economy must recover before expanding production. Keep the damaged rifle away from the enemy group, continue rocket production, and rally infantry near the base for defense.\",\"notes\":\"Enemy infantry/rockets remain west at roughly (89,12). Refinery #2 is 33% complete; preserve #169 and keep harvesting until cash returns.\",\"commands\":[{\"do\":\"harvest\",\"unit\":146},{\"do\":\"move\",\"units\":[169],\"x\":96,\"y\":15},{\"do\":\"rally\",\"building\":152,\"x\":94,\"y\":13},{\"do\":\"stance\",\"units\":[169],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1477, "completion_tokens": 339, "total_tokens": 1816, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1475, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000853545, "upstream_inference_prompt_cost": 0.000406065, "upstream_inference_completions_cost": 0.00044748}, "completion_tokens_details": {"reasoning_tokens": 192, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "The second refinery is still building and funds are empty, so economy must recover before expanding production. Keep the damaged rifle away from the enemy group, continue rocket production, and rally infantry near the base for defense.", "notes": "Enemy infantry/rockets remain west at roughly (89,12). Refinery #2 is 33% complete; preserve #169 and keep harvesting until cash returns.", "commands": [{"do": "harvest", "unit": 146}, {"do": "move", "units": [169], "x": 96, "y": 15}, {"do": "rally", "building": 152, "x": 94, "y": 13}, {"do": "stance", "units": [169], "stance": "return_fire"}], "feedback": ["move: 1 units", "rally #152: ordered", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 3400, "units_killed": 13, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 6000, "army_value": 100, "income": 2000, "experience": 12, "order_count": 41}}
{"tick": 5801, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $365 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12400, army $4500, killed $3400 (13 units, 1 bldgs), lost $1300 (13 units, 0 bldgs). Map explored 25.1%.\nPRODUCTION: Infantry: e3 95%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%, #181 weap@(9,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #154@(89,12)96% #174@(39,22)\n  e3 (Rocket Soldier) x7: #148@(89,12)98% #151@(89,12)80% #155@(89,12) #166@(47,24) #177@(37,24) #178@(40,22) #179@(29,21)\n  harv (Ore Truck (harvester)) x2: #134@(12,23) #150@(11,23)\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 fix: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #135: ordered\n  - attack_move: 5 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: weap placed ~(16,19); building fix next; east squad near enemy base (~88,13 -> 95,11); west squad pushing east from ~(21,16).", "raw": "{\"thoughts\": \"Cash is at $0 so I can't start new buildings this turn; focus on offense and getting harvesters working. East squad is already near the enemy start (95,11) and west squad is pushing east \u2014 consolidate both on the enemy base and keep infantry queues running.\", \"notes\": \"East squad ~(89,12) attacking enemy start (95,11); west squad ~(40,23) pushing east to join. Need economy: build harv/proc as soon as cash allows. weap up, need fix next.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[148,151,155,154],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[166,174,177,178,179],\"x\":90,\"y\":14},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":150},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":135,\"x\":30,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1689, "completion_tokens": 696, "total_tokens": 2385, "cost": 0.001116108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001116108, "upstream_inference_prompt_cost": 0.000280908, "upstream_inference_completions_cost": 0.0008352}, "completion_tokens_details": {"reasoning_tokens": 465, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.91, "thoughts": "Cash is at $0 so I can't start new buildings this turn; focus on offense and getting harvesters working. East squad is already near the enemy start (95,11) and west squad is pushing east \u2014 consolidate both on the enemy base and keep infantry queues running.", "notes": "East squad ~(89,12) attacking enemy start (95,11); west squad ~(40,23) pushing east to join. Need economy: build harv/proc as soon as cash allows. weap up, need fix next.", "commands": [{"do": "attack_move", "units": [148, 151, 155, 154], "x": 95, "y": 11}, {"do": "attack_move", "units": [166, 174, 177, 178, 179], "x": 90, "y": 14}, {"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 150}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 135, "x": 30, "y": 20}], "feedback": ["attack_move: 4 units", "attack_move: 5 units", "train 3x e3: queued", "train 3x e1: queued", "rally #135: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3400, "deaths_cost": 1300, "units_killed": 13, "units_lost": 13, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12400, "army_value": 2300, "income": 4650, "experience": 31, "order_count": 58}}
{"tick": 6001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 50 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5600, army $1100, killed $1300 (13 units, 0 bldgs), lost $3800 (14 units, 2 bldgs). Map explored 10.2%.\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: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 91%, #152 barr@(95,8) 100%, #176 weap@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #146@(102,26)\nVISIBLE ENEMY UNITS (4):\n  #148 e3@(91,12) 98%, #151 e3@(91,12) 80%, #154 e1@(91,12) 96%, #155 e3@(91,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #152: ordered\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry/rockets remain west at roughly (89,12). Refinery #2 is 33% complete; preserve #169 and keep harvesting until cash returns.", "raw": "{\"thoughts\":\"Cash is empty and power is critically low, so the priority is completing the refinery and restoring income. The enemy infantry is dangerously close west of the base; keep production running and recover the harvester while waiting for funds to build power.\",\"notes\":\"Refinery #2 was 33% complete last turn; enemy infantry/rockets remain near (91,12). One harvester #146 at (102,26), no combat units currently visible.\",\"commands\":[{\"do\":\"harvest\",\"unit\":146},{\"do\":\"stance\",\"units\":[146],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1421, "completion_tokens": 272, "total_tokens": 1693, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1419, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000749705, "upstream_inference_prompt_cost": 0.000390665, "upstream_inference_completions_cost": 0.00035904}, "completion_tokens_details": {"reasoning_tokens": 146, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.33, "thoughts": "Cash is empty and power is critically low, so the priority is completing the refinery and restoring income. The enemy infantry is dangerously close west of the base; keep production running and recover the harvester while waiting for funds to build power.", "notes": "Refinery #2 was 33% complete last turn; enemy infantry/rockets remain near (91,12). One harvester #146 at (102,26), no combat units currently visible.", "commands": [{"do": "harvest", "unit": 146}, {"do": "stance", "units": [146], "stance": "return_fire"}], "feedback": ["stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 3800, "units_killed": 13, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 5600, "army_value": 0, "income": 2000, "experience": 12, "order_count": 41}}
{"tick": 6001, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $538 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13000, army $5100, killed $3800 (14 units, 2 bldgs), lost $1300 (13 units, 0 bldgs). Map explored 25.4%.\nPRODUCTION: Infantry: e3 4%; Infantry: e3 0%; Infantry: e3 0%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%, #181 weap@(9,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #154@(91,12)96% #174@(48,25) #183@(17,16) #184@(14,15) #185@(12,14)\n  e3 (Rocket Soldier) x8: #148@(91,12)98% #151@(91,12)80% #155@(91,12) #166@(56,28) #177@(47,24) #178@(49,26) #179@(38,24) #182@(21,16)\n  harv (Ore Truck (harvester)) x2: #134@(7,26) #150@(7,30)\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: 5 units\n  - train 3x e3: queued\n  - train 3x e1: queued\n  - rally #135: ordered\nYOUR NOTES FROM LAST TURN: East squad ~(89,12) attacking enemy start (95,11); west squad ~(40,23) pushing east to join. Need economy: build harv/proc as soon as cash allows. weap up, need fix next.", "raw": "{\"thoughts\": \"Cash is $0 so production is stalled; I need economy badly. Keep the east strike squad pressing the enemy base at (95,11) and pull the western group together to reinforce. Queue a harvester and a Service Depot so I can support tanks once ore flows in.\", \"notes\": \"East squad (154/148/151/155) at (91,12) pushing into enemy start (95,11). West group (166,174,177,178,179) gathering ~(60,24) heading east. Building: fix queued. weap queueing harv. Need cash for proc #3.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[154,148,151,155],\"x\":96,\"y\":11},{\"do\":\"attack_move\",\"units\":[166,174,177,178,179],\"x\":70,\"y\":22},{\"do\":\"attack_move\",\"units\":[182],\"x\":60,\"y\":22},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"rally\",\"building\":135,\"x\":60,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1736, "completion_tokens": 1009, "total_tokens": 2745, "cost": 0.001505808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001505808, "upstream_inference_prompt_cost": 0.000295008, "upstream_inference_completions_cost": 0.0012108}, "completion_tokens_details": {"reasoning_tokens": 765, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.05, "thoughts": "Cash is $0 so production is stalled; I need economy badly. Keep the east strike squad pressing the enemy base at (95,11) and pull the western group together to reinforce. Queue a harvester and a Service Depot so I can support tanks once ore flows in.", "notes": "East squad (154/148/151/155) at (91,12) pushing into enemy start (95,11). West group (166,174,177,178,179) gathering ~(60,24) heading east. Building: fix queued. weap queueing harv. Need cash for proc #3.", "commands": [{"do": "attack_move", "units": [154, 148, 151, 155], "x": 96, "y": 11}, {"do": "attack_move", "units": [166, 174, 177, 178, 179], "x": 70, "y": 22}, {"do": "attack_move", "units": [182], "x": 60, "y": 22}, {"do": "build", "item": "fix"}, {"do": "train", "item": "harv", "count": 1}, {"do": "rally", "building": 135, "x": 60, "y": 20}], "feedback": ["attack_move: 4 units", "attack_move: 5 units", "attack_move: 1 units", "build fix: started", "train 1x harv: queued", "rally #135: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3800, "deaths_cost": 1300, "units_killed": 14, "units_lost": 13, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13000, "army_value": 2900, "income": 4650, "experience": 35, "order_count": 64}}
{"tick": 6201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 50 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5600, army $1100, killed $1300 (13 units, 0 bldgs), lost $3800 (14 units, 2 bldgs). Map explored 10.2%.\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: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 56%, #152 barr@(95,8) 100%, #176 weap@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #146@(102,26)\nVISIBLE ENEMY UNITS (4):\n  #148 e3@(91,12) 98%, #151 e3@(91,12) 80%, #154 e1@(91,12) 96%, #155 e3@(91,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Refinery #2 was 33% complete last turn; enemy infantry/rockets remain near (91,12). One harvester #146 at (102,26), no combat units currently visible.", "raw": "{\"thoughts\":\"We have no cash and zero power, so production is stalled. Start a power plant immediately, keep the harvester mining, and let the existing infantry queue resume once ore arrives; the enemy squad is dangerously close to the base.\",\"notes\":\"Enemy infantry/rockets at (91,12). Build and place power first; then restore refinery/economy and produce defenses or tanks.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":146},{\"do\":\"repair\",\"building\":127}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1412, "completion_tokens": 254, "total_tokens": 1666, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1410, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00072347, "upstream_inference_prompt_cost": 0.00038819, "upstream_inference_completions_cost": 0.00033528}, "completion_tokens_details": {"reasoning_tokens": 137, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.29, "thoughts": "We have no cash and zero power, so production is stalled. Start a power plant immediately, keep the harvester mining, and let the existing infantry queue resume once ore arrives; the enemy squad is dangerously close to the base.", "notes": "Enemy infantry/rockets at (91,12). Build and place power first; then restore refinery/economy and produce defenses or tanks.", "commands": [{"do": "build", "item": "powr"}, {"do": "harvest", "unit": 146}, {"do": "repair", "building": 127}], "feedback": ["build powr: started", "repair #127: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 3800, "units_killed": 13, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 5600, "army_value": 0, "income": 2000, "experience": 12, "order_count": 41}}
{"tick": 6201, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13000, army $5100, killed $3800 (14 units, 2 bldgs), lost $1300 (13 units, 0 bldgs). Map explored 25.4%.\nPRODUCTION: Building: fix 14%; Vehicle: harv 16%; Infantry: e3 67%; Infantry: e3 0%; Infantry: e3 0%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%, #181 weap@(9,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #154@(91,12)96% #174@(58,28) #183@(27,20) #184@(24,19) #185@(22,17)\n  e3 (Rocket Soldier) x8: #148@(91,12)98% #151@(91,12)80% #155@(91,12) #166@(65,26) #177@(57,28) #178@(59,28) #179@(48,25) #182@(30,22)\n  harv (Ore Truck (harvester)) x2: #134@(5,26) #150@(11,23)\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: 5 units\n  - attack_move: 1 units\n  - build fix: started\n  - train 1x harv: queued\n  - rally #135: ordered\nYOUR NOTES FROM LAST TURN: East squad (154/148/151/155) at (91,12) pushing into enemy start (95,11). West group (166,174,177,178,179) gathering ~(60,24) heading east. Building: fix queued. weap queueing harv. Need cash for proc #3.", "raw": "{\"thoughts\": \"Army pushed near enemy start (91,12) but nothing visible yet \u2014 need to scout the enemy base at (95,11) and mass troops. Cash is $0 so production will stall until harvesters deliver ore; keep queues full and push units east.\", \"notes\": \"East squad (154/148/151/155) at (91,12) advancing to enemy start (95,11). West group gathering ~(60,24) heading east. 2 harvesters mining. fix building, harv in weap queue. Need cash \u2014 protect harvesters.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[154,148,151,155],\"x\":98,\"y\":11},{\"do\":\"attack_move\",\"units\":[166,174,177,178,179,182],\"x\":75,\"y\":25},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":135,\"x\":20,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1771, "completion_tokens": 535, "total_tokens": 2306, "cost": 0.000947508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000947508, "upstream_inference_prompt_cost": 0.000305508, "upstream_inference_completions_cost": 0.000642}, "completion_tokens_details": {"reasoning_tokens": 312, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.42, "thoughts": "Army pushed near enemy start (91,12) but nothing visible yet \u2014 need to scout the enemy base at (95,11) and mass troops. Cash is $0 so production will stall until harvesters deliver ore; keep queues full and push units east.", "notes": "East squad (154/148/151/155) at (91,12) advancing to enemy start (95,11). West group gathering ~(60,24) heading east. 2 harvesters mining. fix building, harv in weap queue. Need cash \u2014 protect harvesters.", "commands": [{"do": "attack_move", "units": [154, 148, 151, 155], "x": 98, "y": 11}, {"do": "attack_move", "units": [166, 174, 177, 178, 179, 182], "x": 75, "y": 25}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 135, "x": 20, "y": 18}], "feedback": ["attack_move: 4 units", "attack_move: 6 units", "train 5x e1: queued", "train 3x e3: queued", "rally #135: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3800, "deaths_cost": 1300, "units_killed": 14, "units_lost": 13, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13000, "army_value": 2900, "income": 4650, "experience": 35, "order_count": 66}}
{"tick": 6401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 50 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5600, army $1100, killed $1300 (13 units, 0 bldgs), lost $3800 (14 units, 2 bldgs). Map explored 10.2%.\nPRODUCTION: Building: powr 0%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #127 fact@(95,11) 23%, #152 barr@(95,8) 100%, #176 weap@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #146@(102,26)\nVISIBLE ENEMY UNITS (4):\n  #148 e3@(91,12) 98%, #151 e3@(91,12) 80%, #154 e1@(91,12) 96%, #155 e3@(91,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - repair #127: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/rockets at (91,12). Build and place power first; then restore refinery/economy and produce defenses or tanks.", "raw": "{\"thoughts\":\"Power Plant construction is underway but the base has no Refinery, so the harvester cannot generate income. I will keep the damaged Construction Yard repaired, ensure the truck seeks ore, and preserve the queued rocket production while waiting for funds.\",\"notes\":\"Enemy infantry/rockets remain near (91,12). Fact at 23% and repairing; Power Plant is in progress. No Refinery currently exists, harvester #146 at (102,26).\",\"commands\":[{\"do\":\"repair\",\"building\":127},{\"do\":\"harvest\",\"unit\":146}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1415, "completion_tokens": 302, "total_tokens": 1717, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1413, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000787655, "upstream_inference_prompt_cost": 0.000389015, "upstream_inference_completions_cost": 0.00039864}, "completion_tokens_details": {"reasoning_tokens": 179, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.51, "thoughts": "Power Plant construction is underway but the base has no Refinery, so the harvester cannot generate income. I will keep the damaged Construction Yard repaired, ensure the truck seeks ore, and preserve the queued rocket production while waiting for funds.", "notes": "Enemy infantry/rockets remain near (91,12). Fact at 23% and repairing; Power Plant is in progress. No Refinery currently exists, harvester #146 at (102,26).", "commands": [{"do": "repair", "building": 127}, {"do": "harvest", "unit": 146}], "feedback": ["repair #127: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 3800, "units_killed": 13, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 5600, "army_value": 0, "income": 2000, "experience": 12, "order_count": 42}}
{"tick": 6401, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $66 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13300, army $5400, killed $3800 (14 units, 2 bldgs), lost $1300 (13 units, 0 bldgs). Map explored 25.4%.\nPRODUCTION: Building: fix 28%; Vehicle: harv 31%; Infantry: e3 23%; Infantry: e3 0%; Infantry: e3 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: 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%, #181 weap@(9,13) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #154@(91,12)96% #174@(67,25) #183@(30,20)* #184@(30,20)* #185@(30,20)*\n  e3 (Rocket Soldier) x9: #148@(91,12)98% #151@(91,12)80% #155@(91,12) #166@(75,25) #177@(66,26) #178@(68,25) #179@(58,28) #182@(39,25) #186@(14,15)\n  harv (Ore Truck (harvester)) x2: #134@(12,21) #150@(11,26)\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: 6 units\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - rally #135: ordered\nYOUR NOTES FROM LAST TURN: East squad (154/148/151/155) at (91,12) advancing to enemy start (95,11). West group gathering ~(60,24) heading east. 2 harvesters mining. fix building, harv in weap queue. Need cash \u2014 protect harvesters.", "raw": "{\"thoughts\": \"Cash is $0 so I can't build anything new \u2014 economy must catch up. Two harvesters are mining; I'll push my army east toward the enemy start (95,11) to find and destroy remaining enemy buildings, consolidating scattered units.\", \"notes\": \"East squad (154/148/151/155) scouting enemy start (95,11). Consolidate scattered units to (55-75,25). 2 harvesters mining. Cash 0 \u2014 no new production possible.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[154,148,151,155],\"x\":102,\"y\":13},{\"do\":\"attack_move\",\"units\":[166,177,178,179,174],\"x\":75,\"y\":25},{\"do\":\"move\",\"units\":[183,184,185,186,182],\"x\":55,\"y\":25},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":150}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1817, "completion_tokens": 1133, "total_tokens": 2950, "cost": 0.001678908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001678908, "upstream_inference_prompt_cost": 0.000319308, "upstream_inference_completions_cost": 0.0013596}, "completion_tokens_details": {"reasoning_tokens": 928, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.93, "thoughts": "Cash is $0 so I can't build anything new \u2014 economy must catch up. Two harvesters are mining; I'll push my army east toward the enemy start (95,11) to find and destroy remaining enemy buildings, consolidating scattered units.", "notes": "East squad (154/148/151/155) scouting enemy start (95,11). Consolidate scattered units to (55-75,25). 2 harvesters mining. Cash 0 \u2014 no new production possible.", "commands": [{"do": "attack_move", "units": [154, 148, 151, 155], "x": 102, "y": 13}, {"do": "attack_move", "units": [166, 177, 178, 179, 174], "x": 75, "y": 25}, {"do": "move", "units": [183, 184, 185, 186, 182], "x": 55, "y": 25}, {"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 150}], "feedback": ["attack_move: 4 units", "attack_move: 5 units", "move: 5 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3800, "deaths_cost": 1300, "units_killed": 14, "units_lost": 13, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13300, "army_value": 3200, "income": 5200, "experience": 35, "order_count": 74}}
{"tick": 6601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 50 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $3600, army $1100, killed $1300 (13 units, 0 bldgs), lost $5800 (14 units, 3 bldgs). Map explored 10.2%.\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: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #152 barr@(95,8) 85%, #176 weap@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #146@(102,26)\nVISIBLE ENEMY UNITS (4):\n  #148 e3@(94,12) 98%, #151 e3@(93,12) 80%, #154 e1@(93,12) 96%, #155 e3@(94,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #127: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/rockets remain near (91,12). Fact at 23% and repairing; Power Plant is in progress. No Refinery currently exists, harvester #146 at (102,26).", "raw": "{\"thoughts\":\"The base is critically low-power and cashless, with enemy rocket infantry immediately outside. Prioritize completing/placing a power plant, then an ore refinery; cancel the expensive rocket queue so the barracks can produce cheap defenders once income starts.\",\"notes\":\"Enemy infantry/rockets are clustered at (93-94,12). Home base around (95,11); harvester #146 is at (102,26). Recover economy with power plant then refinery.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":152,\"x\":95,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1353, "completion_tokens": 331, "total_tokens": 1684, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1351, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000808885, "upstream_inference_prompt_cost": 0.000371965, "upstream_inference_completions_cost": 0.00043692}, "completion_tokens_details": {"reasoning_tokens": 152, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.59, "thoughts": "The base is critically low-power and cashless, with enemy rocket infantry immediately outside. Prioritize completing/placing a power plant, then an ore refinery; cancel the expensive rocket queue so the barracks can produce cheap defenders once income starts.", "notes": "Enemy infantry/rockets are clustered at (93-94,12). Home base around (95,11); harvester #146 is at (102,26). Recover economy with power plant then refinery.", "commands": [{"do": "cancel", "item": "e3"}, {"do": "build", "item": "powr"}, {"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}, {"do": "place", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 152, "x": 95, "y": 12}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "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", "train 5x e1: queued", "rally #152: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 5800, "units_killed": 13, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 3600, "army_value": 0, "income": 1675, "experience": 12, "order_count": 42}}
{"tick": 6601, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13300, army $5400, killed $5800 (14 units, 3 bldgs), lost $1300 (13 units, 0 bldgs). Map explored 26.1%.\nPRODUCTION: Building: fix 33%; Vehicle: harv 36%; Infantry: e3 42%; Infantry: e3 0%; Infantry: e3 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: 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%, #181 weap@(9,13) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #154@(93,12)96% #174@(75,25)* #183@(37,27) #184@(37,27) #185@(38,27)\n  e3 (Rocket Soldier) x9: #148@(94,12)98% #151@(93,12)80% #155@(94,12) #166@(75,25)* #177@(75,25)* #178@(75,25)* #179@(67,26) #182@(49,26) #186@(23,19)\n  harv (Ore Truck (harvester)) x2: #134@(7,30) #150@(5,29)\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: 5 units\n  - move: 5 units\nYOUR NOTES FROM LAST TURN: East squad (154/148/151/155) scouting enemy start (95,11). Consolidate scattered units to (55-75,25). 2 harvesters mining. Cash 0 \u2014 no new production possible.", "raw": "{\"thoughts\":\"East squad reached (94,12) near expected enemy base. Sending them to sweep east and south around (100,15) and (95,25) to locate remaining enemy buildings. Rallying intermediate infantry forward.\",\"notes\":\"Scouting east/southeast for remaining enemy base. 2 harvesters mining. Fix depot building. Consolidating infantry ball.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[148,151,154,155],\"x\":100,\"y\":18},{\"do\":\"attack_move\",\"units\":[166,174,177,178,179,182],\"x\":85,\"y\":20},{\"do\":\"attack_move\",\"units\":[183,184,185,186],\"x\":70,\"y\":25}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1931, "completion_tokens": 695, "total_tokens": 2626, "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": 0.008109, "upstream_inference_prompt_cost": 0.0028965, "upstream_inference_completions_cost": 0.0052125}, "completion_tokens_details": {"reasoning_tokens": 497, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.96, "thoughts": "East squad reached (94,12) near expected enemy base. Sending them to sweep east and south around (100,15) and (95,25) to locate remaining enemy buildings. Rallying intermediate infantry forward.", "notes": "Scouting east/southeast for remaining enemy base. 2 harvesters mining. Fix depot building. Consolidating infantry ball.", "commands": [{"do": "attack_move", "units": [148, 151, 154, 155], "x": 100, "y": 18}, {"do": "attack_move", "units": [166, 174, 177, 178, 179, 182], "x": 85, "y": 20}, {"do": "attack_move", "units": [183, 184, 185, 186], "x": 70, "y": 25}], "feedback": ["attack_move: 4 units", "attack_move: 6 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5800, "deaths_cost": 1300, "units_killed": 14, "units_lost": 13, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 13300, "army_value": 3200, "income": 4825, "experience": 55, "order_count": 74}}
{"tick": 6801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 50 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $3600, army $1100, killed $1300 (13 units, 0 bldgs), lost $5800 (14 units, 3 bldgs). Map explored 10.2%.\nPRODUCTION: Infantry: e3 55%; 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: e3 0%; Infantry: e3 0%; Infantry: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #152 barr@(95,8) 47%, #176 weap@(98,11) 79%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #146@(102,26)\nVISIBLE ENEMY UNITS (4):\n  #148 e3@(94,12) 98%, #151 e3@(93,12) 80%, #154 e1@(93,12) 96%, #155 e3@(94,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\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\n  - train 5x e1: queued\n  - rally #152: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/rockets are clustered at (93-94,12). Home base around (95,11); harvester #146 is at (102,26). Recover economy with power plant then refinery.", "raw": "{\"thoughts\":\"Our economy and power infrastructure are gone, leaving only the damaged barracks and war factory. Finish the queued infantry, rally them near the base, and use them to eliminate the enemy squad threatening the production buildings while repairing both structures.\",\"notes\":\"Enemy infantry/rockets remain clustered at (93-94,12). No MCV or power plant visible; preserve barracks and war factory, finish infantry queue, then defend/clear the base.\",\"commands\":[{\"do\":\"repair\",\"building\":152},{\"do\":\"repair\",\"building\":176},{\"do\":\"rally\",\"building\":152,\"x\":94,\"y\":13},{\"do\":\"rally\",\"building\":176,\"x\":94,\"y\":14},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1450, "completion_tokens": 286, "total_tokens": 1736, "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": 0.00077616, "upstream_inference_prompt_cost": 0.00039864, "upstream_inference_completions_cost": 0.00037752}, "completion_tokens_details": {"reasoning_tokens": 118, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.54, "thoughts": "Our economy and power infrastructure are gone, leaving only the damaged barracks and war factory. Finish the queued infantry, rally them near the base, and use them to eliminate the enemy squad threatening the production buildings while repairing both structures.", "notes": "Enemy infantry/rockets remain clustered at (93-94,12). No MCV or power plant visible; preserve barracks and war factory, finish infantry queue, then defend/clear the base.", "commands": [{"do": "repair", "building": 152}, {"do": "repair", "building": 176}, {"do": "rally", "building": 152, "x": 94, "y": 13}, {"do": "rally", "building": 176, "x": 94, "y": 14}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["repair #152: ordered", "repair #176: ordered", "rally #152: ordered", "rally #176: ordered", "stance: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 5800, "units_killed": 13, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 3600, "army_value": 0, "income": 1500, "experience": 12, "order_count": 48}}
{"tick": 6801, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13300, army $5400, killed $5800 (14 units, 3 bldgs), lost $1300 (13 units, 0 bldgs). Map explored 26.2%.\nPRODUCTION: Building: fix 33%; Vehicle: harv 36%; Infantry: e3 42%; Infantry: e3 0%; Infantry: e3 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: 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%, #181 weap@(9,13) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #154@(93,12)96% #174@(84,27) #183@(47,27) #184@(47,27) #185@(47,27)\n  e3 (Rocket Soldier) x9: #148@(94,12)98% #151@(93,12)80% #155@(94,12) #166@(84,27) #177@(84,27) #178@(84,27) #179@(76,27) #182@(59,28) #186@(32,24)\n  harv (Ore Truck (harvester)) x2: #134@(11,25) #150@(12,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 6 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Scouting east/southeast for remaining enemy base. 2 harvesters mining. Fix depot building. Consolidating infantry ball.", "raw": "{\"thoughts\": \"Cash is at $0 so production is stalled waiting on ore; keep both harvesters mining. I've already killed 14 units and 3 buildings but no enemy base is visible, so I need to sweep the eastern half of the map with my scattered infantry to locate the rest of the enemy base.\", \"notes\": \"Economy stalled at $0 - harvesters critical. Sweeping east/southeast for enemy base. Enemy start likely (95,11). Consolidating southern infantry.\", \"commands\": [{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":150},{\"do\":\"attack_move\",\"units\":[154,148,151,155],\"x\":104,\"y\":16},{\"do\":\"attack_move\",\"units\":[166,177,178,174],\"x\":93,\"y\":40},{\"do\":\"attack_move\",\"units\":[183,184,185,186,179,182],\"x\":62,\"y\":38},{\"do\":\"rally\",\"building\":135,\"x\":40,\"y\":28},{\"do\":\"rally\",\"building\":181,\"x\":40,\"y\":28}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1758, "completion_tokens": 1307, "total_tokens": 3065, "cost": 0.001870008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001870008, "upstream_inference_prompt_cost": 0.000301608, "upstream_inference_completions_cost": 0.0015684}, "completion_tokens_details": {"reasoning_tokens": 1073, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.48, "thoughts": "Cash is at $0 so production is stalled waiting on ore; keep both harvesters mining. I've already killed 14 units and 3 buildings but no enemy base is visible, so I need to sweep the eastern half of the map with my scattered infantry to locate the rest of the enemy base.", "notes": "Economy stalled at $0 - harvesters critical. Sweeping east/southeast for enemy base. Enemy start likely (95,11). Consolidating southern infantry.", "commands": [{"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 150}, {"do": "attack_move", "units": [154, 148, 151, 155], "x": 104, "y": 16}, {"do": "attack_move", "units": [166, 177, 178, 174], "x": 93, "y": 40}, {"do": "attack_move", "units": [183, 184, 185, 186, 179, 182], "x": 62, "y": 38}, {"do": "rally", "building": 135, "x": 40, "y": 28}, {"do": "rally", "building": 181, "x": 40, "y": 28}], "feedback": ["attack_move: 4 units", "attack_move: 4 units", "attack_move: 6 units", "rally #135: ordered", "rally #181: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5800, "deaths_cost": 1300, "units_killed": 14, "units_lost": 13, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 13300, "army_value": 3200, "income": 4325, "experience": 55, "order_count": 74}}
{"tick": 7001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 50 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $3600, army $1100, killed $1300 (13 units, 0 bldgs), lost $5800 (14 units, 3 bldgs). Map explored 10.2%.\nPRODUCTION: Infantry: e3 55%; 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: e3 0%; Infantry: e3 0%; Infantry: e2 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #152 barr@(95,8) 8%, #176 weap@(98,11) 55%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #146@(102,26)\nVISIBLE ENEMY UNITS (4):\n  #148 e3@(94,12) 98%, #151 e3@(93,12) 80%, #154 e1@(93,12) 96%, #155 e3@(94,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #152: ordered\n  - repair #176: ordered\n  - rally #152: ordered\n  - rally #176: ordered\n  - stance: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy infantry/rockets remain clustered at (93-94,12). No MCV or power plant visible; preserve barracks and war factory, finish infantry queue, then defend/clear the base.", "raw": "{\"thoughts\":\"We have no cash, power, or combat units, while enemy infantry is directly beside the damaged base. Keep the ore truck mining and prioritize repairs; the existing rocket queue must finish so we can clear the attackers.\",\"notes\":\"Base at (95,11); barracks #152 and war factory #176 critically damaged. Enemy infantry/rockets clustered at (93-94,12). No MCV/power plant visible; wait for queued e3 and income.\",\"commands\":[{\"do\":\"harvest\",\"unit\":146},{\"do\":\"repair\",\"building\":152},{\"do\":\"repair\",\"building\":176},{\"do\":\"rally\",\"building\":152,\"x\":96,\"y\":12},{\"do\":\"rally\",\"building\":176,\"x\":96,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1415, "completion_tokens": 336, "total_tokens": 1751, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1413, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000832535, "upstream_inference_prompt_cost": 0.000389015, "upstream_inference_completions_cost": 0.00044352}, "completion_tokens_details": {"reasoning_tokens": 169, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.05, "thoughts": "We have no cash, power, or combat units, while enemy infantry is directly beside the damaged base. Keep the ore truck mining and prioritize repairs; the existing rocket queue must finish so we can clear the attackers.", "notes": "Base at (95,11); barracks #152 and war factory #176 critically damaged. Enemy infantry/rockets clustered at (93-94,12). No MCV/power plant visible; wait for queued e3 and income.", "commands": [{"do": "harvest", "unit": 146}, {"do": "repair", "building": 152}, {"do": "repair", "building": 176}, {"do": "rally", "building": 152, "x": 96, "y": 12}, {"do": "rally", "building": 176, "x": 96, "y": 12}], "feedback": ["repair #152: ordered", "repair #176: ordered", "rally #152: ordered", "rally #176: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 5800, "units_killed": 13, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 3600, "army_value": 0, "income": 1500, "experience": 12, "order_count": 48}}
{"tick": 7001, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $212 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13600, army $5700, killed $5800 (14 units, 3 bldgs), lost $1300 (13 units, 0 bldgs). Map explored 30%.\nPRODUCTION: Building: fix 55%; Vehicle: harv 60%; Infantry: e3 28%; Infantry: e3 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: 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%, #181 weap@(9,13) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #154@(93,12)96% #174@(88,34) #183@(55,31) #184@(55,31) #185@(56,31)\n  e3 (Rocket Soldier) x10: #148@(94,12)98% #151@(93,12)80% #155@(94,12) #166@(88,34) #177@(88,34) #178@(88,34) #179@(70,34) #182@(60,36) #186@(42,27) #187@(14,15)\n  harv (Ore Truck (harvester)) x2: #134@(12,22) #150@(5,27)\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: 4 units\n  - attack_move: 6 units\n  - rally #135: ordered\n  - rally #181: ordered\nYOUR NOTES FROM LAST TURN: Economy stalled at $0 - harvesters critical. Sweeping east/southeast for enemy base. Enemy start likely (95,11). Consolidating southern infantry.", "raw": "{\"thoughts\": \"Economy is stalled at $0 but we've already killed a lot (5800). Need harvesters mining and to push our scattered army toward the enemy start at (95,11) to finish the job. Vehicle queue is already making a harvester, building queue finishing Service Depot.\", \"notes\": \"Economy: $0, 2 harvesters mining. Pushing most infantry east to (95,11) enemy base. Keeping #187 defending home. Finish fix, add harv, then tanks.\", \"commands\": [{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":150},{\"do\":\"attack_move\",\"units\":[148,151,155,154,174,166,177,178,179,182,186],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":135,\"x\":90,\"y\":15},{\"do\":\"rally\",\"building\":181,\"x\":88,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1780, "completion_tokens": 1006, "total_tokens": 2786, "cost": 0.001515408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001515408, "upstream_inference_prompt_cost": 0.000308208, "upstream_inference_completions_cost": 0.0012072}, "completion_tokens_details": {"reasoning_tokens": 802, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.07, "thoughts": "Economy is stalled at $0 but we've already killed a lot (5800). Need harvesters mining and to push our scattered army toward the enemy start at (95,11) to finish the job. Vehicle queue is already making a harvester, building queue finishing Service Depot.", "notes": "Economy: $0, 2 harvesters mining. Pushing most infantry east to (95,11) enemy base. Keeping #187 defending home. Finish fix, add harv, then tanks.", "commands": [{"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 150}, {"do": "attack_move", "units": [148, 151, 155, 154, 174, 166, 177, 178, 179, 182, 186], "x": 95, "y": 11}, {"do": "rally", "building": 135, "x": 90, "y": 15}, {"do": "rally", "building": 181, "x": 88, "y": 16}], "feedback": ["attack_move: 11 units", "rally #135: ordered", "rally #181: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5800, "deaths_cost": 1300, "units_killed": 14, "units_lost": 13, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 13600, "army_value": 3500, "income": 5325, "experience": 55, "order_count": 74}}
{"tick": 7201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $3100, army $1100, killed $1300 (13 units, 0 bldgs), lost $6300 (14 units, 4 bldgs). Map explored 10.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #176 weap@(98,11) 25%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #146@(102,26)\nVISIBLE ENEMY UNITS (4):\n  #148 e3@(94,12) 98%, #151 e3@(94,12) 80%, #154 e1@(94,12) 96%, #155 e3@(94,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #152: ordered\n  - repair #176: ordered\n  - rally #152: ordered\n  - rally #176: ordered\nYOUR NOTES FROM LAST TURN: Base at (95,11); barracks #152 and war factory #176 critically damaged. Enemy infantry/rockets clustered at (93-94,12). No MCV/power plant visible; wait for queued e3 and income.", "raw": "{\"thoughts\":\"I am nearly eliminated: only a damaged War Factory and one harvester remain, with no power or cash. Keep the harvester mining and prioritize repairing the War Factory; no combat force is available to challenge the enemy infantry at the base.\",\"notes\":\"Base at (95,11); War Factory #176 at 25%, likely barracks #152 critically damaged. Need income/power urgently; enemy infantry cluster at (94,12).\",\"commands\":[{\"do\":\"harvest\",\"unit\":146},{\"do\":\"repair\",\"building\":176},{\"do\":\"repair\",\"building\":152}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1242, "completion_tokens": 275, "total_tokens": 1517, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1240, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00070444, "upstream_inference_prompt_cost": 0.00034144, "upstream_inference_completions_cost": 0.000363}, "completion_tokens_details": {"reasoning_tokens": 147, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.58, "thoughts": "I am nearly eliminated: only a damaged War Factory and one harvester remain, with no power or cash. Keep the harvester mining and prioritize repairing the War Factory; no combat force is available to challenge the enemy infantry at the base.", "notes": "Base at (95,11); War Factory #176 at 25%, likely barracks #152 critically damaged. Need income/power urgently; enemy infantry cluster at (94,12).", "commands": [{"do": "harvest", "unit": 146}, {"do": "repair", "building": 176}, {"do": "repair", "building": 152}], "feedback": ["repair #176: ordered", "repair: #152 is not your building"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 6300, "units_killed": 13, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 3100, "army_value": 0, "income": 1500, "experience": 12, "order_count": 48}}
{"tick": 7201, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13600, army $5700, killed $6300 (14 units, 4 bldgs), lost $1300 (13 units, 0 bldgs). Map explored 31.2%.\nPRODUCTION: Building: fix 61%; Vehicle: harv 66%; Infantry: e3 52%; Infantry: e3 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: 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,17) 100%, #133 proc@(9,16) 100%, #135 barr@(12,13) 100%, #149 proc@(12,20) 100%, #153 powr@(15,14) 100%, #181 weap@(9,13) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #154@(94,12)96% #174@(88,25) #183@(62,38)* #184@(62,38)* #185@(62,38)*\n  e3 (Rocket Soldier) x10: #148@(94,12)98% #151@(94,12)80% #155@(94,12) #166@(88,25) #177@(88,26) #178@(88,25) #179@(78,28) #182@(68,33) #186@(52,28) #187@(24,14)\n  harv (Ore Truck (harvester)) x2: #134@(9,31) #150@(4,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - rally #135: ordered\n  - rally #181: ordered\nYOUR NOTES FROM LAST TURN: Economy: $0, 2 harvesters mining. Pushing most infantry east to (95,11) enemy base. Keeping #187 defending home. Finish fix, add harv, then tanks.", "raw": "{\"thoughts\": \"Cash is $0 with 2 harvesters mining, so the harv in the Vehicle queue and the queued infantry will fill in as money arrives. My forward group is already near the enemy start (95,11) but sees nothing, so I'll sweep further east to locate remaining enemy buildings while keeping the home defender.\", \"notes\": \"Economy: $0, 2 harvesters mining, Vehicle building harv, Building finishing fix. Sweeping east from (94,12) to find remaining enemy buildings. Keep #187 at home.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[154,148,151,155,166,177,178],\"x\":104,\"y\":14},{\"do\":\"attack_move\",\"units\":[179,182,186],\"x\":100,\"y\":30},{\"do\":\"move\",\"units\":[183,184,185],\"x\":80,\"y\":36},{\"do\":\"rally\",\"building\":181,\"x\":60,\"y\":30},{\"do\":\"rally\",\"building\":135,\"x\":60,\"y\":28}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1774, "completion_tokens": 832, "total_tokens": 2606, "cost": 0.001304808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001304808, "upstream_inference_prompt_cost": 0.000306408, "upstream_inference_completions_cost": 0.0009984}, "completion_tokens_details": {"reasoning_tokens": 605, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.58, "thoughts": "Cash is $0 with 2 harvesters mining, so the harv in the Vehicle queue and the queued infantry will fill in as money arrives. My forward group is already near the enemy start (95,11) but sees nothing, so I'll sweep further east to locate remaining enemy buildings while keeping the home defender.", "notes": "Economy: $0, 2 harvesters mining, Vehicle building harv, Building finishing fix. Sweeping east from (94,12) to find remaining enemy buildings. Keep #187 at home.", "commands": [{"do": "attack_move", "units": [154, 148, 151, 155, 166, 177, 178], "x": 104, "y": 14}, {"do": "attack_move", "units": [179, 182, 186], "x": 100, "y": 30}, {"do": "move", "units": [183, 184, 185], "x": 80, "y": 36}, {"do": "rally", "building": 181, "x": 60, "y": 30}, {"do": "rally", "building": 135, "x": 60, "y": 28}], "feedback": ["attack_move: 7 units", "attack_move: 3 units", "move: 3 units", "rally #181: ordered", "rally #135: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6300, "deaths_cost": 1300, "units_killed": 14, "units_lost": 13, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 13600, "army_value": 3500, "income": 4825, "experience": 60, "order_count": 74}}
