{"tick": 1, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\": \"Standard opening: deploy MCV immediately, start power plant, then refinery into barracks and war factory.\", \"notes\": \"Opening build order: powr -> proc -> barr -> weap -> proc. Enemy likely at (95,11), far east.\", \"commands\": [{\"do\":\"deploy\",\"unit\":119}, {\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 119, "total_tokens": 1264, "cost": 0.000260508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000260508, "upstream_inference_prompt_cost": 0.000117708, "upstream_inference_completions_cost": 0.0001428}, "completion_tokens_details": {"reasoning_tokens": 36, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.54, "thoughts": "Standard opening: deploy MCV immediately, start power plant, then refinery into barracks and war factory.", "notes": "Opening build order: powr -> proc -> barr -> weap -> proc. Enemy likely at (95,11), far east.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy the MCV immediately to establish the Construction Yard, then begin the standard power-and-refinery opening. No enemy is visible yet; likely enemy base is near (12,16).\",\"notes\":\"Starting at (95,11). MCV #120 deploying; next turn build/place power, then refinery.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1096, "completion_tokens": 138, "total_tokens": 1234, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1094, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00048345, "upstream_inference_prompt_cost": 0.00030129, "upstream_inference_completions_cost": 0.00018216}, "completion_tokens_details": {"reasoning_tokens": 54, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.78, "thoughts": "Deploy the MCV immediately to establish the Construction Yard, then begin the standard power-and-refinery opening. No enemy is visible yet; likely enemy base is near (12,16).", "notes": "Starting at (95,11). MCV #120 deploying; next turn build/place power, then refinery.", "commands": [{"do": "deploy", "unit": 120}], "feedback": ["deploy #120: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 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 #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening build order: powr -> proc -> barr -> weap -> proc. Enemy likely at (95,11), far east.", "raw": "{\"thoughts\": \"Power plant is under construction. Nothing else to do this turn; wait for it to finish, then place and start the ore refinery.\", \"notes\": \"Opening: powr(in progress) -> proc -> barr -> weap -> proc. Enemy likely at (95,11) far east.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1177, "completion_tokens": 237, "total_tokens": 1414, "cost": 0.000411708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000411708, "upstream_inference_prompt_cost": 0.000127308, "upstream_inference_completions_cost": 0.0002844}, "completion_tokens_details": {"reasoning_tokens": 167, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.99, "thoughts": "Power plant is under construction. Nothing else to do this turn; wait for it to finish, then place and start the ore refinery.", "notes": "Opening: powr(in progress) -> proc -> barr -> weap -> proc. Enemy likely at (95,11) far east.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 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 #120: ordered\nYOUR NOTES FROM LAST TURN: Starting at (95,11). MCV #120 deploying; next turn build/place power, then refinery.", "raw": "{\"thoughts\":\"MCV is deployed and the Construction Yard is ready. Start the power plant immediately, then place it and proceed to refinery for income.\",\"notes\":\"Base at (95,11); enemy likely at (12,16). Power plant queued; place next turn, then refinery.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1118, "completion_tokens": 106, "total_tokens": 1224, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1116, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00044726, "upstream_inference_prompt_cost": 0.00030734, "upstream_inference_completions_cost": 0.00013992}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.83, "thoughts": "MCV is deployed and the Construction Yard is ready. Start the power plant immediately, then place it and proceed to refinery for income.", "notes": "Base at (95,11); enemy likely at (12,16). Power plant queued; place next turn, then refinery.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "france", "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": 401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 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(in progress) -> proc -> barr -> weap -> proc. Enemy likely at (95,11) far east.", "raw": "{\"thoughts\": \"Standard Allied opening. Start power plant, then refinery for income. Enemy far east, will need to scout later.\", \"notes\": \"Opening build: powr -> proc -> barr -> weap -> proc. Enemy likely far east (95,11).\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1155, "completion_tokens": 96, "total_tokens": 1251, "cost": 0.000235908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000235908, "upstream_inference_prompt_cost": 0.000120708, "upstream_inference_completions_cost": 0.0001152}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.19, "thoughts": "Standard Allied opening. Start power plant, then refinery for income. Enemy far east, will need to scout later.", "notes": "Opening build: powr -> proc -> barr -> weap -> proc. Enemy likely far east (95,11).", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 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 at (12,16). Power plant queued; place next turn, then refinery.", "raw": "{\"thoughts\":\"Place the ready Power Plant, then start an Ore Refinery to establish income. Once the refinery is placed, build a Barracks and begin scouting toward the likely enemy start at the west side.\",\"notes\":\"Base at (95,11); enemy likely near (12,16). Power Plant ready to place; refinery next, then barracks and infantry scout.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":92,\"y\":13},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1126, "completion_tokens": 158, "total_tokens": 1284, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1124, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0005181, "upstream_inference_prompt_cost": 0.00030954, "upstream_inference_completions_cost": 0.00020856}, "completion_tokens_details": {"reasoning_tokens": 47, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.47, "thoughts": "Place the ready Power Plant, then start an Ore Refinery to establish income. Once the refinery is placed, build a Barracks and begin scouting toward the likely enemy start at the west side.", "notes": "Base at (95,11); enemy likely near (12,16). Power Plant ready to place; refinery next, then barracks and infantry scout.", "commands": [{"do": "place", "item": "powr", "x": 92, "y": 13}, {"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": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 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 build: powr -> proc -> barr -> weap -> proc. Enemy likely far east (95,11).", "raw": "{\"thoughts\": \"Power plant is ready; place it near the Construction Yard and immediately queue the Ore Refinery for income. Then follow with barracks and war factory.\", \"notes\": \"Opening: powr placed -> proc -> barr -> weap -> proc#2. Enemy likely east (95,11).\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":10,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1172, "completion_tokens": 147, "total_tokens": 1319, "cost": 0.000302208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000302208, "upstream_inference_prompt_cost": 0.000125808, "upstream_inference_completions_cost": 0.0001764}, "completion_tokens_details": {"reasoning_tokens": 50, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.3, "thoughts": "Power plant is ready; place it near the Construction Yard and immediately queue the Ore Refinery for income. Then follow with barracks and war factory.", "notes": "Opening: powr placed -> proc -> barr -> weap -> proc#2. Enemy likely east (95,11).", "commands": [{"do": "place", "item": "powr", "x": 10, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,14) 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, then barracks and infantry scout.", "raw": "{\"thoughts\":\"Deploy the MCV, place the ready power plant, then start the refinery to establish income. After that I will add a barracks and scout toward the likely enemy base.\",\"notes\":\"Base at (95,11); power plant ready; deploy MCV and place it, then build proc.\",\"commands\":[{\"do\":\"deploy\",\"unit\":122},{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1188, "completion_tokens": 127, "total_tokens": 1315, "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": 0.00049423, "upstream_inference_prompt_cost": 0.00032659, "upstream_inference_completions_cost": 0.00016764}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.21, "thoughts": "Deploy the MCV, place the ready power plant, then start the refinery to establish income. After that I will add a barracks and scout toward the likely enemy base.", "notes": "Base at (95,11); power plant ready; deploy MCV and place it, then build proc.", "commands": [{"do": "deploy", "unit": 122}, {"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["deploy #122: ordered", "place powr: nothing READY TO PLACE with that type", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "france", "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": 2}}
{"tick": 801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening: powr placed -> proc -> barr -> weap -> proc#2. Enemy likely east (95,11).", "raw": "{\"thoughts\":\"Power plant is operational, now starting construction of our first Ore Refinery to get economic income flowing. Next will be barracks and war factory.\",\"notes\":\"Building proc -> tent -> weap -> proc#2. Enemy likely at (95,11).\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1258, "completion_tokens": 144, "total_tokens": 1402, "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": 0.002967, "upstream_inference_prompt_cost": 0.001887, "upstream_inference_completions_cost": 0.00108}, "completion_tokens_details": {"reasoning_tokens": 78, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.3, "thoughts": "Power plant is operational, now starting construction of our first Ore Refinery to get economic income flowing. Next will be barracks and war factory.", "notes": "Building proc -> tent -> weap -> proc#2. Enemy likely at (95,11).", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #125@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #122: ordered\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (95,11); power plant ready; deploy MCV and place it, then build proc.", "raw": "{\"thoughts\":\"The MCV has not visibly deployed yet, while the Ore Refinery construction is underway. Deploy the current MCV and let the refinery finish before starting the next production structure.\",\"notes\":\"Base at (95,11); power plant placed. Refinery is currently building; MCV #125 still needs deployment if not already processing.\",\"commands\":[{\"do\":\"deploy\",\"unit\":125}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1134, "completion_tokens": 215, "total_tokens": 1349, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1132, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00059554, "upstream_inference_prompt_cost": 0.00031174, "upstream_inference_completions_cost": 0.0002838}, "completion_tokens_details": {"reasoning_tokens": 127, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.53, "thoughts": "The MCV has not visibly deployed yet, while the Ore Refinery construction is underway. Deploy the current MCV and let the refinery finish before starting the next production structure.", "notes": "Base at (95,11); power plant placed. Refinery is currently building; MCV #125 still needs deployment if not already processing.", "commands": [{"do": "deploy", "unit": 125}], "feedback": ["deploy #125: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Building proc -> tent -> weap -> proc#2. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Economy opening: Construction Yard and Power Plant are up, Ore Refinery is 23% done. Nothing else can start in the Building queue while proc builds, and I have no units yet, so I just wait for the refinery to finish.\", \"notes\": \"Building proc -> tent -> weap -> proc#2. Enemy likely at (95,11). At ~$4375 cash, keep queues busy once proc lands.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1200, "completion_tokens": 288, "total_tokens": 1488, "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": 0.000134208, "upstream_inference_completions_cost": 0.0003456}, "completion_tokens_details": {"reasoning_tokens": 189, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.97, "thoughts": "Economy opening: Construction Yard and Power Plant are up, Ore Refinery is 23% done. Nothing else can start in the Building queue while proc builds, and I have no units yet, so I just wait for the refinery to finish.", "notes": "Building proc -> tent -> weap -> proc#2. Enemy likely at (95,11). At ~$4375 cash, keep queues busy once proc lands.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 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 #125: ordered\nYOUR NOTES FROM LAST TURN: Base at (95,11); power plant placed. Refinery is currently building; MCV #125 still needs deployment if not already processing.", "raw": "{\"thoughts\":\"The Construction Yard and power plant are active, and the refinery should be ready to place soon. Establish the refinery, then start barracks production and scout toward the likely enemy start.\",\"notes\":\"Base at (95,11); power plant #123 and Construction Yard #126. Place refinery when ready, then build tent and train infantry to scout west.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":90,\"y\":14},{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"move\",\"units\":\"idle_army\",\"x\":75,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1161, "completion_tokens": 206, "total_tokens": 1367, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1159, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000591085, "upstream_inference_prompt_cost": 0.000319165, "upstream_inference_completions_cost": 0.00027192}, "completion_tokens_details": {"reasoning_tokens": 67, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.99, "thoughts": "The Construction Yard and power plant are active, and the refinery should be ready to place soon. Establish the refinery, then start barracks production and scout toward the likely enemy start.", "notes": "Base at (95,11); power plant #123 and Construction Yard #126. Place refinery when ready, then build tent and train infantry to scout west.", "commands": [{"do": "place", "item": "proc", "x": 90, "y": 14}, {"do": "build", "item": "tent"}, {"do": "train", "item": "e1", "count": 5}, {"do": "move", "units": "idle_army", "x": 75, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Building proc -> tent -> weap -> proc#2. Enemy likely at (95,11). At ~$4375 cash, keep queues busy once proc lands.", "raw": "{\"thoughts\": \"Proc is 47% done; nothing else can queue in the building line. Waiting for the refinery to land so the free harvester starts income, then I'll add barracks and war factory.\", \"notes\": \"Building proc -> tent -> weap -> proc#2. Enemy likely at (95,11). ~$4041 cash.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1200, "completion_tokens": 332, "total_tokens": 1532, "cost": 0.000532608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000532608, "upstream_inference_prompt_cost": 0.000134208, "upstream_inference_completions_cost": 0.0003984}, "completion_tokens_details": {"reasoning_tokens": 252, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.31, "thoughts": "Proc is 47% done; nothing else can queue in the building line. Waiting for the refinery to land so the free harvester starts income, then I'll add barracks and war factory.", "notes": "Building proc -> tent -> weap -> proc#2. Enemy likely at (95,11). ~$4041 cash.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4376 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: tent 65%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 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 proc: nothing READY TO PLACE with that type\n  - build tent: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Base at (95,11); power plant #123 and Construction Yard #126. Place refinery when ready, then build tent and train infantry to scout west.", "raw": "{\"thoughts\":\"The barracks is still under construction and no units or refinery exist yet. Let it finish, then place it, start a refinery, and begin infantry scouting west toward the likely enemy base.\",\"notes\":\"Base at (95,11); power #123 and CY #126. Barracks construction at 65%; place when ready, then build/place refinery and train e1 scouts.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1205, "completion_tokens": 232, "total_tokens": 1437, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1203, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000637505, "upstream_inference_prompt_cost": 0.000331265, "upstream_inference_completions_cost": 0.00030624}, "completion_tokens_details": {"reasoning_tokens": 143, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.84, "thoughts": "The barracks is still under construction and no units or refinery exist yet. Let it finish, then place it, start a refinery, and begin infantry scouting west toward the likely enemy base.", "notes": "Base at (95,11); power #123 and CY #126. Barracks construction at 65%; place when ready, then build/place refinery and train e1 scouts.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Building proc -> tent -> weap -> proc#2. Enemy likely at (95,11). ~$4041 cash.", "raw": "{\"thoughts\": \"Opening is on track: MCV deployed, power plant up, first refinery 70% done. Nothing to queue until the refinery completes and is placed, so I'll just hold and prep the next buildings.\", \"notes\": \"Build order: proc (finishing) -> place -> tent -> weap -> powr -> proc#2. Enemy likely at (95,11). Keep spending cash on production.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1192, "completion_tokens": 281, "total_tokens": 1473, "cost": 0.000469008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000469008, "upstream_inference_prompt_cost": 0.000131808, "upstream_inference_completions_cost": 0.0003372}, "completion_tokens_details": {"reasoning_tokens": 187, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.34, "thoughts": "Opening is on track: MCV deployed, power plant up, first refinery 70% done. Nothing to queue until the refinery completes and is placed, so I'll just hold and prep the next buildings.", "notes": "Build order: proc (finishing) -> place -> tent -> weap -> powr -> proc#2. Enemy likely at (95,11). Keep spending cash on production.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4200 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: tent READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11); power #123 and CY #126. Barracks construction at 65%; place when ready, then build/place refinery and train e1 scouts.", "raw": "{\"thoughts\":\"Place the ready barracks, then start an Ore Refinery to establish income. After it is placed, produce scouts and expand toward the likely enemy start at the southwest.\",\"notes\":\"Base at (95,11); power #123, CY #126. Barracks ready to place; refinery next. Enemy likely near (12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":91,\"y\":15},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1155, "completion_tokens": 139, "total_tokens": 1294, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1153, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000500995, "upstream_inference_prompt_cost": 0.000317515, "upstream_inference_completions_cost": 0.00018348}, "completion_tokens_details": {"reasoning_tokens": 32, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.4, "thoughts": "Place the ready barracks, then start an Ore Refinery to establish income. After it is placed, produce scouts and expand toward the likely enemy start at the southwest.", "notes": "Base at (95,11); power #123, CY #126. Barracks ready to place; refinery next. Enemy likely near (12,16).", "commands": [{"do": "place", "item": "tent", "x": 91, "y": 15}, {"do": "build", "item": "proc"}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Build order: proc (finishing) -> place -> tent -> weap -> powr -> proc#2. Enemy likely at (95,11). Keep spending cash on production.", "raw": "{\"thoughts\": \"Refinery nearly done. Place it, start barracks, then war factory. Scout toward enemy base soon.\", \"notes\": \"Build: proc(finishing)->place->tent->weap->powr->proc#2. Enemy likely at (95,11). Spend cash steadily.\", \"commands\": [{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1203, "completion_tokens": 102, "total_tokens": 1305, "cost": 0.000257508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000257508, "upstream_inference_prompt_cost": 0.000135108, "upstream_inference_completions_cost": 0.0001224}, "completion_tokens_details": {"reasoning_tokens": 20, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.31, "thoughts": "Refinery nearly done. Place it, start barracks, then war factory. Scout toward enemy base soon.", "notes": "Build: proc(finishing)->place->tent->weap->powr->proc#2. Enemy likely at (95,11). Spend cash steadily.", "commands": [{"do": "build", "item": "tent"}], "feedback": ["build tent: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3876 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 0.\nSCORE: assets $2800, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.6%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(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 tent: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (95,11); power #123, CY #126. Barracks ready to place; refinery next. Enemy likely near (12,16).", "raw": "{\"thoughts\":\"Refinery is nearly complete; keep the barracks producing infantry while the economy comes online. Build a second refinery after placing the first, then send the initial riflemen west to scout toward the likely enemy base.\",\"notes\":\"Base at (95,11), enemy likely (12,16). Refinery building in progress; barracks #127 ready and should produce scouts.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":127,\"x\":80,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1244, "completion_tokens": 199, "total_tokens": 1443, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1242, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00060467, "upstream_inference_prompt_cost": 0.00034199, "upstream_inference_completions_cost": 0.00026268}, "completion_tokens_details": {"reasoning_tokens": 81, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.05, "thoughts": "Refinery is nearly complete; keep the barracks producing infantry while the economy comes online. Build a second refinery after placing the first, then send the initial riflemen west to scout toward the likely enemy base.", "notes": "Base at (95,11), enemy likely (12,16). Refinery building in progress; barracks #127 ready and should produce scouts.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 127, "x": 80, "y": 12}], "feedback": ["train 5x e1: queued", "rally #127: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Build: proc(finishing)->place->tent->weap->powr->proc#2. Enemy likely at (95,11). Spend cash steadily.", "raw": "{\"thoughts\": \"Opening is on track: powr done, proc ready to place, tent building. Place the refinery near ore, then queue the War Factory and more power. No army yet, no enemy contact.\", \"notes\": \"Place proc near ore. Then weap -> powr -> proc#2. Enemy likely (95,11).\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":16,\"y\":18},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1224, "completion_tokens": 213, "total_tokens": 1437, "cost": 0.000397008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000397008, "upstream_inference_prompt_cost": 0.000141408, "upstream_inference_completions_cost": 0.0002556}, "completion_tokens_details": {"reasoning_tokens": 107, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.91, "thoughts": "Opening is on track: powr done, proc ready to place, tent building. Place the refinery near ore, then queue the War Factory and more power. No army yet, no enemy contact.", "notes": "Place proc near ore. Then weap -> powr -> proc#2. Enemy likely (95,11).", "commands": [{"do": "place", "item": "proc", "x": 16, "y": 18}, {"do": "build", "item": "weap"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3224 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 0.\nSCORE: assets $3100, army $300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.4%.\nPRODUCTION: Building: proc 47%; Infantry: e1 19%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #132@(86,12) #133@(89,12) #134@(92,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #127: ordered\nYOUR NOTES FROM LAST TURN: Base at (95,11), enemy likely (12,16). Refinery building in progress; barracks #127 ready and should produce scouts.", "raw": "{\"thoughts\":\"The refinery is nearly complete, so keep infantry production running and send the initial squad west to scout toward the likely enemy base. Once the refinery is ready, place it and queue additional power and a war factory for tank production.\",\"notes\":\"Enemy likely at (12,16). Initial rifle squad scouting west; refinery #proc is 47% complete. Keep barracks producing infantry, then add war factory and tanks.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack_move\",\"units\":[132,133,134],\"x\":60,\"y\":12},{\"do\":\"rally\",\"building\":127,\"x\":75,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1279, "completion_tokens": 247, "total_tokens": 1526, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1277, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000677655, "upstream_inference_prompt_cost": 0.000351615, "upstream_inference_completions_cost": 0.00032604}, "completion_tokens_details": {"reasoning_tokens": 99, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.7, "thoughts": "The refinery is nearly complete, so keep infantry production running and send the initial squad west to scout toward the likely enemy base. Once the refinery is ready, place it and queue additional power and a war factory for tank production.", "notes": "Enemy likely at (12,16). Initial rifle squad scouting west; refinery #proc is 47% complete. Keep barracks producing infantry, then add war factory and tanks.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": [132, 133, 134], "x": 60, "y": 12}, {"do": "rally", "building": 127, "x": 75, "y": 12}], "feedback": ["train 5x e1: queued", "attack_move: 3 units", "rally #127: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 3100, "army_value": 300, "income": 0, "experience": 0, "order_count": 11}}
{"tick": 2001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #136@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Place proc near ore. Then weap -> powr -> proc#2. Enemy likely (95,11).", "raw": "{\"thoughts\": \"Barracks is 64% done; economy is healthy at $2980 with power surplus. Nothing new can be queued in Building until tent finishes, so I'll just keep the harvester mining and prep for the next step.\", \"notes\": \"Enemy likely (95,11). Plan after tent: weap -> train tanks, then powr and proc#2. Keep harvester mining at (18,8).\", \"commands\": [{\"do\":\"harvest\",\"unit\":136}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1286, "completion_tokens": 441, "total_tokens": 1727, "cost": 0.000689208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000689208, "upstream_inference_prompt_cost": 0.000160008, "upstream_inference_completions_cost": 0.0005292}, "completion_tokens_details": {"reasoning_tokens": 332, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.62, "thoughts": "Barracks is 64% done; economy is healthy at $2980 with power surplus. Nothing new can be queued in Building until tent finishes, so I'll just keep the harvester mining and prep for the next step.", "notes": "Enemy likely (95,11). Plan after tent: weap -> train tanks, then powr and proc#2. Keep harvester mining at (18,8).", "commands": [{"do": "harvest", "unit": 136}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2563 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 0.\nSCORE: assets $3400, army $600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: proc 70%; Infantry: e1 48%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #132@(76,14) #133@(79,14) #134@(82,14) #137@(85,12) #138@(88,12) #139@(91,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - attack_move: 3 units\n  - rally #127: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Initial rifle squad scouting west; refinery #proc is 47% complete. Keep barracks producing infantry, then add war factory and tanks.", "raw": "{\"thoughts\":\"Refinery is still building and infantry production is active. Send the existing rifle scouts west toward the likely enemy start while continuing rifle production; place the refinery as soon as it becomes ready, then start a war factory.\",\"notes\":\"Enemy likely at (12,16). Refinery in Building queue at 70%; barracks #127 producing riflemen. Scout west with all current infantry.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":127,\"x\":70,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1329, "completion_tokens": 263, "total_tokens": 1592, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1327, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000712525, "upstream_inference_prompt_cost": 0.000365365, "upstream_inference_completions_cost": 0.00034716}, "completion_tokens_details": {"reasoning_tokens": 123, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.44, "thoughts": "Refinery is still building and infantry production is active. Send the existing rifle scouts west toward the likely enemy start while continuing rifle production; place the refinery as soon as it becomes ready, then start a war factory.", "notes": "Enemy likely at (12,16). Refinery in Building queue at 70%; barracks #127 producing riflemen. Scout west with all current infantry.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 127, "x": 70, "y": 14}], "feedback": ["attack_move: 6 units", "train 5x e1: queued", "rally #127: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 3400, "army_value": 600, "income": 0, "experience": 0, "order_count": 16}}
{"tick": 2201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.8%.\nPRODUCTION: Building: tent READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #136@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy likely (95,11). Plan after tent: weap -> train tanks, then powr and proc#2. Keep harvester mining at (18,8).", "raw": "{\"thoughts\": \"Place the barracks, start a war factory for tanks, and queue some basic infantry to scout/protect. Keep the single harvester mining.\", \"notes\": \"Enemy likely (95,11). Placing tent, then weap. Train a few e1 for scouting east. Next: powr + proc#2 after weap, then tanks.\", \"commands\": [{\"do\":\"place\",\"item\":\"tent\",\"x\":14,\"y\":19},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":135,\"x\":18,\"y\":8}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1259, "completion_tokens": 254, "total_tokens": 1513, "cost": 0.000456708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000456708, "upstream_inference_prompt_cost": 0.000151908, "upstream_inference_completions_cost": 0.0003048}, "completion_tokens_details": {"reasoning_tokens": 113, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.86, "thoughts": "Place the barracks, start a war factory for tanks, and queue some basic infantry to scout/protect. Keep the single harvester mining.", "notes": "Enemy likely (95,11). Placing tent, then weap. Train a few e1 for scouting east. Next: powr + proc#2 after weap, then tanks.", "commands": [{"do": "place", "item": "tent", "x": 14, "y": 19}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 135, "x": 18, "y": 8}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #135: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1901 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 0.\nSCORE: assets $3700, army $900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7%.\nPRODUCTION: Building: proc 94%; Infantry: e1 76%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #132@(68,21) #133@(72,21) #134@(74,19) #137@(76,17) #138@(79,14) #139@(82,15) #140@(84,12) #141@(87,12) #142@(90,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - train 5x e1: queued\n  - rally #127: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Refinery in Building queue at 70%; barracks #127 producing riflemen. Scout west with all current infantry.", "raw": "{\"thoughts\":\"Place the nearly finished refinery to activate income, keep the barracks producing, and continue scouting/advancing west toward the likely enemy base. The infantry should use attack-move so they can engage anything encountered.\",\"notes\":\"Enemy likely starts near (12,16). Refinery ready next; infantry group advancing west from the southeast. Build war factory after refinery placement.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":91,\"y\":17},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1358, "completion_tokens": 240, "total_tokens": 1598, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1356, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00069014, "upstream_inference_prompt_cost": 0.00037334, "upstream_inference_completions_cost": 0.0003168}, "completion_tokens_details": {"reasoning_tokens": 118, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.46, "thoughts": "Place the nearly finished refinery to activate income, keep the barracks producing, and continue scouting/advancing west toward the likely enemy base. The infantry should use attack-move so they can engage anything encountered.", "notes": "Enemy likely starts near (12,16). Refinery ready next; infantry group advancing west from the southeast. Build war factory after refinery placement.", "commands": [{"do": "place", "item": "proc", "x": 91, "y": 17}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 3700, "army_value": 900, "income": 0, "experience": 0, "order_count": 21}}
{"tick": 2401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2555 + stored ore $423 (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 4.3%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #136@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #135: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely (95,11). Placing tent, then weap. Train a few e1 for scouting east. Next: powr + proc#2 after weap, then tanks.", "raw": "{\"thoughts\": \"War factory is queued at 16%; barracks just placed so I can now train infantry. I'll pump out a few Rifle Infantry for scouting east toward the likely enemy base while the factory finishes.\", \"notes\": \"weap building; enemy likely (95,11). Trained e1s to scout east. Next: finish weap, then powr+proc#2, then tanks.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"harvest\",\"unit\":136},{\"do\":\"rally\",\"building\":143,\"x\":22,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1380, "completion_tokens": 550, "total_tokens": 1930, "cost": 0.000848208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000848208, "upstream_inference_prompt_cost": 0.000188208, "upstream_inference_completions_cost": 0.00066}, "completion_tokens_details": {"reasoning_tokens": 418, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.62, "thoughts": "War factory is queued at 16%; barracks just placed so I can now train infantry. I'll pump out a few Rifle Infantry for scouting east toward the likely enemy base while the factory finishes.", "notes": "weap building; enemy likely (95,11). Trained e1s to scout east. Next: finish weap, then powr+proc#2, then tanks.", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "harvest", "unit": 136}, {"do": "rally", "building": 143, "x": 22, "y": 16}], "feedback": ["train 3x e1: queued", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1498 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 0.\nSCORE: assets $4100, army $1300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.6%.\nPRODUCTION: Building: proc READY TO PLACE; Infantry: e1 3%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #132@(61,27) #133@(63,26) #134@(65,24) #137@(69,24) #138@(71,22) #139@(74,19) #140@(76,17) #141@(78,15) #142@(81,15) #144@(83,12) #145@(86,12) #146@(90,12) #147@(92,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (12,16). Refinery ready next; infantry group advancing west from the southeast. Build war factory after refinery placement.", "raw": "{\"thoughts\":\"Place the ready refinery immediately to establish income, then queue a war factory once construction is available. Keep rifle production running and advance the infantry west toward the likely enemy start to scout and pressure.\",\"notes\":\"Enemy likely near (12,16). Infantry group is advancing west; establish refinery, then war factory and transition to tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1353, "completion_tokens": 201, "total_tokens": 1554, "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": 0.000637285, "upstream_inference_prompt_cost": 0.000371965, "upstream_inference_completions_cost": 0.00026532}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.53, "thoughts": "Place the ready refinery immediately to establish income, then queue a war factory once construction is available. Keep rifle production running and advance the infantry west toward the likely enemy start to scout and pressure.", "notes": "Enemy likely near (12,16). Infantry group is advancing west; establish refinery, then war factory and transition to tanks.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 5x e1: queued", "attack_move: 13 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4100, "army_value": 1300, "income": 0, "experience": 0, "order_count": 21}}
{"tick": 2601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2345 + 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 4.7%.\nPRODUCTION: Building: weap 32%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #151@(19,17) #153@(17,19) #155@(15,21)\n  harv (Ore Truck (harvester)) x1: #136@(17,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: weap building; enemy likely (95,11). Trained e1s to scout east. Next: finish weap, then powr+proc#2, then tanks.", "raw": "{\"thoughts\": \"Economy is healthy ($2345, 1 harvester at (17,7) mining), power is fine. War Factory at 32% will unlock tanks. Need to keep building queue busy and start scouting east with cheap infantry since map is unexplored.\", \"notes\": \"weap ~32% building. Enemy likely (95,11). Scout east with e1s. Next: when weap done, pump 2tnk; add powr then proc#2; keep 1 powr ahead of demand.\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}, {\"do\":\"train\",\"item\":\"e1\",\"count\":3}, {\"do\":\"rally\",\"building\":143,\"x\":35,\"y\":15}, {\"do\":\"rally\",\"building\":135,\"x\":17,\"y\":8}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1382, "completion_tokens": 353, "total_tokens": 1735, "cost": 0.000612408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000612408, "upstream_inference_prompt_cost": 0.000188808, "upstream_inference_completions_cost": 0.0004236}, "completion_tokens_details": {"reasoning_tokens": 175, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.55, "thoughts": "Economy is healthy ($2345, 1 harvester at (17,7) mining), power is fine. War Factory at 32% will unlock tanks. Need to keep building queue busy and start scouting east with cheap infantry since map is unexplored.", "notes": "weap ~32% building. Enemy likely (95,11). Scout east with e1s. Next: when weap done, pump 2tnk; add powr then proc#2; keep 1 powr ahead of demand.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 143, "x": 35, "y": 15}, {"do": "rally", "building": 135, "x": 17, "y": 8}], "feedback": ["build powr: started", "train 3x e1: queued", "rally #143: ordered", "rally #135: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 11}}
{"tick": 2601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1170 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.8%.\nPRODUCTION: Infantry: e1 31%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%, #148 proc@(98,11) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #132@(50,28) #133@(54,28) #134@(57,28) #137@(60,28) #138@(62,27) #139@(65,24) #140@(68,24) #141@(70,23) #142@(73,20) #144@(75,18) #145@(77,16) #146@(80,13) #147@(83,15) #150@(85,12) #152@(89,12) #154@(92,12)\n  harv (Ore Truck (harvester)) x1: #149@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train 5x e1: queued\n  - attack_move: 13 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16). Infantry group is advancing west; establish refinery, then war factory and transition to tanks.", "raw": "{\"thoughts\":\"The infantry column is already pushing west toward the likely enemy start, while the second refinery should improve income. Keep infantry production active and add rocket soldiers behind the rifle screen; save for a War Factory once funds allow.\",\"notes\":\"Enemy likely near (12,16). Infantry advancing west; refinery #148 completed. Build War Factory when affordable, then transition to Medium Tanks and add Service Depot.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":127,\"x\":30,\"y\":20}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1463, "completion_tokens": 345, "total_tokens": 1808, "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": 0.000857615, "upstream_inference_prompt_cost": 0.000402215, "upstream_inference_completions_cost": 0.0004554}, "completion_tokens_details": {"reasoning_tokens": 204, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.13, "thoughts": "The infantry column is already pushing west toward the likely enemy start, while the second refinery should improve income. Keep infantry production active and add rocket soldiers behind the rifle screen; save for a War Factory once funds allow.", "notes": "Enemy likely near (12,16). Infantry advancing west; refinery #148 completed. Build War Factory when affordable, then transition to Medium Tanks and add Service Depot.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 127, "x": 30, "y": 20}], "feedback": ["attack_move: 16 units", "train 3x e3: queued", "rally #127: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 0, "experience": 0, "order_count": 27}}
{"tick": 2801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1711 + 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 5.6%.\nPRODUCTION: Building: weap 49%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #151@(22,16)* #153@(22,16)* #155@(22,16)* #157@(21,21) #158@(18,20) #159@(15,21)\n  harv (Ore Truck (harvester)) x1: #136@(16,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 3x e1: queued\n  - rally #143: ordered\n  - rally #135: ordered\nYOUR NOTES FROM LAST TURN: weap ~32% building. Enemy likely (95,11). Scout east with e1s. Next: when weap done, pump 2tnk; add powr then proc#2; keep 1 powr ahead of demand.", "raw": "{\"thoughts\": \"Economy is developing; weap almost done. Scout east toward the likely enemy base at (95,11) while finishing power and war factory, then pump Medium Tanks.\", \"notes\": \"weap ~50% in Building queue. Enemy likely (95,11). 3 idle e1 at (22,16) scouting east. Next: place weap, build 2tnk, add proc#2, keep power ahead.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[151,153,155],\"x\":45,\"y\":16},{\"do\":\"harvest\",\"unit\":136},{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"rally\",\"building\":143,\"x\":30,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1443, "completion_tokens": 820, "total_tokens": 2263, "cost": 0.001191108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001191108, "upstream_inference_prompt_cost": 0.000207108, "upstream_inference_completions_cost": 0.000984}, "completion_tokens_details": {"reasoning_tokens": 638, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.24, "thoughts": "Economy is developing; weap almost done. Scout east toward the likely enemy base at (95,11) while finishing power and war factory, then pump Medium Tanks.", "notes": "weap ~50% in Building queue. Enemy likely (95,11). 3 idle e1 at (22,16) scouting east. Next: place weap, build 2tnk, add proc#2, keep power ahead.", "commands": [{"do": "attack_move", "units": [151, 153, 155], "x": 45, "y": 16}, {"do": "harvest", "unit": 136}, {"do": "place", "item": "weap"}, {"do": "place", "item": "powr"}, {"do": "rally", "building": 143, "x": 30, "y": 16}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 3 units", "place weap: nothing READY TO PLACE with that type", "place powr: nothing READY TO PLACE with that type", "rally #143: ordered", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5900, "army_value": 600, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $838 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $7000, army $2800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.7%.\nPRODUCTION: Infantry: e3 87%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%, #148 proc@(98,11) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #132@(41,24) #133@(45,24) #134@(47,25) #137@(49,28) #138@(53,27) #139@(57,28) #140@(59,28) #141@(62,27) #142@(65,24) #144@(67,24) #145@(70,23) #146@(72,21) #147@(75,18) #150@(77,16) #152@(79,14) #154@(83,15) #156@(85,13)\n  harv (Ore Truck (harvester)) x1: #149@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 16 units\n  - train 3x e3: queued\n  - rally #127: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16). Infantry advancing west; refinery #148 completed. Build War Factory when affordable, then transition to Medium Tanks and add Service Depot.", "raw": "{\"thoughts\":\"The infantry screen is advancing west toward the likely enemy base, but no enemy has been found yet. Cash is still short of a War Factory, so add power now, then start a second Refinery while keeping infantry production active.\",\"notes\":\"Infantry group advancing west toward enemy start near (12,16). One refinery and one harvester; power surplus. Build power, then Refinery #2, followed by War Factory when affordable.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1465, "completion_tokens": 299, "total_tokens": 1764, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1463, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000797445, "upstream_inference_prompt_cost": 0.000402765, "upstream_inference_completions_cost": 0.00039468}, "completion_tokens_details": {"reasoning_tokens": 156, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.87, "thoughts": "The infantry screen is advancing west toward the likely enemy base, but no enemy has been found yet. Cash is still short of a War Factory, so add power now, then start a second Refinery while keeping infantry production active.", "notes": "Infantry group advancing west toward enemy start near (12,16). One refinery and one harvester; power surplus. Build power, then Refinery #2, followed by War Factory when affordable.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "build", "item": "powr"}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 17 units", "build powr: started", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7000, "army_value": 1700, "income": 0, "experience": 0, "order_count": 30}}
{"tick": 3001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1233 + stored ore $445 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6100, army $1900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.5%.\nPRODUCTION: Building: weap 66%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #151@(31,17)89% #153@(31,17)97% #155@(31,17)55% #157@(30,20) #158@(28,21) #159@(25,21) #161@(21,20) #162@(18,20)\n  harv (Ore Truck (harvester)) x1: #136@(15,17)\nVISIBLE ENEMY UNITS (1):\n  #132 e1@(34,19) 70%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - place weap: nothing READY TO PLACE with that type\n  - place powr: nothing READY TO PLACE with that type\n  - rally #143: ordered\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: weap ~50% in Building queue. Enemy likely (95,11). 3 idle e1 at (22,16) scouting east. Next: place weap, build 2tnk, add proc#2, keep power ahead.", "raw": "{\"thoughts\": \"War Factory nearly done; power is fine. My scout rifles found a lone enemy rifle near (34,19) \u2014 gang up on it while queuing more infantry to keep production busy and prepare for tanks once weap completes.\", \"notes\": \"weap ~66% in Building queue. Enemy scout at (34,19). 8 e1 scouting east toward enemy base (95,11). Next: when weap done place it, then build fix (Service Depot) then 2tnk spam. Add proc#2 if cash allows.\", \"commands\": [{\"do\":\"attack\",\"units\":[151,153,157],\"target\":132},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"harvest\",\"unit\":136},{\"do\":\"rally\",\"building\":143,\"x\":28,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1501, "completion_tokens": 763, "total_tokens": 2264, "cost": 0.001140108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001140108, "upstream_inference_prompt_cost": 0.000224508, "upstream_inference_completions_cost": 0.0009156}, "completion_tokens_details": {"reasoning_tokens": 585, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.88, "thoughts": "War Factory nearly done; power is fine. My scout rifles found a lone enemy rifle near (34,19) \u2014 gang up on it while queuing more infantry to keep production busy and prepare for tanks once weap completes.", "notes": "weap ~66% in Building queue. Enemy scout at (34,19). 8 e1 scouting east toward enemy base (95,11). Next: when weap done place it, then build fix (Service Depot) then 2tnk spam. Add proc#2 if cash allows.", "commands": [{"do": "attack", "units": [151, 153, 157], "target": 132}, {"do": "train", "item": "e1", "count": 5}, {"do": "harvest", "unit": 136}, {"do": "rally", "building": 143, "x": 28, "y": 18}], "feedback": ["attack: 3 units", "train 5x e1: queued", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6100, "army_value": 800, "income": 1000, "experience": 0, "order_count": 17}}
{"tick": 3001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $242 + stored ore $439 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $7300, army $3100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.5%.\nPRODUCTION: Building: powr READY TO PLACE; Infantry: e3 98%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%, #148 proc@(98,11) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #132@(34,19)70% #133@(34,24) #134@(38,22) #137@(40,24) #138@(44,24) #139@(47,25) #140@(49,26) #141@(52,27) #142@(56,28) #144@(58,28) #145@(61,27) #146@(63,26) #147@(67,24) #150@(69,24) #152@(71,22) #154@(74,19) #156@(76,17)\n  e3 (Rocket Soldier) x1: #160@(84,13)\n  harv (Ore Truck (harvester)) x1: #149@(98,12)\nVISIBLE ENEMY UNITS (3):\n  #151 e1@(31,17) 89%, #153 e1@(31,17) 97%, #155 e1@(31,17) 55%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - build powr: started\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Infantry group advancing west toward enemy start near (12,16). One refinery and one harvester; power surplus. Build power, then Refinery #2, followed by War Factory when affordable.", "raw": "{\"thoughts\":\"Place the ready power plant, keep the infantry force advancing toward the likely enemy base, and continue rocket production. Economy is still too low for a second refinery, so let the harvester fund it while the army scouts and fights west.\",\"notes\":\"Main infantry group advancing west toward enemy start near (12,16); enemy infantry seen near (31,17). One refinery/harvester, power surplus. Place ready powr, then save for proc #2 and weap.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":91,\"y\":14},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":15,\"y\":16},{\"do\":\"rally\",\"building\":127,\"x\":80,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1546, "completion_tokens": 367, "total_tokens": 1913, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1544, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00090948, "upstream_inference_prompt_cost": 0.00042504, "upstream_inference_completions_cost": 0.00048444}, "completion_tokens_details": {"reasoning_tokens": 204, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.29, "thoughts": "Place the ready power plant, keep the infantry force advancing toward the likely enemy base, and continue rocket production. Economy is still too low for a second refinery, so let the harvester fund it while the army scouts and fights west.", "notes": "Main infantry group advancing west toward enemy start near (12,16); enemy infantry seen near (31,17). One refinery/harvester, power surplus. Place ready powr, then save for proc #2 and weap.", "commands": [{"do": "place", "item": "powr", "x": 91, "y": 14}, {"do": "attack_move", "units": "all_army", "x": 15, "y": 16}, {"do": "rally", "building": 127, "x": 80, "y": 16}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 18 units", "rally #127: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 2000, "income": 450, "experience": 0, "order_count": 34}}
{"tick": 3201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1028 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6300, army $2100, killed $300 (3 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 8.6%.\nPRODUCTION: Building: weap 82%; Building: powr 0%; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #151@(31,17)86%* #153@(31,17)96%* #155@(38,18)40% #158@(32,19)94% #159@(31,19)95% #161@(30,16)* #162@(28,18) #165@(21,20) #166@(18,20) #168@(15,21)\n  harv (Ore Truck (harvester)) x1: #136@(20,8)\nVISIBLE ENEMY UNITS (1):\n  #137 e1@(32,23) 10%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - train 5x e1: queued\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: weap ~66% in Building queue. Enemy scout at (34,19). 8 e1 scouting east toward enemy base (95,11). Next: when weap done place it, then build fix (Service Depot) then 2tnk spam. Add proc#2 if cash allows.", "raw": "{\"thoughts\": \"War Factory almost done, power plant queued next. Enemy scout nearly dead. Keep pushing my rifle group east to find the enemy base, keep harvester mining and queue more infantry.\", \"notes\": \"weap ~82% in Building queue. Enemy scout #137 at (32,23) 10%. 9 e1 attack-moving east toward (95,11). Next: place weap, then build Service Depot + 2tnk spam, add proc#2 when cash allows.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[151,153,158,159,161,162,165,166,168],\"x\":55,\"y\":15},{\"do\":\"harvest\",\"unit\":136},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"rally\",\"building\":143,\"x\":40,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1516, "completion_tokens": 610, "total_tokens": 2126, "cost": 0.000961008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000961008, "upstream_inference_prompt_cost": 0.000229008, "upstream_inference_completions_cost": 0.000732}, "completion_tokens_details": {"reasoning_tokens": 426, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.95, "thoughts": "War Factory almost done, power plant queued next. Enemy scout nearly dead. Keep pushing my rifle group east to find the enemy base, keep harvester mining and queue more infantry.", "notes": "weap ~82% in Building queue. Enemy scout #137 at (32,23) 10%. 9 e1 attack-moving east toward (95,11). Next: place weap, then build Service Depot + 2tnk spam, add proc#2 when cash allows.", "commands": [{"do": "attack_move", "units": [151, 153, 158, 159, 161, 162, 165, 166, 168], "x": 55, "y": 15}, {"do": "harvest", "unit": 136}, {"do": "train", "item": "e1", "count": 4}, {"do": "rally", "building": 143, "x": 40, "y": 16}], "feedback": ["attack_move: 9 units", "train 4x e1: queued", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 100, "units_killed": 3, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6300, "army_value": 1000, "income": 1000, "experience": 3, "order_count": 22}}
{"tick": 3201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $242 + stored ore $134 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $7900, army $3400, killed $100 (1 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: Infantry: e3 8%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%, #148 proc@(98,11) 100%, #164 powr@(95,8) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #137@(32,23)10% #138@(33,24) #139@(37,25) #140@(39,25) #141@(42,26) #142@(45,28) #144@(47,28) #145@(51,28) #146@(54,28) #147@(58,28) #150@(60,28) #152@(63,26) #154@(66,24) #156@(68,24)\n  e3 (Rocket Soldier) x3: #160@(75,18) #163@(83,13) #167@(92,12)\n  harv (Ore Truck (harvester)) x1: #149@(105,21)\nVISIBLE ENEMY UNITS (1):\n  #158 e1@(32,19) 94%\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: 18 units\n  - rally #127: ordered\nYOUR NOTES FROM LAST TURN: Main infantry group advancing west toward enemy start near (12,16); enemy infantry seen near (31,17). One refinery/harvester, power surplus. Place ready powr, then save for proc #2 and weap.", "raw": "{\"thoughts\":\"The infantry column is nearing the enemy approach, with one hostile rifleman exposed near (32,19). Continue the advance west toward the likely base while maintaining rocket production and saving for a second refinery and War Factory.\",\"notes\":\"Main army advancing west; enemy likely near (12,16). Keep e3 production active, then build proc #2 and weap when funded. One harvester at (105,21).\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":149}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1521, "completion_tokens": 342, "total_tokens": 1863, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1519, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000869605, "upstream_inference_prompt_cost": 0.000418165, "upstream_inference_completions_cost": 0.00045144}, "completion_tokens_details": {"reasoning_tokens": 194, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.02, "thoughts": "The infantry column is nearing the enemy approach, with one hostile rifleman exposed near (32,19). Continue the advance west toward the likely base while maintaining rocket production and saving for a second refinery and War Factory.", "notes": "Main army advancing west; enemy likely near (12,16). Keep e3 production active, then build proc #2 and weap when funded. One harvester at (105,21).", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 3}, {"do": "build", "item": "proc"}, {"do": "harvest", "unit": 149}], "feedback": ["attack_move: 17 units", "train 3x e3: queued", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 300, "units_killed": 1, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 2300, "income": 500, "experience": 1, "order_count": 35}}
{"tick": 3401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $366 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $900 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 10.8%.\nPRODUCTION: Building: weap 99%; Building: powr 0%; Infantry: e1 46%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #151@(35,20)85% #153@(35,20)6% #155@(45,17)40%* #158@(35,21)65% #159@(35,21)35% #161@(36,20)76% #162@(35,21) #165@(31,21) #166@(26,25) #168@(23,24) #169@(21,21) #170@(18,20) #171@(16,21)\n  harv (Ore Truck (harvester)) x1: #136@(21,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - train 4x e1: queued\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: weap ~82% in Building queue. Enemy scout #137 at (32,23) 10%. 9 e1 attack-moving east toward (95,11). Next: place weap, then build Service Depot + 2tnk spam, add proc#2 when cash allows.", "raw": "{\"thoughts\": \"Weap is nearly done (99%) so I'll place it next turn and keep the barracks busy. Cash is low ($366), so pull the hurt riflemen back toward base and keep the healthy group pushing east while the harvester mines. Queue a rocket soldier for anti-armor and a second refinery next for economy.\", \"notes\": \"weap ~99%. Next turn: place weap, then start serviced depot + 2tnk spam, add proc#2. Enemy likely at (95,11). 10 e1 pushing east toward (60,16). Harv mining at (21,10).\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"harvest\",\"unit\":136},{\"do\":\"move\",\"units\":[153,155,159],\"x\":16,\"y\":22},{\"do\":\"attack_move\",\"units\":[151,158,161,162,165,166,168,169,170,171],\"x\":60,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1534, "completion_tokens": 1061, "total_tokens": 2595, "cost": 0.001507608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001507608, "upstream_inference_prompt_cost": 0.000234408, "upstream_inference_completions_cost": 0.0012732}, "completion_tokens_details": {"reasoning_tokens": 844, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.0, "thoughts": "Weap is nearly done (99%) so I'll place it next turn and keep the barracks busy. Cash is low ($366), so pull the hurt riflemen back toward base and keep the healthy group pushing east while the harvester mines. Queue a rocket soldier for anti-armor and a second refinery next for economy.", "notes": "weap ~99%. Next turn: place weap, then start serviced depot + 2tnk spam, add proc#2. Enemy likely at (95,11). 10 e1 pushing east toward (60,16). Harv mining at (21,10).", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 136}, {"do": "move", "units": [153, 155, 159], "x": 16, "y": 22}, {"do": "attack_move", "units": [151, 158, 161, 162, 165, 166, 168, 169, 170, 171], "x": 60, "y": 16}], "feedback": ["train 3x e3: queued", "move: 3 units", "attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 900, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 9, "order_count": 26}}
{"tick": 3401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $7300, army $2800, killed $100 (1 units, 0 bldgs), lost $900 (9 units, 0 bldgs). Map explored 16.7%.\nPRODUCTION: Building: proc 13%; Infantry: e3 72%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%, #148 proc@(98,11) 100%, #164 powr@(95,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #144@(39,23) #145@(42,24) #146@(45,24) #147@(48,25) #150@(50,28) #152@(53,27) #154@(57,28) #156@(59,28)\n  e3 (Rocket Soldier) x3: #160@(67,24) #163@(75,18) #167@(83,15)\n  harv (Ore Truck (harvester)) x1: #149@(101,20)\nVISIBLE ENEMY UNITS (6):\n  #151 e1@(35,20) 85%, #153 e1@(35,20) 6%, #158 e1@(35,21) 65%, #159 e1@(35,21) 35%, #161 e1@(36,20) 76%, #162 e1@(35,21) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - train 3x e3: queued\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Main army advancing west; enemy likely near (12,16). Keep e3 production active, then build proc #2 and weap when funded. One harvester at (105,21).", "raw": "{\"thoughts\":\"The army is closing on the enemy infantry near (35,20); concentrate all combat units there and continue toward the likely enemy base at (12,16). The second refinery is already building, and the infantry queue remains active.\",\"notes\":\"Attack west toward (12,16). Keep e3 production running; place proc when ready, then add war factory after funds recover.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"harvest\",\"unit\":149}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1547, "completion_tokens": 309, "total_tokens": 1856, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1545, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000833195, "upstream_inference_prompt_cost": 0.000425315, "upstream_inference_completions_cost": 0.00040788}, "completion_tokens_details": {"reasoning_tokens": 179, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.72, "thoughts": "The army is closing on the enemy infantry near (35,20); concentrate all combat units there and continue toward the likely enemy base at (12,16). The second refinery is already building, and the infantry queue remains active.", "notes": "Attack west toward (12,16). Keep e3 production running; place proc when ready, then add war factory after funds recover.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 149}], "feedback": ["attack_move: 11 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 900, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 1700, "income": 500, "experience": 1, "order_count": 39}}
{"tick": 3601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $75 + stored ore $448 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6700, army $2500, killed $1300 (13 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 11.8%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Infantry: e3 92%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #151@(40,23)75% #153@(28,20)5% #155@(36,17)40% #158@(39,24)54% #159@(25,20)35% #161@(40,22)1% #162@(39,24)40% #165@(39,24) #166@(36,24) #168@(34,24) #169@(31,24) #170@(27,25) #171@(24,24) #172@(22,21)\n  harv (Ore Truck (harvester)) x1: #136@(15,17)\nVISIBLE ENEMY UNITS (1):\n  #150 e1@(43,24) 51%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\n  - move: 3 units\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: weap ~99%. Next turn: place weap, then start serviced depot + 2tnk spam, add proc#2. Enemy likely at (95,11). 10 e1 pushing east toward (60,16). Harv mining at (21,10).", "raw": "{\"thoughts\": \"War Factory is ready \u2014 place it to unlock tanks (key to winning). Cash is tight ($75+$448), so keep infantry queuing and push the eastern e1 squad toward the enemy, but be careful: my squad is heavily damaged. Need economy growth soon.\", \"notes\": \"Placing weap near (17,16). Enemy at (95,11). e1 group pushing east, engaged at (43,24). Need proc#2 once cash allows. Harv mining.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\",\"x\":17,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"attack_move\",\"units\":[151,155,158,161,162,165,166,168,169,170,171,172],\"x\":55,\"y\":20},{\"do\":\"rally\",\"building\":143,\"x\":40,\"y\":22}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1570, "completion_tokens": 438, "total_tokens": 2008, "cost": 0.000770808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000770808, "upstream_inference_prompt_cost": 0.000245208, "upstream_inference_completions_cost": 0.0005256}, "completion_tokens_details": {"reasoning_tokens": 240, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.01, "thoughts": "War Factory is ready \u2014 place it to unlock tanks (key to winning). Cash is tight ($75+$448), so keep infantry queuing and push the eastern e1 squad toward the enemy, but be careful: my squad is heavily damaged. Need economy growth soon.", "notes": "Placing weap near (17,16). Enemy at (95,11). e1 group pushing east, engaged at (43,24). Need proc#2 once cash allows. Harv mining.", "commands": [{"do": "place", "item": "weap", "x": 17, "y": 16}, {"do": "train", "item": "e1", "count": 3}, {"do": "attack_move", "units": [151, 155, 158, 161, 162, 165, 166, 168, 169, 170, 171, 172], "x": 55, "y": 20}, {"do": "rally", "building": 143, "x": 40, "y": 22}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "train 3x e1: queued", "attack_move: 12 units", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 100, "units_killed": 13, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6700, "army_value": 1400, "income": 1500, "experience": 13, "order_count": 29}}
{"tick": 3601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $406 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2400, killed $100 (1 units, 0 bldgs), lost $1300 (13 units, 0 bldgs). Map explored 16.7%.\nPRODUCTION: Building: proc 16%; Infantry: e3 87%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%, #148 proc@(98,11) 100%, #164 powr@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #150@(43,24)51% #152@(44,24) #154@(48,25) #156@(49,28)\n  e3 (Rocket Soldier) x3: #160@(58,28) #163@(67,24) #167@(74,19)\n  harv (Ore Truck (harvester)) x1: #149@(98,12)\nVISIBLE ENEMY UNITS (5):\n  #151 e1@(40,23) 75%, #158 e1@(39,24) 54%, #161 e1@(40,22) 1%, #162 e1@(39,24) 40%, #165 e1@(39,24) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Attack west toward (12,16). Keep e3 production running; place proc when ready, then add war factory after funds recover.", "raw": "{\"thoughts\":\"Our scattered infantry are near enemy forces west; consolidate pressure while the refinery finishes. Keep the harvester mining and set the barracks rally west so reinforcements join the attack.\",\"notes\":\"Enemy infantry around (39,24); push west toward likely base at (12,16). Refinery #proc is 16% complete; place it when ready, then save for War Factory.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":30,\"y\":22},{\"do\":\"harvest\",\"unit\":149},{\"do\":\"rally\",\"building\":127,\"x\":35,\"y\":22}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1512, "completion_tokens": 277, "total_tokens": 1789, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1510, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00078133, "upstream_inference_prompt_cost": 0.00041569, "upstream_inference_completions_cost": 0.00036564}, "completion_tokens_details": {"reasoning_tokens": 140, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.76, "thoughts": "Our scattered infantry are near enemy forces west; consolidate pressure while the refinery finishes. Keep the harvester mining and set the barracks rally west so reinforcements join the attack.", "notes": "Enemy infantry around (39,24); push west toward likely base at (12,16). Refinery #proc is 16% complete; place it when ready, then save for War Factory.", "commands": [{"do": "attack_move", "units": "all_army", "x": 30, "y": 22}, {"do": "harvest", "unit": 149}, {"do": "rally", "building": 127, "x": 35, "y": 22}], "feedback": ["attack_move: 7 units", "rally #127: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 1300, "units_killed": 1, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1300, "income": 1000, "experience": 1, "order_count": 42}}
{"tick": 3801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2800, killed $1700 (17 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 13%.\nPRODUCTION: Building: powr 86%; Infantry: e1 43%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #153@(17,21)5% #155@(43,23)40% #158@(45,24)54% #159@(16,22)35%* #162@(45,24)40% #165@(45,24) #166@(44,24) #168@(44,24) #169@(40,23) #170@(36,26) #171@(34,25) #172@(33,21) #176@(20,21) #177@(17,21)\n  e3 (Rocket Soldier) x1: #174@(23,21)\n  harv (Ore Truck (harvester)) x1: #136@(21,11)\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  - train 3x e1: queued\n  - attack_move: 12 units\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Placing weap near (17,16). Enemy at (95,11). e1 group pushing east, engaged at (43,24). Need proc#2 once cash allows. Harv mining.", "raw": "{\"thoughts\": \"We're broke ($1 cash) with a big infantry group already trading kills at (43,24). No cash means no production, so focus on keeping the harvester mining and pushing our force east toward the enemy base at (95,11). Pull the nearly-dead #153 back.\", \"notes\": \"Enemy base ~(95,11). Army pushing east from (43,24). Harv #136 mining. Need proc#2 the moment cash comes in. Damaged riflemen #153/#159 retreating.\", \"commands\": [{\"do\":\"harvest\",\"unit\":136},{\"do\":\"attack_move\",\"units\":[165,166,168,169,170,171,172,174],\"x\":52,\"y\":23},{\"do\":\"attack_move\",\"units\":[155,158,162,176,177],\"x\":50,\"y\":24},{\"do\":\"move\",\"units\":[153,159],\"x\":20,\"y\":21}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1623, "completion_tokens": 619, "total_tokens": 2242, "cost": 0.001003908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001003908, "upstream_inference_prompt_cost": 0.000261108, "upstream_inference_completions_cost": 0.0007428}, "completion_tokens_details": {"reasoning_tokens": 415, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.17, "thoughts": "We're broke ($1 cash) with a big infantry group already trading kills at (43,24). No cash means no production, so focus on keeping the harvester mining and pushing our force east toward the enemy base at (95,11). Pull the nearly-dead #153 back.", "notes": "Enemy base ~(95,11). Army pushing east from (43,24). Harv #136 mining. Need proc#2 the moment cash comes in. Damaged riflemen #153/#159 retreating.", "commands": [{"do": "harvest", "unit": 136}, {"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172, 174], "x": 52, "y": 23}, {"do": "attack_move", "units": [155, 158, 162, 176, 177], "x": 50, "y": 24}, {"do": "move", "units": [153, 159], "x": 20, "y": 21}], "feedback": ["attack_move: 8 units", "attack_move: 5 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 300, "units_killed": 17, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 1700, "income": 1500, "experience": 17, "order_count": 33}}
{"tick": 3801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6800, army $2300, killed $300 (3 units, 0 bldgs), lost $1700 (17 units, 0 bldgs). Map explored 16.7%.\nPRODUCTION: Building: proc 31%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%, #148 proc@(98,11) 100%, #164 powr@(95,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #160@(48,28) #163@(58,28) #167@(66,23) #175@(84,13)\n  harv (Ore Truck (harvester)) x1: #149@(104,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - rally #127: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry around (39,24); push west toward likely base at (12,16). Refinery #proc is 16% complete; place it when ready, then save for War Factory.", "raw": "{\"thoughts\":\"The refinery is still building and cash is empty, so the immediate priority is maintaining the westward rocket push while the harvester returns ore. Keep the infantry queue active if space permits and regroup the scattered rockets toward the likely enemy base.\",\"notes\":\"Push west toward enemy start near (12,16). Refinery #proc is 31% complete; place it when ready, then build a War Factory. Rockets #160,#163,#167,#175 are the current army.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[160,163,167,175],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":149},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":127,\"x\":30,\"y\":20}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1423, "completion_tokens": 312, "total_tokens": 1735, "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": 0.000803055, "upstream_inference_prompt_cost": 0.000391215, "upstream_inference_completions_cost": 0.00041184}, "completion_tokens_details": {"reasoning_tokens": 141, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "The refinery is still building and cash is empty, so the immediate priority is maintaining the westward rocket push while the harvester returns ore. Keep the infantry queue active if space permits and regroup the scattered rockets toward the likely enemy base.", "notes": "Push west toward enemy start near (12,16). Refinery #proc is 31% complete; place it when ready, then build a War Factory. Rockets #160,#163,#167,#175 are the current army.", "commands": [{"do": "attack_move", "units": [160, 163, 167, 175], "x": 12, "y": 16}, {"do": "harvest", "unit": 149}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 127, "x": 30, "y": 20}], "feedback": ["attack_move: 4 units", "train 3x e3: queued", "rally #127: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1700, "units_killed": 3, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6800, "army_value": 1200, "income": 1000, "experience": 3, "order_count": 42}}
{"tick": 4001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2800, killed $2300 (19 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 14.1%.\nPRODUCTION: Building: powr 86%; Infantry: e1 43%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #153@(20,21)5%* #155@(48,24)40%* #158@(48,24)54%* #159@(20,21)35%* #162@(48,24)40%* #165@(51,26)* #166@(51,26)90%* #168@(51,26)* #169@(50,26) #170@(47,26) #171@(44,26) #172@(43,24) #176@(29,24) #177@(28,20)\n  e3 (Rocket Soldier) x1: #174@(31,26)\n  harv (Ore Truck (harvester)) x1: #136@(20,8)\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: 5 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Army pushing east from (43,24). Harv #136 mining. Need proc#2 the moment cash comes in. Damaged riflemen #153/#159 retreating.", "raw": "{\"thoughts\": \"Cash is drained ($1) with one harvester; nothing affordable this instant, so keep the army pushing east toward the enemy start (~95,11) and pull the badly damaged riflemen back. Once income returns, queue a second refinery and more rocket soldiers.\", \"notes\": \"Enemy base ~(95,11). Army group pushing east from (43-51,24-26). Pull damaged #153/#159/#155/#158 back. Harv #136 mining. After powr finishes build proc #2, then more e3.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[165,166,168,169,170,171,172,174,176,177],\"x\":70,\"y\":20},{\"do\":\"move\",\"units\":[153,159,155,158,162],\"x\":18,\"y\":20},{\"do\":\"rally\",\"building\":173,\"x\":70,\"y\":20},{\"do\":\"rally\",\"building\":143,\"x\":60,\"y\":22},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1614, "completion_tokens": 474, "total_tokens": 2088, "cost": 0.000827208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000827208, "upstream_inference_prompt_cost": 0.000258408, "upstream_inference_completions_cost": 0.0005688}, "completion_tokens_details": {"reasoning_tokens": 232, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.26, "thoughts": "Cash is drained ($1) with one harvester; nothing affordable this instant, so keep the army pushing east toward the enemy start (~95,11) and pull the badly damaged riflemen back. Once income returns, queue a second refinery and more rocket soldiers.", "notes": "Enemy base ~(95,11). Army group pushing east from (43-51,24-26). Pull damaged #153/#159/#155/#158 back. Harv #136 mining. After powr finishes build proc #2, then more e3.", "commands": [{"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177], "x": 70, "y": 20}, {"do": "move", "units": [153, 159, 155, 158, 162], "x": 18, "y": 20}, {"do": "rally", "building": 173, "x": 70, "y": 20}, {"do": "rally", "building": 143, "x": 60, "y": 22}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 10 units", "move: 5 units", "rally #173: ordered", "rally #143: ordered", "train 2x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 300, "units_killed": 19, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 1700, "income": 1500, "experience": 23, "order_count": 33}}
{"tick": 4001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $1700, killed $300 (3 units, 0 bldgs), lost $2300 (19 units, 0 bldgs). Map explored 16.8%.\nPRODUCTION: Building: proc 31%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%, #148 proc@(98,11) 100%, #164 powr@(95,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #167@(57,28) #175@(75,18)\n  harv (Ore Truck (harvester)) x1: #149@(102,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - train 3x e3: queued\n  - rally #127: ordered\nYOUR NOTES FROM LAST TURN: Push west toward enemy start near (12,16). Refinery #proc is 31% complete; place it when ready, then build a War Factory. Rockets #160,#163,#167,#175 are the current army.", "raw": "{\"thoughts\":\"The refinery is nearly complete, so conserve spending until it finishes and provides another harvester. Push the two visible rocket soldiers west toward the likely enemy start while the barracks continues producing rockets.\",\"notes\":\"Refinery #proc is 31% complete; place it when ready, then build War Factory. Rocket scouts #167 and #175 are moving west toward enemy start (12,16).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[167,175],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":127,\"x\":70,\"y\":18}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1447, "completion_tokens": 219, "total_tokens": 1666, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1445, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000686895, "upstream_inference_prompt_cost": 0.000397815, "upstream_inference_completions_cost": 0.00028908}, "completion_tokens_details": {"reasoning_tokens": 90, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.01, "thoughts": "The refinery is nearly complete, so conserve spending until it finishes and provides another harvester. Push the two visible rocket soldiers west toward the likely enemy start while the barracks continues producing rockets.", "notes": "Refinery #proc is 31% complete; place it when ready, then build War Factory. Rocket scouts #167 and #175 are moving west toward enemy start (12,16).", "commands": [{"do": "attack_move", "units": [167, 175], "x": 12, "y": 16}, {"do": "rally", "building": 127, "x": 70, "y": 18}], "feedback": ["attack_move: 2 units", "rally #127: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2300, "units_killed": 3, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6200, "army_value": 600, "income": 1000, "experience": 3, "order_count": 45}}
{"tick": 4201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2800, killed $2600 (20 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 15.5%.\nPRODUCTION: Building: powr 86%; Infantry: e1 43%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #153@(18,20)5%* #155@(40,20)40% #158@(38,20)54% #159@(18,20)35%* #162@(39,20)40% #165@(60,28) #166@(60,28)90% #168@(59,28) #169@(60,28) #170@(57,28) #171@(54,28) #172@(52,27) #176@(39,22) #177@(36,26)\n  e3 (Rocket Soldier) x1: #174@(41,24)\n  harv (Ore Truck (harvester)) x1: #136@(18,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - move: 5 units\n  - rally #173: ordered\n  - rally #143: ordered\n  - train 2x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Army group pushing east from (43-51,24-26). Pull damaged #153/#159/#155/#158 back. Harv #136 mining. After powr finishes build proc #2, then more e3.", "raw": "{\"thoughts\": \"Nearly broke ($1) with only one harvester \u2014 economy is the bottleneck. My main infantry blob is scattered east of base; enemy base is far at (95,11). I'll consolidate the healthy units and push them east while pulling the badly damaged ones back toward base. Power plant finishes this tick, so I'll queue a second refinery for income.\", \"notes\": \"Enemy base ~(95,11). Main push group heading east (165-172,174,176,177). Damaged 153/155/158/159/162 retreating to base. Harv #136 mining. powr done -> build proc #2 next. Keep e1/e3 training.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[165,166,168,169,170,171,172,174,176,177],\"x\":80,\"y\":18},{\"do\":\"move\",\"units\":[153,155,158,159,162],\"x\":20,\"y\":19},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1679, "completion_tokens": 1136, "total_tokens": 2815, "cost": 0.001641108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001641108, "upstream_inference_prompt_cost": 0.000277908, "upstream_inference_completions_cost": 0.0013632}, "completion_tokens_details": {"reasoning_tokens": 914, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.26, "thoughts": "Nearly broke ($1) with only one harvester \u2014 economy is the bottleneck. My main infantry blob is scattered east of base; enemy base is far at (95,11). I'll consolidate the healthy units and push them east while pulling the badly damaged ones back toward base. Power plant finishes this tick, so I'll queue a second refinery for income.", "notes": "Enemy base ~(95,11). Main push group heading east (165-172,174,176,177). Damaged 153/155/158/159/162 retreating to base. Harv #136 mining. powr done -> build proc #2 next. Keep e1/e3 training.", "commands": [{"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177], "x": 80, "y": 18}, {"do": "move", "units": [153, 155, 158, 159, 162], "x": 20, "y": 19}, {"do": "build", "item": "proc"}], "feedback": ["attack_move: 10 units", "move: 5 units", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 300, "units_killed": 20, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 1700, "income": 1500, "experience": 26, "order_count": 37}}
{"tick": 4201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $370 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1400, killed $300 (3 units, 0 bldgs), lost $2600 (20 units, 0 bldgs). Map explored 16.8%.\nPRODUCTION: Building: proc 35%; Infantry: e3 77%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%, #148 proc@(98,11) 100%, #164 powr@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #175@(67,24)\n  harv (Ore Truck (harvester)) x1: #149@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #127: ordered\nYOUR NOTES FROM LAST TURN: Refinery #proc is 31% complete; place it when ready, then build War Factory. Rocket scouts #167 and #175 are moving west toward enemy start (12,16).", "raw": "{\"thoughts\":\"The second refinery is nearly complete; place it as soon as ready, then start a War Factory. Keep the surviving rocket soldier scouting west toward the enemy start while the barracks queue remains active.\",\"notes\":\"Enemy still unlocated; scout #175 moving west. Refinery #proc at 35%, place when ready; then build weap. One harvester, strong power surplus.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[175],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":127,\"x\":75,\"y\":20}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1421, "completion_tokens": 214, "total_tokens": 1635, "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": 0.000673145, "upstream_inference_prompt_cost": 0.000390665, "upstream_inference_completions_cost": 0.00028248}, "completion_tokens_details": {"reasoning_tokens": 89, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.0, "thoughts": "The second refinery is nearly complete; place it as soon as ready, then start a War Factory. Keep the surviving rocket soldier scouting west toward the enemy start while the barracks queue remains active.", "notes": "Enemy still unlocated; scout #175 moving west. Refinery #proc at 35%, place when ready; then build weap. One harvester, strong power surplus.", "commands": [{"do": "attack_move", "units": [175], "x": 12, "y": 16}, {"do": "rally", "building": 127, "x": 75, "y": 20}], "feedback": ["attack_move: 1 units", "rally #127: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2600, "units_killed": 3, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5900, "army_value": 300, "income": 1500, "experience": 3, "order_count": 45}}
{"tick": 4401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1 + stored ore $247 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $2900 (21 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 17.2%.\nPRODUCTION: Building: powr READY TO PLACE; Building: proc 0%; Infantry: e1 53%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #153@(20,19)5%* #155@(29,20)40% #158@(26,20)54% #159@(20,19)35%* #162@(27,20)40% #165@(67,26)95% #166@(68,25)82% #168@(68,25) #169@(67,26) #170@(66,26) #171@(64,27) #172@(62,27) #176@(49,26) #177@(46,27) #179@(19,20) #180@(16,21)\n  e3 (Rocket Soldier) x1: #174@(51,26)\n  harv (Ore Truck (harvester)) x1: #136@(20,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - move: 5 units\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Main push group heading east (165-172,174,176,177). Damaged 153/155/158/159/162 retreating to base. Harv #136 mining. powr done -> build proc #2 next. Keep e1/e3 training.", "raw": "{\"thoughts\": \"Place the ready power plant to keep energy positive as second refinery builds. Continue advancing our forward infantry column towards the enemy base at (95,11) and queue a light tank.\", \"notes\": \"Placing powr, proc building. Forward infantry at ~x=67 pushing to (85,15) then (95,11). Harv #136 unloading/mining. Queued 1tnk.\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"attack_move\", \"units\": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177], \"x\": 85, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [179, 180], \"x\": 55, \"y\": 25}, {\"do\": \"train\", \"item\": \"1tnk\", \"count\": 1}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1831, "completion_tokens": 553, "total_tokens": 2384, "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": 0.006894, "upstream_inference_prompt_cost": 0.0027465, "upstream_inference_completions_cost": 0.0041475}, "completion_tokens_details": {"reasoning_tokens": 313, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.65, "thoughts": "Place the ready power plant to keep energy positive as second refinery builds. Continue advancing our forward infantry column towards the enemy base at (95,11) and queue a light tank.", "notes": "Placing powr, proc building. Forward infantry at ~x=67 pushing to (85,15) then (95,11). Harv #136 unloading/mining. Queued 1tnk.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177], "x": 85, "y": 15}, {"do": "attack_move", "units": [179, 180], "x": 55, "y": 25}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 10 units", "attack_move: 2 units", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2900, "deaths_cost": 300, "units_killed": 21, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 2000, "experience": 29, "order_count": 38}}
{"tick": 4401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1400, killed $300 (3 units, 0 bldgs), lost $2900 (21 units, 0 bldgs). Map explored 16.8%.\nPRODUCTION: Building: proc 49%; Infantry: e3 38%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%, #148 proc@(98,11) 100%, #164 powr@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #178@(85,13)\n  harv (Ore Truck (harvester)) x1: #149@(106,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #127: ordered\nYOUR NOTES FROM LAST TURN: Enemy still unlocated; scout #175 moving west. Refinery #proc at 35%, place when ready; then build weap. One harvester, strong power surplus.", "raw": "{\"thoughts\":\"Ore Refinery is nearly ready; place it immediately to double income, then start a War Factory. Keep the rocket soldier scouting west toward the suspected enemy start while queued infantry continues.\",\"notes\":\"Enemy remains unlocated, likely west at (12,16). Refinery in Building queue at 49%; place when ready, then build War Factory. Rocket #178 scouting west; harvester #149 mining.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":[178],\"x\":55,\"y\":16},{\"do\":\"rally\",\"building\":127,\"x\":75,\"y\":13}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1412, "completion_tokens": 240, "total_tokens": 1652, "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": 0.00070499, "upstream_inference_prompt_cost": 0.00038819, "upstream_inference_completions_cost": 0.0003168}, "completion_tokens_details": {"reasoning_tokens": 94, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.43, "thoughts": "Ore Refinery is nearly ready; place it immediately to double income, then start a War Factory. Keep the rocket soldier scouting west toward the suspected enemy start while queued infantry continues.", "notes": "Enemy remains unlocated, likely west at (12,16). Refinery in Building queue at 49%; place when ready, then build War Factory. Rocket #178 scouting west; harvester #149 mining.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "weap"}, {"do": "attack_move", "units": [178], "x": 55, "y": 16}, {"do": "rally", "building": 127, "x": 75, "y": 13}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build weap: started", "attack_move: 1 units", "rally #127: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2900, "units_killed": 3, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5900, "army_value": 300, "income": 1500, "experience": 3, "order_count": 45}}
{"tick": 4601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $2900 (21 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 19.1%.\nPRODUCTION: Building: proc 5%; Vehicle: 1tnk 11%; Infantry: e3 13%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #153@(20,19)5%* #155@(20,19)40%* #158@(20,19)54%* #159@(20,19)35%* #162@(20,19)40%* #165@(75,18)95% #166@(76,17)73% #168@(75,17) #169@(75,18) #170@(74,19) #171@(72,21) #172@(69,20) #176@(58,28) #177@(57,28) #179@(27,25) #180@(26,21) #182@(22,23)\n  e3 (Rocket Soldier) x1: #174@(60,28)\n  harv (Ore Truck (harvester)) x1: #136@(18,7)\nVISIBLE ENEMY UNITS (1):\n  #178 e3@(76,13) 63%\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: 10 units\n  - attack_move: 2 units\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Placing powr, proc building. Forward infantry at ~x=67 pushing to (85,15) then (95,11). Harv #136 unloading/mining. Queued 1tnk.", "raw": "{\"thoughts\": \"Economy is stalled at $0 with only one harvester, so I must boost income while my forward infantry pushes the enemy. Grouping scattered units and driving toward the enemy base at (95,11).\", \"notes\": \"Army pushing NE to enemy base (95,11). Need more harvesters/economy. Keep 1tnk+proc building. Enemy e3 seen at (76,13).\", \"commands\": [{\"do\":\"attack_move\",\"units\":[165,166,168,169,170,171,172],\"x\":90,\"y\":13},{\"do\":\"attack_move\",\"units\":[174,176,177],\"x\":88,\"y\":20},{\"do\":\"move\",\"units\":[179,180,182],\"x\":40,\"y\":24},{\"do\":\"move\",\"units\":[153,155,158,159,162],\"x\":30,\"y\":26},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":173,\"x\":40,\"y\":24}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1702, "completion_tokens": 708, "total_tokens": 2410, "cost": 0.001134408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001134408, "upstream_inference_prompt_cost": 0.000284808, "upstream_inference_completions_cost": 0.0008496}, "completion_tokens_details": {"reasoning_tokens": 459, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.25, "thoughts": "Economy is stalled at $0 with only one harvester, so I must boost income while my forward infantry pushes the enemy. Grouping scattered units and driving toward the enemy base at (95,11).", "notes": "Army pushing NE to enemy base (95,11). Need more harvesters/economy. Keep 1tnk+proc building. Enemy e3 seen at (76,13).", "commands": [{"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172], "x": 90, "y": 13}, {"do": "attack_move", "units": [174, 176, 177], "x": 88, "y": 20}, {"do": "move", "units": [179, 180, 182], "x": 40, "y": 24}, {"do": "move", "units": [153, 155, 158, 159, 162], "x": 30, "y": 26}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 173, "x": 40, "y": 24}], "feedback": ["attack_move: 7 units", "attack_move: 3 units", "move: 3 units", "move: 5 units", "train 1x harv: queued", "train 2x e3: queued", "train 3x e1: queued", "rally #173: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2900, "deaths_cost": 300, "units_killed": 21, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2000, "experience": 29, "order_count": 40}}
{"tick": 4601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1400, killed $300 (3 units, 0 bldgs), lost $2900 (21 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 49%; Building: weap 0%; Infantry: e3 38%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%, #148 proc@(98,11) 100%, #164 powr@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #178@(76,13)63%\n  harv (Ore Truck (harvester)) x1: #149@(106,21)\nVISIBLE ENEMY UNITS (1):\n  #166 e1@(76,17) 73%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build weap: started\n  - attack_move: 1 units\n  - rally #127: ordered\nYOUR NOTES FROM LAST TURN: Enemy remains unlocated, likely west at (12,16). Refinery in Building queue at 49%; place when ready, then build War Factory. Rocket #178 scouting west; harvester #149 mining.", "raw": "{\"thoughts\":\"The refinery is still under construction, so cash is temporarily empty; keep the infantry queue active while the rocket scouts west and engages the visible rifleman. Continue probing toward the likely enemy base and place the refinery as soon as it becomes ready.\",\"notes\":\"Enemy likely west near (12,16); rocket #178 scouting from (76,13). Proc is 49% in Building queue, with War Factory queued behind it. Keep e3 production active and push west.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":10},{\"do\":\"attack_move\",\"units\":[178],\"x\":58,\"y\":15},{\"do\":\"rally\",\"building\":127,\"x\":70,\"y\":14},{\"do\":\"harvest\",\"unit\":149}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1459, "completion_tokens": 348, "total_tokens": 1807, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1457, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000860475, "upstream_inference_prompt_cost": 0.000401115, "upstream_inference_completions_cost": 0.00045936}, "completion_tokens_details": {"reasoning_tokens": 184, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.85, "thoughts": "The refinery is still under construction, so cash is temporarily empty; keep the infantry queue active while the rocket scouts west and engages the visible rifleman. Continue probing toward the likely enemy base and place the refinery as soon as it becomes ready.", "notes": "Enemy likely west near (12,16); rocket #178 scouting from (76,13). Proc is 49% in Building queue, with War Factory queued behind it. Keep e3 production active and push west.", "commands": [{"do": "train", "item": "e3", "count": 10}, {"do": "attack_move", "units": [178], "x": 58, "y": 15}, {"do": "rally", "building": 127, "x": 70, "y": 14}, {"do": "harvest", "unit": 149}], "feedback": ["train 10x e3: queued", "attack_move: 1 units", "rally #127: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2900, "units_killed": 3, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5900, "army_value": 300, "income": 1500, "experience": 3, "order_count": 46}}
{"tick": 4801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $3200 (22 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 21.2%.\nPRODUCTION: Building: proc 5%; Vehicle: 1tnk 11%; Vehicle: harv 0%; Infantry: e3 13%; 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: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #153@(28,24)5% #155@(29,25)40% #158@(29,25)54% #159@(29,24)35% #162@(29,25)40% #165@(83,14)95% #166@(85,14)73% #168@(84,14) #169@(85,14) #170@(82,14) #171@(80,14) #172@(77,13) #176@(67,24) #177@(65,24) #179@(36,24) #180@(36,22) #182@(32,24)\n  e3 (Rocket Soldier) x1: #174@(69,24)\n  harv (Ore Truck (harvester)) x1: #136@(20,10)\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: 3 units\n  - move: 3 units\n  - move: 5 units\n  - train 1x harv: queued\n  - train 2x e3: queued\n  - train 3x e1: queued\n  - rally #173: ordered\nYOUR NOTES FROM LAST TURN: Army pushing NE to enemy base (95,11). Need more harvesters/economy. Keep 1tnk+proc building. Enemy e3 seen at (76,13).", "raw": "{\"thoughts\": \"Cash is $0 so production is throttled; harvester is mining. Main rifle group is near (83,14) pushing toward the likely enemy base at (95,11). I'll keep the advance going, pull the badly damaged units back to regroup, and set rally points so reinforcements flow to the front.\", \"notes\": \"Enemy base est (95,11). Northern rifle group (165-172) attacking NE. Middle group 174/176/177 pushing. Damaged e1s (153,155,158,159,162) retreating to (20,20). Rally weap to (85,14). Economy needs harvesters + procs.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [165, 166, 168, 169, 170, 171, 172], \"x\": 95, \"y\": 11}, {\"do\": \"attack_move\", \"units\": [174, 176, 177], \"x\": 92, \"y\": 13}, {\"do\": \"move\", \"units\": [153, 155, 158, 159, 162], \"x\": 20, \"y\": 20}, {\"do\": \"rally\", \"building\": 173, \"x\": 85, \"y\": 14}, {\"do\": \"rally\", \"building\": 143, \"x\": 80, \"y\": 16}, {\"do\": \"harvest\", \"unit\": 136}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1750, "completion_tokens": 1286, "total_tokens": 3036, "cost": 0.001842408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001842408, "upstream_inference_prompt_cost": 0.000299208, "upstream_inference_completions_cost": 0.0015432}, "completion_tokens_details": {"reasoning_tokens": 965, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.6, "thoughts": "Cash is $0 so production is throttled; harvester is mining. Main rifle group is near (83,14) pushing toward the likely enemy base at (95,11). I'll keep the advance going, pull the badly damaged units back to regroup, and set rally points so reinforcements flow to the front.", "notes": "Enemy base est (95,11). Northern rifle group (165-172) attacking NE. Middle group 174/176/177 pushing. Damaged e1s (153,155,158,159,162) retreating to (20,20). Rally weap to (85,14). Economy needs harvesters + procs.", "commands": [{"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172], "x": 95, "y": 11}, {"do": "attack_move", "units": [174, 176, 177], "x": 92, "y": 13}, {"do": "move", "units": [153, 155, 158, 159, 162], "x": 20, "y": 20}, {"do": "rally", "building": 173, "x": 85, "y": 14}, {"do": "rally", "building": 143, "x": 80, "y": 16}, {"do": "harvest", "unit": 136}], "feedback": ["attack_move: 7 units", "attack_move: 3 units", "move: 5 units", "rally #173: ordered", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3200, "deaths_cost": 300, "units_killed": 22, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2000, "experience": 32, "order_count": 46}}
{"tick": 4801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1100, killed $300 (3 units, 0 bldgs), lost $3200 (22 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 49%; Building: weap 0%; Infantry: e3 38%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 100%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%, #148 proc@(98,11) 100%, #164 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #149@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 10x e3: queued\n  - attack_move: 1 units\n  - rally #127: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely west near (12,16); rocket #178 scouting from (76,13). Proc is 49% in Building queue, with War Factory queued behind it. Keep e3 production active and push west.", "raw": "{\"thoughts\":\"The economy is temporarily cash-starved, but the second refinery is nearly complete and the War Factory follows it. Keep the barracks producing rocket soldiers and rally them west toward the likely enemy base; no army is currently available to move.\",\"notes\":\"Enemy likely west near (12,16). Proc is 49% complete, then War Factory queued. Maintain e3 production and rally west.\",\"commands\":[{\"do\":\"rally\",\"building\":127,\"x\":70,\"y\":13},{\"do\":\"train\",\"item\":\"e3\",\"count\":10}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1491, "completion_tokens": 255, "total_tokens": 1746, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1489, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000746515, "upstream_inference_prompt_cost": 0.000409915, "upstream_inference_completions_cost": 0.0003366}, "completion_tokens_details": {"reasoning_tokens": 133, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.56, "thoughts": "The economy is temporarily cash-starved, but the second refinery is nearly complete and the War Factory follows it. Keep the barracks producing rocket soldiers and rally them west toward the likely enemy base; no army is currently available to move.", "notes": "Enemy likely west near (12,16). Proc is 49% complete, then War Factory queued. Maintain e3 production and rally west.", "commands": [{"do": "rally", "building": 127, "x": 70, "y": 13}, {"do": "train", "item": "e3", "count": 10}], "feedback": ["rally #127: ordered", "train 10x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 3200, "units_killed": 3, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 0, "income": 1500, "experience": 3, "order_count": 56}}
{"tick": 5001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $3200 (22 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 22%.\nPRODUCTION: Building: proc 5%; Vehicle: 1tnk 11%; Vehicle: harv 0%; Infantry: e3 13%; 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: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #153@(21,20)5% #155@(22,20)40% #158@(22,20)54% #159@(22,20)35% #162@(22,20)40% #165@(88,13)85% #166@(88,13)73% #168@(88,13) #169@(88,13)97% #170@(88,13) #171@(88,14) #172@(87,12) #176@(75,17) #177@(73,17) #179@(40,24)* #180@(40,24)* #182@(40,24)*\n  e3 (Rocket Soldier) x1: #174@(77,17)\n  harv (Ore Truck (harvester)) x1: #136@(16,17)\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: 3 units\n  - move: 5 units\n  - rally #173: ordered\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy base est (95,11). Northern rifle group (165-172) attacking NE. Middle group 174/176/177 pushing. Damaged e1s (153,155,158,159,162) retreating to (20,20). Rally weap to (85,14). Economy needs harvesters + procs.", "raw": "{\"thoughts\": \"Cash is $0 with only one harvester, so economy is the bottleneck - refinery is already building. My northern rifle group is near the likely enemy base (95,11); push them in with the middle rocket group. Keep queues busy.\", \"notes\": \"Enemy base est (95,11). Northern rifles 165-172 -> attack (95,11). Middle 174/176/177 + idle 179/180/182 -> (88,13). Need harvesters/procs badly; cash 0.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[165,166,168,169,170,171,172],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[174,176,177,179,180,182],\"x\":88,\"y\":13},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1746, "completion_tokens": 830, "total_tokens": 2576, "cost": 0.001294008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001294008, "upstream_inference_prompt_cost": 0.000298008, "upstream_inference_completions_cost": 0.000996}, "completion_tokens_details": {"reasoning_tokens": 615, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.28, "thoughts": "Cash is $0 with only one harvester, so economy is the bottleneck - refinery is already building. My northern rifle group is near the likely enemy base (95,11); push them in with the middle rocket group. Keep queues busy.", "notes": "Enemy base est (95,11). Northern rifles 165-172 -> attack (95,11). Middle 174/176/177 + idle 179/180/182 -> (88,13). Need harvesters/procs badly; cash 0.", "commands": [{"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172], "x": 95, "y": 11}, {"do": "attack_move", "units": [174, 176, 177, 179, 180, 182], "x": 88, "y": 13}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 5}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["attack_move: 7 units", "attack_move: 6 units", "train 1x harv: queued", "train 5x e3: queued", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3200, "deaths_cost": 300, "units_killed": 22, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2000, "experience": 32, "order_count": 46}}
{"tick": 5001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 172 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1400, killed $300 (3 units, 0 bldgs), lost $3200 (22 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 66%; Building: weap 0%; Infantry: e3 22%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 72%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%, #148 proc@(98,11) 100%, #164 powr@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #185@(92,12)\n  harv (Ore Truck (harvester)) x1: #149@(103,19)\nVISIBLE ENEMY UNITS (6):\n  #165 e1@(88,13) 85%, #166 e1@(88,13) 73%, #168 e1@(88,13) 99%, #169 e1@(88,13) 97%, #170 e1@(88,13) 99%, #171 e1@(88,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #127: ordered\n  - train 10x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy likely west near (12,16). Proc is 49% complete, then War Factory queued. Maintain e3 production and rally west.", "raw": "{\"thoughts\":\"The enemy is probing just west of the base, while the refinery and War Factory remain in the build queue. Use the rocket soldier to attack the visible infantry, keep the harvester mining, and preserve the long rocket production queue.\",\"notes\":\"Enemy infantry at (88,13-14), likely base farther west near (12,16). Proc #2 is building, War Factory queued next; e3 production queued heavily. Rocket #185 defends west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[185],\"x\":82,\"y\":13},{\"do\":\"harvest\",\"unit\":149},{\"do\":\"rally\",\"building\":127,\"x\":82,\"y\":13}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1617, "completion_tokens": 280, "total_tokens": 1897, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1615, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000814165, "upstream_inference_prompt_cost": 0.000444565, "upstream_inference_completions_cost": 0.0003696}, "completion_tokens_details": {"reasoning_tokens": 131, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.39, "thoughts": "The enemy is probing just west of the base, while the refinery and War Factory remain in the build queue. Use the rocket soldier to attack the visible infantry, keep the harvester mining, and preserve the long rocket production queue.", "notes": "Enemy infantry at (88,13-14), likely base farther west near (12,16). Proc #2 is building, War Factory queued next; e3 production queued heavily. Rocket #185 defends west.", "commands": [{"do": "attack_move", "units": [185], "x": 82, "y": 13}, {"do": "harvest", "unit": 149}, {"do": "rally", "building": 127, "x": 82, "y": 13}], "feedback": ["attack_move: 1 units", "rally #127: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 3200, "units_killed": 3, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5900, "army_value": 300, "income": 2000, "experience": 3, "order_count": 66}}
{"tick": 5201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $3500 (23 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 22.1%.\nPRODUCTION: Building: proc 17%; Vehicle: 1tnk 35%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 68%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #153@(20,20)5%* #155@(20,20)40%* #158@(20,20)54%* #159@(20,20)35%* #162@(20,20)40%* #165@(88,13)75% #166@(88,13)73% #168@(88,13) #169@(88,13)95% #170@(88,13)98% #171@(88,14) #172@(88,12) #176@(84,14) #177@(82,14) #179@(50,26) #180@(49,26) #182@(50,26)\n  e3 (Rocket Soldier) x1: #174@(85,14)\n  harv (Ore Truck (harvester)) x1: #136@(21,15)\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: 6 units\n  - train 1x harv: queued\n  - train 5x e3: queued\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base est (95,11). Northern rifles 165-172 -> attack (95,11). Middle 174/176/177 + idle 179/180/182 -> (88,13). Need harvesters/procs badly; cash 0.", "raw": "{\"thoughts\": \"Economy is stalled at $0 with only one harvester, so nothing can be produced. My forward group is probing toward the enemy base at (95,11) after heavy kills. Push the attack while the proc finishes, and get the harvester mining.\", \"notes\": \"Enemy base est (95,11). Front group 165-182 attacking (95,11). Damaged rifles 153-162 stay home as defense. Cash 0 - need proc+harv up ASAP.\", \"commands\": [{\"do\":\"harvest\",\"unit\":136}, {\"do\":\"attack_move\",\"units\":[165,166,168,169,170,171,172,174,176,177,179,180,182],\"x\":95,\"y\":11}, {\"do\":\"rally\",\"building\":173,\"x\":88,\"y\":13}, {\"do\":\"rally\",\"building\":143,\"x\":88,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1827, "completion_tokens": 662, "total_tokens": 2489, "cost": 0.001116708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001116708, "upstream_inference_prompt_cost": 0.000322308, "upstream_inference_completions_cost": 0.0007944}, "completion_tokens_details": {"reasoning_tokens": 462, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.6, "thoughts": "Economy is stalled at $0 with only one harvester, so nothing can be produced. My forward group is probing toward the enemy base at (95,11) after heavy kills. Push the attack while the proc finishes, and get the harvester mining.", "notes": "Enemy base est (95,11). Front group 165-182 attacking (95,11). Damaged rifles 153-162 stay home as defense. Cash 0 - need proc+harv up ASAP.", "commands": [{"do": "harvest", "unit": 136}, {"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177, 179, 180, 182], "x": 95, "y": 11}, {"do": "rally", "building": 173, "x": 88, "y": 13}, {"do": "rally", "building": 143, "x": 88, "y": 13}], "feedback": ["attack_move: 13 units", "rally #173: ordered", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3500, "deaths_cost": 300, "units_killed": 23, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2500, "experience": 35, "order_count": 57}}
{"tick": 5201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 120 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1100, killed $300 (3 units, 0 bldgs), lost $3500 (23 units, 0 bldgs). Map explored 17.1%.\nPRODUCTION: Building: proc 66%; Building: weap 0%; Infantry: e3 22%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(93,14) 20%, #126 fact@(95,11) 100%, #127 tent@(93,11) 100%, #148 proc@(98,11) 100%, #164 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #149@(103,23)\nVISIBLE ENEMY UNITS (7):\n  #165 e1@(88,13) 75%, #166 e1@(88,13) 73%, #168 e1@(88,13) 99%, #169 e1@(88,13) 95%, #170 e1@(88,13) 98%, #171 e1@(88,14) 100%, #172 e1@(88,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #127: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry at (88,13-14), likely base farther west near (12,16). Proc #2 is building, War Factory queued next; e3 production queued heavily. Rocket #185 defends west.", "raw": "{\"thoughts\":\"The second refinery is nearly complete and the War Factory is already queued. Enemy infantry are close to the base, so keep rocket production active and rally new troops west while preserving the harvester and repairing the damaged power plant.\",\"notes\":\"Enemy infantry mass at (88,13-14), likely base near (12,16). Proc #2 nearly complete; War Factory queued next. Keep e3 production and westward rally.\",\"commands\":[{\"do\":\"harvest\",\"unit\":149},{\"do\":\"rally\",\"building\":127,\"x\":84,\"y\":13},{\"do\":\"repair\",\"building\":123},{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1625, "completion_tokens": 367, "total_tokens": 1992, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1623, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000931205, "upstream_inference_prompt_cost": 0.000446765, "upstream_inference_completions_cost": 0.00048444}, "completion_tokens_details": {"reasoning_tokens": 226, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.39, "thoughts": "The second refinery is nearly complete and the War Factory is already queued. Enemy infantry are close to the base, so keep rocket production active and rally new troops west while preserving the harvester and repairing the damaged power plant.", "notes": "Enemy infantry mass at (88,13-14), likely base near (12,16). Proc #2 nearly complete; War Factory queued next. Keep e3 production and westward rally.", "commands": [{"do": "harvest", "unit": 149}, {"do": "rally", "building": 127, "x": 84, "y": 13}, {"do": "repair", "building": 123}, {"do": "place", "item": "proc"}], "feedback": ["rally #127: ordered", "repair #123: ordered", "place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 3500, "units_killed": 3, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 0, "income": 2000, "experience": 3, "order_count": 66}}
{"tick": 5401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $3800 (23 units, 1 bldgs), lost $300 (3 units, 0 bldgs). Map explored 22.2%.\nPRODUCTION: Building: proc 17%; Vehicle: 1tnk 35%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 68%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #153@(20,20)5%* #155@(20,20)40%* #158@(20,20)54%* #159@(20,20)35%* #162@(20,20)40%* #165@(88,13)75% #166@(89,12)73% #168@(89,12) #169@(89,12)95% #170@(89,12)98% #171@(89,13) #172@(88,12) #176@(88,12) #177@(88,12) #179@(60,28) #180@(59,28) #182@(60,28)\n  e3 (Rocket Soldier) x1: #174@(89,12)\n  harv (Ore Truck (harvester)) x1: #136@(22,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - rally #173: ordered\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy base est (95,11). Front group 165-182 attacking (95,11). Damaged rifles 153-162 stay home as defense. Cash 0 - need proc+harv up ASAP.", "raw": "{\"thoughts\": \"Front group is already at the enemy base perimeter (88-89,12) with no defenders visible, so push them in to start killing buildings while they have a numbers advantage. Economy is dry at $0, so keep the harvester mining and let the refinery finish.\",\"notes\": \"Enemy base ~(95,11). Front group 165-182 attacking in. Damaged rifles 153-162 hold home. Cash 0 - harvester #136 mining, proc building.\",\"commands\": [{\"do\":\"attack_move\",\"units\":[165,166,168,169,170,171,172,174,176,177,179,180,182],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":136},{\"do\":\"rally\",\"building\":173,\"x\":80,\"y\":14},{\"do\":\"rally\",\"building\":143,\"x\":80,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1789, "completion_tokens": 753, "total_tokens": 2542, "cost": 0.001214508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001214508, "upstream_inference_prompt_cost": 0.000310908, "upstream_inference_completions_cost": 0.0009036}, "completion_tokens_details": {"reasoning_tokens": 558, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.6, "thoughts": "Front group is already at the enemy base perimeter (88-89,12) with no defenders visible, so push them in to start killing buildings while they have a numbers advantage. Economy is dry at $0, so keep the harvester mining and let the refinery finish.", "notes": "Enemy base ~(95,11). Front group 165-182 attacking in. Damaged rifles 153-162 hold home. Cash 0 - harvester #136 mining, proc building.", "commands": [{"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177, 179, 180, 182], "x": 95, "y": 11}, {"do": "harvest", "unit": 136}, {"do": "rally", "building": 173, "x": 80, "y": 14}, {"do": "rally", "building": 143, "x": 80, "y": 14}], "feedback": ["attack_move: 13 units", "rally #173: ordered", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3800, "deaths_cost": 300, "units_killed": 23, "units_lost": 3, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2000, "experience": 38, "order_count": 57}}
{"tick": 5401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $300 (3 units, 0 bldgs), lost $3800 (23 units, 1 bldgs). Map explored 17.1%.\nPRODUCTION: Building: proc 66%; Building: weap 0%; Infantry: e3 22%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 fact@(95,11) 100%, #127 tent@(93,11) 61%, #148 proc@(98,11) 100%, #164 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #149@(99,14)\nVISIBLE ENEMY UNITS (10):\n  #165 e1@(88,13) 75%, #166 e1@(89,12) 73%, #168 e1@(89,12) 99%, #169 e1@(89,12) 95%, #170 e1@(89,12) 98%, #171 e1@(89,13) 100%, #172 e1@(88,12) 100%, #174 e3@(89,12) 100%, #176 e1@(88,12) 100%, #177 e1@(88,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #127: ordered\n  - repair #123: ordered\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Enemy infantry mass at (88,13-14), likely base near (12,16). Proc #2 nearly complete; War Factory queued next. Keep e3 production and westward rally.", "raw": "{\"thoughts\":\"Cash is empty and the second refinery is still under construction, while enemy infantry is massing just west of the base. Keep the harvester mining, maintain rocket production, and rally new troops toward the enemy approach; the queued War Factory should follow the refinery.\",\"notes\":\"Enemy infantry mass at (88,12-14), likely base farther west near (12,16). Proc #2 at 66%; War Factory queued after it. Keep e3 production and rally west.\",\"commands\":[{\"do\":\"harvest\",\"unit\":149},{\"do\":\"rally\",\"building\":127,\"x\":85,\"y\":13},{\"do\":\"repair\",\"building\":127},{\"do\":\"train\",\"item\":\"e3\",\"count\":10}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1656, "completion_tokens": 359, "total_tokens": 2015, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1654, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00092917, "upstream_inference_prompt_cost": 0.00045529, "upstream_inference_completions_cost": 0.00047388}, "completion_tokens_details": {"reasoning_tokens": 202, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.85, "thoughts": "Cash is empty and the second refinery is still under construction, while enemy infantry is massing just west of the base. Keep the harvester mining, maintain rocket production, and rally new troops toward the enemy approach; the queued War Factory should follow the refinery.", "notes": "Enemy infantry mass at (88,12-14), likely base farther west near (12,16). Proc #2 at 66%; War Factory queued after it. Keep e3 production and rally west.", "commands": [{"do": "harvest", "unit": 149}, {"do": "rally", "building": 127, "x": 85, "y": 13}, {"do": "repair", "building": 127}, {"do": "train", "item": "e3", "count": 10}], "feedback": ["rally #127: ordered", "repair #127: ordered", "train 10x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 3800, "units_killed": 3, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5300, "army_value": 0, "income": 2000, "experience": 3, "order_count": 66}}
{"tick": 5601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $4300 (23 units, 2 bldgs), lost $300 (3 units, 0 bldgs). Map explored 22.5%.\nPRODUCTION: Building: proc 17%; Vehicle: 1tnk 35%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 68%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #153@(20,20)5%* #155@(20,20)40%* #158@(20,20)54%* #159@(20,20)35%* #162@(20,20)40%* #165@(90,13)75% #166@(91,12)73% #168@(91,12) #169@(91,12)95% #170@(91,12)98% #171@(91,12) #172@(90,11) #176@(90,11) #177@(90,11) #179@(67,22) #180@(67,21) #182@(68,21)\n  e3 (Rocket Soldier) x1: #174@(91,12)\n  harv (Ore Truck (harvester)) x1: #136@(22,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - rally #173: ordered\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Front group 165-182 attacking in. Damaged rifles 153-162 hold home. Cash 0 - harvester #136 mining, proc building.", "raw": "{\"thoughts\": \"Cash is dry so production will stall; my main push group (~90,11) sees no enemies, so I'll drive it straight onto the suspected enemy base at (95,11). Damaged rifles stay home guarding the base while the economy recovers.\", \"notes\": \"Enemy base suspected ~(95,11). Push force 165-182 attacking east. Damaged rifles 153-162 hold home. Cash 0 - rely on harvester #136 + queued proc.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[165,166,168,169,170,171,172,174,176,177,179,180,182],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[165,166,168,169,170,171,172,174,176,177,179,180,182],\"stance\":\"attack_anything\"},{\"do\":\"move\",\"units\":[153,155,158,159,162],\"x\":22,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1785, "completion_tokens": 1243, "total_tokens": 3028, "cost": 0.001801308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001801308, "upstream_inference_prompt_cost": 0.000309708, "upstream_inference_completions_cost": 0.0014916}, "completion_tokens_details": {"reasoning_tokens": 1026, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.43, "thoughts": "Cash is dry so production will stall; my main push group (~90,11) sees no enemies, so I'll drive it straight onto the suspected enemy base at (95,11). Damaged rifles stay home guarding the base while the economy recovers.", "notes": "Enemy base suspected ~(95,11). Push force 165-182 attacking east. Damaged rifles 153-162 hold home. Cash 0 - rely on harvester #136 + queued proc.", "commands": [{"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177, 179, 180, 182], "x": 95, "y": 11}, {"do": "stance", "units": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177, 179, 180, 182], "stance": "attack_anything"}, {"do": "move", "units": [153, 155, 158, 159, 162], "x": 22, "y": 18}], "feedback": ["attack_move: 13 units", "stance: 13 units", "move: 5 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 300, "units_killed": 23, "units_lost": 3, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2000, "experience": 43, "order_count": 57}}
{"tick": 5601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $371 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $300 (3 units, 0 bldgs), lost $4300 (23 units, 2 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 80%; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 fact@(95,11) 99%, #148 proc@(98,11) 100%, #164 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #149@(98,17)\nVISIBLE ENEMY UNITS (10):\n  #165 e1@(90,13) 75%, #166 e1@(91,12) 73%, #168 e1@(91,12) 99%, #169 e1@(91,12) 95%, #170 e1@(91,12) 98%, #171 e1@(91,12) 100%, #172 e1@(90,11) 100%, #174 e3@(91,12) 100%, #176 e1@(90,11) 100%, #177 e1@(90,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #127: ordered\n  - repair #127: ordered\n  - train 10x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry mass at (88,12-14), likely base farther west near (12,16). Proc #2 at 66%; War Factory queued after it. Keep e3 production and rally west.", "raw": "{\"thoughts\":\"The base is under immediate infantry pressure, but no combat units or barracks are currently alive. Finish and place the second refinery, then complete the queued War Factory and rebuild infantry production; keep the harvester working while relying on queued rocket soldiers if the barracks survived.\",\"notes\":\"Enemy infantry mass is at 90-91,11-13 near base. Proc #2 is 80% complete and War Factory is queued next. Rebuild barracks after the War Factory if needed; resume westward attack once an army forms.\",\"commands\":[{\"do\":\"harvest\",\"unit\":149},{\"do\":\"place\",\"item\":\"proc\",\"x\":101,\"y\":11},{\"do\":\"rally\",\"building\":126,\"x\":85,\"y\":13}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1372, "completion_tokens": 506, "total_tokens": 1878, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1370, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00104511, "upstream_inference_prompt_cost": 0.00037719, "upstream_inference_completions_cost": 0.00066792}, "completion_tokens_details": {"reasoning_tokens": 343, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.99, "thoughts": "The base is under immediate infantry pressure, but no combat units or barracks are currently alive. Finish and place the second refinery, then complete the queued War Factory and rebuild infantry production; keep the harvester working while relying on queued rocket soldiers if the barracks survived.", "notes": "Enemy infantry mass is at 90-91,11-13 near base. Proc #2 is 80% complete and War Factory is queued next. Rebuild barracks after the War Factory if needed; resume westward attack once an army forms.", "commands": [{"do": "harvest", "unit": 149}, {"do": "place", "item": "proc", "x": 101, "y": 11}, {"do": "rally", "building": 126, "x": 85, "y": 13}], "feedback": ["place proc: nothing READY TO PLACE with that type", "rally #126: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 4300, "units_killed": 3, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 4800, "army_value": 0, "income": 2500, "experience": 3, "order_count": 76}}
{"tick": 5801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $326 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $4300 (23 units, 2 bldgs), lost $300 (3 units, 0 bldgs). Map explored 22.7%.\nPRODUCTION: Building: proc 21%; Vehicle: 1tnk 43%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 88%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #153@(22,18)5%* #155@(22,18)40%* #158@(22,18)54%* #159@(22,18)35%* #162@(22,18)40%* #165@(91,13)75% #166@(91,12)73% #168@(91,12) #169@(91,12)95% #170@(91,12)98% #171@(91,12) #172@(91,10) #176@(91,10) #177@(91,10) #179@(75,14) #180@(75,14) #182@(75,14)\n  e3 (Rocket Soldier) x1: #174@(91,12)\n  harv (Ore Truck (harvester)) x1: #136@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - stance: 13 units\n  - move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy base suspected ~(95,11). Push force 165-182 attacking east. Damaged rifles 153-162 hold home. Cash 0 - rely on harvester #136 + queued proc.", "raw": "{\"thoughts\": \"Army is massed near (91,12), right by the suspected enemy base at (95,11) but nothing visible yet - push in to reveal and destroy. Cash is $0 so rely on queued production; keep the harvester mining. Damaged home rifles stay to guard.\", \"notes\": \"Enemy base ~(95,11). Main push 165-182 attacking east from ~91. Home guards 153-162 (damaged). Economy: 1 harv + queued proc/harvs, cash 0.\", \"commands\": [{\"do\":\"harvest\",\"unit\":136},{\"do\":\"attack_move\",\"units\":[165,166,168,169,170,171,172,174,176,177,179,180,182],\"x\":98,\"y\":12},{\"do\":\"attack_move\",\"units\":[153,155,158,159,162],\"x\":20,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1788, "completion_tokens": 1023, "total_tokens": 2811, "cost": 0.001538208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001538208, "upstream_inference_prompt_cost": 0.000310608, "upstream_inference_completions_cost": 0.0012276}, "completion_tokens_details": {"reasoning_tokens": 822, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.91, "thoughts": "Army is massed near (91,12), right by the suspected enemy base at (95,11) but nothing visible yet - push in to reveal and destroy. Cash is $0 so rely on queued production; keep the harvester mining. Damaged home rifles stay to guard.", "notes": "Enemy base ~(95,11). Main push 165-182 attacking east from ~91. Home guards 153-162 (damaged). Economy: 1 harv + queued proc/harvs, cash 0.", "commands": [{"do": "harvest", "unit": 136}, {"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177, 179, 180, 182], "x": 98, "y": 12}, {"do": "attack_move", "units": [153, 155, 158, 159, 162], "x": 20, "y": 18}], "feedback": ["attack_move: 13 units", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 300, "units_killed": 23, "units_lost": 3, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2500, "experience": 43, "order_count": 57}}
{"tick": 5801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $100 (storage 2000), power 86 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $300 (3 units, 0 bldgs), lost $4300 (23 units, 2 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 fact@(95,11) 74%, #148 proc@(98,11) 100%, #164 powr@(95,8) 86%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #149@(104,23)\nVISIBLE ENEMY UNITS (10):\n  #165 e1@(91,13) 75%, #166 e1@(91,12) 73%, #168 e1@(91,12) 99%, #169 e1@(91,12) 95%, #170 e1@(91,12) 98%, #171 e1@(91,12) 100%, #172 e1@(91,10) 100%, #174 e3@(91,12) 100%, #176 e1@(91,10) 100%, #177 e1@(91,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - rally #126: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry mass is at 90-91,11-13 near base. Proc #2 is 80% complete and War Factory is queued next. Rebuild barracks after the War Factory if needed; resume westward attack once an army forms.", "raw": "{\"thoughts\":\"Place the ready second refinery immediately to increase income; the enemy infantry mass is dangerously close, so preserve the Construction Yard and prepare rapid tank production once the War Factory completes.\",\"notes\":\"Enemy infantry/e3 mass at (90-91,10-13). Second refinery is ready to place; War Factory is queued behind it. No combat army currently; rebuild barracks after War Factory if resources permit.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"repair\",\"building\":126},{\"do\":\"harvest\",\"unit\":149}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1376, "completion_tokens": 241, "total_tokens": 1617, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1374, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00069641, "upstream_inference_prompt_cost": 0.00037829, "upstream_inference_completions_cost": 0.00031812}, "completion_tokens_details": {"reasoning_tokens": 122, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.13, "thoughts": "Place the ready second refinery immediately to increase income; the enemy infantry mass is dangerously close, so preserve the Construction Yard and prepare rapid tank production once the War Factory completes.", "notes": "Enemy infantry/e3 mass at (90-91,10-13). Second refinery is ready to place; War Factory is queued behind it. No combat army currently; rebuild barracks after War Factory if resources permit.", "commands": [{"do": "place", "item": "proc"}, {"do": "repair", "building": 126}, {"do": "harvest", "unit": 149}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "repair #126: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 4300, "units_killed": 3, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 4800, "army_value": 0, "income": 2500, "experience": 3, "order_count": 76}}
{"tick": 6001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3400, killed $4300 (23 units, 2 bldgs), lost $300 (3 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Building: proc 29%; Vehicle: 1tnk 59%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e1 71%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #153@(20,18)5%* #155@(20,18)40%* #158@(20,18)54%* #159@(20,18)35%* #162@(20,18)40%* #165@(91,13)75% #166@(91,12)73% #168@(91,12) #169@(91,12)95% #170@(91,12)98% #171@(91,12) #172@(91,10) #176@(91,10) #177@(91,10) #179@(85,12) #180@(85,14) #182@(85,12)\n  e3 (Rocket Soldier) x2: #174@(91,12) #188@(22,23)\n  harv (Ore Truck (harvester)) x1: #136@(6,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #186 proc@(93,14) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Main push 165-182 attacking east from ~91. Home guards 153-162 (damaged). Economy: 1 harv + queued proc/harvs, cash 0.", "raw": "{\"thoughts\": \"Our frontline force has reached the enemy base and spotted their Ore Refinery at (93,14). Directing all frontline units to focus fire on the refinery to cripple their economy.\", \"notes\": \"Attacking enemy proc #186 at (93,14). Reinforcements en route. Waiting for harvester dump to finish 1tnk and proc.\", \"commands\": [{\"do\": \"attack\", \"units\": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177, 179, 180, 182], \"target\": 186}, {\"do\": \"attack_move\", \"units\": [188], \"x\": 93, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1966, "completion_tokens": 621, "total_tokens": 2587, "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": 0.0076065, "upstream_inference_prompt_cost": 0.002949, "upstream_inference_completions_cost": 0.0046575}, "completion_tokens_details": {"reasoning_tokens": 426, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.46, "thoughts": "Our frontline force has reached the enemy base and spotted their Ore Refinery at (93,14). Directing all frontline units to focus fire on the refinery to cripple their economy.", "notes": "Attacking enemy proc #186 at (93,14). Reinforcements en route. Waiting for harvester dump to finish 1tnk and proc.", "commands": [{"do": "attack", "units": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177, 179, 180, 182], "target": 186}, {"do": "attack_move", "units": [188], "x": 93, "y": 14}], "feedback": ["attack: 13 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 300, "units_killed": 23, "units_lost": 3, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9900, "army_value": 2300, "income": 2000, "experience": 43, "order_count": 57}}
{"tick": 6001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 71 made / 60 used, harvesters 2.\nSCORE: assets $7300, army $2200, killed $300 (3 units, 0 bldgs), lost $4300 (23 units, 2 bldgs). Map explored 17.7%.\nPRODUCTION: Building: weap 5%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 fact@(95,11) 48%, #148 proc@(98,11) 100%, #164 powr@(95,8) 71%, #186 proc@(93,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #149@(102,20) #187@(101,24)\nVISIBLE ENEMY UNITS (10):\n  #165 e1@(91,13) 75%, #166 e1@(91,12) 73%, #168 e1@(91,12) 99%, #169 e1@(91,12) 95%, #170 e1@(91,12) 98%, #171 e1@(91,12) 100%, #172 e1@(91,10) 100%, #174 e3@(91,12) 100%, #176 e1@(91,10) 100%, #177 e1@(91,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - repair #126: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/e3 mass at (90-91,10-13). Second refinery is ready to place; War Factory is queued behind it. No combat army currently; rebuild barracks after War Factory if resources permit.", "raw": "{\"thoughts\":\"Place the ready second refinery to complete the economy, then finish the War Factory and immediately rebuild a barracks. The enemy infantry is dangerously close, so production must prioritize a defensive army once the queues allow it.\",\"notes\":\"Enemy infantry/e3 mass at (90-91,10-13), no enemy buildings visible. Place proc now; War Factory is queued next, then barracks. Two harvesters are active; Construction Yard is damaged and under repair.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"repair\",\"building\":126}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1385, "completion_tokens": 187, "total_tokens": 1572, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1383, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000627605, "upstream_inference_prompt_cost": 0.000380765, "upstream_inference_completions_cost": 0.00024684}, "completion_tokens_details": {"reasoning_tokens": 65, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.88, "thoughts": "Place the ready second refinery to complete the economy, then finish the War Factory and immediately rebuild a barracks. The enemy infantry is dangerously close, so production must prioritize a defensive army once the queues allow it.", "notes": "Enemy infantry/e3 mass at (90-91,10-13), no enemy buildings visible. Place proc now; War Factory is queued next, then barracks. Two harvesters are active; Construction Yard is damaged and under repair.", "commands": [{"do": "place", "item": "proc"}, {"do": "repair", "building": 126}], "feedback": ["place proc: nothing READY TO PLACE with that type", "repair #126: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 4300, "units_killed": 3, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 7300, "army_value": 0, "income": 2050, "experience": 3, "order_count": 77}}
{"tick": 6201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3400, killed $4300 (23 units, 2 bldgs), lost $300 (3 units, 0 bldgs). Map explored 24%.\nPRODUCTION: Building: proc 29%; Vehicle: 1tnk 59%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e1 71%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #153@(20,18)5%* #155@(20,18)40%* #158@(20,18)54%* #159@(20,18)35%* #162@(20,18)40%* #165@(91,13)75% #166@(91,12)73% #168@(91,12) #169@(91,12)95% #170@(91,12)98% #171@(91,12) #172@(91,10) #176@(91,10) #177@(91,10) #179@(88,14) #180@(88,14) #182@(87,13)\n  e3 (Rocket Soldier) x2: #174@(91,12) #188@(32,23)\n  harv (Ore Truck (harvester)) x1: #136@(6,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #186 proc@(93,14) 48%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 13 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Attacking enemy proc #186 at (93,14). Reinforcements en route. Waiting for harvester dump to finish 1tnk and proc.", "raw": "{\"thoughts\": \"My army is at the enemy base chewing on their refinery (#186, 48%). Cash is $0 so I must finish the kill fast and keep economy alive. Push the proc down and rally new units to the front.\",\"notes\": \"Enemy base ~(91-93,12-14). Main army attacking proc #186. Reinforce with 188 and new builds. Keep harvester #136 mining; cash tight ($0).\",\"commands\": [{\"do\":\"attack\",\"units\":[165,166,168,169,170,171,172,176,177,179,180,182,174],\"target\":186},{\"do\":\"attack_move\",\"units\":[188],\"x\":90,\"y\":13},{\"do\":\"rally\",\"building\":143,\"x\":85,\"y\":13},{\"do\":\"rally\",\"building\":173,\"x\":85,\"y\":13},{\"do\":\"harvest\",\"unit\":136}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1778, "completion_tokens": 524, "total_tokens": 2302, "cost": 0.000936408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000936408, "upstream_inference_prompt_cost": 0.000307608, "upstream_inference_completions_cost": 0.0006288}, "completion_tokens_details": {"reasoning_tokens": 327, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.77, "thoughts": "My army is at the enemy base chewing on their refinery (#186, 48%). Cash is $0 so I must finish the kill fast and keep economy alive. Push the proc down and rally new units to the front.", "notes": "Enemy base ~(91-93,12-14). Main army attacking proc #186. Reinforce with 188 and new builds. Keep harvester #136 mining; cash tight ($0).", "commands": [{"do": "attack", "units": [165, 166, 168, 169, 170, 171, 172, 176, 177, 179, 180, 182, 174], "target": 186}, {"do": "attack_move", "units": [188], "x": 90, "y": 13}, {"do": "rally", "building": 143, "x": 85, "y": 13}, {"do": "rally", "building": 173, "x": 85, "y": 13}, {"do": "harvest", "unit": 136}], "feedback": ["attack: 13 units", "attack_move: 1 units", "rally #143: ordered", "rally #173: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 300, "units_killed": 23, "units_lost": 3, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9900, "army_value": 2300, "income": 2000, "experience": 43, "order_count": 57}}
{"tick": 6201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $398 (storage 4000), power 71 made / 60 used, harvesters 2.\nSCORE: assets $7300, army $2200, killed $300 (3 units, 0 bldgs), lost $4300 (23 units, 2 bldgs). Map explored 17.7%.\nPRODUCTION: Building: weap 6%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 fact@(95,11) 45%, #148 proc@(98,11) 100%, #164 powr@(95,8) 71%, #186 proc@(93,14) 48%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #149@(98,12) #187@(100,23)\nVISIBLE ENEMY UNITS (12):\n  #165 e1@(91,13) 75%, #166 e1@(91,12) 73%, #168 e1@(91,12) 99%, #169 e1@(91,12) 95%, #170 e1@(91,12) 98%, #171 e1@(91,12) 100%, #172 e1@(91,10) 100%, #174 e3@(91,12) 100%, #176 e1@(91,10) 100%, #177 e1@(91,10) 100%, #179 e1@(88,14) 100%, #180 e1@(88,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - repair #126: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/e3 mass at (90-91,10-13), no enemy buildings visible. Place proc now; War Factory is queued next, then barracks. Two harvesters are active; Construction Yard is damaged and under repair.", "raw": "{\"thoughts\":\"The enemy infantry is massed directly beside the base while the War Factory is stalled at 6% for lack of cash. Keep both harvesters mining, repair the damaged refinery and Construction Yard, and prioritize getting the War Factory placed so tanks can start immediately.\",\"notes\":\"Enemy infantry/e3 mass at 88-91,10-14. War Factory building queued at 6%; no combat units. Keep harvesters mining and repair fact/proc #186.\",\"commands\":[{\"do\":\"harvest\",\"unit\":149},{\"do\":\"harvest\",\"unit\":187},{\"do\":\"repair\",\"building\":126},{\"do\":\"repair\",\"building\":186}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1408, "completion_tokens": 344, "total_tokens": 1752, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1406, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00084117, "upstream_inference_prompt_cost": 0.00038709, "upstream_inference_completions_cost": 0.00045408}, "completion_tokens_details": {"reasoning_tokens": 203, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.06, "thoughts": "The enemy infantry is massed directly beside the base while the War Factory is stalled at 6% for lack of cash. Keep both harvesters mining, repair the damaged refinery and Construction Yard, and prioritize getting the War Factory placed so tanks can start immediately.", "notes": "Enemy infantry/e3 mass at 88-91,10-14. War Factory building queued at 6%; no combat units. Keep harvesters mining and repair fact/proc #186.", "commands": [{"do": "harvest", "unit": 149}, {"do": "harvest", "unit": 187}, {"do": "repair", "building": 126}, {"do": "repair", "building": 186}], "feedback": ["repair #126: ordered", "repair #186: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 4300, "units_killed": 3, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 7300, "army_value": 0, "income": 2400, "experience": 3, "order_count": 77}}
{"tick": 6401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3400, killed $5700 (23 units, 3 bldgs), lost $300 (3 units, 0 bldgs). Map explored 24%.\nPRODUCTION: Building: proc 29%; Vehicle: 1tnk 59%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e1 71%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #153@(20,18)5%* #155@(20,18)40%* #158@(20,18)54%* #159@(20,18)35%* #162@(20,18)40%* #165@(91,13)75% #166@(91,12)73% #168@(91,12) #169@(91,12)95% #170@(91,12)98% #171@(91,12) #172@(91,10) #176@(91,10) #177@(91,10) #179@(88,14)* #180@(88,14)* #182@(87,13)*\n  e3 (Rocket Soldier) x2: #174@(91,12) #188@(42,24)\n  harv (Ore Truck (harvester)) x1: #136@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 13 units\n  - attack_move: 1 units\n  - rally #143: ordered\n  - rally #173: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(91-93,12-14). Main army attacking proc #186. Reinforce with 188 and new builds. Keep harvester #136 mining; cash tight ($0).", "raw": "{\"thoughts\": \"No enemy units or buildings are currently visible, and my main force is already at (91,12) near the enemy start. Cash is $0 so production is stalled; I need my army to keep hunting while the economy restarts (harvesters queued). Send idle reinforcements east and push the main group to sweep the enemy start area.\", \"notes\": \"Enemy base was ~(91-93,12-14); currently no enemy visible, so sweep east to (95,11). Cash $0 stalled queues; rely on harvester #136 and 2 harv in vehicle queue. Reinforcements: 179/180/182/188 heading east. Damaged e1s at (20,18) left as base guard.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [179, 180, 182, 188], \"x\": 92, \"y\": 13}, {\"do\": \"attack_move\", \"units\": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177], \"x\": 95, \"y\": 11}, {\"do\": \"harvest\", \"unit\": 136}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1793, "completion_tokens": 1135, "total_tokens": 2928, "cost": 0.001674108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001674108, "upstream_inference_prompt_cost": 0.000312108, "upstream_inference_completions_cost": 0.001362}, "completion_tokens_details": {"reasoning_tokens": 870, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.64, "thoughts": "No enemy units or buildings are currently visible, and my main force is already at (91,12) near the enemy start. Cash is $0 so production is stalled; I need my army to keep hunting while the economy restarts (harvesters queued). Send idle reinforcements east and push the main group to sweep the enemy start area.", "notes": "Enemy base was ~(91-93,12-14); currently no enemy visible, so sweep east to (95,11). Cash $0 stalled queues; rely on harvester #136 and 2 harv in vehicle queue. Reinforcements: 179/180/182/188 heading east. Damaged e1s at (20,18) left as base guard.", "commands": [{"do": "attack_move", "units": [179, 180, 182, 188], "x": 92, "y": 13}, {"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177], "x": 95, "y": 11}, {"do": "harvest", "unit": 136}], "feedback": ["attack_move: 4 units", "attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 5700, "deaths_cost": 300, "units_killed": 23, "units_lost": 3, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9900, "army_value": 2300, "income": 2000, "experience": 57, "order_count": 57}}
{"tick": 6401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $33 (storage 2000), power 68 made / 30 used, harvesters 2.\nSCORE: assets $5900, army $2200, killed $300 (3 units, 0 bldgs), lost $5700 (23 units, 3 bldgs). Map explored 17.7%.\nPRODUCTION: Building: weap 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 fact@(95,11) 44%, #148 proc@(98,11) 100%, #164 powr@(95,8) 68%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #149@(106,20) #187@(95,14)98%\nVISIBLE ENEMY UNITS (10):\n  #165 e1@(91,13) 75%, #166 e1@(91,12) 73%, #168 e1@(91,12) 99%, #169 e1@(91,12) 95%, #170 e1@(91,12) 98%, #171 e1@(91,12) 100%, #172 e1@(91,10) 100%, #174 e3@(91,12) 100%, #176 e1@(91,10) 100%, #177 e1@(91,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #126: ordered\n  - repair #186: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/e3 mass at 88-91,10-14. War Factory building queued at 6%; no combat units. Keep harvesters mining and repair fact/proc #186.", "raw": "{\"thoughts\":\"The enemy infantry blob is threatening the base, while the War Factory is still under construction and I have no combat units. Keep the Construction Yard repaired, preserve both harvesters by pulling them away from the enemy, and finish the War Factory so tanks can begin immediately.\",\"notes\":\"Enemy mass at 91,10-14 beside base. War Factory queued at 23%; deploy/place it when ready, then produce Medium Tanks continuously. Keep repairing Construction Yard.\",\"commands\":[{\"do\":\"repair\",\"building\":126},{\"do\":\"repair\",\"building\":164},{\"do\":\"move\",\"units\":[149,187],\"x\":103,\"y\":25}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1361, "completion_tokens": 324, "total_tokens": 1685, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1359, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000801845, "upstream_inference_prompt_cost": 0.000374165, "upstream_inference_completions_cost": 0.00042768}, "completion_tokens_details": {"reasoning_tokens": 185, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.37, "thoughts": "The enemy infantry blob is threatening the base, while the War Factory is still under construction and I have no combat units. Keep the Construction Yard repaired, preserve both harvesters by pulling them away from the enemy, and finish the War Factory so tanks can begin immediately.", "notes": "Enemy mass at 91,10-14 beside base. War Factory queued at 23%; deploy/place it when ready, then produce Medium Tanks continuously. Keep repairing Construction Yard.", "commands": [{"do": "repair", "building": 126}, {"do": "repair", "building": 164}, {"do": "move", "units": [149, 187], "x": 103, "y": 25}], "feedback": ["repair #126: ordered", "repair #164: ordered", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 5700, "units_killed": 3, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 5900, "army_value": 0, "income": 2500, "experience": 3, "order_count": 77}}
{"tick": 6601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10100, army $3600, killed $5700 (23 units, 3 bldgs), lost $300 (3 units, 0 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 41%; Vehicle: 1tnk 83%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e1 35%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #153@(20,18)5%* #155@(20,18)40%* #158@(20,18)54%* #159@(20,18)35%* #162@(20,18)40%* #165@(91,13)75% #166@(91,12)73% #168@(91,12) #169@(91,12)95% #170@(91,12)98% #171@(91,12) #172@(91,10) #176@(91,10) #177@(91,10) #179@(94,17) #180@(94,17) #182@(91,13) #189@(21,22) #190@(18,20)\n  e3 (Rocket Soldier) x2: #174@(91,12) #188@(52,27)\n  harv (Ore Truck (harvester)) x1: #136@(9,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Enemy base was ~(91-93,12-14); currently no enemy visible, so sweep east to (95,11). Cash $0 stalled queues; rely on harvester #136 and 2 harv in vehicle queue. Reinforcements: 179/180/182/188 heading east. Damaged e1s at (20,18) left as base guard.", "raw": "{\"thoughts\": \"Cash is $0 so production is stalled; the harvester must keep mining to restart income. No enemy is visible despite earlier contact near (91-93,12-14), so I'll sweep the eastern force wider to relocate the enemy base while keeping the damaged rifles home as guards.\", \"notes\": \"Eastern force ~13 units sweeping E/NE from (91-98). No enemy visible now; enemy base may have moved or been partially cleared. Cash $0 - income depends on harv #136. Keep queues as-is until cash returns.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 136}, {\"do\": \"attack_move\", \"units\": [165, 166, 168, 169, 170, 171, 172, 176, 177, 174, 182], \"x\": 100, \"y\": 10}, {\"do\": \"attack_move\", \"units\": [179, 180], \"x\": 95, \"y\": 5}, {\"do\": \"rally\", \"building\": 143, \"x\": 22, \"y\": 20}, {\"do\": \"rally\", \"building\": 173, \"x\": 22, \"y\": 20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1820, "completion_tokens": 1232, "total_tokens": 3052, "cost": 0.001798608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001798608, "upstream_inference_prompt_cost": 0.000320208, "upstream_inference_completions_cost": 0.0014784}, "completion_tokens_details": {"reasoning_tokens": 964, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.76, "thoughts": "Cash is $0 so production is stalled; the harvester must keep mining to restart income. No enemy is visible despite earlier contact near (91-93,12-14), so I'll sweep the eastern force wider to relocate the enemy base while keeping the damaged rifles home as guards.", "notes": "Eastern force ~13 units sweeping E/NE from (91-98). No enemy visible now; enemy base may have moved or been partially cleared. Cash $0 - income depends on harv #136. Keep queues as-is until cash returns.", "commands": [{"do": "harvest", "unit": 136}, {"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172, 176, 177, 174, 182], "x": 100, "y": 10}, {"do": "attack_move", "units": [179, 180], "x": 95, "y": 5}, {"do": "rally", "building": 143, "x": 22, "y": 20}, {"do": "rally", "building": 173, "x": 22, "y": 20}], "feedback": ["attack_move: 11 units", "attack_move: 2 units", "rally #143: ordered", "rally #173: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 5700, "deaths_cost": 300, "units_killed": 23, "units_lost": 3, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 10100, "army_value": 2500, "income": 2000, "experience": 57, "order_count": 57}}
{"tick": 6601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 53 made / 30 used, harvesters 2.\nSCORE: assets $5900, army $2200, killed $300 (3 units, 0 bldgs), lost $5700 (23 units, 3 bldgs). Map explored 17.8%.\nPRODUCTION: Building: weap 24%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 fact@(95,11) 17%, #148 proc@(98,11) 100%, #164 powr@(95,8) 53%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #149@(103,25)* #187@(99,21)88%\nVISIBLE ENEMY UNITS (13):\n  #165 e1@(91,13) 75%, #166 e1@(91,12) 73%, #168 e1@(91,12) 99%, #169 e1@(91,12) 95%, #170 e1@(91,12) 98%, #171 e1@(91,12) 100%, #172 e1@(91,10) 100%, #174 e3@(91,12) 100%, #176 e1@(91,10) 100%, #177 e1@(91,10) 100%, #179 e1@(94,17) 100%, #180 e1@(94,17) 100%, #182 e1@(91,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #126: ordered\n  - repair #164: ordered\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy mass at 91,10-14 beside base. War Factory queued at 23%; deploy/place it when ready, then produce Medium Tanks continuously. Keep repairing Construction Yard.", "raw": "{\"thoughts\":\"The enemy infantry mass is pressing the Construction Yard while the War Factory is still building and cash is exhausted. Keep the harvesters mining, maintain repairs, and place the War Factory as soon as it is ready so Medium Tank production can begin immediately.\",\"notes\":\"Enemy infantry and one rocket soldier are clustered at 91,10-14 beside the base. War Factory building queue at 24%; place it when ready, then produce Medium Tanks continuously. Construction Yard is badly damaged; keep repairing it.\",\"commands\":[{\"do\":\"repair\",\"building\":126},{\"do\":\"repair\",\"building\":164},{\"do\":\"harvest\",\"unit\":149},{\"do\":\"harvest\",\"unit\":187},{\"do\":\"place\",\"item\":\"weap\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1402, "completion_tokens": 349, "total_tokens": 1751, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1400, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00084612, "upstream_inference_prompt_cost": 0.00038544, "upstream_inference_completions_cost": 0.00046068}, "completion_tokens_details": {"reasoning_tokens": 193, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.36, "thoughts": "The enemy infantry mass is pressing the Construction Yard while the War Factory is still building and cash is exhausted. Keep the harvesters mining, maintain repairs, and place the War Factory as soon as it is ready so Medium Tank production can begin immediately.", "notes": "Enemy infantry and one rocket soldier are clustered at 91,10-14 beside the base. War Factory building queue at 24%; place it when ready, then produce Medium Tanks continuously. Construction Yard is badly damaged; keep repairing it.", "commands": [{"do": "repair", "building": 126}, {"do": "repair", "building": 164}, {"do": "harvest", "unit": 149}, {"do": "harvest", "unit": 187}, {"do": "place", "item": "weap"}], "feedback": ["repair #126: ordered", "repair #164: ordered", "place weap: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 5700, "units_killed": 3, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 5900, "army_value": 0, "income": 2000, "experience": 3, "order_count": 77}}
{"tick": 6801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10100, army $3600, killed $7700 (23 units, 4 bldgs), lost $300 (3 units, 0 bldgs). Map explored 25.4%.\nPRODUCTION: Building: proc 41%; Vehicle: 1tnk 83%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e1 35%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #153@(20,18)5%* #155@(20,18)40%* #158@(20,18)54%* #159@(20,18)35%* #162@(20,18)40%* #165@(94,13)75% #166@(94,12)73% #168@(92,12) #169@(93,12)95% #170@(93,12)98% #171@(93,12) #172@(91,10) #176@(91,10) #177@(91,10) #179@(95,15) #180@(95,16) #182@(94,13) #189@(30,26) #190@(27,25)\n  e3 (Rocket Soldier) x2: #174@(93,12) #188@(61,27)\n  harv (Ore Truck (harvester)) x1: #136@(7,28)\nVISIBLE ENEMY UNITS (1):\n  #187 harv@(98,12) 86%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - attack_move: 2 units\n  - rally #143: ordered\n  - rally #173: ordered\nYOUR NOTES FROM LAST TURN: Eastern force ~13 units sweeping E/NE from (91-98). No enemy visible now; enemy base may have moved or been partially cleared. Cash $0 - income depends on harv #136. Keep queues as-is until cash returns.", "raw": "{\"thoughts\": \"Cash is $0 but production is progressing on trickle income; my eastern force sits on top of the enemy start cell with only a harvester visible \u2014 likely I already wrecked their base there and they may have rebuilt elsewhere. Kill the harvester, push east/south to find remaining enemy structures, and keep the base defenses intact.\",\"notes\": \"E force ~13 units at (91-95,10-16) pushing to (104,12) to kill harv #187 and sweep. e3 #188 scouting south-east toward (80,30). Base idle e1s pulled to (20,18) rally. Economy: harv #136 mining, proc 41% building, 2x harv queued in weap. Cash $0, spend as it comes.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[165,166,168,169,170,171,172,174,176,177,179,180,182],\"x\":104,\"y\":12},{\"do\":\"attack_move\",\"units\":[188],\"x\":80,\"y\":30},{\"do\":\"move\",\"units\":[189,190],\"x\":20,\"y\":18},{\"do\":\"harvest\",\"unit\":136},{\"do\":\"rally\",\"building\":143,\"x\":20,\"y\":18},{\"do\":\"rally\",\"building\":173,\"x\":22,\"y\":19}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1818, "completion_tokens": 1532, "total_tokens": 3350, "cost": 0.002158008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002158008, "upstream_inference_prompt_cost": 0.000319608, "upstream_inference_completions_cost": 0.0018384}, "completion_tokens_details": {"reasoning_tokens": 1238, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.55, "thoughts": "Cash is $0 but production is progressing on trickle income; my eastern force sits on top of the enemy start cell with only a harvester visible \u2014 likely I already wrecked their base there and they may have rebuilt elsewhere. Kill the harvester, push east/south to find remaining enemy structures, and keep the base defenses intact.", "notes": "E force ~13 units at (91-95,10-16) pushing to (104,12) to kill harv #187 and sweep. e3 #188 scouting south-east toward (80,30). Base idle e1s pulled to (20,18) rally. Economy: harv #136 mining, proc 41% building, 2x harv queued in weap. Cash $0, spend as it comes.", "commands": [{"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177, 179, 180, 182], "x": 104, "y": 12}, {"do": "attack_move", "units": [188], "x": 80, "y": 30}, {"do": "move", "units": [189, 190], "x": 20, "y": 18}, {"do": "harvest", "unit": 136}, {"do": "rally", "building": 143, "x": 20, "y": 18}, {"do": "rally", "building": 173, "x": 22, "y": 19}], "feedback": ["attack_move: 13 units", "attack_move: 1 units", "move: 2 units", "rally #143: ordered", "rally #173: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 7700, "deaths_cost": 300, "units_killed": 23, "units_lost": 3, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 10100, "army_value": 2500, "income": 2000, "experience": 77, "order_count": 57}}
{"tick": 6801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $493 (storage 2000), power 14 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $3900, army $2200, killed $300 (3 units, 0 bldgs), lost $7700 (23 units, 4 bldgs). Map explored 17.8%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #148 proc@(98,11) 99%, #164 powr@(95,8) 14%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #149@(100,21) #187@(98,12)86%\nVISIBLE ENEMY UNITS (13):\n  #165 e1@(94,13) 75%, #166 e1@(94,12) 73%, #168 e1@(92,12) 99%, #169 e1@(93,12) 95%, #170 e1@(93,12) 98%, #171 e1@(93,12) 100%, #172 e1@(91,10) 100%, #174 e3@(93,12) 100%, #176 e1@(91,10) 100%, #177 e1@(91,10) 100%, #179 e1@(95,15) 100%, #180 e1@(95,16) 100%, #182 e1@(94,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #126: ordered\n  - repair #164: ordered\n  - place weap: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Enemy infantry and one rocket soldier are clustered at 91,10-14 beside the base. War Factory building queue at 24%; place it when ready, then produce Medium Tanks continuously. Construction Yard is badly damaged; keep repairing it.", "raw": "{\"thoughts\":\"I have no combat units and power is critically low, while enemy infantry is threatening the base. Keep both harvesters mining, repair the power plant, and let the queued War Factory finish so I can begin producing Medium Tanks.\",\"notes\":\"Enemy infantry and one rocket soldier are clustered around 91,10-16. Power plant #164 is badly damaged; War Factory is reportedly at 24% and should be placed when ready. No combat army currently.\",\"commands\":[{\"do\":\"repair\",\"building\":164},{\"do\":\"harvest\",\"unit\":149},{\"do\":\"harvest\",\"unit\":187}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1341, "completion_tokens": 315, "total_tokens": 1656, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1339, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000784465, "upstream_inference_prompt_cost": 0.000368665, "upstream_inference_completions_cost": 0.0004158}, "completion_tokens_details": {"reasoning_tokens": 184, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.15, "thoughts": "I have no combat units and power is critically low, while enemy infantry is threatening the base. Keep both harvesters mining, repair the power plant, and let the queued War Factory finish so I can begin producing Medium Tanks.", "notes": "Enemy infantry and one rocket soldier are clustered around 91,10-16. Power plant #164 is badly damaged; War Factory is reportedly at 24% and should be placed when ready. No combat army currently.", "commands": [{"do": "repair", "building": 164}, {"do": "harvest", "unit": 149}, {"do": "harvest", "unit": 187}], "feedback": ["repair #164: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 7700, "units_killed": 3, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 3900, "army_value": 0, "income": 2000, "experience": 3, "order_count": 77}}
{"tick": 7001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10100, army $3600, killed $8000 (23 units, 5 bldgs), lost $300 (3 units, 0 bldgs). Map explored 26.8%.\nPRODUCTION: Building: proc 41%; Vehicle: 1tnk 83%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e1 35%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #153@(20,18)5%* #155@(20,18)40%* #158@(20,18)54%* #159@(20,18)35%* #162@(20,18)40%* #165@(95,14)85% #166@(95,12)73% #168@(96,15) #169@(96,16)95% #170@(95,16)98% #171@(96,16) #172@(94,10) #176@(94,10) #177@(94,10) #179@(95,17) #180@(95,17) #182@(95,17) #189@(23,19) #190@(22,20)\n  e3 (Rocket Soldier) x2: #174@(95,17) #188@(69,32)\n  harv (Ore Truck (harvester)) x1: #136@(13,20)\nVISIBLE ENEMY UNITS (1):\n  #149 harv@(98,12) 99%\nVISIBLE ENEMY BUILDINGS (1):\n  #148 proc@(98,11) 91%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - attack_move: 1 units\n  - move: 2 units\n  - rally #143: ordered\n  - rally #173: ordered\nYOUR NOTES FROM LAST TURN: E force ~13 units at (91-95,10-16) pushing to (104,12) to kill harv #187 and sweep. e3 #188 scouting south-east toward (80,30). Base idle e1s pulled to (20,18) rally. Economy: harv #136 mining, proc 41% building, 2x harv queued in weap. Cash $0, spend as it comes.", "raw": "{\"thoughts\": \"Our eastern force is already at the enemy base perimeter (95,14-17); push them onto the enemy harvester #149 and refinery #148 while the 3tnk finishes. Base has leftover infantry defending, economy is recovering with proc building and harvesters queued.\",\"notes\": \"East force 13 units at (95-96,14-17) attacking enemy proc #148/harv #149 at (98,11-12). e3 #188 scouting SE. Base: 6 idle e1 at (20-23,18-20) defending. Building proc 41%, Vehicle 1tnk + 2x harv, Infantry e1/e3 flowing. Cash $0.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[165,166,168,169,170,171,172,176,177,179,180,182,174],\"x\":98,\"y\":12},{\"do\":\"attack_move\",\"units\":[188],\"x\":82,\"y\":30},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1878, "completion_tokens": 789, "total_tokens": 2667, "cost": 0.001284408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001284408, "upstream_inference_prompt_cost": 0.000337608, "upstream_inference_completions_cost": 0.0009468}, "completion_tokens_details": {"reasoning_tokens": 544, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.5, "thoughts": "Our eastern force is already at the enemy base perimeter (95,14-17); push them onto the enemy harvester #149 and refinery #148 while the 3tnk finishes. Base has leftover infantry defending, economy is recovering with proc building and harvesters queued.", "notes": "East force 13 units at (95-96,14-17) attacking enemy proc #148/harv #149 at (98,11-12). e3 #188 scouting SE. Base: 6 idle e1 at (20-23,18-20) defending. Building proc 41%, Vehicle 1tnk + 2x harv, Infantry e1/e3 flowing. Cash $0.", "commands": [{"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172, 176, 177, 179, 180, 182, 174], "x": 98, "y": 12}, {"do": "attack_move", "units": [188], "x": 82, "y": 30}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["attack_move: 13 units", "attack_move: 1 units", "train 3x e3: queued", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 8000, "deaths_cost": 300, "units_killed": 23, "units_lost": 3, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 10100, "army_value": 2500, "income": 2000, "experience": 80, "order_count": 57}}
{"tick": 7001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1118 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $3600, army $2200, killed $300 (3 units, 0 bldgs), lost $8000 (23 units, 5 bldgs). Map explored 17.8%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #148 proc@(98,11) 91%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #149@(98,12) #187@(100,21)57%\nVISIBLE ENEMY UNITS (9):\n  #165 e1@(95,14) 85%, #166 e1@(95,12) 73%, #168 e1@(96,15) 99%, #169 e1@(96,16) 95%, #170 e1@(95,16) 98%, #171 e1@(96,16) 100%, #172 e1@(94,10) 100%, #176 e1@(94,10) 100%, #177 e1@(94,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #164: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry and one rocket soldier are clustered around 91,10-16. Power plant #164 is badly damaged; War Factory is reportedly at 24% and should be placed when ready. No combat army currently.", "raw": "{\"thoughts\":\"The base is nearly destroyed and currently has no combat force or power, while enemy infantry are pressing the refinery. Place the pending War Factory immediately, repair the damaged power plant, and begin rebuilding armor as soon as production becomes available.\",\"notes\":\"Emergency recovery: enemy infantry clustered around the refinery at 94-96,10-16. No combat units; place pending War Factory and restore power.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"repair\",\"building\":164},{\"do\":\"harvest\",\"unit\":149},{\"do\":\"harvest\",\"unit\":187}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1256, "completion_tokens": 293, "total_tokens": 1549, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1254, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00073205, "upstream_inference_prompt_cost": 0.00034529, "upstream_inference_completions_cost": 0.00038676}, "completion_tokens_details": {"reasoning_tokens": 165, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.84, "thoughts": "The base is nearly destroyed and currently has no combat force or power, while enemy infantry are pressing the refinery. Place the pending War Factory immediately, repair the damaged power plant, and begin rebuilding armor as soon as production becomes available.", "notes": "Emergency recovery: enemy infantry clustered around the refinery at 94-96,10-16. No combat units; place pending War Factory and restore power.", "commands": [{"do": "place", "item": "weap"}, {"do": "repair", "building": 164}, {"do": "harvest", "unit": 149}, {"do": "harvest", "unit": 187}], "feedback": ["place weap: nothing READY TO PLACE with that type", "repair: #164 is not your building"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 8000, "units_killed": 3, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 3600, "army_value": 0, "income": 2600, "experience": 3, "order_count": 77}}
{"tick": 7201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10900, army $4400, killed $8000 (23 units, 5 bldgs), lost $300 (3 units, 0 bldgs). Map explored 28.7%.\nPRODUCTION: Building: proc 53%; Vehicle: 1tnk 7%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #192@(19,18)\n  e1 (Rifle Infantry) x20: #153@(20,18)5%* #155@(20,18)40%* #158@(20,18)54%* #159@(20,18)35%* #162@(20,18)40%* #165@(98,17)95% #166@(97,18)73% #168@(97,19) #169@(98,17)95% #170@(97,17)98% #171@(98,17) #172@(94,10) #176@(94,10) #177@(94,10) #179@(97,18) #180@(97,18) #182@(97,18) #189@(21,18)* #190@(21,19)* #191@(17,20)\n  e3 (Rocket Soldier) x2: #174@(97,18) #188@(79,31)\n  harv (Ore Truck (harvester)) x1: #136@(12,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - attack_move: 1 units\n  - train 3x e3: queued\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: East force 13 units at (95-96,14-17) attacking enemy proc #148/harv #149 at (98,11-12). e3 #188 scouting SE. Base: 6 idle e1 at (20-23,18-20) defending. Building proc 41%, Vehicle 1tnk + 2x harv, Infantry e1/e3 flowing. Cash $0.", "raw": "{\"thoughts\": \"Cash is $0 so everything is stalled - priority is getting the harvester mining and economy moving. My east force is sitting near the enemy start (94-98,10-19) but no enemy buildings are visible, so I'll have them sweep outward to locate remaining enemy structures while the home base stays defended.\", \"notes\": \"Home base around (12-18,13-20). East force ~13 units at (94-98,10-19); send them to sweep for remaining enemy buildings (none visible now). Harvester #136 was idle - now mining. Economy stalled at $0, must keep harv mining + build proc/harvs. Idle damaged e1s kept at base as defense.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 136}, {\"do\": \"rally\", \"building\": 173, \"x\": 21, \"y\": 19}, {\"do\": \"rally\", \"building\": 143, \"x\": 21, \"y\": 19}, {\"do\": \"attack_move\", \"units\": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177, 179, 180, 182], \"x\": 100, \"y\": 25}, {\"do\": \"attack_move\", \"units\": [188], \"x\": 95, \"y\": 35}, {\"do\": \"move\", \"units\": [189, 190, 191], \"x\": 20, \"y\": 21}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1904, "completion_tokens": 1708, "total_tokens": 3612, "cost": 0.002395008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002395008, "upstream_inference_prompt_cost": 0.000345408, "upstream_inference_completions_cost": 0.0020496}, "completion_tokens_details": {"reasoning_tokens": 1371, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.36, "thoughts": "Cash is $0 so everything is stalled - priority is getting the harvester mining and economy moving. My east force is sitting near the enemy start (94-98,10-19) but no enemy buildings are visible, so I'll have them sweep outward to locate remaining enemy structures while the home base stays defended.", "notes": "Home base around (12-18,13-20). East force ~13 units at (94-98,10-19); send them to sweep for remaining enemy buildings (none visible now). Harvester #136 was idle - now mining. Economy stalled at $0, must keep harv mining + build proc/harvs. Idle damaged e1s kept at base as defense.", "commands": [{"do": "harvest", "unit": 136}, {"do": "rally", "building": 173, "x": 21, "y": 19}, {"do": "rally", "building": 143, "x": 21, "y": 19}, {"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177, 179, 180, 182], "x": 100, "y": 25}, {"do": "attack_move", "units": [188], "x": 95, "y": 35}, {"do": "move", "units": [189, 190, 191], "x": 20, "y": 21}], "feedback": ["rally #173: ordered", "rally #143: ordered", "attack_move: 13 units", "attack_move: 1 units", "move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 8000, "deaths_cost": 300, "units_killed": 23, "units_lost": 3, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 10900, "army_value": 3300, "income": 2500, "experience": 80, "order_count": 62}}
{"tick": 7201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1218 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $3600, army $2200, killed $300 (3 units, 0 bldgs), lost $8000 (23 units, 5 bldgs). Map explored 17.8%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #148 proc@(98,11) 81%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #149@(102,22)60% #187@(104,24)57%\nVISIBLE ENEMY UNITS (4):\n  #170 e1@(97,17) 98%, #172 e1@(94,10) 100%, #176 e1@(94,10) 100%, #177 e1@(94,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - repair: #164 is not your building\nYOUR NOTES FROM LAST TURN: Emergency recovery: enemy infantry clustered around the refinery at 94-96,10-16. No combat units; place pending War Factory and restore power.", "raw": "{\"thoughts\":\"Our Construction Yard and combat production appear lost, leaving only the refinery and two damaged harvesters. Attempt to restore power if the game still recognizes a build queue, while pulling harvesters away from the enemy infantry cluster.\",\"notes\":\"No MCV/CY or combat units visible; enemy infantry concentrated around refinery at (94-97,10-17). Preserve harvesters and seek recovery.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":149},{\"do\":\"harvest\",\"unit\":187},{\"do\":\"move\",\"units\":[149,187],\"x\":105,\"y\":35}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1202, "completion_tokens": 372, "total_tokens": 1574, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1200, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00082148, "upstream_inference_prompt_cost": 0.00033044, "upstream_inference_completions_cost": 0.00049104}, "completion_tokens_details": {"reasoning_tokens": 236, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.28, "thoughts": "Our Construction Yard and combat production appear lost, leaving only the refinery and two damaged harvesters. Attempt to restore power if the game still recognizes a build queue, while pulling harvesters away from the enemy infantry cluster.", "notes": "No MCV/CY or combat units visible; enemy infantry concentrated around refinery at (94-97,10-17). Preserve harvesters and seek recovery.", "commands": [{"do": "build", "item": "powr"}, {"do": "harvest", "unit": 149}, {"do": "harvest", "unit": 187}, {"do": "move", "units": [149, 187], "x": 105, "y": 35}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 8000, "units_killed": 3, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 3600, "army_value": 0, "income": 2225, "experience": 3, "order_count": 77}}
{"tick": 7401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10900, army $4400, killed $8000 (23 units, 5 bldgs), lost $300 (3 units, 0 bldgs). Map explored 31.8%.\nPRODUCTION: Building: proc 53%; Vehicle: 1tnk 7%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #192@(22,19)*\n  e1 (Rifle Infantry) x20: #153@(20,18)5%* #155@(20,18)40%* #158@(20,18)54%* #159@(20,18)35%* #162@(20,18)40%* #165@(100,27) #166@(100,27)73% #168@(98,28) #169@(100,27)95% #170@(100,24)98%* #171@(100,27) #172@(94,10) #176@(94,10) #177@(94,10) #179@(100,25)* #180@(100,27) #182@(100,27) #189@(20,21)* #190@(20,21)* #191@(20,21)*\n  e3 (Rocket Soldier) x2: #174@(100,25)* #188@(89,30)\n  harv (Ore Truck (harvester)) x1: #136@(7,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #173: ordered\n  - rally #143: ordered\n  - attack_move: 13 units\n  - attack_move: 1 units\n  - move: 3 units\nYOUR NOTES FROM LAST TURN: Home base around (12-18,13-20). East force ~13 units at (94-98,10-19); send them to sweep for remaining enemy buildings (none visible now). Harvester #136 was idle - now mining. Economy stalled at $0, must keep harv mining + build proc/harvs. Idle damaged e1s kept at base as defense.", "raw": "{\"thoughts\": \"Economy is at $0 but a proc is 53% built and the harvester is mining again. Enemy shows zero visible units/buildings, so the east strike force should sweep the enemy start area (95,11) and surrounding cells to find and finish remaining structures. Base stays defended by damaged infantry.\", \"notes\": \"Home base (12-18,13-20) with damaged e1s defending. East force ~14 units sweeping toward enemy start (95,11) and nearby cells. Proc in build queue; keep harv mining to fund production. No enemy visible last turn.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[165,166,168,169,170,171,172,174,176,177,179,180,182,188],\"x\":95,\"y\":11}, {\"do\":\"build\",\"item\":\"proc\"}, {\"do\":\"harvest\",\"unit\":136}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1896, "completion_tokens": 675, "total_tokens": 2571, "cost": 0.001153008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001153008, "upstream_inference_prompt_cost": 0.000343008, "upstream_inference_completions_cost": 0.00081}, "completion_tokens_details": {"reasoning_tokens": 478, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.46, "thoughts": "Economy is at $0 but a proc is 53% built and the harvester is mining again. Enemy shows zero visible units/buildings, so the east strike force should sweep the enemy start area (95,11) and surrounding cells to find and finish remaining structures. Base stays defended by damaged infantry.", "notes": "Home base (12-18,13-20) with damaged e1s defending. East force ~14 units sweeping toward enemy start (95,11) and nearby cells. Proc in build queue; keep harv mining to fund production. No enemy visible last turn.", "commands": [{"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172, 174, 176, 177, 179, 180, 182, 188], "x": 95, "y": 11}, {"do": "build", "item": "proc"}, {"do": "harvest", "unit": 136}], "feedback": ["attack_move: 14 units", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 8000, "deaths_cost": 300, "units_killed": 23, "units_lost": 3, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 10900, "army_value": 3300, "income": 2000, "experience": 80, "order_count": 62}}
{"tick": 7401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1218 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $3600, army $2200, killed $300 (3 units, 0 bldgs), lost $8000 (23 units, 5 bldgs). Map explored 18.9%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #148 proc@(98,11) 71%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #149@(102,31)47% #187@(103,32)57%\nVISIBLE ENEMY UNITS (3):\n  #172 e1@(94,10) 100%, #176 e1@(94,10) 100%, #177 e1@(94,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: No MCV/CY or combat units visible; enemy infantry concentrated around refinery at (94-97,10-17). Preserve harvesters and seek recovery.", "raw": "{\"thoughts\":\"The base is effectively crippled: the Construction Yard and power are gone, leaving only two damaged harvesters and a refinery. I will try to use the harvesters offensively to crush the nearby infantry and preserve any chance of scoring.\",\"notes\":\"No MCV/CY, power, or combat production available. Enemy infantry is clustered near the refinery at (94,10); send harvesters against them.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[149,187],\"x\":94,\"y\":10},{\"do\":\"stance\",\"units\":[149,187],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1190, "completion_tokens": 282, "total_tokens": 1472, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1188, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00069938, "upstream_inference_prompt_cost": 0.00032714, "upstream_inference_completions_cost": 0.00037224}, "completion_tokens_details": {"reasoning_tokens": 152, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.27, "thoughts": "The base is effectively crippled: the Construction Yard and power are gone, leaving only two damaged harvesters and a refinery. I will try to use the harvesters offensively to crush the nearby infantry and preserve any chance of scoring.", "notes": "No MCV/CY, power, or combat production available. Enemy infantry is clustered near the refinery at (94,10); send harvesters against them.", "commands": [{"do": "attack_move", "units": [149, 187], "x": 94, "y": 10}, {"do": "stance", "units": [149, 187], "stance": "attack_anything"}], "feedback": ["attack_move: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 8000, "units_killed": 3, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 3600, "army_value": 0, "income": 2225, "experience": 3, "order_count": 77}}
{"tick": 7601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10900, army $4400, killed $8000 (23 units, 5 bldgs), lost $300 (3 units, 0 bldgs). Map explored 32.5%.\nPRODUCTION: Building: proc 53%; Building: proc 0%; Vehicle: 1tnk 7%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #192@(22,19)*\n  e1 (Rifle Infantry) x20: #153@(20,18)5%* #155@(20,18)40%* #158@(20,18)54%* #159@(20,18)35%* #162@(20,18)40%* #165@(95,15) #166@(95,17)73% #168@(96,22) #169@(96,22)95% #170@(95,15)98% #171@(96,22) #172@(94,10) #176@(94,10) #177@(94,10) #179@(95,16) #180@(96,22) #182@(96,22) #189@(20,21)* #190@(20,21)* #191@(20,21)*\n  e3 (Rocket Soldier) x2: #174@(95,15) #188@(93,22)\n  harv (Ore Truck (harvester)) x1: #136@(11,23)\nVISIBLE ENEMY UNITS (1):\n  #149 harv@(96,23) 35%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Home base (12-18,13-20) with damaged e1s defending. East force ~14 units sweeping toward enemy start (95,11) and nearby cells. Proc in build queue; keep harv mining to fund production. No enemy visible last turn.", "raw": "{\"thoughts\": \"Big army already at the enemy base area (95,15-96,22); only a wounded enemy harvester is visible. Sweep the enemy start (95,11) to finish off buildings, kill the harvester, keep the harvester mining, and let the proc finish. Cash is $0 so nothing new can be queued.\", \"notes\": \"East force ~14 units sweeping enemy start (95,11). Base guarded by damaged e1s (20,18/20,21). Proc 53% building. Need more harvesters when cash allows; harvester #136 mining south. Enemy harvester #149 at (96,23) targeted.\", \"commands\": [{\"do\":\"harvest\",\"unit\":136},{\"do\":\"attack\",\"units\":[168,169,171,180,182,188],\"target\":149},{\"do\":\"attack_move\",\"units\":[165,166,170,172,176,177,179,174],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[192],\"x\":50,\"y\":18},{\"do\":\"rally\",\"building\":173,\"x\":30,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1861, "completion_tokens": 1787, "total_tokens": 3648, "cost": 0.002476908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002476908, "upstream_inference_prompt_cost": 0.000332508, "upstream_inference_completions_cost": 0.0021444}, "completion_tokens_details": {"reasoning_tokens": 1542, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.19, "thoughts": "Big army already at the enemy base area (95,15-96,22); only a wounded enemy harvester is visible. Sweep the enemy start (95,11) to finish off buildings, kill the harvester, keep the harvester mining, and let the proc finish. Cash is $0 so nothing new can be queued.", "notes": "East force ~14 units sweeping enemy start (95,11). Base guarded by damaged e1s (20,18/20,21). Proc 53% building. Need more harvesters when cash allows; harvester #136 mining south. Enemy harvester #149 at (96,23) targeted.", "commands": [{"do": "harvest", "unit": 136}, {"do": "attack", "units": [168, 169, 171, 180, 182, 188], "target": 149}, {"do": "attack_move", "units": [165, 166, 170, 172, 176, 177, 179, 174], "x": 95, "y": 11}, {"do": "attack_move", "units": [192], "x": 50, "y": 18}, {"do": "rally", "building": 173, "x": 30, "y": 18}], "feedback": ["attack: 6 units", "attack_move: 8 units", "attack_move: 1 units", "rally #173: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 8000, "deaths_cost": 300, "units_killed": 23, "units_lost": 3, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 10900, "army_value": 3300, "income": 2000, "experience": 80, "order_count": 63}}
{"tick": 7601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1218 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $3600, army $2200, killed $300 (3 units, 0 bldgs), lost $8000 (23 units, 5 bldgs). Map explored 19.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #148 proc@(98,11) 61%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #149@(96,23)35% #187@(99,29)57%\nVISIBLE ENEMY UNITS (13):\n  #165 e1@(95,15) 100%, #168 e1@(96,22) 99%, #169 e1@(96,22) 95%, #170 e1@(95,15) 98%, #171 e1@(96,22) 100%, #172 e1@(94,10) 100%, #174 e3@(95,15) 100%, #176 e1@(94,10) 100%, #177 e1@(94,10) 100%, #179 e1@(95,16) 100%, #180 e1@(96,22) 100%, #182 e1@(96,22) 100%, #188 e3@(93,22) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: No MCV/CY, power, or combat production available. Enemy infantry is clustered near the refinery at (94,10); send harvesters against them.", "raw": "{\"thoughts\":\"We have no Construction Yard or combat units, and enemy infantry is surrounding the refinery. Use both harvesters offensively to crush the clustered infantry and preserve the refinery as long as possible.\",\"notes\":\"No MCV/CY or production remains. Two damaged harvesters are the only units; enemy infantry/e3 cluster is around x94-96, y10-22.\",\"commands\":[{\"do\":\"stance\",\"units\":[149,187],\"stance\":\"attack_anything\"},{\"do\":\"attack_move\",\"units\":[149,187],\"x\":94,\"y\":15}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1303, "completion_tokens": 212, "total_tokens": 1515, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1301, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000638055, "upstream_inference_prompt_cost": 0.000358215, "upstream_inference_completions_cost": 0.00027984}, "completion_tokens_details": {"reasoning_tokens": 89, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.06, "thoughts": "We have no Construction Yard or combat units, and enemy infantry is surrounding the refinery. Use both harvesters offensively to crush the clustered infantry and preserve the refinery as long as possible.", "notes": "No MCV/CY or production remains. Two damaged harvesters are the only units; enemy infantry/e3 cluster is around x94-96, y10-22.", "commands": [{"do": "stance", "units": [149, 187], "stance": "attack_anything"}, {"do": "attack_move", "units": [149, 187], "x": 94, "y": 15}], "feedback": ["stance: 2 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 8000, "units_killed": 3, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 3600, "army_value": 0, "income": 2225, "experience": 3, "order_count": 77}}
{"tick": 7801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $275 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10900, army $4400, killed $8000 (23 units, 5 bldgs), lost $300 (3 units, 0 bldgs). Map explored 32.6%.\nPRODUCTION: Building: proc 59%; Building: proc 0%; Vehicle: 1tnk 17%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 58%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #192@(44,20)\n  e1 (Rifle Infantry) x20: #153@(20,18)5%* #155@(20,18)40%* #158@(20,18)54%* #159@(20,18)35%* #162@(20,18)40%* #165@(95,15) #166@(95,14)73% #168@(96,19) #169@(96,19)95% #170@(95,15)98% #171@(96,19) #172@(94,10) #176@(94,10) #177@(94,10) #179@(95,14) #180@(96,19) #182@(96,19) #189@(20,21)* #190@(20,21)* #191@(20,21)*\n  e3 (Rocket Soldier) x2: #174@(95,14) #188@(93,19)\n  harv (Ore Truck (harvester)) x1: #136@(15,17)\nVISIBLE ENEMY UNITS (2):\n  #149 harv@(94,15) 4%, #187 harv@(95,18) 57%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack_move: 8 units\n  - attack_move: 1 units\n  - rally #173: ordered\nYOUR NOTES FROM LAST TURN: East force ~14 units sweeping enemy start (95,11). Base guarded by damaged e1s (20,18/20,21). Proc 53% building. Need more harvesters when cash allows; harvester #136 mining south. Enemy harvester #149 at (96,23) targeted.", "raw": "{\"thoughts\": \"East force is at the enemy start chewing on their harvesters \u2014 keep pressing toward their base at (95,11). Cash is near zero so economy is the bottleneck; make sure the harvester is mining and keep the proc building. Leave damaged infantry at home on defense.\", \"notes\": \"East force ~15 units attacking enemy start (95,11); enemy harvesters #149/#187 nearly dead. Base guarded by damaged e1s at (20,18)/(20,21). Proc ~60%, need 2nd harvester ASAP. Cash critically low.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[165,166,168,169,170,171,172,176,177,179,180,182,174,188],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[192],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[153,155,158,159,162,189,190,191],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":136},{\"do\":\"rally\",\"building\":173,\"x\":80,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1899, "completion_tokens": 770, "total_tokens": 2669, "cost": 0.001267908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001267908, "upstream_inference_prompt_cost": 0.000343908, "upstream_inference_completions_cost": 0.000924}, "completion_tokens_details": {"reasoning_tokens": 529, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.49, "thoughts": "East force is at the enemy start chewing on their harvesters \u2014 keep pressing toward their base at (95,11). Cash is near zero so economy is the bottleneck; make sure the harvester is mining and keep the proc building. Leave damaged infantry at home on defense.", "notes": "East force ~15 units attacking enemy start (95,11); enemy harvesters #149/#187 nearly dead. Base guarded by damaged e1s at (20,18)/(20,21). Proc ~60%, need 2nd harvester ASAP. Cash critically low.", "commands": [{"do": "attack_move", "units": [165, 166, 168, 169, 170, 171, 172, 176, 177, 179, 180, 182, 174, 188], "x": 95, "y": 11}, {"do": "attack_move", "units": [192], "x": 95, "y": 11}, {"do": "stance", "units": [153, 155, 158, 159, 162, 189, 190, 191], "stance": "defend"}, {"do": "harvest", "unit": 136}, {"do": "rally", "building": 173, "x": 80, "y": 15}], "feedback": ["attack_move: 14 units", "attack_move: 1 units", "stance: 8 units", "rally #173: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 8000, "deaths_cost": 300, "units_killed": 23, "units_lost": 3, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 10900, "army_value": 3300, "income": 2500, "experience": 80, "order_count": 63}}
{"tick": 7801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1218 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $3600, army $2200, killed $300 (3 units, 0 bldgs), lost $8000 (23 units, 5 bldgs). Map explored 19.7%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #148 proc@(98,11) 16%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #149@(94,15)4%* #187@(95,18)57%\nVISIBLE ENEMY UNITS (14):\n  #165 e1@(95,15) 100%, #166 e1@(95,14) 73%, #168 e1@(96,19) 99%, #169 e1@(96,19) 95%, #170 e1@(95,15) 98%, #171 e1@(96,19) 100%, #172 e1@(94,10) 100%, #174 e3@(95,14) 100%, #176 e1@(94,10) 100%, #177 e1@(94,10) 100%, #179 e1@(95,14) 100%, #180 e1@(96,19) 100%, #182 e1@(96,19) 100%, #188 e3@(93,19) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: No MCV/CY or production remains. Two damaged harvesters are the only units; enemy infantry/e3 cluster is around x94-96, y10-22.", "raw": "{\"thoughts\":\"The Construction Yard and all production are gone, leaving only two critically damaged harvesters against a nearby infantry force. I will send the harvesters away toward the likely enemy start, hoping to preserve them or force a retreat while scouting for enemy structures.\",\"notes\":\"No MCV/CY, no production, two damaged harvesters only. Enemy infantry/e3 cluster at x94-96 y10-22; likely enemy base near x12,y16.\",\"commands\":[{\"do\":\"move\",\"units\":[149,187],\"x\":82,\"y\":16},{\"do\":\"stance\",\"units\":[149,187],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1319, "completion_tokens": 385, "total_tokens": 1704, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1317, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000870815, "upstream_inference_prompt_cost": 0.000362615, "upstream_inference_completions_cost": 0.0005082}, "completion_tokens_details": {"reasoning_tokens": 248, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.99, "thoughts": "The Construction Yard and all production are gone, leaving only two critically damaged harvesters against a nearby infantry force. I will send the harvesters away toward the likely enemy start, hoping to preserve them or force a retreat while scouting for enemy structures.", "notes": "No MCV/CY, no production, two damaged harvesters only. Enemy infantry/e3 cluster at x94-96 y10-22; likely enemy base near x12,y16.", "commands": [{"do": "move", "units": [149, 187], "x": 82, "y": 16}, {"do": "stance", "units": [149, 187], "stance": "return_fire"}], "feedback": ["move: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 8000, "units_killed": 3, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 3600, "army_value": 0, "income": 2225, "experience": 3, "order_count": 77}}
{"tick": 8001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10900, army $4400, killed $9100 (24 units, 5 bldgs), lost $300 (3 units, 0 bldgs). Map explored 33.2%.\nPRODUCTION: Building: proc 65%; Building: proc 0%; Vehicle: 1tnk 30%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 88%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #135 proc@(15,16) 100%, #143 tent@(15,20) 100%, #173 weap@(18,17) 100%, #181 powr@(12,13) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #192@(60,28)\n  e1 (Rifle Infantry) x20: #153@(20,18)5%* #155@(20,18)40%* #158@(20,18)54%* #159@(20,18)35%* #162@(20,18)40%* #165@(89,16) #166@(93,13)73% #168@(95,14) #169@(90,19)95% #170@(91,15)98% #171@(89,19) #172@(94,10) #176@(94,10) #177@(94,10) #179@(89,14) #180@(89,19) #182@(90,19) #189@(20,21)* #190@(20,21)* #191@(20,21)*\n  e3 (Rocket Soldier) x2: #174@(89,14) #188@(89,19)\n  harv (Ore Truck (harvester)) x1: #136@(6,27)\nVISIBLE ENEMY UNITS (1):\n  #195 harv.fullhusk@(94,15) 82%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - attack_move: 1 units\n  - stance: 8 units\n  - rally #173: ordered\nYOUR NOTES FROM LAST TURN: East force ~15 units attacking enemy start (95,11); enemy harvesters #149/#187 nearly dead. Base guarded by damaged e1s at (20,18)/(20,21). Proc ~60%, need 2nd harvester ASAP. Cash critically low.", "raw": "{\"thoughts\": \"Enemy base at (95,11) largely destroyed (5 buildings dead). Fanning out infantry to locate any remaining enemy structures/units while sending the light tank to assist.\", \"notes\": \"Scouting around enemy base (95,11) to find final buildings. Proc at 65% will provide 2nd harvester soon.\", \"commands\": [{\"do\": \"attack\", \"units\": [168, 170, 179], \"target\": 195}, {\"do\": \"attack_move\", \"units\": [166, 172, 176, 177], \"x\": 102, \"y\": 8}, {\"do\": \"attack_move\", \"units\": [165, 169, 171, 174, 180, 182, 188], \"x\": 95, \"y\": 20}, {\"do\": \"attack_move\", \"units\": [192], \"x\": 93, \"y\": 14}, {\"do\": \"harvest\", \"unit\": 136}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 2069, "completion_tokens": 1210, "total_tokens": 3279, "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": 0.0121785, "upstream_inference_prompt_cost": 0.0031035, "upstream_inference_completions_cost": 0.009075}, "completion_tokens_details": {"reasoning_tokens": 950, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.11, "thoughts": "Enemy base at (95,11) largely destroyed (5 buildings dead). Fanning out infantry to locate any remaining enemy structures/units while sending the light tank to assist.", "notes": "Scouting around enemy base (95,11) to find final buildings. Proc at 65% will provide 2nd harvester soon.", "commands": [{"do": "attack", "units": [168, 170, 179], "target": 195}, {"do": "attack_move", "units": [166, 172, 176, 177], "x": 102, "y": 8}, {"do": "attack_move", "units": [165, 169, 171, 174, 180, 182, 188], "x": 95, "y": 20}, {"do": "attack_move", "units": [192], "x": 93, "y": 14}, {"do": "harvest", "unit": 136}], "feedback": ["attack: 3 units", "attack_move: 4 units", "attack_move: 7 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 300, "units_killed": 24, "units_lost": 3, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 10900, "army_value": 3300, "income": 2500, "experience": 91, "order_count": 63}}
{"tick": 8001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1218 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $2500, army $1100, killed $300 (3 units, 0 bldgs), lost $9100 (24 units, 5 bldgs). Map explored 20%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #148 proc@(98,11) 1%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #187@(84,17)5%\n  harv.fullhusk (harv.fullhusk) x1: #195@(94,15)82%*\nVISIBLE ENEMY UNITS (5):\n  #166 e1@(93,13) 73%, #168 e1@(95,14) 99%, #172 e1@(94,10) 100%, #176 e1@(94,10) 100%, #177 e1@(94,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: No MCV/CY, no production, two damaged harvesters only. Enemy infantry/e3 cluster at x94-96 y10-22; likely enemy base near x12,y16.", "raw": "{\"thoughts\":\"The base is effectively crippled with no Construction Yard, no power, and only two badly damaged harvesters. Preserve the healthier truck and use it to crush or drive off the nearby infantry while the damaged truck retreats toward the refinery.\",\"notes\":\"No MCV/CY or production capability; enemy infantry is raiding around x94-96,y10-14. Keep healthy harvester active and retreat damaged harvester.\",\"commands\":[{\"do\":\"harvest\",\"unit\":195},{\"do\":\"move\",\"units\":[187],\"x\":88,\"y\":20},{\"do\":\"attack_move\",\"units\":[195],\"x\":94,\"y\":10},{\"do\":\"stance\",\"units\":[195],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1228, "completion_tokens": 344, "total_tokens": 1572, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1226, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00079167, "upstream_inference_prompt_cost": 0.00033759, "upstream_inference_completions_cost": 0.00045408}, "completion_tokens_details": {"reasoning_tokens": 191, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.14, "thoughts": "The base is effectively crippled with no Construction Yard, no power, and only two badly damaged harvesters. Preserve the healthier truck and use it to crush or drive off the nearby infantry while the damaged truck retreats toward the refinery.", "notes": "No MCV/CY or production capability; enemy infantry is raiding around x94-96,y10-14. Keep healthy harvester active and retreat damaged harvester.", "commands": [{"do": "harvest", "unit": 195}, {"do": "move", "units": [187], "x": 88, "y": 20}, {"do": "attack_move", "units": [195], "x": 94, "y": 10}, {"do": "stance", "units": [195], "stance": "attack_anything"}], "feedback": ["move: 1 units", "attack_move: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 9100, "units_killed": 3, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 2500, "army_value": 0, "income": 1725, "experience": 3, "order_count": 77}}
