{"tick": 1, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy the MCV immediately, then begin the standard Allied economy with power followed by an ore refinery. Explore toward the likely enemy start once a scout or army is available.\",\"notes\":\"MCV at (95,11); enemy likely near (12,16). Deploy, build/place power, then refinery and barracks.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "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": 43, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "Deploy the MCV immediately, then begin the standard Allied economy with power followed by an ore refinery. Explore toward the likely enemy start once a scout or army is available.", "notes": "MCV at (95,11); enemy likely near (12,16). Deploy, build/place power, then refinery and barracks.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\": \"Standard Allies opening: deploy the MCV immediately to get a Construction Yard, then start power plant -> refinery -> barracks and keep units coming. Enemy is likely at (95,11), far east, so I'll focus on economy first.\", \"notes\": \"Opening: deploy MCV (12,16), build powr -> proc -> barr, then weap. Enemy likely at (95,11).\", \"commands\": [{\"do\":\"deploy\",\"unit\":120}, {\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 131, "total_tokens": 1276, "cost": 0.000274908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000274908, "upstream_inference_prompt_cost": 0.000117708, "upstream_inference_completions_cost": 0.0001572}, "completion_tokens_details": {"reasoning_tokens": 16, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.83, "thoughts": "Standard Allies opening: deploy the MCV immediately to get a Construction Yard, then start power plant -> refinery -> barracks and keep units coming. Enemy is likely at (95,11), far east, so I'll focus on economy first.", "notes": "Opening: deploy MCV (12,16), build powr -> proc -> barr, then weap. Enemy likely at (95,11).", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: MCV at (95,11); enemy likely near (12,16). Deploy, build/place power, then refinery and barracks.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the Power Plant is being built. Place it now if ready, then begin the refinery and establish the opening economy.\",\"notes\":\"MCV deployed at (95,11); enemy likely near (12,16). Build power, refinery, barracks, then war factory and push west.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":92,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1132, "completion_tokens": 157, "total_tokens": 1289, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1130, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00051843, "upstream_inference_prompt_cost": 0.00031119, "upstream_inference_completions_cost": 0.00020724}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.21, "thoughts": "Construction Yard is deployed and the Power Plant is being built. Place it now if ready, then begin the refinery and establish the opening economy.", "notes": "MCV deployed at (95,11); enemy likely near (12,16). Build power, refinery, barracks, then war factory and push west.", "commands": [{"do": "place", "item": "powr", "x": 92, "y": 11}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: deploy MCV (12,16), build powr -> proc -> barr, then weap. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"MCV has deployed into a Construction Yard. Starting production of the first Power Plant to kick off our base buildup.\", \"notes\": \"Opening: build powr -> place powr -> build proc -> place proc -> build tent/barr -> weap. Enemy likely at (95,11).\", \"commands\": [{\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1197, "completion_tokens": 304, "total_tokens": 1501, "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": 0.0040755, "upstream_inference_prompt_cost": 0.0017955, "upstream_inference_completions_cost": 0.00228}, "completion_tokens_details": {"reasoning_tokens": 222, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.78, "thoughts": "MCV has deployed into a Construction Yard. Starting production of the first Power Plant to kick off our base buildup.", "notes": "Opening: build powr -> place powr -> build proc -> place proc -> build tent/barr -> weap. Enemy likely at (95,11).", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: MCV deployed at (95,11); enemy likely near (12,16). Build power, refinery, barracks, then war factory and push west.", "raw": "{\"thoughts\":\"Construction Yard is deployed with no power or economy yet. Start the first Power Plant, then place it next turn before beginning the refinery.\",\"notes\":\"Base at (95,11); enemy likely west near (12,16). Build order: powr -> proc -> barracks -> war factory; scout and push west.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1149, "completion_tokens": 113, "total_tokens": 1262, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1147, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000465025, "upstream_inference_prompt_cost": 0.000315865, "upstream_inference_completions_cost": 0.00014916}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.64, "thoughts": "Construction Yard is deployed with no power or economy yet. Start the first Power Plant, then place it next turn before beginning the refinery.", "notes": "Base at (95,11); enemy likely west near (12,16). Build order: powr -> proc -> barracks -> war factory; scout and push west.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: build powr -> place powr -> build proc -> place proc -> build tent/barr -> weap. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Power plant is ready to place. Placing it now and immediately starting construction of an Ore Refinery to get harvester income going.\", \"notes\": \"Opening: placed powr, building proc -> next build tent -> weap. Enemy likely at (95,11).\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1192, "completion_tokens": 190, "total_tokens": 1382, "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": 0.003213, "upstream_inference_prompt_cost": 0.001788, "upstream_inference_completions_cost": 0.001425}, "completion_tokens_details": {"reasoning_tokens": 104, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.51, "thoughts": "Power plant is ready to place. Placing it now and immediately starting construction of an Ore Refinery to get harvester income going.", "notes": "Opening: placed powr, building proc -> next build tent -> weap. Enemy likely at (95,11).", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely west near (12,16). Build order: powr -> proc -> barracks -> war factory; scout and push west.", "raw": "{\"thoughts\":\"Deploy the MCV and place the ready power plant, then start the refinery immediately to establish income.\",\"notes\":\"Base at (95,11); enemy likely west near (12,16). Opening: power plant -> refinery -> barracks -> war factory; scout west once units exist.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"place\",\"item\":\"powr\",\"x\":96,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1135, "completion_tokens": 168, "total_tokens": 1303, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1133, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000533775, "upstream_inference_prompt_cost": 0.000312015, "upstream_inference_completions_cost": 0.00022176}, "completion_tokens_details": {"reasoning_tokens": 64, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.62, "thoughts": "Deploy the MCV and place the ready power plant, then start the refinery immediately to establish income.", "notes": "Base at (95,11); enemy likely west near (12,16). Opening: power plant -> refinery -> barracks -> war factory; scout west once units exist.", "commands": [{"do": "deploy", "unit": 119}, {"do": "place", "item": "powr", "x": 96, "y": 11}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 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: placed powr, building proc -> next build tent -> weap. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Powr is placed, so the earlier proc build failed. Now I can queue the refinery. With 2 buildings (fact+powr) I should place order: proc next, then barracks. Only one building queue so just start proc.\", \"notes\": \"Opening: powr placed. Building proc now -> next: tent -> weap. Enemy likely (95,11). Keep queues busy.\", \"commands\": [{\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1230, "completion_tokens": 244, "total_tokens": 1474, "cost": 0.000436008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000436008, "upstream_inference_prompt_cost": 0.000143208, "upstream_inference_completions_cost": 0.0002928}, "completion_tokens_details": {"reasoning_tokens": 139, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.48, "thoughts": "Powr is placed, so the earlier proc build failed. Now I can queue the refinery. With 2 buildings (fact+powr) I should place order: proc next, then barracks. Only one building queue so just start proc.", "notes": "Opening: powr placed. Building proc now -> next: tent -> weap. Enemy likely (95,11). Keep queues busy.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely west near (12,16). Opening: power plant -> refinery -> barracks -> war factory; scout west once units exist.", "raw": "{\"thoughts\":\"Deploy the MCV, then immediately start and place an Ore Refinery to establish income. Follow with a barracks and early scouting infantry toward the suspected western enemy base.\",\"notes\":\"Base at (95,11), enemy likely near (12,16). MCV not yet deployed; prioritize refinery, barracks, then war factory and westward scouting.\",\"commands\":[{\"do\":\"deploy\",\"unit\":121},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"place\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1192, "completion_tokens": 179, "total_tokens": 1371, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1190, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00056397, "upstream_inference_prompt_cost": 0.00032769, "upstream_inference_completions_cost": 0.00023628}, "completion_tokens_details": {"reasoning_tokens": 54, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.96, "thoughts": "Deploy the MCV, then immediately start and place an Ore Refinery to establish income. Follow with a barracks and early scouting infantry toward the suspected western enemy base.", "notes": "Base at (95,11), enemy likely near (12,16). MCV not yet deployed; prioritize refinery, barracks, then war factory and westward scouting.", "commands": [{"do": "deploy", "unit": 121}, {"do": "build", "item": "proc"}, {"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}, {"do": "place", "item": "tent"}], "feedback": ["deploy #121: ordered", "build proc: started", "place proc: nothing READY TO PLACE with that type", "build tent: started", "place tent: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 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: Opening: powr placed. Building proc now -> next: tent -> weap. Enemy likely (95,11). Keep queues busy.", "raw": "{\"thoughts\": \"Refinery is currently building at 23%. Waiting for completion to place it and unlock the Allied Barracks and War Factory.\", \"notes\": \"Refinery in progress -> place proc when ready -> build tent -> build weap -> train scouts/tanks. Enemy at (95, 11).\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1234, "completion_tokens": 201, "total_tokens": 1435, "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": 0.0033585, "upstream_inference_prompt_cost": 0.001851, "upstream_inference_completions_cost": 0.0015075}, "completion_tokens_details": {"reasoning_tokens": 129, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.91, "thoughts": "Refinery is currently building at 23%. Waiting for completion to place it and unlock the Allied Barracks and War Factory.", "notes": "Refinery in progress -> place proc when ready -> build tent -> build weap -> train scouts/tanks. Enemy at (95, 11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(93,11) 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 #121: ordered\n  - build proc: started\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\n  - place tent: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Base at (95,11), enemy likely near (12,16). MCV not yet deployed; prioritize refinery, barracks, then war factory and westward scouting.", "raw": "{\"thoughts\":\"Deploy the MCV immediately to establish the Construction Yard; previous building orders could not start without it. Then begin the refinery and prepare to place it near the base, followed by barracks and westward scouting.\",\"notes\":\"MCV #125 at home, power plant #124. Deploy now; enemy likely near (12,16). Build proc first, then barracks, war factory, and scout west.\",\"commands\":[{\"do\":\"deploy\",\"unit\":125},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1167, "completion_tokens": 162, "total_tokens": 1329, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1165, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000534655, "upstream_inference_prompt_cost": 0.000320815, "upstream_inference_completions_cost": 0.00021384}, "completion_tokens_details": {"reasoning_tokens": 50, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.07, "thoughts": "Deploy the MCV immediately to establish the Construction Yard; previous building orders could not start without it. Then begin the refinery and prepare to place it near the base, followed by barracks and westward scouting.", "notes": "MCV #125 at home, power plant #124. Deploy now; enemy likely near (12,16). Build proc first, then barracks, war factory, and scout west.", "commands": [{"do": "deploy", "unit": 125}, {"do": "build", "item": "proc"}], "feedback": ["deploy #125: ordered", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 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: Refinery in progress -> place proc when ready -> build tent -> build weap -> train scouts/tanks. Enemy at (95, 11).", "raw": "{\"thoughts\": \"Refinery is still ~46% complete, so the building queue is occupied and there's nothing to place yet. Just waiting for it to finish so I can place it and start the next structure.\", \"notes\": \"Place proc when ready -> build tent (500) -> then weap (2000) -> train scouts/tanks. Enemy likely at (95,11).\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1196, "completion_tokens": 511, "total_tokens": 1707, "cost": 0.000746208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000746208, "upstream_inference_prompt_cost": 0.000133008, "upstream_inference_completions_cost": 0.0006132}, "completion_tokens_details": {"reasoning_tokens": 423, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.87, "thoughts": "Refinery is still ~46% complete, so the building queue is occupied and there's nothing to place yet. Just waiting for it to finish so I can place it and start the next structure.", "notes": "Place proc when ready -> build tent (500) -> then weap (2000) -> train scouts/tanks. Enemy likely at (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(93,11) 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\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: MCV #125 at home, power plant #124. Deploy now; enemy likely near (12,16). Build proc first, then barracks, war factory, and scout west.", "raw": "{\"thoughts\":\"Construction Yard and power are ready. Start the refinery immediately, then place it near the base to begin income; follow with barracks and scouting.\",\"notes\":\"Enemy likely starts west near (12,16). Build refinery first, then barracks, war factory, and send scouts/army west.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1185, "completion_tokens": 121, "total_tokens": 1306, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1183, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000485485, "upstream_inference_prompt_cost": 0.000325765, "upstream_inference_completions_cost": 0.00015972}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.88, "thoughts": "Construction Yard and power are ready. Start the refinery immediately, then place it near the base to begin income; follow with barracks and scouting.", "notes": "Enemy likely starts west near (12,16). Build refinery first, then barracks, war factory, and send scouts/army west.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 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: Place proc when ready -> build tent (500) -> then weap (2000) -> train scouts/tanks. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Opening is progressing: refinery at 70% in the build queue. Nothing else can be queued while it finishes, and we have no units yet. Just wait for the proc to complete, then place it.\", \"notes\": \"Place proc when ready -> build tent (500) -> then weap (2000) -> train scouts/tanks. Enemy likely at (95,11). Keep power positive.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1198, "completion_tokens": 352, "total_tokens": 1550, "cost": 0.000556008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000556008, "upstream_inference_prompt_cost": 0.000133608, "upstream_inference_completions_cost": 0.0004224}, "completion_tokens_details": {"reasoning_tokens": 258, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.93, "thoughts": "Opening is progressing: refinery at 70% in the build queue. Nothing else can be queued while it finishes, and we have no units yet. Just wait for the proc to complete, then place it.", "notes": "Place proc when ready -> build tent (500) -> then weap (2000) -> train scouts/tanks. Enemy likely at (95,11). Keep power positive.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: 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  #124 powr@(93,11) 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  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy likely starts west near (12,16). Build refinery first, then barracks, war factory, and send scouts/army west.", "raw": "{\"thoughts\":\"The first refinery is still under construction, so I will let it finish before placing it and starting infantry production. No units are available yet; the immediate plan remains refinery, barracks, then war factory, scouting west toward the likely enemy start.\",\"notes\":\"MCV deployed at (95,11); power plant #124. Refinery construction active at 23%, must place when ready. Enemy likely near (12,16).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1161, "completion_tokens": 157, "total_tokens": 1318, "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": 0.000526405, "upstream_inference_prompt_cost": 0.000319165, "upstream_inference_completions_cost": 0.00020724}, "completion_tokens_details": {"reasoning_tokens": 57, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.81, "thoughts": "The first refinery is still under construction, so I will let it finish before placing it and starting infantry production. No units are available yet; the immediate plan remains refinery, barracks, then war factory, scouting west toward the likely enemy start.", "notes": "MCV deployed at (95,11); power plant #124. Refinery construction active at 23%, must place when ready. Enemy likely near (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 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: Place proc when ready -> build tent (500) -> then weap (2000) -> train scouts/tanks. Enemy likely at (95,11). Keep power positive.", "raw": "{\"thoughts\": \"Proc is nearly done (94%). Nothing else to do until it finishes and I can place it. Cash is healthy at $3378.\", \"notes\": \"Place proc when ready. Then build tent (500), then weap (2000). Train infantry/tanks. Enemy likely at (95,11). Keep power positive.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1202, "completion_tokens": 414, "total_tokens": 1616, "cost": 0.000631608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000631608, "upstream_inference_prompt_cost": 0.000134808, "upstream_inference_completions_cost": 0.0004968}, "completion_tokens_details": {"reasoning_tokens": 336, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.7, "thoughts": "Proc is nearly done (94%). Nothing else to do until it finishes and I can place it. Cash is healthy at $3378.", "notes": "Place proc when ready. Then build tent (500), then weap (2000). Train infantry/tanks. Enemy likely at (95,11). Keep power positive.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%\nCAN PRODUCE NOW:\n  Building: 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  #124 powr@(93,11) 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: MCV deployed at (95,11); power plant #124. Refinery construction active at 23%, must place when ready. Enemy likely near (12,16).", "raw": "{\"thoughts\":\"The refinery is still under construction, so I will wait for it to finish and place it near the base. Once operational, I will add a barracks and begin scouting infantry toward the likely enemy start.\",\"notes\":\"MCV deployed; power plant #124 and Construction Yard #126 at (95,11). Refinery #proc construction active; place when ready, then build barracks and scout west toward (12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":91,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1153, "completion_tokens": 211, "total_tokens": 1364, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1151, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000595485, "upstream_inference_prompt_cost": 0.000316965, "upstream_inference_completions_cost": 0.00027852}, "completion_tokens_details": {"reasoning_tokens": 94, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.43, "thoughts": "The refinery is still under construction, so I will wait for it to finish and place it near the base. Once operational, I will add a barracks and begin scouting infantry toward the likely enemy start.", "notes": "MCV deployed; power plant #124 and Construction Yard #126 at (95,11). Refinery #proc construction active; place when ready, then build barracks and scout west toward (12,16).", "commands": [{"do": "place", "item": "proc", "x": 91, "y": 14}], "feedback": ["place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 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: Place proc when ready. Then build tent (500), then weap (2000). Train infantry/tanks. Enemy likely at (95,11). Keep power positive.", "raw": "{\"thoughts\": \"Opening: place the ready Ore Refinery to start income, then get a barracks up for infantry while saving for a war factory. No enemy visible yet.\", \"notes\": \"Placed proc. Building tent next, then weap. Keep power positive. Enemy likely at (95,11).\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":14,\"y\":16},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1204, "completion_tokens": 237, "total_tokens": 1441, "cost": 0.000419808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000419808, "upstream_inference_prompt_cost": 0.000135408, "upstream_inference_completions_cost": 0.0002844}, "completion_tokens_details": {"reasoning_tokens": 139, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.84, "thoughts": "Opening: place the ready Ore Refinery to start income, then get a barracks up for infantry while saving for a war factory. No enemy visible yet.", "notes": "Placed proc. Building tent next, then weap. Keep power positive. Enemy likely at (95,11).", "commands": [{"do": "place", "item": "proc", "x": 14, "y": 16}, {"do": "build", "item": "tent"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: 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  #124 powr@(93,11) 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\nYOUR NOTES FROM LAST TURN: MCV deployed; power plant #124 and Construction Yard #126 at (95,11). Refinery #proc construction active; place when ready, then build barracks and scout west toward (12,16).", "raw": "{\"thoughts\":\"The refinery is still under construction at 70%, so no new production can begin yet. Wait for completion, then place it and immediately start a barracks; scouting west will follow.\",\"notes\":\"MCV deployed at (95,11); power #124 and CY #126. Refinery construction at 70%, not ready to place. Enemy likely starts near (12,16).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1182, "completion_tokens": 156, "total_tokens": 1338, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1180, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00053086, "upstream_inference_prompt_cost": 0.00032494, "upstream_inference_completions_cost": 0.00020592}, "completion_tokens_details": {"reasoning_tokens": 65, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.25, "thoughts": "The refinery is still under construction at 70%, so no new production can begin yet. Wait for completion, then place it and immediately start a barracks; scouting west will follow.", "notes": "MCV deployed at (95,11); power #124 and CY #126. Refinery construction at 70%, not ready to place. Enemy likely starts near (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2978 + 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 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Placed proc. Building tent next, then weap. Keep power positive. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Tent is 64% complete and will finish shortly. Economy is healthy with $2978 and harvester active. Next turn I will place the tent and start the War Factory.\", \"notes\": \"Place tent next turn, start weap, train scout/rocket infantry, keep eye on power.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1324, "completion_tokens": 609, "total_tokens": 1933, "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": 0.0065535, "upstream_inference_prompt_cost": 0.001986, "upstream_inference_completions_cost": 0.0045675}, "completion_tokens_details": {"reasoning_tokens": 539, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.0, "thoughts": "Tent is 64% complete and will finish shortly. Economy is healthy with $2978 and harvester active. Next turn I will place the tent and start the War Factory.", "notes": "Place tent next turn, start weap, train scout/rocket infantry, keep eye on power.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: 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  #124 powr@(93,11) 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: MCV deployed at (95,11); power #124 and CY #126. Refinery construction at 70%, not ready to place. Enemy likely starts near (12,16).", "raw": "{\"thoughts\":\"The refinery is nearly complete; place it as soon as it becomes ready, then build a barracks and begin infantry scouting toward the enemy\u2019s likely western position.\",\"notes\":\"MCV deployed at (95,11). Power #124 and CY #126. Refinery nearly ready; enemy likely near (12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":91,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1156, "completion_tokens": 234, "total_tokens": 1390, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1154, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00062667, "upstream_inference_prompt_cost": 0.00031779, "upstream_inference_completions_cost": 0.00030888}, "completion_tokens_details": {"reasoning_tokens": 139, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.69, "thoughts": "The refinery is nearly complete; place it as soon as it becomes ready, then build a barracks and begin infantry scouting toward the enemy\u2019s likely western position.", "notes": "MCV deployed at (95,11). Power #124 and CY #126. Refinery nearly ready; enemy likely near (12,16).", "commands": [{"do": "place", "item": "proc", "x": 91, "y": 14}], "feedback": ["place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4%.\nPRODUCTION: Building: tent READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(18,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Place tent next turn, start weap, train scout/rocket infantry, keep eye on power.", "raw": "{\"thoughts\": \"Place the barracks, start a War Factory for tanks, and queue a couple infantry to scout toward the enemy. Keep power margin in mind for later.\", \"notes\": \"tent placed, weap building, scouting east toward enemy at (95,11). Next: power, then 2nd proc/harvester.\", \"commands\": [{\"do\":\"place\",\"item\":\"tent\",\"x\":14,\"y\":14},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"rally\",\"building\":131,\"x\":30,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1243, "completion_tokens": 271, "total_tokens": 1514, "cost": 0.000472308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000472308, "upstream_inference_prompt_cost": 0.000147108, "upstream_inference_completions_cost": 0.0003252}, "completion_tokens_details": {"reasoning_tokens": 137, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.1, "thoughts": "Place the barracks, start a War Factory for tanks, and queue a couple infantry to scout toward the enemy. Keep power margin in mind for later.", "notes": "tent placed, weap building, scouting east toward enemy at (95,11). Next: power, then 2nd proc/harvester.", "commands": [{"do": "place", "item": "tent", "x": 14, "y": 14}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 2}, {"do": "rally", "building": 131, "x": 30, "y": 16}], "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 #131: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(93,11) 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\nYOUR NOTES FROM LAST TURN: MCV deployed at (95,11). Power #124 and CY #126. Refinery nearly ready; enemy likely near (12,16).", "raw": "{\"thoughts\":\"Place the ready refinery to begin harvesting, then build a barracks and start scouting infantry toward the likely enemy base. Power is currently sufficient, so prioritize economy and early map vision.\",\"notes\":\"MCV deployed at (95,11); power #124 and CY #126. Place refinery now, then barracks. Enemy likely starts near (12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1170, "completion_tokens": 145, "total_tokens": 1315, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1168, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00051304, "upstream_inference_prompt_cost": 0.00032164, "upstream_inference_completions_cost": 0.0001914}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.92, "thoughts": "Place the ready refinery to begin harvesting, then build a barracks and start scouting infantry toward the likely enemy base. Power is currently sufficient, so prioritize economy and early map vision.", "notes": "MCV deployed at (95,11); power #124 and CY #126. Place refinery now, then barracks. Enemy likely starts near (12,16).", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2491 + stored ore $235 (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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(15,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #131: ordered\nYOUR NOTES FROM LAST TURN: tent placed, weap building, scouting east toward enemy at (95,11). Next: power, then 2nd proc/harvester.", "raw": "{\"thoughts\": \"weap is building (16%), so the Building queue is busy; tent is placed so infantry can now be trained. I need map info and a bit of defense, so queue a few riflemen and start scouting east toward the enemy start.\", \"notes\": \"weap building, tent up. Queued e1s. Next: send scout east, then powr after weap, then 2nd proc for econ. Watch for enemy.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1372, "completion_tokens": 321, "total_tokens": 1693, "cost": 0.000571008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000571008, "upstream_inference_prompt_cost": 0.000185808, "upstream_inference_completions_cost": 0.0003852}, "completion_tokens_details": {"reasoning_tokens": 188, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.03, "thoughts": "weap is building (16%), so the Building queue is busy; tent is placed so infantry can now be trained. I need map info and a bit of defense, so queue a few riflemen and start scouting east toward the enemy start.", "notes": "weap building, tent up. Queued e1s. Next: send scout east, then powr after weap, then 2nd proc for econ. Watch for enemy.", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 133, "x": 45, "y": 15}], "feedback": ["train 3x e1: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 225, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2978 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build tent: started\nYOUR NOTES FROM LAST TURN: MCV deployed at (95,11); power #124 and CY #126. Place refinery now, then barracks. Enemy likely starts near (12,16).", "raw": "{\"thoughts\":\"Barracks is still under construction; power is ample and the refinery is active. Keep the harvester mining, then start a War Factory as soon as the barracks is placed and queue infantry for scouting and defense.\",\"notes\":\"Base at (95,11); enemy likely at (12,16). Refinery #134 active, barracks construction underway, 1 harvester #135.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1237, "completion_tokens": 260, "total_tokens": 1497, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1235, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000683265, "upstream_inference_prompt_cost": 0.000340065, "upstream_inference_completions_cost": 0.0003432}, "completion_tokens_details": {"reasoning_tokens": 159, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.67, "thoughts": "Barracks is still under construction; power is ample and the refinery is active. Keep the harvester mining, then start a War Factory as soon as the barracks is placed and queue infantry for scouting and defense.", "notes": "Base at (95,11); enemy likely at (12,16). Refinery #134 active, barracks construction underway, 1 harvester #135.", "commands": [{"do": "harvest", "unit": 135}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2343 + 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 4.4%.\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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #136@(18,15) #137@(15,15) #138@(12,14)\n  harv (Ore Truck (harvester)) x1: #132@(19,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: weap building, tent up. Queued e1s. Next: send scout east, then powr after weap, then 2nd proc for econ. Watch for enemy.", "raw": "{\"thoughts\": \"War factory is at 32% and tent already queued 3 riflemen. Economy is fine for now. I'll push my riflemen east to scout toward the enemy start and keep the harvester mining. Save cash for the war factory to finish, then add a second refinery.\", \"notes\": \"weap ~32%. 3 e1 queued. Scouting east with 3 e1 toward (95,11). Next: after weap, build proc #2, then powr. Then start tanks.\", \"commands\": [{\"do\":\"move\",\"units\":[136,137,138],\"x\":32,\"y\":14},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":133,\"x\":30,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1383, "completion_tokens": 467, "total_tokens": 1850, "cost": 0.000749508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000749508, "upstream_inference_prompt_cost": 0.000189108, "upstream_inference_completions_cost": 0.0005604}, "completion_tokens_details": {"reasoning_tokens": 303, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.79, "thoughts": "War factory is at 32% and tent already queued 3 riflemen. Economy is fine for now. I'll push my riflemen east to scout toward the enemy start and keep the harvester mining. Save cash for the war factory to finish, then add a second refinery.", "notes": "weap ~32%. 3 e1 queued. Scouting east with 3 e1 toward (95,11). Next: after weap, build proc #2, then powr. Then start tanks.", "commands": [{"do": "move", "units": [136, 137, 138], "x": 32, "y": 14}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 133, "x": 30, "y": 15}], "feedback": ["move: 3 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 11}}
{"tick": 2601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: tent READY TO PLACE\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  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely at (12,16). Refinery #134 active, barracks construction underway, 1 harvester #135.", "raw": "{\"thoughts\":\"Place the ready barracks, start a War Factory, and begin infantry scouting toward the likely enemy base. The refinery is active and power is ample, so prioritize army production.\",\"notes\":\"Base at (95,11), enemy likely west near (12,16). Barracks ready to place; build War Factory next, then add refinery and continuous tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":91,\"y\":14},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":75,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1204, "completion_tokens": 239, "total_tokens": 1443, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1202, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00064647, "upstream_inference_prompt_cost": 0.00033099, "upstream_inference_completions_cost": 0.00031548}, "completion_tokens_details": {"reasoning_tokens": 97, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.51, "thoughts": "Place the ready barracks, start a War Factory, and begin infantry scouting toward the likely enemy base. The refinery is active and power is ample, so prioritize army production.", "notes": "Base at (95,11), enemy likely west near (12,16). Barracks ready to place; build War Factory next, then add refinery and continuous tanks.", "commands": [{"do": "place", "item": "tent", "x": 91, "y": 14}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "weap"}, {"do": "attack_move", "units": "idle_army", "x": 75, "y": 14}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build weap: started", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 2601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2010 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.9%.\nPRODUCTION: Building: weap 49%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #136@(28,14) #137@(25,14) #138@(22,14)\n  harv (Ore Truck (harvester)) x1: #132@(23,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 3 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: weap ~32%. 3 e1 queued. Scouting east with 3 e1 toward (95,11). Next: after weap, build proc #2, then powr. Then start tanks.", "raw": "{\"thoughts\": \"War Factory at 49% and cash healthy. Queue a couple of rocket soldiers for base defense while the factory finishes, then build a second refinery and start pumping tanks. Keep the rifle squad scouting east toward the enemy start.\", \"notes\": \"weap ~49% -> then proc #2, then powr, then tanks (2tnk). Tent queued 2x e3 for defense. 3 e1 scouting east toward (95,11).\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[136,137,138],\"x\":55,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1386, "completion_tokens": 542, "total_tokens": 1928, "cost": 0.000840408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000840408, "upstream_inference_prompt_cost": 0.000190008, "upstream_inference_completions_cost": 0.0006504}, "completion_tokens_details": {"reasoning_tokens": 398, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.62, "thoughts": "War Factory at 49% and cash healthy. Queue a couple of rocket soldiers for base defense while the factory finishes, then build a second refinery and start pumping tanks. Keep the rifle squad scouting east toward the enemy start.", "notes": "weap ~49% -> then proc #2, then powr, then tanks (2tnk). Tent queued 2x e3 for defense. 3 e1 scouting east toward (95,11).", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [136, 137, 138], "x": 55, "y": 14}], "feedback": ["train 2x e3: queued", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 11}}
{"tick": 2801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2508 + stored ore $468 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5%.\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  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build weap: started\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Base at (95,11), enemy likely west near (12,16). Barracks ready to place; build War Factory next, then add refinery and continuous tanks.", "raw": "{\"thoughts\":\"War Factory is under construction and the barracks is active. Queue infantry for scouting and defense, then queue a second refinery to accelerate income once the War Factory completes.\",\"notes\":\"Base at (95,11); enemy likely west near (12,16). War Factory construction at 16%; barracks #139 ready. Build refinery next and begin vehicle production when available.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":139,\"x\":80,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1326, "completion_tokens": 249, "total_tokens": 1575, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1324, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00069322, "upstream_inference_prompt_cost": 0.00036454, "upstream_inference_completions_cost": 0.00032868}, "completion_tokens_details": {"reasoning_tokens": 123, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.74, "thoughts": "War Factory is under construction and the barracks is active. Queue infantry for scouting and defense, then queue a second refinery to accelerate income once the War Factory completes.", "notes": "Base at (95,11); enemy likely west near (12,16). War Factory construction at 16%; barracks #139 ready. Build refinery next and begin vehicle production when available.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 139, "x": 80, "y": 14}], "feedback": ["train 5x e1: queued", "build proc: started", "rally #139: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 475, "experience": 0, "order_count": 10}}
{"tick": 2801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1352 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.1%.\nPRODUCTION: Building: weap 66%; Infantry: e3 8%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #136@(29,14)* #137@(25,14)* #138@(23,14)*\n  e3 (Rocket Soldier) x1: #140@(12,14)\n  harv (Ore Truck (harvester)) x1: #132@(16,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: weap ~49% -> then proc #2, then powr, then tanks (2tnk). Tent queued 2x e3 for defense. 3 e1 scouting east toward (95,11).", "raw": "{\"thoughts\": \"War factory nearly done; power is fine. I'll keep the infantry queue ticking, send harvester back to mining, and push my 3 rifle scouts further east toward the suspected enemy base at (95,11). Holding cash so I can finish weap and start a second refinery next.\", \"notes\": \"weap ~66% -> build proc #2 next, then powr/tanks. 3 e1 scouting east toward (95,11). Keep 1 e3 building, queue e1s.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[136,137,138],\"x\":55,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1420, "completion_tokens": 784, "total_tokens": 2204, "cost": 0.001141008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001141008, "upstream_inference_prompt_cost": 0.000200208, "upstream_inference_completions_cost": 0.0009408}, "completion_tokens_details": {"reasoning_tokens": 623, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.47, "thoughts": "War factory nearly done; power is fine. I'll keep the infantry queue ticking, send harvester back to mining, and push my 3 rifle scouts further east toward the suspected enemy base at (95,11). Holding cash so I can finish weap and start a second refinery next.", "notes": "weap ~66% -> build proc #2 next, then powr/tanks. 3 e1 scouting east toward (95,11). Keep 1 e3 building, queue e1s.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [136, 137, 138], "x": 55, "y": 13}], "feedback": ["train 2x e1: queued", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5900, "army_value": 600, "income": 500, "experience": 0, "order_count": 13}}
{"tick": 3001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2324 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.6%.\nPRODUCTION: Building: weap 32%; Building: proc 0%; Infantry: e1 19%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #141@(85,15) #142@(88,15) #144@(91,16)\n  harv (Ore Truck (harvester)) x1: #135@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - build proc: started\n  - rally #139: ordered\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely west near (12,16). War Factory construction at 16%; barracks #139 ready. Build refinery next and begin vehicle production when available.", "raw": "{\"thoughts\":\"War Factory is nearing completion and the second refinery is in production. Keep the barracks busy with a mixed infantry force, then scout west toward the likely enemy start while preserving the initial troops.\",\"notes\":\"Base at (95,11); enemy likely near (12,16). War Factory # under construction, second refinery queued. Build power after refinery, then produce Medium Tanks and rally west.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"attack_move\",\"units\":[141,142,144],\"x\":75,\"y\":15}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1357, "completion_tokens": 359, "total_tokens": 1716, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1355, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000846945, "upstream_inference_prompt_cost": 0.000373065, "upstream_inference_completions_cost": 0.00047388}, "completion_tokens_details": {"reasoning_tokens": 220, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.84, "thoughts": "War Factory is nearing completion and the second refinery is in production. Keep the barracks busy with a mixed infantry force, then scout west toward the likely enemy start while preserving the initial troops.", "notes": "Base at (95,11); enemy likely near (12,16). War Factory # under construction, second refinery queued. Build power after refinery, then produce Medium Tanks and rally west.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "attack_move", "units": [141, 142, 144], "x": 75, "y": 15}], "feedback": ["train 5x e1: queued", "train 3x e3: queued", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 16}}
{"tick": 3001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1188 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.1%.\nPRODUCTION: Building: weap 82%; Infantry: e1 56%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #136@(29,14)* #137@(25,14)* #138@(23,14)*\n  e3 (Rocket Soldier) x2: #140@(23,14) #143@(13,14)\n  harv (Ore Truck (harvester)) x1: #132@(17,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: weap ~66% -> build proc #2 next, then powr/tanks. 3 e1 scouting east toward (95,11). Keep 1 e3 building, queue e1s.", "raw": "{\"thoughts\": \"War Factory nearly done; keep infantry flowing and push scouts east toward the probable enemy base at (95,11). Once weap completes, build a second refinery for economy, then power.\", \"notes\": \"weap ~82% -> proc#2 then powr. 3 e1 scouting east to (95,11). e3 #140 building/following. harv mining. Queue e3s for anti-tank.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[136,137,138],\"x\":70,\"y\":12},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":133,\"x\":30,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1432, "completion_tokens": 513, "total_tokens": 1945, "cost": 0.000819408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000819408, "upstream_inference_prompt_cost": 0.000203808, "upstream_inference_completions_cost": 0.0006156}, "completion_tokens_details": {"reasoning_tokens": 352, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "War Factory nearly done; keep infantry flowing and push scouts east toward the probable enemy base at (95,11). Once weap completes, build a second refinery for economy, then power.", "notes": "weap ~82% -> proc#2 then powr. 3 e1 scouting east to (95,11). e3 #140 building/following. harv mining. Queue e3s for anti-tank.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [136, 137, 138], "x": 70, "y": 12}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 133, "x": 30, "y": 14}], "feedback": ["attack_move: 3 units", "train 2x e3: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6200, "army_value": 900, "income": 1000, "experience": 0, "order_count": 15}}
{"tick": 3201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1660 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.5%.\nPRODUCTION: Building: weap 49%; Building: proc 0%; Infantry: e3 83%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #141@(75,15) #142@(78,15) #144@(81,15) #146@(84,15)\n  harv (Ore Truck (harvester)) x1: #135@(101,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely near (12,16). War Factory # under construction, second refinery queued. Build power after refinery, then produce Medium Tanks and rally west.", "raw": "{\"thoughts\":\"The War Factory is nearly complete and the second refinery is queued, so the economy and tank production are coming online. Send the scouting rifles west toward the likely enemy start while keeping infantry production active and rallying them forward.\",\"notes\":\"Base at (95,11); enemy likely near (12,16). War Factory and second refinery in building queue; transition to Medium Tanks when War Factory completes. Rifle scouts advancing west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":20,\"y\":16},{\"do\":\"rally\",\"building\":139,\"x\":65,\"y\":15},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1417, "completion_tokens": 434, "total_tokens": 1851, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1415, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000962445, "upstream_inference_prompt_cost": 0.000389565, "upstream_inference_completions_cost": 0.00057288}, "completion_tokens_details": {"reasoning_tokens": 287, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "The War Factory is nearly complete and the second refinery is queued, so the economy and tank production are coming online. Send the scouting rifles west toward the likely enemy start while keeping infantry production active and rallying them forward.", "notes": "Base at (95,11); enemy likely near (12,16). War Factory and second refinery in building queue; transition to Medium Tanks when War Factory completes. Rifle scouts advancing west.", "commands": [{"do": "attack_move", "units": "all_army", "x": 20, "y": 16}, {"do": "rally", "building": 139, "x": 65, "y": 15}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 4 units", "rally #139: ordered", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 24}}
{"tick": 3201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $523 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6300, army $2100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.5%.\nPRODUCTION: Building: weap 99%; Infantry: e3 96%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #136@(37,20) #137@(32,21) #138@(30,21) #145@(20,14)\n  e3 (Rocket Soldier) x2: #140@(30,15)* #143@(24,14)\n  harv (Ore Truck (harvester)) x1: #132@(16,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - train 2x e3: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: weap ~82% -> proc#2 then powr. 3 e1 scouting east to (95,11). e3 #140 building/following. harv mining. Queue e3s for anti-tank.", "raw": "{\"thoughts\": \"No enemy visible yet and I'm behind on production. War factory is basically done so I'll place it and start my next building. Keep the barracks busy with anti-tank rockets, push my rifle scouts further east to locate the enemy base, and hold the rocket soldiers back near the base.\", \"notes\": \"weap should be READY -> place it. Then build fix (service depot) or proc#2. e1 x3 scouting east toward (60,18) then (95,11). e3 pair defending base east approach. harv mining. If 2tnk buildable without fix, switch to tanks immediately.\", \"commands\": [{\"do\": \"place\", \"item\": \"weap\"}, {\"do\": \"build\", \"item\": \"proc\"}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}, {\"do\": \"train\", \"item\": \"e1\", \"count\": 2}, {\"do\": \"attack_move\", \"units\": [136, 137, 138], \"x\": 60, \"y\": 18}, {\"do\": \"move\", \"units\": [140, 143], \"x\": 20, \"y\": 15}, {\"do\": \"stance\", \"units\": [140, 143], \"stance\": \"defend\"}, {\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"rally\", \"building\": 133, \"x\": 17, \"y\": 18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1458, "completion_tokens": 3611, "total_tokens": 5069, "cost": 0.004544808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004544808, "upstream_inference_prompt_cost": 0.000211608, "upstream_inference_completions_cost": 0.0043332}, "completion_tokens_details": {"reasoning_tokens": 3288, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 18.1, "thoughts": "No enemy visible yet and I'm behind on production. War factory is basically done so I'll place it and start my next building. Keep the barracks busy with anti-tank rockets, push my rifle scouts further east to locate the enemy base, and hold the rocket soldiers back near the base.", "notes": "weap should be READY -> place it. Then build fix (service depot) or proc#2. e1 x3 scouting east toward (60,18) then (95,11). e3 pair defending base east approach. harv mining. If 2tnk buildable without fix, switch to tanks immediately.", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": [136, 137, 138], "x": 60, "y": 18}, {"do": "move", "units": [140, 143], "x": 20, "y": 15}, {"do": "stance", "units": [140, 143], "stance": "defend"}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 133, "x": 17, "y": 18}], "feedback": ["place weap: nothing READY TO PLACE with that type", "build proc: started", "train 2x e3: queued", "train 2x e1: queued", "attack_move: 3 units", "move: 2 units", "stance: 2 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6300, "army_value": 1000, "income": 1000, "experience": 0, "order_count": 17}}
{"tick": 3401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1088 + stored ore $406 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.2%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Infantry: e3 94%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #141@(68,22) #142@(71,22) #144@(73,20) #146@(76,17)\n  e3 (Rocket Soldier) x1: #148@(83,15)\n  harv (Ore Truck (harvester)) x1: #135@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - rally #139: ordered\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely near (12,16). War Factory and second refinery in building queue; transition to Medium Tanks when War Factory completes. Rifle scouts advancing west.", "raw": "{\"thoughts\":\"War Factory is nearly complete and the second refinery is queued, so economy and vehicle production are coming online. Send the westward scouts toward the likely enemy start while continuing rocket production; preserve the lone harvester and keep infantry rallying forward.\",\"notes\":\"Enemy likely at (12,16). War Factory building queue at 66%, refinery queued next. Scout group advancing west; transition to Medium Tanks when available.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[141,142,144,146,148],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":139,\"x\":60,\"y\":18},{\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1445, "completion_tokens": 288, "total_tokens": 1733, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1443, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000777425, "upstream_inference_prompt_cost": 0.000397265, "upstream_inference_completions_cost": 0.00038016}, "completion_tokens_details": {"reasoning_tokens": 137, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.99, "thoughts": "War Factory is nearly complete and the second refinery is queued, so economy and vehicle production are coming online. Send the westward scouts toward the likely enemy start while continuing rocket production; preserve the lone harvester and keep infantry rallying forward.", "notes": "Enemy likely at (12,16). War Factory building queue at 66%, refinery queued next. Scout group advancing west; transition to Medium Tanks when available.", "commands": [{"do": "attack_move", "units": [141, 142, 144, 146, 148], "x": 12, "y": 16}, {"do": "rally", "building": 139, "x": 60, "y": 18}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["attack_move: 5 units", "rally #139: ordered", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 27}}
{"tick": 3401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $185 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6800, army $2600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.2%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e3 38%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #136@(46,23) #137@(42,20) #138@(40,20) #145@(30,14)* #149@(17,17) #150@(14,15)\n  e3 (Rocket Soldier) x3: #140@(20,15)* #143@(20,15)* #147@(17,18)*\n  harv (Ore Truck (harvester)) x1: #132@(16,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - build proc: started\n  - train 2x e3: queued\n  - train 2x e1: queued\n  - attack_move: 3 units\n  - move: 2 units\n  - stance: 2 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: weap should be READY -> place it. Then build fix (service depot) or proc#2. e1 x3 scouting east toward (60,18) then (95,11). e3 pair defending base east approach. harv mining. If 2tnk buildable without fix, switch to tanks immediately.", "raw": "{\"thoughts\": \"War factory is ready to place now (last turn's place failed since it wasn't ready). Place it, keep the proc building, and push scouts east toward the enemy start. Queue a service depot/tanks once weap is up.\", \"notes\": \"Place weap done this turn. Next: build fix (service depot) to unlock tanks, then 2tnk spam. e1 trio scouting east to (95,11). e3 pair guarding base east approach.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\",\"x\":17,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":34,\"y\":16},{\"do\":\"attack_move\",\"units\":[136,137,138],\"x\":60,\"y\":16},{\"do\":\"move\",\"units\":[145],\"x\":24,\"y\":15},{\"do\":\"stance\",\"units\":[140,143,147],\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1569, "completion_tokens": 1319, "total_tokens": 2888, "cost": 0.001827708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001827708, "upstream_inference_prompt_cost": 0.000244908, "upstream_inference_completions_cost": 0.0015828}, "completion_tokens_details": {"reasoning_tokens": 1122, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.3, "thoughts": "War factory is ready to place now (last turn's place failed since it wasn't ready). Place it, keep the proc building, and push scouts east toward the enemy start. Queue a service depot/tanks once weap is up.", "notes": "Place weap done this turn. Next: build fix (service depot) to unlock tanks, then 2tnk spam. e1 trio scouting east to (95,11). e3 pair guarding base east approach.", "commands": [{"do": "place", "item": "weap", "x": 17, "y": 18}, {"do": "rally", "building": 133, "x": 34, "y": 16}, {"do": "attack_move", "units": [136, 137, 138], "x": 60, "y": 16}, {"do": "move", "units": [145], "x": 24, "y": 15}, {"do": "stance", "units": [140, 143, 147], "stance": "defend"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "rally #133: ordered", "attack_move: 3 units", "move: 1 units", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6800, "army_value": 1500, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $831 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.8%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Infantry: e3 4%; 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%; 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  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #141@(60,28) #142@(62,27) #144@(65,24) #146@(68,24)\n  e3 (Rocket Soldier) x3: #148@(75,18) #152@(82,15) #154@(91,16)\n  harv (Ore Truck (harvester)) x1: #135@(104,22)\nVISIBLE ENEMY UNITS (1):\n  #136 e1@(55,28) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - rally #139: ordered\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). War Factory building queue at 66%, refinery queued next. Scout group advancing west; transition to Medium Tanks when available.", "raw": "{\"thoughts\":\"War Factory and second refinery are nearly queued, while the scout force is approaching the enemy\u2019s likely western base. Keep rocket production active and push the current army west to eliminate the visible infantry and reveal the base.\",\"notes\":\"Enemy likely starts near (12,16). Scout army is spread from (60,28) to (91,16); push west. War Factory at 82%, refinery queued next; place both when ready, then switch to Medium Tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[141,142,144,146,148,152,154],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":139,\"x\":45,\"y\":20},{\"do\":\"stance\",\"units\":[141,142,144,146,148,152,154],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1483, "completion_tokens": 348, "total_tokens": 1831, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1481, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000867075, "upstream_inference_prompt_cost": 0.000407715, "upstream_inference_completions_cost": 0.00045936}, "completion_tokens_details": {"reasoning_tokens": 169, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.91, "thoughts": "War Factory and second refinery are nearly queued, while the scout force is approaching the enemy\u2019s likely western base. Keep rocket production active and push the current army west to eliminate the visible infantry and reveal the base.", "notes": "Enemy likely starts near (12,16). Scout army is spread from (60,28) to (91,16); push west. War Factory at 82%, refinery queued next; place both when ready, then switch to Medium Tanks.", "commands": [{"do": "attack_move", "units": [141, 142, 144, 146, 148, 152, 154], "x": 12, "y": 16}, {"do": "rally", "building": 139, "x": 45, "y": 20}, {"do": "stance", "units": [141, 142, 144, 146, 148, 152, 154], "stance": "attack_anything"}], "feedback": ["attack_move: 7 units", "rally #139: ordered", "stance: 7 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 32}}
{"tick": 3601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (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 $115 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.6%.\nPRODUCTION: Building: proc 20%; Infantry: e3 35%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #136@(55,28) #137@(50,26) #138@(48,25) #145@(24,15)* #149@(17,18)* #150@(17,18)*\n  e3 (Rocket Soldier) x4: #140@(20,15)* #143@(20,15)* #147@(17,18)* #153@(15,14)\n  harv (Ore Truck (harvester)) x1: #132@(17,15)\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  - rally #133: ordered\n  - attack_move: 3 units\n  - move: 1 units\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Place weap done this turn. Next: build fix (service depot) to unlock tanks, then 2tnk spam. e1 trio scouting east to (95,11). e3 pair guarding base east approach.", "raw": "{\"thoughts\": \"Economy is starved ($1) with only 1 harvester. Prioritize a second harvester and cheap infantry while the second refinery finishes, and keep the scout trio pushing east toward the enemy base at (95,11).\", \"notes\": \"Building proc->?; need fix for 2tnk next. Scout trio e1 heading to (95,11). e3 pair guarding east approach of base. Add harv for income.\", \"commands\": [{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"attack_move\",\"units\":[136,137,138],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[140,143],\"x\":22,\"y\":18},{\"do\":\"rally\",\"building\":151,\"x\":20,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1567, "completion_tokens": 819, "total_tokens": 2386, "cost": 0.001227108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001227108, "upstream_inference_prompt_cost": 0.000244308, "upstream_inference_completions_cost": 0.0009828}, "completion_tokens_details": {"reasoning_tokens": 633, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.56, "thoughts": "Economy is starved ($1) with only 1 harvester. Prioritize a second harvester and cheap infantry while the second refinery finishes, and keep the scout trio pushing east toward the enemy base at (95,11).", "notes": "Building proc->?; need fix for 2tnk next. Scout trio e1 heading to (95,11). e3 pair guarding east approach of base. Add harv for income.", "commands": [{"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": [136, 137, 138], "x": 95, "y": 11}, {"do": "move", "units": [140, 143], "x": 22, "y": 18}, {"do": "rally", "building": 151, "x": 20, "y": 16}], "feedback": ["train 1x harv: queued", "train 2x e1: queued", "attack_move: 3 units", "move: 2 units", "rally #151: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 1500, "experience": 0, "order_count": 23}}
{"tick": 3801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $166 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6700, army $2500, killed $100 (1 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 11.1%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Infantry: e3 14%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #144@(58,28)53% #146@(59,28)\n  e3 (Rocket Soldier) x4: #148@(67,24) #152@(74,19) #154@(82,15) #155@(90,16)\n  harv (Ore Truck (harvester)) x1: #135@(103,19)\nVISIBLE ENEMY UNITS (2):\n  #137 e1@(54,28) 10%, #138 e1@(54,28) 87%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - rally #139: ordered\n  - stance: 7 units\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (12,16). Scout army is spread from (60,28) to (91,16); push west. War Factory at 82%, refinery queued next; place both when ready, then switch to Medium Tanks.", "raw": "{\"thoughts\":\"The War Factory is nearly complete and the refinery is queued behind it. Push the dispersed force west to eliminate the visible infantry and scout toward the enemy start while continuing rocket production.\",\"notes\":\"Enemy likely at (12,16). Army advancing west; place War Factory when ready, then place queued refinery. Keep e3 production running and transition to Medium Tanks once the factory is operational.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1497, "completion_tokens": 274, "total_tokens": 1771, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1495, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000773245, "upstream_inference_prompt_cost": 0.000411565, "upstream_inference_completions_cost": 0.00036168}, "completion_tokens_details": {"reasoning_tokens": 127, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.76, "thoughts": "The War Factory is nearly complete and the refinery is queued behind it. Push the dispersed force west to eliminate the visible infantry and scout toward the enemy start while continuing rocket production.", "notes": "Enemy likely at (12,16). Army advancing west; place War Factory when ready, then place queued refinery. Keep e3 production running and transition to Medium Tanks once the factory is operational.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "place", "item": "weap"}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 6 units", "stance: 6 units", "place weap: nothing READY TO PLACE with that type", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 200, "units_killed": 1, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6700, "army_value": 1400, "income": 1000, "experience": 1, "order_count": 32}}
{"tick": 3801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2800, killed $200 (2 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 11.8%.\nPRODUCTION: Building: proc 23%; Vehicle: harv 2%; Infantry: e3 48%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #137@(54,28)10% #138@(54,28)87% #145@(24,15)* #149@(17,18)* #150@(17,18)*\n  e3 (Rocket Soldier) x4: #140@(22,18)* #143@(22,18)* #147@(17,18)* #153@(25,14)\n  harv (Ore Truck (harvester)) x1: #132@(15,6)\nVISIBLE ENEMY UNITS (1):\n  #144 e1@(58,28) 53%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - train 2x e1: queued\n  - attack_move: 3 units\n  - move: 2 units\n  - rally #151: ordered\nYOUR NOTES FROM LAST TURN: Building proc->?; need fix for 2tnk next. Scout trio e1 heading to (95,11). e3 pair guarding east approach of base. Add harv for income.", "raw": "{\"thoughts\": \"Cash is $0 with only one harvester working, so economy is the bottleneck; keep proc building and queue a second harvester. Scout rifle is nearly dead and an enemy e1 is right next to it \u2014 finish that enemy with the healthy rifle and pull the wounded one home.\", \"notes\": \"Building proc building; need fix/2nd harv next. Wounded e1 #137 retreat. e3s guard base east. Scout pair at (54,28) engaged enemy e1 #144.\", \"commands\": [{\"do\":\"attack\",\"units\":[138],\"target\":144},{\"do\":\"move\",\"units\":[137],\"x\":20,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":151,\"x\":20,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":22,\"y\":16},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1588, "completion_tokens": 588, "total_tokens": 2176, "cost": 0.000956208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000956208, "upstream_inference_prompt_cost": 0.000250608, "upstream_inference_completions_cost": 0.0007056}, "completion_tokens_details": {"reasoning_tokens": 376, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "Cash is $0 with only one harvester working, so economy is the bottleneck; keep proc building and queue a second harvester. Scout rifle is nearly dead and an enemy e1 is right next to it \u2014 finish that enemy with the healthy rifle and pull the wounded one home.", "notes": "Building proc building; need fix/2nd harv next. Wounded e1 #137 retreat. e3s guard base east. Scout pair at (54,28) engaged enemy e1 #144.", "commands": [{"do": "attack", "units": [138], "target": 144}, {"do": "move", "units": [137], "x": 20, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 151, "x": 20, "y": 16}, {"do": "rally", "building": 133, "x": 22, "y": 16}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 1}], "feedback": ["attack: 1 units", "move: 1 units", "rally #151: ordered", "rally #133: ordered", "train 1x harv: queued", "train 1x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 100, "units_killed": 2, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 1700, "income": 1500, "experience": 2, "order_count": 26}}
{"tick": 4001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $351 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $300 (3 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 12%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e3 75%; 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%; 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  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #146@(53,28)83%\n  e3 (Rocket Soldier) x4: #148@(58,28) #152@(66,24) #154@(74,19) #155@(80,14)\n  harv (Ore Truck (harvester)) x1: #135@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - stance: 6 units\n  - place weap: nothing READY TO PLACE with that type\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Army advancing west; place War Factory when ready, then place queued refinery. Keep e3 production running and transition to Medium Tanks once the factory is operational.", "raw": "{\"thoughts\":\"Place the ready War Factory near the base and keep the rocket force advancing toward the likely enemy start. The Refinery is already in the building queue; continue rocket production while scouting west.\",\"notes\":\"Enemy likely at (12,16). Six-unit rocket/infantry force advancing west; place War Factory, then transition to Medium Tanks when affordable.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1495, "completion_tokens": 231, "total_tokens": 1726, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1493, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000715935, "upstream_inference_prompt_cost": 0.000411015, "upstream_inference_completions_cost": 0.00030492}, "completion_tokens_details": {"reasoning_tokens": 104, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.73, "thoughts": "Place the ready War Factory near the base and keep the rocket force advancing toward the likely enemy start. The Refinery is already in the building queue; continue rocket production while scouting west.", "notes": "Enemy likely at (12,16). Six-unit rocket/infantry force advancing west; place War Factory, then transition to Medium Tanks when affordable.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 5 units", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 300, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1350, "experience": 3, "order_count": 35}}
{"tick": 4001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2600, killed $300 (3 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 12.2%.\nPRODUCTION: Building: proc 23%; Vehicle: harv 2%; Vehicle: harv 0%; Infantry: e3 48%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #145@(24,15)* #149@(17,18)* #150@(17,18)*\n  e3 (Rocket Soldier) x4: #140@(22,18)* #143@(22,18)* #147@(17,18)* #153@(34,16)*\n  harv (Ore Truck (harvester)) x1: #132@(16,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - move: 1 units\n  - rally #151: ordered\n  - rally #133: ordered\n  - train 1x harv: queued\n  - train 1x e3: queued\nYOUR NOTES FROM LAST TURN: Building proc building; need fix/2nd harv next. Wounded e1 #137 retreat. e3s guard base east. Scout pair at (54,28) engaged enemy e1 #144.", "raw": "{\"thoughts\": \"Proc is under construction and will provide a free harvester, so cancelling the queued harvesters to avoid stalling economic expansion. Assembling infantry at the eastern choke point.\", \"notes\": \"Finishing 2nd proc for eco boost + free harv. After proc, build fix then start 2tnk/1tnk spam.\", \"commands\": [{\"do\": \"cancel\", \"item\": \"harv\"}, {\"do\": \"cancel\", \"item\": \"harv\"}, {\"do\": \"attack_move\", \"units\": [140, 143, 145, 147, 149, 150, 153], \"x\": 32, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1688, "completion_tokens": 621, "total_tokens": 2309, "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": 0.0071895, "upstream_inference_prompt_cost": 0.002532, "upstream_inference_completions_cost": 0.0046575}, "completion_tokens_details": {"reasoning_tokens": 460, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.1, "thoughts": "Proc is under construction and will provide a free harvester, so cancelling the queued harvesters to avoid stalling economic expansion. Assembling infantry at the eastern choke point.", "notes": "Finishing 2nd proc for eco boost + free harv. After proc, build fix then start 2tnk/1tnk spam.", "commands": [{"do": "cancel", "item": "harv"}, {"do": "cancel", "item": "harv"}, {"do": "attack_move", "units": [140, 143, 145, 147, 149, 150, 153], "x": 32, "y": 16}], "feedback": ["attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 300, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1500, "income": 1500, "experience": 3, "order_count": 28}}
{"tick": 4201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2700, killed $300 (3 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 14.2%.\nPRODUCTION: Building: proc 16%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, 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  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 100%, #156 weap@(95,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #146@(44,24)83%\n  e3 (Rocket Soldier) x5: #148@(47,28) #152@(57,28) #154@(66,24) #155@(73,20) #157@(84,16)\n  harv (Ore Truck (harvester)) x1: #135@(106,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 5 units\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Six-unit rocket/infantry force advancing west; place War Factory, then transition to Medium Tanks when affordable.", "raw": "{\"thoughts\":\"The refinery is nearly complete and the forward rocket force is already moving toward the likely enemy start. Keep pressure west, continue rocket production, and place the new refinery as soon as it is ready; then add another harvester and transition toward tanks.\",\"notes\":\"Enemy likely at (12,16). Five rockets plus rifle are advancing west; refinery construction at 16%, cash currently empty. War Factory is active.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1529, "completion_tokens": 367, "total_tokens": 1896, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1527, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000904805, "upstream_inference_prompt_cost": 0.000420365, "upstream_inference_completions_cost": 0.00048444}, "completion_tokens_details": {"reasoning_tokens": 223, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.62, "thoughts": "The refinery is nearly complete and the forward rocket force is already moving toward the likely enemy start. Keep pressure west, continue rocket production, and place the new refinery as soon as it is ready; then add another harvester and transition toward tanks.", "notes": "Enemy likely at (12,16). Five rockets plus rifle are advancing west; refinery construction at 16%, cash currently empty. War Factory is active.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["attack_move: 6 units", "stance: 6 units", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 300, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1600, "income": 1500, "experience": 3, "order_count": 36}}
{"tick": 4201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $390 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2600, killed $300 (3 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 12.2%.\nPRODUCTION: Building: proc 28%; Infantry: e3 72%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #145@(32,16)* #149@(26,16) #150@(27,16)\n  e3 (Rocket Soldier) x4: #140@(32,16) #143@(32,16) #147@(27,16) #153@(32,16)*\n  harv (Ore Truck (harvester)) x1: #132@(15,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Finishing 2nd proc for eco boost + free harv. After proc, build fix then start 2tnk/1tnk spam.", "raw": "{\"thoughts\": \"Economy is very tight ($0, 1 harvester, 2nd proc queued at 28%). I need to spend nothing now and scout east with my whole small army to locate the enemy base (likely at 95,11). Keep production queues running as cash allows.\", \"notes\": \"2nd proc queued (28%), army of 7 sent east to scout toward enemy start (95,11). Need to add more harvesters/refineries when cash arrives, then fix + tank spam. Base currently undefended.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[145,140,143,147,149,150,153],\"x\":80,\"y\":14},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":151,\"x\":30,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1508, "completion_tokens": 1666, "total_tokens": 3174, "cost": 0.002225808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002225808, "upstream_inference_prompt_cost": 0.000226608, "upstream_inference_completions_cost": 0.0019992}, "completion_tokens_details": {"reasoning_tokens": 1488, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.75, "thoughts": "Economy is very tight ($0, 1 harvester, 2nd proc queued at 28%). I need to spend nothing now and scout east with my whole small army to locate the enemy base (likely at 95,11). Keep production queues running as cash allows.", "notes": "2nd proc queued (28%), army of 7 sent east to scout toward enemy start (95,11). Need to add more harvesters/refineries when cash arrives, then fix + tank spam. Base currently undefended.", "commands": [{"do": "attack_move", "units": [145, 140, 143, 147, 149, 150, 153], "x": 80, "y": 14}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 151, "x": 30, "y": 16}], "feedback": ["attack_move: 7 units", "rally #151: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 300, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1500, "income": 2000, "experience": 3, "order_count": 30}}
{"tick": 4401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2600, killed $300 (3 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 15.5%.\nPRODUCTION: Building: proc 16%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, 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  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 100%, #156 weap@(95,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x5: #148@(39,23)55% #152@(46,28) #154@(57,28) #155@(64,25) #157@(75,18)\n  harv (Ore Truck (harvester)) x1: #135@(107,22)\nVISIBLE ENEMY UNITS (4):\n  #140 e3@(37,20) 47%, #143 e3@(37,20) 100%, #145 e1@(37,21) 95%, #153 e3@(37,20) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - stance: 6 units\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Five rockets plus rifle are advancing west; refinery construction at 16%, cash currently empty. War Factory is active.", "raw": "{\"thoughts\":\"Our rocket force is nearing the enemy and should eliminate the visible infantry before scouting farther west. The refinery is still under construction and cash is empty, so preserve the force while keeping the harvester mining; no new expensive production is affordable yet.\",\"notes\":\"Five rockets advancing west; enemy infantry cluster at (37,20). Refinery #proc is 16% building, harvester #135 near (107,22). Continue west after engagement.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[148,152,154,155,157],\"x\":25,\"y\":18},{\"do\":\"attack\",\"units\":[148,152,154,155,157],\"target\":140},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"rally\",\"building\":156,\"x\":80,\"y\":18}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1585, "completion_tokens": 288, "total_tokens": 1873, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1583, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000815925, "upstream_inference_prompt_cost": 0.000435765, "upstream_inference_completions_cost": 0.00038016}, "completion_tokens_details": {"reasoning_tokens": 114, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.46, "thoughts": "Our rocket force is nearing the enemy and should eliminate the visible infantry before scouting farther west. The refinery is still under construction and cash is empty, so preserve the force while keeping the harvester mining; no new expensive production is affordable yet.", "notes": "Five rockets advancing west; enemy infantry cluster at (37,20). Refinery #proc is 16% building, harvester #135 near (107,22). Continue west after engagement.", "commands": [{"do": "attack_move", "units": [148, 152, 154, 155, 157], "x": 25, "y": 18}, {"do": "attack", "units": [148, 152, 154, 155, 157], "target": 140}, {"do": "harvest", "unit": 135}, {"do": "rally", "building": 156, "x": 80, "y": 18}], "feedback": ["attack_move: 5 units", "attack: 5 units", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 400, "units_killed": 3, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1500, "income": 1500, "experience": 3, "order_count": 41}}
{"tick": 4401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $400 (4 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 13.6%.\nPRODUCTION: Building: proc 42%; Infantry: e3 37%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #145@(37,21)95% #149@(34,22) #150@(34,22)\n  e3 (Rocket Soldier) x5: #140@(37,20)47% #143@(37,20) #147@(34,22) #153@(37,20) #158@(19,16)\n  harv (Ore Truck (harvester)) x1: #132@(6,26)\nVISIBLE ENEMY UNITS (1):\n  #148 e3@(39,23) 55%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - rally #151: ordered\nYOUR NOTES FROM LAST TURN: 2nd proc queued (28%), army of 7 sent east to scout toward enemy start (95,11). Need to add more harvesters/refineries when cash arrives, then fix + tank spam. Base currently undefended.", "raw": "{\"thoughts\": \"Cash is $0 so nothing new can be produced; just keep the army pushing east toward the enemy start and let the harvester mine. Building queue already on proc 42%.\", \"notes\": \"2nd proc building 42%. Army of ~7 pushing east toward enemy (95,11); last seen enemy e3 near (39,23). Still only 1 harvester - need proc #2 done then build harv ASAP. Base undefended, add pbox when cash allows.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":55,\"y\":20},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":151,\"x\":22,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1550, "completion_tokens": 449, "total_tokens": 1999, "cost": 0.000778008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000778008, "upstream_inference_prompt_cost": 0.000239208, "upstream_inference_completions_cost": 0.0005388}, "completion_tokens_details": {"reasoning_tokens": 289, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.25, "thoughts": "Cash is $0 so nothing new can be produced; just keep the army pushing east toward the enemy start and let the harvester mine. Building queue already on proc 42%.", "notes": "2nd proc building 42%. Army of ~7 pushing east toward enemy (95,11); last seen enemy e3 near (39,23). Still only 1 harvester - need proc #2 done then build harv ASAP. Base undefended, add pbox when cash allows.", "commands": [{"do": "attack_move", "units": "all_army", "x": 55, "y": 20}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 151, "x": 22, "y": 18}], "feedback": ["attack_move: 8 units", "rally #151: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 300, "units_killed": 4, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 2000, "experience": 4, "order_count": 30}}
{"tick": 4601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $2000, killed $300 (3 units, 0 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 15.6%.\nPRODUCTION: Building: proc 16%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, 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  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 100%, #156 weap@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #154@(47,26)65% #155@(55,28) #157@(67,22)\n  harv (Ore Truck (harvester)) x1: #135@(99,13)\nVISIBLE ENEMY UNITS (2):\n  #145 e1@(45,23) 95%, #153 e3@(44,24) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - attack: 5 units\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Five rockets advancing west; enemy infantry cluster at (37,20). Refinery #proc is 16% building, harvester #135 near (107,22). Continue west after engagement.", "raw": "{\"thoughts\":\"The forward rocket group should eliminate the visible infantry and continue scouting toward the likely enemy base at the southwest. Cash is exhausted while Refinery #proc builds, so preserve the harvester and keep existing rocket production queued.\",\"notes\":\"Enemy likely base near (12,16). Rocket group advancing west; refinery #proc 16% under construction. Send surviving rockets west and keep harvester mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[154,155,157],\"x\":44,\"y\":24},{\"do\":\"attack_move\",\"units\":[154,155,157],\"x\":25,\"y\":18},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"rally\",\"building\":156,\"x\":75,\"y\":20}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1553, "completion_tokens": 267, "total_tokens": 1820, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1551, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000779405, "upstream_inference_prompt_cost": 0.000426965, "upstream_inference_completions_cost": 0.00035244}, "completion_tokens_details": {"reasoning_tokens": 107, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.64, "thoughts": "The forward rocket group should eliminate the visible infantry and continue scouting toward the likely enemy base at the southwest. Cash is exhausted while Refinery #proc builds, so preserve the harvester and keep existing rocket production queued.", "notes": "Enemy likely base near (12,16). Rocket group advancing west; refinery #proc 16% under construction. Send surviving rockets west and keep harvester mining.", "commands": [{"do": "attack_move", "units": [154, 155, 157], "x": 44, "y": 24}, {"do": "attack_move", "units": [154, 155, 157], "x": 25, "y": 18}, {"do": "harvest", "unit": 135}, {"do": "rally", "building": 156, "x": 75, "y": 20}], "feedback": ["attack_move: 3 units", "attack_move: 3 units", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1000, "units_killed": 3, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 900, "income": 1500, "experience": 3, "order_count": 41}}
{"tick": 4601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $1000 (6 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 14.2%.\nPRODUCTION: Building: proc 42%; Infantry: e3 37%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #145@(45,23)95% #149@(43,22) #150@(43,22)\n  e3 (Rocket Soldier) x5: #140@(43,23)36% #143@(43,24)88% #147@(43,22) #153@(44,24) #158@(28,21)\n  harv (Ore Truck (harvester)) x1: #132@(7,28)\nVISIBLE ENEMY UNITS (1):\n  #154 e3@(47,26) 65%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - rally #151: ordered\nYOUR NOTES FROM LAST TURN: 2nd proc building 42%. Army of ~7 pushing east toward enemy (95,11); last seen enemy e3 near (39,23). Still only 1 harvester - need proc #2 done then build harv ASAP. Base undefended, add pbox when cash allows.", "raw": "{\"thoughts\": \"Cash is $0 with only one harvester, so economy is the bottleneck; proc #2 is at 42% already. Army of 8 is already pushed east past (43,22) - keep pressing toward the enemy start while waiting for income.\", \"notes\": \"proc ~42% then build harv ASAP. Army pushing east toward (95,11). Base still undefended - add pbox when cash appears.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":55,\"y\":18},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":151,\"x\":40,\"y\":20},{\"do\":\"rally\",\"building\":133,\"x\":40,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1565, "completion_tokens": 372, "total_tokens": 1937, "cost": 0.000690108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000690108, "upstream_inference_prompt_cost": 0.000243708, "upstream_inference_completions_cost": 0.0004464}, "completion_tokens_details": {"reasoning_tokens": 210, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.52, "thoughts": "Cash is $0 with only one harvester, so economy is the bottleneck; proc #2 is at 42% already. Army of 8 is already pushed east past (43,22) - keep pressing toward the enemy start while waiting for income.", "notes": "proc ~42% then build harv ASAP. Army pushing east toward (95,11). Base still undefended - add pbox when cash appears.", "commands": [{"do": "attack_move", "units": "all_army", "x": 55, "y": 18}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 151, "x": 40, "y": 20}, {"do": "rally", "building": 133, "x": 40, "y": 20}], "feedback": ["attack_move: 8 units", "rally #151: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 300, "units_killed": 6, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 2000, "experience": 10, "order_count": 30}}
{"tick": 4801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $8 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1700, killed $300 (3 units, 0 bldgs), lost $1600 (8 units, 0 bldgs). Map explored 15.7%.\nPRODUCTION: Building: proc 34%; Infantry: e3 37%; 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%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 100%, #156 weap@(95,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #157@(58,28) #161@(88,16)\n  harv (Ore Truck (harvester)) x1: #135@(99,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - attack_move: 3 units\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely base near (12,16). Rocket group advancing west; refinery #proc 16% under construction. Send surviving rockets west and keep harvester mining.", "raw": "{\"thoughts\":\"The second refinery is nearly complete, while the rocket soldiers continue scouting toward the likely enemy base. Keep the western advance moving and preserve the harvester; once the refinery is placed, income should support tanks and additional production.\",\"notes\":\"Enemy base likely near (12,16). Rockets advancing west: #157 and #161. Proc #? is 34% in Building queue; place it when ready. Keep harvester #135 mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[157,161],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"rally\",\"building\":156,\"x\":70,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1510, "completion_tokens": 256, "total_tokens": 1766, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1508, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00075306, "upstream_inference_prompt_cost": 0.00041514, "upstream_inference_completions_cost": 0.00033792}, "completion_tokens_details": {"reasoning_tokens": 109, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.13, "thoughts": "The second refinery is nearly complete, while the rocket soldiers continue scouting toward the likely enemy base. Keep the western advance moving and preserve the harvester; once the refinery is placed, income should support tanks and additional production.", "notes": "Enemy base likely near (12,16). Rockets advancing west: #157 and #161. Proc #? is 34% in Building queue; place it when ready. Keep harvester #135 mining.", "commands": [{"do": "attack_move", "units": [157, 161], "x": 12, "y": 16}, {"do": "harvest", "unit": 135}, {"do": "rally", "building": 156, "x": 70, "y": 16}], "feedback": ["attack_move: 2 units", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1600, "units_killed": 3, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2000, "experience": 3, "order_count": 41}}
{"tick": 4801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $1600 (8 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 14.4%.\nPRODUCTION: Building: proc 42%; Infantry: e3 37%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #145@(51,26)86% #149@(51,26) #150@(49,26)\n  e3 (Rocket Soldier) x5: #140@(51,26)34% #143@(51,26)86% #147@(50,26) #153@(51,26)87% #158@(38,21)\n  harv (Ore Truck (harvester)) x1: #132@(15,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - rally #151: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: proc ~42% then build harv ASAP. Army pushing east toward (95,11). Base still undefended - add pbox when cash appears.", "raw": "{\"thoughts\": \"Cash is $0 and I only have one harvester, so economy is the priority while my army continues scouting east toward the enemy start. Power is fine and a refinery is nearly done. Send the harvester to mine and push the army toward (95,11).\", \"notes\": \"proc ~42%->finish then build harv/2nd proc. Army of 8 pushing east from ~(50,26) toward enemy at (95,11). Need pbox + more harvesters once cash flows.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"attack_move\", \"units\": \"all_army\", \"x\": 80, \"y\": 18}, {\"do\": \"rally\", \"building\": 151, \"x\": 60, \"y\": 20}, {\"do\": \"rally\", \"building\": 133, \"x\": 55, \"y\": 25}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1534, "completion_tokens": 485, "total_tokens": 2019, "cost": 0.000816408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000816408, "upstream_inference_prompt_cost": 0.000234408, "upstream_inference_completions_cost": 0.000582}, "completion_tokens_details": {"reasoning_tokens": 276, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.76, "thoughts": "Cash is $0 and I only have one harvester, so economy is the priority while my army continues scouting east toward the enemy start. Power is fine and a refinery is nearly done. Send the harvester to mine and push the army toward (95,11).", "notes": "proc ~42%->finish then build harv/2nd proc. Army of 8 pushing east from ~(50,26) toward enemy at (95,11). Need pbox + more harvesters once cash flows.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": "all_army", "x": 80, "y": 18}, {"do": "rally", "building": 151, "x": 60, "y": 20}, {"do": "rally", "building": 133, "x": 55, "y": 25}], "feedback": ["attack_move: 8 units", "rally #151: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 300, "units_killed": 8, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 2000, "experience": 16, "order_count": 30}}
{"tick": 5001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $300 (3 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 15.8%.\nPRODUCTION: Building: proc 34%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, 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  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 100%, #156 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #161@(79,14)\n  harv (Ore Truck (harvester)) x1: #135@(104,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Enemy base likely near (12,16). Rockets advancing west: #157 and #161. Proc #? is 34% in Building queue; place it when ready. Keep harvester #135 mining.", "raw": "{\"thoughts\":\"Cash is empty, but the refinery in the Building queue is progressing and the harvester should continue mining. Keep the rocket soldier scouting toward the likely enemy base while infantry production continues; place the refinery once ready next turn.\",\"notes\":\"Enemy likely at west start (12,16). #161 is advancing west; #135 harvester mining. Building queue: refinery 34% progressing. War Factory #156 idle; start tanks when funds arrive.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"attack_move\",\"units\":[161],\"x\":55,\"y\":14},{\"do\":\"rally\",\"building\":156,\"x\":70,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1503, "completion_tokens": 317, "total_tokens": 1820, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1501, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000831655, "upstream_inference_prompt_cost": 0.000413215, "upstream_inference_completions_cost": 0.00041844}, "completion_tokens_details": {"reasoning_tokens": 171, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.13, "thoughts": "Cash is empty, but the refinery in the Building queue is progressing and the harvester should continue mining. Keep the rocket soldier scouting toward the likely enemy base while infantry production continues; place the refinery once ready next turn.", "notes": "Enemy likely at west start (12,16). #161 is advancing west; #135 harvester mining. Building queue: refinery 34% progressing. War Factory #156 idle; start tanks when funds arrive.", "commands": [{"do": "harvest", "unit": 135}, {"do": "attack_move", "units": [161], "x": 55, "y": 14}, {"do": "rally", "building": 156, "x": 70, "y": 12}], "feedback": ["attack_move: 1 units", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1900, "units_killed": 3, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 3, "order_count": 41}}
{"tick": 5001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $34 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $1900 (9 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 15.5%.\nPRODUCTION: Building: proc 58%; Infantry: e1 43%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #145@(60,27)86% #149@(60,28) #150@(59,28)\n  e3 (Rocket Soldier) x6: #140@(58,28)34% #143@(60,28)86% #147@(59,28) #153@(60,28)87% #158@(47,26) #162@(13,14)\n  harv (Ore Truck (harvester)) x1: #132@(17,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - rally #151: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: proc ~42%->finish then build harv/2nd proc. Army of 8 pushing east from ~(50,26) toward enemy at (95,11). Need pbox + more harvesters once cash flows.", "raw": "{\"thoughts\": \"Second refinery is at 58%, which will grant a free second harvester upon placement. Forward infantry group is advancing well across mid-map towards (75,20), queueing light tank production for reinforcement.\", \"notes\": \"proc finishing soon -> place it for 2nd harv. Forward army moving to (75,20) en route to (95,11). 1tnk queued.\", \"commands\": [{\"do\": \"train\", \"item\": \"1tnk\", \"count\": 1}, {\"do\": \"attack_move\", \"units\": [140, 143, 145, 147, 149, 150, 153, 158], \"x\": 75, \"y\": 20}, {\"do\": \"attack_move\", \"units\": [162], \"x\": 60, \"y\": 28}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1672, "completion_tokens": 831, "total_tokens": 2503, "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": 0.0087405, "upstream_inference_prompt_cost": 0.002508, "upstream_inference_completions_cost": 0.0062325}, "completion_tokens_details": {"reasoning_tokens": 621, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.86, "thoughts": "Second refinery is at 58%, which will grant a free second harvester upon placement. Forward infantry group is advancing well across mid-map towards (75,20), queueing light tank production for reinforcement.", "notes": "proc finishing soon -> place it for 2nd harv. Forward army moving to (75,20) en route to (95,11). 1tnk queued.", "commands": [{"do": "train", "item": "1tnk", "count": 1}, {"do": "attack_move", "units": [140, 143, 145, 147, 149, 150, 153, 158], "x": 75, "y": 20}, {"do": "attack_move", "units": [162], "x": 60, "y": 28}], "feedback": ["train 1x 1tnk: queued", "attack_move: 8 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 300, "units_killed": 9, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2500, "experience": 19, "order_count": 30}}
{"tick": 5201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $300 (3 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 15.8%.\nPRODUCTION: Building: proc 34%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, 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  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 100%, #156 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #161@(78,15)*\n  harv (Ore Truck (harvester)) x1: #135@(99,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at west start (12,16). #161 is advancing west; #135 harvester mining. Building queue: refinery 34% progressing. War Factory #156 idle; start tanks when funds arrive.", "raw": "{\"thoughts\":\"The second refinery is progressing and the economy should improve soon. Keep rocket production continuous, send the lone scout west toward the suspected enemy base, and set the War Factory rally west so new vehicles join the advance.\",\"notes\":\"Enemy likely at west start (12,16). Rocket #161 scouting west; refinery #proc34% building. Keep infantry and vehicle queues active; place refinery when ready.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[161],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":156,\"x\":70,\"y\":15},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1505, "completion_tokens": 249, "total_tokens": 1754, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1503, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000742445, "upstream_inference_prompt_cost": 0.000413765, "upstream_inference_completions_cost": 0.00032868}, "completion_tokens_details": {"reasoning_tokens": 108, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.64, "thoughts": "The second refinery is progressing and the economy should improve soon. Keep rocket production continuous, send the lone scout west toward the suspected enemy base, and set the War Factory rally west so new vehicles join the advance.", "notes": "Enemy likely at west start (12,16). Rocket #161 scouting west; refinery #proc34% building. Keep infantry and vehicle queues active; place refinery when ready.", "commands": [{"do": "attack_move", "units": [161], "x": 12, "y": 16}, {"do": "rally", "building": 156, "x": 70, "y": 15}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["attack_move: 1 units", "rally #156: ordered", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1900, "units_killed": 3, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 3, "order_count": 41}}
{"tick": 5201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $1900 (9 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 17.1%.\nPRODUCTION: Building: proc 60%; Vehicle: 1tnk 0%; Infantry: e1 56%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #145@(70,24)86% #149@(70,24) #150@(68,25)\n  e3 (Rocket Soldier) x6: #140@(68,25)34% #143@(69,24)86% #147@(68,25) #153@(69,24)87% #158@(56,28) #162@(22,18)\n  harv (Ore Truck (harvester)) x1: #132@(20,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x 1tnk: queued\n  - attack_move: 8 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: proc finishing soon -> place it for 2nd harv. Forward army moving to (75,20) en route to (95,11). 1tnk queued.", "raw": "{\"thoughts\": \"Economy is stalled at $0 with the 2nd refinery at 60%; income should resume once it's placed. My forward group is stalled at (70,24) with no enemy visible, so I'll push them deeper toward the likely enemy base at (95,11) while keeping production queues fed for when cash arrives.\", \"notes\": \"2nd proc ~60% -> place immediately for 2nd harv. Army group A (~9 units) pushing to (88,14) toward enemy base (95,11). Queue e3/1tnk as cash allows.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[145,149,150,140,143,147,153,158],\"x\":88,\"y\":14},{\"do\":\"move\",\"units\":[162],\"x\":20,\"y\":20},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1556, "completion_tokens": 626, "total_tokens": 2182, "cost": 0.000992208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000992208, "upstream_inference_prompt_cost": 0.000241008, "upstream_inference_completions_cost": 0.0007512}, "completion_tokens_details": {"reasoning_tokens": 396, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.34, "thoughts": "Economy is stalled at $0 with the 2nd refinery at 60%; income should resume once it's placed. My forward group is stalled at (70,24) with no enemy visible, so I'll push them deeper toward the likely enemy base at (95,11) while keeping production queues fed for when cash arrives.", "notes": "2nd proc ~60% -> place immediately for 2nd harv. Army group A (~9 units) pushing to (88,14) toward enemy base (95,11). Queue e3/1tnk as cash allows.", "commands": [{"do": "attack_move", "units": [145, 149, 150, 140, 143, 147, 153, 158], "x": 88, "y": 14}, {"do": "move", "units": [162], "x": 20, "y": 20}, {"do": "harvest", "unit": 132}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["attack_move: 8 units", "move: 1 units", "train 2x e1: queued", "train 2x e3: queued", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 300, "units_killed": 9, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2275, "experience": 19, "order_count": 31}}
{"tick": 5401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $300 (3 units, 0 bldgs), lost $2200 (10 units, 0 bldgs). Map explored 15.8%.\nPRODUCTION: Building: proc 46%; Vehicle: 1tnk 24%; Infantry: e3 93%; 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%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 100%, #156 weap@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(100,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #156: ordered\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy likely at west start (12,16). Rocket #161 scouting west; refinery #proc34% building. Keep infantry and vehicle queues active; place refinery when ready.", "raw": "{\"thoughts\":\"The refinery is nearly complete and cash is currently exhausted, so preserve the economy while production finishes. Keep the existing rocket and tank queues active, rally units west toward the likely enemy base, and send the harvester back to ore.\",\"notes\":\"Enemy likely starts near (12,16). Proc is 46% building; keep westward rally/attack plan and place it when ready. One harvester at home ore field.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"rally\",\"building\":156,\"x\":80,\"y\":14},{\"do\":\"rally\",\"building\":139,\"x\":80,\"y\":14},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":45,\"y\":15}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1501, "completion_tokens": 400, "total_tokens": 1901, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1499, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000940665, "upstream_inference_prompt_cost": 0.000412665, "upstream_inference_completions_cost": 0.000528}, "completion_tokens_details": {"reasoning_tokens": 239, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.55, "thoughts": "The refinery is nearly complete and cash is currently exhausted, so preserve the economy while production finishes. Keep the existing rocket and tank queues active, rally units west toward the likely enemy base, and send the harvester back to ore.", "notes": "Enemy likely starts near (12,16). Proc is 46% building; keep westward rally/attack plan and place it when ready. One harvester at home ore field.", "commands": [{"do": "harvest", "unit": 135}, {"do": "rally", "building": 156, "x": 80, "y": 14}, {"do": "rally", "building": 139, "x": 80, "y": 14}, {"do": "attack_move", "units": "all_army", "x": 45, "y": 15}], "feedback": ["rally #156: ordered", "rally #139: ordered", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2200, "units_killed": 3, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 3, "order_count": 42}}
{"tick": 5401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $2200 (10 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 18.7%.\nPRODUCTION: Building: proc 60%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 56%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #145@(74,18)77% #149@(74,18) #150@(73,16)\n  e3 (Rocket Soldier) x6: #140@(72,17)34% #143@(74,18)86% #147@(72,16) #153@(74,18)87% #158@(65,24) #162@(20,20)*\n  harv (Ore Truck (harvester)) x1: #132@(18,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - move: 1 units\n  - train 2x e1: queued\n  - train 2x e3: queued\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: 2nd proc ~60% -> place immediately for 2nd harv. Army group A (~9 units) pushing to (88,14) toward enemy base (95,11). Queue e3/1tnk as cash allows.", "raw": "{\"thoughts\": \"Army group A is already east around (72-74,17) with no enemy contact yet \u2014 keep pushing them toward the enemy base at (95,11). Cash is $0 so nothing new can be queued; the building queue holds proc at 60% and I'll place it the moment it's ready for a second harvester. Rally new production to a forward staging point so reinforcements don't trickle in alone.\", \"notes\": \"Army A (8 units) pushing to enemy base (95,11) via (92,13). idle e3 #162 holding near base (20,20). proc 60% -> PLACE next turn. Rally weap/tent to (30,18) staging. Once cash flows: fix (Service Depot) then 2tnk.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[145,149,150,140,143,147,153,158],\"x\":92,\"y\":13},{\"do\":\"rally\",\"building\":151,\"x\":30,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":30,\"y\":18},{\"do\":\"move\",\"units\":[162],\"x\":22,\"y\":19}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1630, "completion_tokens": 823, "total_tokens": 2453, "cost": 0.001250808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001250808, "upstream_inference_prompt_cost": 0.000263208, "upstream_inference_completions_cost": 0.0009876}, "completion_tokens_details": {"reasoning_tokens": 567, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.82, "thoughts": "Army group A is already east around (72-74,17) with no enemy contact yet \u2014 keep pushing them toward the enemy base at (95,11). Cash is $0 so nothing new can be queued; the building queue holds proc at 60% and I'll place it the moment it's ready for a second harvester. Rally new production to a forward staging point so reinforcements don't trickle in alone.", "notes": "Army A (8 units) pushing to enemy base (95,11) via (92,13). idle e3 #162 holding near base (20,20). proc 60% -> PLACE next turn. Rally weap/tent to (30,18) staging. Once cash flows: fix (Service Depot) then 2tnk.", "commands": [{"do": "attack_move", "units": [145, 149, 150, 140, 143, 147, 153, 158], "x": 92, "y": 13}, {"do": "rally", "building": 151, "x": 30, "y": 18}, {"do": "rally", "building": 133, "x": 30, "y": 18}, {"do": "move", "units": [162], "x": 22, "y": 19}], "feedback": ["attack_move: 8 units", "rally #151: ordered", "rally #133: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 300, "units_killed": 10, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2000, "experience": 22, "order_count": 36}}
{"tick": 5601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $300 (3 units, 0 bldgs), lost $2200 (10 units, 0 bldgs). Map explored 16%.\nPRODUCTION: Building: proc 46%; Vehicle: 1tnk 24%; Infantry: e3 93%; 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%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 100%, #156 weap@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #156: ordered\n  - rally #139: ordered\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (12,16). Proc is 46% building; keep westward rally/attack plan and place it when ready. One harvester at home ore field.", "raw": "{\"thoughts\":\"The second refinery is still under construction and cash is empty, so maintain production and keep the lone harvester mining. The western enemy base remains unscouted; once units emerge, push them west toward (12,16).\",\"notes\":\"Second proc building; power is adequate. Enemy likely at (12,16). Keep production queues active and send new army west when available.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1499, "completion_tokens": 296, "total_tokens": 1795, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1497, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000802835, "upstream_inference_prompt_cost": 0.000412115, "upstream_inference_completions_cost": 0.00039072}, "completion_tokens_details": {"reasoning_tokens": 178, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.4, "thoughts": "The second refinery is still under construction and cash is empty, so maintain production and keep the lone harvester mining. The western enemy base remains unscouted; once units emerge, push them west toward (12,16).", "notes": "Second proc building; power is adequate. Enemy likely at (12,16). Keep production queues active and send new army west when available.", "commands": [{"do": "harvest", "unit": 135}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2200, "units_killed": 3, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 3, "order_count": 42}}
{"tick": 5601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3300, killed $2200 (10 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 20.5%.\nPRODUCTION: Building: proc 72%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Infantry: e3 40%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #145@(85,14)77% #149@(84,14) #150@(82,14) #163@(16,16)\n  e3 (Rocket Soldier) x6: #140@(82,14)34% #143@(83,14)86% #147@(82,14) #153@(83,14)87% #158@(73,16) #162@(22,19)*\n  harv (Ore Truck (harvester)) x1: #132@(18,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - rally #151: ordered\n  - rally #133: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Army A (8 units) pushing to enemy base (95,11) via (92,13). idle e3 #162 holding near base (20,20). proc 60% -> PLACE next turn. Rally weap/tent to (30,18) staging. Once cash flows: fix (Service Depot) then 2tnk.", "raw": "{\"thoughts\": \"Harvester #132 is about to dump ore at the refinery, which will fund the remaining 28% of proc and start tank/infantry queues. Main attack force is closing in on (95, 11), advancing further.\", \"notes\": \"Attacking (95,11) with strike force. Proc will finish soon; need powr next due to power deficit when proc placed. Harv will double economy.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [140, 143, 145, 147, 149, 150, 153, 158], \"x\": 93, \"y\": 12}, {\"do\": \"move\", \"units\": [162, 163], \"x\": 30, \"y\": 18}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1760, "completion_tokens": 457, "total_tokens": 2217, "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": 0.0060675, "upstream_inference_prompt_cost": 0.00264, "upstream_inference_completions_cost": 0.0034275}, "completion_tokens_details": {"reasoning_tokens": 261, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.06, "thoughts": "Harvester #132 is about to dump ore at the refinery, which will fund the remaining 28% of proc and start tank/infantry queues. Main attack force is closing in on (95, 11), advancing further.", "notes": "Attacking (95,11) with strike force. Proc will finish soon; need powr next due to power deficit when proc placed. Harv will double economy.", "commands": [{"do": "attack_move", "units": [140, 143, 145, 147, 149, 150, 153, 158], "x": 93, "y": 12}, {"do": "move", "units": [162, 163], "x": 30, "y": 18}], "feedback": ["attack_move: 8 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 300, "units_killed": 10, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 2500, "experience": 22, "order_count": 36}}
{"tick": 5801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $300 (3 units, 0 bldgs), lost $2200 (10 units, 0 bldgs). Map explored 16.1%.\nPRODUCTION: Building: proc 46%; Vehicle: 1tnk 24%; Infantry: e3 93%; 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%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #134 proc@(98,11) 100%, #139 tent@(92,15) 68%, #156 weap@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(99,15)\nVISIBLE ENEMY UNITS (7):\n  #140 e3@(92,13) 34%, #143 e3@(93,12) 86%, #145 e1@(88,14) 77%, #147 e3@(92,13) 100%, #149 e1@(87,14) 100%, #150 e1@(87,14) 100%, #153 e3@(87,14) 87%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Second proc building; power is adequate. Enemy likely at (12,16). Keep production queues active and send new army west when available.", "raw": "{\"thoughts\":\"The base is under attack by enemy infantry, but I currently have no combat units available to respond. Keep the refinery and tank queues running, repair the damaged barracks, and rally newly produced forces toward the enemy\u2019s likely western position.\",\"notes\":\"Enemy raiders are at 87-93,12-14 near the base. Second refinery is 46% complete; Light Tank queue is active. Send new army west toward (60,14), then continue toward likely enemy start (12,16).\",\"commands\":[{\"do\":\"repair\",\"building\":139},{\"do\":\"rally\",\"building\":156,\"x\":75,\"y\":14},{\"do\":\"rally\",\"building\":139,\"x\":75,\"y\":14},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":75,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1558, "completion_tokens": 468, "total_tokens": 2026, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1556, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0010461, "upstream_inference_prompt_cost": 0.00042834, "upstream_inference_completions_cost": 0.00061776}, "completion_tokens_details": {"reasoning_tokens": 282, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.63, "thoughts": "The base is under attack by enemy infantry, but I currently have no combat units available to respond. Keep the refinery and tank queues running, repair the damaged barracks, and rally newly produced forces toward the enemy\u2019s likely western position.", "notes": "Enemy raiders are at 87-93,12-14 near the base. Second refinery is 46% complete; Light Tank queue is active. Send new army west toward (60,14), then continue toward likely enemy start (12,16).", "commands": [{"do": "repair", "building": 139}, {"do": "rally", "building": 156, "x": 75, "y": 14}, {"do": "rally", "building": 139, "x": 75, "y": 14}, {"do": "harvest", "unit": 135}, {"do": "attack_move", "units": "all_army", "x": 75, "y": 14}], "feedback": ["repair #139: ordered", "rally #156: ordered", "rally #139: ordered", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2200, "units_killed": 3, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2025, "experience": 3, "order_count": 42}}
{"tick": 5801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3300, killed $2200 (10 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 22%.\nPRODUCTION: Building: proc 72%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Infantry: e3 40%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #145@(88,14)77% #149@(87,14) #150@(87,14) #163@(26,18)\n  e3 (Rocket Soldier) x6: #140@(92,13)34% #143@(93,12)86% #147@(92,13) #153@(87,14)87% #158@(82,12) #162@(30,18)*\n  harv (Ore Truck (harvester)) x1: #132@(21,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #124 powr@(93,11) 100%, #126 fact@(95,11) 100%, #139 tent@(92,15) 68%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Attacking (95,11) with strike force. Proc will finish soon; need powr next due to power deficit when proc placed. Harv will double economy.", "raw": "{\"thoughts\": \"Strike force is at the enemy base. Focus fire on the Construction Yard (#126) to cripple them. Cash is $0 so no new production; get the harvester mining and let the proc finish for a second harvester.\", \"notes\": \"Strike force (8 units) attacking enemy fact #126 @95,11. Harv #132 sent to mine. Proc ~finishing -> will give free harv. No cash, so no builds.\", \"commands\": [{\"do\":\"attack\",\"units\":[145,149,150,140,143,147,153,158],\"target\":126},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[162],\"x\":60,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1610, "completion_tokens": 760, "total_tokens": 2370, "cost": 0.001169208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001169208, "upstream_inference_prompt_cost": 0.000257208, "upstream_inference_completions_cost": 0.000912}, "completion_tokens_details": {"reasoning_tokens": 601, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.66, "thoughts": "Strike force is at the enemy base. Focus fire on the Construction Yard (#126) to cripple them. Cash is $0 so no new production; get the harvester mining and let the proc finish for a second harvester.", "notes": "Strike force (8 units) attacking enemy fact #126 @95,11. Harv #132 sent to mine. Proc ~finishing -> will give free harv. No cash, so no builds.", "commands": [{"do": "attack", "units": [145, 149, 150, 140, 143, 147, 153, 158], "target": 126}, {"do": "harvest", "unit": 132}, {"do": "move", "units": [162], "x": 60, "y": 14}], "feedback": ["attack: 8 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 300, "units_killed": 10, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 2500, "experience": 22, "order_count": 36}}
{"tick": 6001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 99 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $300 (3 units, 0 bldgs), lost $2200 (10 units, 0 bldgs). Map explored 16.1%.\nPRODUCTION: Building: proc 58%; Vehicle: 1tnk 48%; Infantry: e3 48%; 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%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(93,11) 99%, #126 fact@(95,11) 57%, #134 proc@(98,11) 100%, #139 tent@(92,15) 67%, #156 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #164@(91,16)\n  harv (Ore Truck (harvester)) x1: #135@(98,17)\nVISIBLE ENEMY UNITS (8):\n  #140 e3@(93,12) 34%, #143 e3@(93,12) 86%, #145 e1@(91,13) 60%, #147 e3@(93,12) 100%, #149 e1@(89,12) 100%, #150 e1@(89,12) 100%, #153 e3@(90,11) 87%, #158 e3@(90,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #139: ordered\n  - rally #156: ordered\n  - rally #139: ordered\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy raiders are at 87-93,12-14 near the base. Second refinery is 46% complete; Light Tank queue is active. Send new army west toward (60,14), then continue toward likely enemy start (12,16).", "raw": "{\"thoughts\":\"Enemy raiders are inside the base and our army is nearly gone. Use the surviving rocket soldier to focus the damaged enemy rocket infantry while the Light Tank and second Refinery finish; place the Refinery immediately when ready.\",\"notes\":\"Base at (95,11); enemy raiders clustered (89-93,11-14). Second proc is 58% building, Light Tank 48% queued. Surviving e3 #164 defending base.\",\"commands\":[{\"do\":\"attack\",\"units\":[164],\"target\":140},{\"do\":\"attack_move\",\"units\":[164],\"x\":91,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1628, "completion_tokens": 258, "total_tokens": 1886, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1626, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00078815, "upstream_inference_prompt_cost": 0.00044759, "upstream_inference_completions_cost": 0.00034056}, "completion_tokens_details": {"reasoning_tokens": 124, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.97, "thoughts": "Enemy raiders are inside the base and our army is nearly gone. Use the surviving rocket soldier to focus the damaged enemy rocket infantry while the Light Tank and second Refinery finish; place the Refinery immediately when ready.", "notes": "Base at (95,11); enemy raiders clustered (89-93,11-14). Second proc is 58% building, Light Tank 48% queued. Surviving e3 #164 defending base.", "commands": [{"do": "attack", "units": [164], "target": 140}, {"do": "attack_move", "units": [164], "x": 91, "y": 12}], "feedback": ["attack: 1 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2200, "units_killed": 3, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 3, "order_count": 42}}
{"tick": 6001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3300, killed $2200 (10 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 22.6%.\nPRODUCTION: Building: proc 72%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Infantry: e3 40%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #145@(91,13)60% #149@(89,12) #150@(89,12) #163@(30,18)*\n  e3 (Rocket Soldier) x6: #140@(93,12)34% #143@(93,12)86% #147@(93,12) #153@(90,11)87% #158@(90,11) #162@(37,25)\n  harv (Ore Truck (harvester)) x1: #132@(18,13)\nVISIBLE ENEMY UNITS (1):\n  #164 e3@(91,16) 100%\nVISIBLE ENEMY BUILDINGS (3):\n  #124 powr@(93,11) 99%, #126 fact@(95,11) 57%, #139 tent@(92,15) 67%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Strike force (8 units) attacking enemy fact #126 @95,11. Harv #132 sent to mine. Proc ~finishing -> will give free harv. No cash, so no builds.", "raw": "{\"thoughts\": \"Cash is 0 so no builds. Keep pressure on the enemy fact #126 (57% hp) with the strike force and bring the two idle units forward as reinforcements. Proc will finish soon and give a free harvester.\", \"notes\": \"Strike force (8 units) focus-firing enemy fact #126 @95,11. Reinforcements #162, #163 moving up. Proc nearly done -> free harv. Still $0.\", \"commands\": [{\"do\":\"attack\",\"units\":[140,143,147,153,158,145,149,150],\"target\":126},{\"do\":\"attack_move\",\"units\":[162,163],\"x\":90,\"y\":14},{\"do\":\"train\",\"item\":\"e3\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1630, "completion_tokens": 340, "total_tokens": 1970, "cost": 0.000671208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000671208, "upstream_inference_prompt_cost": 0.000263208, "upstream_inference_completions_cost": 0.000408}, "completion_tokens_details": {"reasoning_tokens": 180, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.44, "thoughts": "Cash is 0 so no builds. Keep pressure on the enemy fact #126 (57% hp) with the strike force and bring the two idle units forward as reinforcements. Proc will finish soon and give a free harvester.", "notes": "Strike force (8 units) focus-firing enemy fact #126 @95,11. Reinforcements #162, #163 moving up. Proc nearly done -> free harv. Still $0.", "commands": [{"do": "attack", "units": [140, 143, 147, 153, 158, 145, 149, 150], "target": 126}, {"do": "attack_move", "units": [162, 163], "x": 90, "y": 14}, {"do": "train", "item": "e3"}], "feedback": ["attack: 8 units", "attack_move: 2 units", "train 1x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 300, "units_killed": 10, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 2000, "experience": 22, "order_count": 36}}
{"tick": 6201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 97 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $300 (3 units, 0 bldgs), lost $2200 (10 units, 0 bldgs). Map explored 16.1%.\nPRODUCTION: Building: proc 58%; Vehicle: 1tnk 48%; Infantry: e3 48%; 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%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(93,11) 97%, #126 fact@(95,11) 0%, #134 proc@(98,11) 100%, #139 tent@(92,15) 67%, #156 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #164@(91,16)\n  harv (Ore Truck (harvester)) x1: #135@(104,23)\nVISIBLE ENEMY UNITS (8):\n  #140 e3@(93,12) 34%, #143 e3@(93,12) 86%, #145 e1@(91,13) 26%, #147 e3@(93,12) 100%, #149 e1@(89,12) 100%, #150 e1@(89,12) 100%, #153 e3@(90,11) 87%, #158 e3@(90,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy raiders clustered (89-93,11-14). Second proc is 58% building, Light Tank 48% queued. Surviving e3 #164 defending base.", "raw": "{\"thoughts\":\"Enemy raiders are inside the base and our Construction Yard is critically damaged or destroyed. Focus the surviving rocket soldier on the clustered attackers, then use the completing Light Tank to clear them; keep infantry production active if funds arrive.\",\"notes\":\"Base at (95,11); enemy raiders clustered at (89-93,11-14). Construction Yard #126 at 0% and likely lost. Attack raiders before expanding.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[164],\"x\":90,\"y\":12},{\"do\":\"attack\",\"units\":[164],\"target\":140},{\"do\":\"train\",\"item\":\"e3\",\"count\":1}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1602, "completion_tokens": 284, "total_tokens": 1886, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1600, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00081532, "upstream_inference_prompt_cost": 0.00044044, "upstream_inference_completions_cost": 0.00037488}, "completion_tokens_details": {"reasoning_tokens": 142, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.95, "thoughts": "Enemy raiders are inside the base and our Construction Yard is critically damaged or destroyed. Focus the surviving rocket soldier on the clustered attackers, then use the completing Light Tank to clear them; keep infantry production active if funds arrive.", "notes": "Base at (95,11); enemy raiders clustered at (89-93,11-14). Construction Yard #126 at 0% and likely lost. Attack raiders before expanding.", "commands": [{"do": "attack_move", "units": [164], "x": 90, "y": 12}, {"do": "attack", "units": [164], "target": 140}, {"do": "train", "item": "e3", "count": 1}], "feedback": ["attack_move: 1 units", "attack: 1 units", "train 1x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2200, "units_killed": 3, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 3, "order_count": 42}}
{"tick": 6201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $105 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3300, killed $2200 (10 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 22.8%.\nPRODUCTION: Building: proc 81%; Vehicle: 1tnk 43%; Vehicle: 1tnk 0%; Infantry: e3 84%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #145@(91,13)26% #149@(89,12) #150@(89,12) #163@(37,25)\n  e3 (Rocket Soldier) x6: #140@(93,12)34% #143@(93,12)86% #147@(93,12) #153@(90,11)87% #158@(90,11) #162@(48,26)\n  harv (Ore Truck (harvester)) x1: #132@(17,17)\nVISIBLE ENEMY UNITS (1):\n  #164 e3@(91,16) 100%\nVISIBLE ENEMY BUILDINGS (3):\n  #124 powr@(93,11) 97%, #126 fact@(95,11) 0%, #139 tent@(92,15) 67%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - attack_move: 2 units\n  - train 1x e3: queued\nYOUR NOTES FROM LAST TURN: Strike force (8 units) focus-firing enemy fact #126 @95,11. Reinforcements #162, #163 moving up. Proc nearly done -> free harv. Still $0.", "raw": "{\"thoughts\": \"Strike force is deep in the enemy base; their Construction Yard is at 0% so finishing it plus the tent/power will cripple them. Economy is weak but the refinery completes next tick giving a free harvester. Press the attack with everything.\", \"notes\": \"8-unit strike force at enemy base finishing fact #126, then tent #139/powr #124. Reinforcements #162,#163 heading to (93,14). Proc finishing -> free harv.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[145,149,150,140,143,147,153,158],\"x\":93,\"y\":13},{\"do\":\"attack_move\",\"units\":[162,163],\"x\":92,\"y\":14},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1648, "completion_tokens": 589, "total_tokens": 2237, "cost": 0.000975408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000975408, "upstream_inference_prompt_cost": 0.000268608, "upstream_inference_completions_cost": 0.0007068}, "completion_tokens_details": {"reasoning_tokens": 414, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.27, "thoughts": "Strike force is deep in the enemy base; their Construction Yard is at 0% so finishing it plus the tent/power will cripple them. Economy is weak but the refinery completes next tick giving a free harvester. Press the attack with everything.", "notes": "8-unit strike force at enemy base finishing fact #126, then tent #139/powr #124. Reinforcements #162,#163 heading to (93,14). Proc finishing -> free harv.", "commands": [{"do": "attack_move", "units": [145, 149, 150, 140, 143, 147, 153, 158], "x": 93, "y": 13}, {"do": "attack_move", "units": [162, 163], "x": 92, "y": 14}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 8 units", "attack_move: 2 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 300, "units_killed": 10, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 2500, "experience": 22, "order_count": 37}}
{"tick": 6401, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $510 (storage 2000), power 10 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5900, army $1700, killed $600 (4 units, 0 bldgs), lost $4200 (10 units, 1 bldgs). Map explored 16.1%.\nPRODUCTION: Vehicle: 1tnk 70%; 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%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\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  #124 powr@(93,11) 10%, #134 proc@(98,11) 100%, #139 tent@(92,15) 54%, #156 weap@(95,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #164@(91,16)29% #165@(91,15)\n  harv (Ore Truck (harvester)) x1: #135@(100,21)\nVISIBLE ENEMY UNITS (7):\n  #143 e3@(93,12) 83%, #145 e1@(91,13) 26%, #147 e3@(93,12) 88%, #149 e1@(89,12) 100%, #150 e1@(89,12) 100%, #153 e3@(90,11) 87%, #158 e3@(90,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack: 1 units\n  - train 1x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy raiders clustered at (89-93,11-14). Construction Yard #126 at 0% and likely lost. Attack raiders before expanding.", "raw": "{\"thoughts\":\"Enemy raiders are beside the base and our two rocket soldiers are badly outnumbered, but they must engage to protect the refinery and power. Repair the critical power plant and continue the queued rocket production; do not expand until the raid is contained.\",\"notes\":\"Enemy raiders at 89-93,11-14. Power plant #124 is critically damaged; refinery #134 and war factory #156 remain functional. Keep rockets defending base and repair #124.\",\"commands\":[{\"do\":\"repair\",\"building\":124},{\"do\":\"attack_move\",\"units\":[164,165],\"x\":89,\"y\":12},{\"do\":\"stance\",\"units\":[164,165],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":156,\"x\":93,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1493, "completion_tokens": 273, "total_tokens": 1766, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1491, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000770825, "upstream_inference_prompt_cost": 0.000410465, "upstream_inference_completions_cost": 0.00036036}, "completion_tokens_details": {"reasoning_tokens": 106, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.07, "thoughts": "Enemy raiders are beside the base and our two rocket soldiers are badly outnumbered, but they must engage to protect the refinery and power. Repair the critical power plant and continue the queued rocket production; do not expand until the raid is contained.", "notes": "Enemy raiders at 89-93,11-14. Power plant #124 is critically damaged; refinery #134 and war factory #156 remain functional. Keep rockets defending base and repair #124.", "commands": [{"do": "repair", "building": 124}, {"do": "attack_move", "units": [164, 165], "x": 89, "y": 12}, {"do": "stance", "units": [164, 165], "stance": "attack_anything"}, {"do": "rally", "building": 156, "x": 93, "y": 14}], "feedback": ["repair #124: ordered", "attack_move: 2 units", "stance: 2 units", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 4200, "units_killed": 4, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5900, "army_value": 600, "income": 2000, "experience": 6, "order_count": 43}}
{"tick": 6401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $4200 (10 units, 1 bldgs), lost $600 (4 units, 0 bldgs). Map explored 22.8%.\nPRODUCTION: Building: proc 83%; Vehicle: 1tnk 48%; Vehicle: 1tnk 0%; Infantry: e3 96%; 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: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #145@(91,13)26% #149@(89,12) #150@(89,12) #163@(48,26)\n  e3 (Rocket Soldier) x5: #143@(93,12)83% #147@(93,12)88% #153@(90,11)87% #158@(90,11) #162@(57,28)\n  harv (Ore Truck (harvester)) x1: #132@(22,7)\nVISIBLE ENEMY UNITS (2):\n  #164 e3@(91,16) 29%, #165 e3@(91,15) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #124 powr@(93,11) 10%, #139 tent@(92,15) 54%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack_move: 2 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: 8-unit strike force at enemy base finishing fact #126, then tent #139/powr #124. Reinforcements #162,#163 heading to (93,14). Proc finishing -> free harv.", "raw": "{\"thoughts\": \"Strike force is at the enemy base; powr #124 is nearly dead and tent #139 at 54%. Press the attack to finish both buildings, and keep the two reinforcements moving in. Cash is $0 so rely on queued production.\", \"notes\": \"Main force at enemy base (89-93,11-13). Killing tent #139 then powr #124. Reinforcements #162,#163 @(48,26)/(57,28) moving to (92,14). Proc #? finishing soon -> place, get free harv.\", \"commands\": [{\"do\":\"attack\",\"units\":[143,147,153,158,149,150,145],\"target\":139},{\"do\":\"attack_move\",\"units\":[162,163],\"x\":92,\"y\":14},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1659, "completion_tokens": 524, "total_tokens": 2183, "cost": 0.000900708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000900708, "upstream_inference_prompt_cost": 0.000271908, "upstream_inference_completions_cost": 0.0006288}, "completion_tokens_details": {"reasoning_tokens": 339, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.43, "thoughts": "Strike force is at the enemy base; powr #124 is nearly dead and tent #139 at 54%. Press the attack to finish both buildings, and keep the two reinforcements moving in. Cash is $0 so rely on queued production.", "notes": "Main force at enemy base (89-93,11-13). Killing tent #139 then powr #124. Reinforcements #162,#163 @(48,26)/(57,28) moving to (92,14). Proc #? finishing soon -> place, get free harv.", "commands": [{"do": "attack", "units": [143, 147, 153, 158, 149, 150, 145], "target": 139}, {"do": "attack_move", "units": [162, 163], "x": 92, "y": 14}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack: 7 units", "attack_move: 2 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 600, "units_killed": 10, "units_lost": 4, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 2500, "experience": 42, "order_count": 39}}
{"tick": 6601, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $900 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $4800, army $1400, killed $700 (5 units, 0 bldgs), lost $5300 (11 units, 3 bldgs). Map explored 16.1%.\nPRODUCTION: Vehicle: 1tnk 85%\nCAN PRODUCE NOW:\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  #134 proc@(98,11) 100%, #156 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #164@(91,16)13%\n  harv (Ore Truck (harvester)) x1: #135@(98,12)\nVISIBLE ENEMY UNITS (4):\n  #143 e3@(93,12) 71%, #147 e3@(93,12) 88%, #153 e3@(90,11) 87%, #158 e3@(90,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #124: ordered\n  - attack_move: 2 units\n  - stance: 2 units\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Enemy raiders at 89-93,11-14. Power plant #124 is critically damaged; refinery #134 and war factory #156 remain functional. Keep rockets defending base and repair #124.", "raw": "{\"thoughts\":\"The base is under immediate infantry pressure and power is critically low. Keep the damaged rocket near the base, repair the power plant, and finish the queued tank so it can clear the raiders.\",\"notes\":\"Enemy rocket soldiers are clustered at 90-93,11-12. Power plant #124 is damaged; refinery #134 and war factory #156 are operational. One rocket #164 is critically damaged; tank production is nearly complete.\",\"commands\":[{\"do\":\"repair\",\"building\":124},{\"do\":\"attack\",\"units\":[164],\"target\":143},{\"do\":\"stance\",\"units\":[164],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1280, "completion_tokens": 291, "total_tokens": 1571, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1278, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00073601, "upstream_inference_prompt_cost": 0.00035189, "upstream_inference_completions_cost": 0.00038412}, "completion_tokens_details": {"reasoning_tokens": 156, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.4, "thoughts": "The base is under immediate infantry pressure and power is critically low. Keep the damaged rocket near the base, repair the power plant, and finish the queued tank so it can clear the raiders.", "notes": "Enemy rocket soldiers are clustered at 90-93,11-12. Power plant #124 is damaged; refinery #134 and war factory #156 are operational. One rocket #164 is critically damaged; tank production is nearly complete.", "commands": [{"do": "repair", "building": 124}, {"do": "attack", "units": [164], "target": 143}, {"do": "stance", "units": [164], "stance": "return_fire"}], "feedback": ["repair: #124 is not your building", "attack: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 5300, "units_killed": 5, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 4800, "army_value": 300, "income": 2500, "experience": 7, "order_count": 43}}
{"tick": 6601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $5300 (11 units, 3 bldgs), lost $700 (5 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Building: proc 83%; Vehicle: 1tnk 48%; Vehicle: 1tnk 0%; Infantry: e3 96%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #149@(89,12)* #150@(89,12)* #163@(57,28)\n  e3 (Rocket Soldier) x5: #143@(93,12)71%* #147@(93,12)88%* #153@(90,11)87%* #158@(90,11)* #162@(66,23)\n  harv (Ore Truck (harvester)) x1: #132@(22,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack_move: 2 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Main force at enemy base (89-93,11-13). Killing tent #139 then powr #124. Reinforcements #162,#163 @(48,26)/(57,28) moving to (92,14). Proc #? finishing soon -> place, get free harv.", "raw": "{\"thoughts\": \"Main force is idle at the enemy base area with no visible targets - they probably cleared that spot. I'll push them toward the enemy start (95,11) to find and destroy remaining buildings. Economy is starved ($0), so just let queued production finish and place the refinery next turn.\", \"notes\": \"Main force (143,147,153,158,149,150) attack-moving to enemy start (95,11). #162,#163 reinforcing. Proc#? at 83% -> place next turn, free harv. Still $0 cash.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[143,147,153,158,149,150],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[162,163],\"x\":95,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1635, "completion_tokens": 788, "total_tokens": 2423, "cost": 0.001210308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001210308, "upstream_inference_prompt_cost": 0.000264708, "upstream_inference_completions_cost": 0.0009456}, "completion_tokens_details": {"reasoning_tokens": 612, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.81, "thoughts": "Main force is idle at the enemy base area with no visible targets - they probably cleared that spot. I'll push them toward the enemy start (95,11) to find and destroy remaining buildings. Economy is starved ($0), so just let queued production finish and place the refinery next turn.", "notes": "Main force (143,147,153,158,149,150) attack-moving to enemy start (95,11). #162,#163 reinforcing. Proc#? at 83% -> place next turn, free harv. Still $0 cash.", "commands": [{"do": "attack_move", "units": [143, 147, 153, 158, 149, 150], "x": 95, "y": 11}, {"do": "attack_move", "units": [162, 163], "x": 95, "y": 12}], "feedback": ["attack_move: 6 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 700, "units_killed": 11, "units_lost": 5, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 2000, "experience": 53, "order_count": 41}}
{"tick": 6801, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $800 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5200, army $1800, killed $700 (5 units, 0 bldgs), lost $5600 (12 units, 3 bldgs). Map explored 16.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\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  #134 proc@(98,11) 96%, #156 weap@(95,8) 78%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #166@(95,9)56%\n  harv (Ore Truck (harvester)) x1: #135@(103,23)83%\nVISIBLE ENEMY UNITS (6):\n  #143 e3@(95,11) 71%, #147 e3@(95,11) 61%, #149 e1@(93,12) 100%, #150 e1@(93,12) 100%, #153 e3@(92,11) 87%, #158 e3@(92,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair: #124 is not your building\n  - attack: 1 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy rocket soldiers are clustered at 90-93,11-12. Power plant #124 is damaged; refinery #134 and war factory #156 are operational. One rocket #164 is critically damaged; tank production is nearly complete.", "raw": "{\"thoughts\":\"Our base is under infantry/rocket pressure and power is offline. Engage the exposed rocket soldiers with the light tank, return the harvester to mining, and start a power plant as soon as resources permit.\",\"notes\":\"Enemy cluster is at 92-95,11-12. Only refinery #134 and war factory #156 remain; power is critically low. Tank #166 is damaged but must defend the base.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[166],\"x\":91,\"y\":11},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"repair\",\"building\":134}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1303, "completion_tokens": 316, "total_tokens": 1619, "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": 0.000775335, "upstream_inference_prompt_cost": 0.000358215, "upstream_inference_completions_cost": 0.00041712}, "completion_tokens_details": {"reasoning_tokens": 176, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.01, "thoughts": "Our base is under infantry/rocket pressure and power is offline. Engage the exposed rocket soldiers with the light tank, return the harvester to mining, and start a power plant as soon as resources permit.", "notes": "Enemy cluster is at 92-95,11-12. Only refinery #134 and war factory #156 remain; power is critically low. Tank #166 is damaged but must defend the base.", "commands": [{"do": "attack_move", "units": [166], "x": 91, "y": 11}, {"do": "harvest", "unit": 135}, {"do": "build", "item": "powr"}, {"do": "repair", "building": 134}], "feedback": ["attack_move: 1 units", "build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "repair #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 5600, "units_killed": 5, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 5200, "army_value": 700, "income": 2500, "experience": 7, "order_count": 43}}
{"tick": 6801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $106 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $5600 (12 units, 3 bldgs), lost $700 (5 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: Building: proc 84%; Vehicle: 1tnk 49%; Vehicle: 1tnk 0%; Infantry: e3 98%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #149@(93,12) #150@(93,12) #163@(66,23)\n  e3 (Rocket Soldier) x5: #143@(95,11)71% #147@(95,11)61% #153@(92,11)87% #158@(92,11) #162@(73,16)\n  harv (Ore Truck (harvester)) x1: #132@(15,18)\nVISIBLE ENEMY UNITS (1):\n  #166 1tnk@(95,9) 56%\nVISIBLE ENEMY BUILDINGS (2):\n  #134 proc@(98,11) 96%, #156 weap@(95,8) 78%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Main force (143,147,153,158,149,150) attack-moving to enemy start (95,11). #162,#163 reinforcing. Proc#? at 83% -> place next turn, free harv. Still $0 cash.", "raw": "{\"thoughts\": \"Main force is already at the enemy base trading with their tank and buildings; push them to finish off the war factory, and bring the two trailing units up. Economy is drained ($0) so queues will just wait for the next harvest \u2014 the proc at 84% will finish and add a free harvester.\", \"notes\": \"Main force (143,147,153,158,149,150) attacking enemy weap/proc at (95,8)/(98,11). #162,#163 reinforcing. Rallied weap#151 and tent#133 to (95,11). Proc#? finishing -> place near base for 2nd harvester. $0 cash, keep e3/1tnk queued.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[143,147,153,158,149,150],\"x\":95,\"y\":8},{\"do\":\"attack_move\",\"units\":[162,163],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":151,\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1647, "completion_tokens": 1081, "total_tokens": 2728, "cost": 0.001565508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001565508, "upstream_inference_prompt_cost": 0.000268308, "upstream_inference_completions_cost": 0.0012972}, "completion_tokens_details": {"reasoning_tokens": 833, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.96, "thoughts": "Main force is already at the enemy base trading with their tank and buildings; push them to finish off the war factory, and bring the two trailing units up. Economy is drained ($0) so queues will just wait for the next harvest \u2014 the proc at 84% will finish and add a free harvester.", "notes": "Main force (143,147,153,158,149,150) attacking enemy weap/proc at (95,8)/(98,11). #162,#163 reinforcing. Rallied weap#151 and tent#133 to (95,11). Proc#? finishing -> place near base for 2nd harvester. $0 cash, keep e3/1tnk queued.", "commands": [{"do": "attack_move", "units": [143, 147, 153, 158, 149, 150], "x": 95, "y": 8}, {"do": "attack_move", "units": [162, 163], "x": 95, "y": 11}, {"do": "rally", "building": 151, "x": 95, "y": 11}, {"do": "rally", "building": 133, "x": 95, "y": 11}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 6 units", "attack_move: 2 units", "rally #151: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 700, "units_killed": 12, "units_lost": 5, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 2100, "experience": 56, "order_count": 41}}
{"tick": 7001, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $800 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $4500, army $1100, killed $700 (5 units, 0 bldgs), lost $6300 (13 units, 3 bldgs). Map explored 16.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\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  #134 proc@(98,11) 92%, #156 weap@(95,8) 54%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(104,23)83%\nVISIBLE ENEMY UNITS (6):\n  #143 e3@(94,9) 71%, #147 e3@(94,9) 43%, #149 e1@(93,12) 100%, #150 e1@(93,12) 100%, #153 e3@(92,11) 87%, #158 e3@(92,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - repair #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy cluster is at 92-95,11-12. Only refinery #134 and war factory #156 remain; power is critically low. Tank #166 is damaged but must defend the base.", "raw": "{\"thoughts\":\"Critical situation: the base has no power and no combat units, while enemy infantry are directly beside the refinery and war factory. Queue light tanks immediately and use them to clear the enemy cluster; keep repairing both surviving structures and preserve the harvester.\",\"notes\":\"Enemy cluster at (92-95,9-12). No Construction Yard or power plant visible; prioritize tanks and repairs. Harvester #135 is at (104,23).\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"repair\",\"building\":134},{\"do\":\"repair\",\"building\":156},{\"do\":\"rally\",\"building\":156,\"x\":91,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1281, "completion_tokens": 262, "total_tokens": 1543, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1279, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000698005, "upstream_inference_prompt_cost": 0.000352165, "upstream_inference_completions_cost": 0.00034584}, "completion_tokens_details": {"reasoning_tokens": 113, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.14, "thoughts": "Critical situation: the base has no power and no combat units, while enemy infantry are directly beside the refinery and war factory. Queue light tanks immediately and use them to clear the enemy cluster; keep repairing both surviving structures and preserve the harvester.", "notes": "Enemy cluster at (92-95,9-12). No Construction Yard or power plant visible; prioritize tanks and repairs. Harvester #135 is at (104,23).", "commands": [{"do": "train", "item": "1tnk", "count": 3}, {"do": "repair", "building": 134}, {"do": "repair", "building": 156}, {"do": "rally", "building": 156, "x": 91, "y": 12}], "feedback": ["train 3x 1tnk: queued", "repair #134: ordered", "repair #156: ordered", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 6300, "units_killed": 5, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 4500, "army_value": 0, "income": 2150, "experience": 7, "order_count": 43}}
{"tick": 7001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $6300 (13 units, 3 bldgs), lost $700 (5 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Building: proc 88%; Vehicle: 1tnk 58%; Vehicle: 1tnk 0%; Infantry: e3 17%; 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: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #149@(93,12) #150@(93,12) #163@(73,16)\n  e3 (Rocket Soldier) x6: #143@(94,9)71%* #147@(94,9)43%* #153@(92,11)87% #158@(92,11) #162@(83,15) #167@(21,16)\n  harv (Ore Truck (harvester)) x1: #132@(7,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #156 weap@(95,8) 54%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 2 units\n  - rally #151: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Main force (143,147,153,158,149,150) attacking enemy weap/proc at (95,8)/(98,11). #162,#163 reinforcing. Rallied weap#151 and tent#133 to (95,11). Proc#? finishing -> place near base for 2nd harvester. $0 cash, keep e3/1tnk queued.", "raw": "{\"thoughts\": \"Enemy weap at (95,8) is nearly down (54%) and my main force is on top of it. Cash is $0 so production is just trickling; finish the enemy base push while the proc completes for a second harvester.\",\"notes\": \"Main force 143,147,153,158,149,150 attacking enemy weap (95,8); 162,163 reinforcing east. Proc ~ready -> place near base, then build harv. Need cash, keep e3/1tnk queued.\",\"commands\": [{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"attack_move\",\"units\":[143,147,153,158,149,150],\"x\":95,\"y\":8},{\"do\":\"attack_move\",\"units\":[162,163],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":151,\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1670, "completion_tokens": 630, "total_tokens": 2300, "cost": 0.001031208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001031208, "upstream_inference_prompt_cost": 0.000275208, "upstream_inference_completions_cost": 0.000756}, "completion_tokens_details": {"reasoning_tokens": 414, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.3, "thoughts": "Enemy weap at (95,8) is nearly down (54%) and my main force is on top of it. Cash is $0 so production is just trickling; finish the enemy base push while the proc completes for a second harvester.", "notes": "Main force 143,147,153,158,149,150 attacking enemy weap (95,8); 162,163 reinforcing east. Proc ~ready -> place near base, then build harv. Need cash, keep e3/1tnk queued.", "commands": [{"do": "place", "item": "proc"}, {"do": "attack_move", "units": [143, 147, 153, 158, 149, 150], "x": 95, "y": 8}, {"do": "attack_move", "units": [162, 163], "x": 95, "y": 11}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 151, "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["place proc: nothing READY TO PLACE with that type", "attack_move: 6 units", "attack_move: 2 units", "rally #151: ordered", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6300, "deaths_cost": 700, "units_killed": 13, "units_lost": 5, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2200, "experience": 63, "order_count": 41}}
{"tick": 7201, "slot": "Multi0", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $693 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $4500, army $1100, killed $700 (5 units, 0 bldgs), lost $6300 (13 units, 3 bldgs). Map explored 16.1%.\nPRODUCTION: Vehicle: 1tnk 15%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\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  #134 proc@(98,11) 88%, #156 weap@(95,8) 30%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(99,17)83%\nVISIBLE ENEMY UNITS (7):\n  #143 e3@(95,9) 71%, #147 e3@(95,9) 43%, #149 e1@(93,12) 100%, #150 e1@(93,12) 100%, #153 e3@(92,11) 87%, #158 e3@(92,11) 100%, #162 e3@(93,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x 1tnk: queued\n  - repair #134: ordered\n  - repair #156: ordered\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Enemy cluster at (92-95,9-12). No Construction Yard or power plant visible; prioritize tanks and repairs. Harvester #135 is at (104,23).", "raw": "{\"thoughts\":\"Power is critically low and the base is under infantry/rocket pressure. Keep the harvester returning ore, start a power plant immediately, continue light tank production, and repair both damaged structures; newly produced tanks should rally toward the enemy cluster.\",\"notes\":\"Enemy infantry/rocket group is directly north-west at (92-95,9-13). Base: proc #134, weap #156; harvester #135. Power plant urgently needed; three light tanks queued.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"repair\",\"building\":134},{\"do\":\"repair\",\"building\":156},{\"do\":\"rally\",\"building\":156,\"x\":91,\"y\":14},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1316, "completion_tokens": 309, "total_tokens": 1625, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1314, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00076967, "upstream_inference_prompt_cost": 0.00036179, "upstream_inference_completions_cost": 0.00040788}, "completion_tokens_details": {"reasoning_tokens": 135, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.33, "thoughts": "Power is critically low and the base is under infantry/rocket pressure. Keep the harvester returning ore, start a power plant immediately, continue light tank production, and repair both damaged structures; newly produced tanks should rally toward the enemy cluster.", "notes": "Enemy infantry/rocket group is directly north-west at (92-95,9-13). Base: proc #134, weap #156; harvester #135. Power plant urgently needed; three light tanks queued.", "commands": [{"do": "harvest", "unit": 135}, {"do": "build", "item": "powr"}, {"do": "repair", "building": 134}, {"do": "repair", "building": 156}, {"do": "rally", "building": 156, "x": 91, "y": 14}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "repair #134: ordered", "repair #156: ordered", "rally #156: ordered", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 6300, "units_killed": 5, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 4500, "army_value": 0, "income": 2000, "experience": 7, "order_count": 46}}
{"tick": 7201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $6300 (13 units, 3 bldgs), lost $700 (5 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 88%; Vehicle: 1tnk 58%; Vehicle: 1tnk 0%; Infantry: e3 17%; 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%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #149@(93,12) #150@(93,12) #163@(83,15)\n  e3 (Rocket Soldier) x6: #143@(95,9)71%* #147@(95,9)43%* #153@(92,11)87% #158@(92,11) #162@(93,13) #167@(30,18)*\n  harv (Ore Truck (harvester)) x1: #132@(11,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #134 proc@(98,11) 88%, #156 weap@(95,8) 30%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - attack_move: 6 units\n  - attack_move: 2 units\n  - rally #151: ordered\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Main force 143,147,153,158,149,150 attacking enemy weap (95,8); 162,163 reinforcing east. Proc ~ready -> place near base, then build harv. Need cash, keep e3/1tnk queued.", "raw": "{\"thoughts\": \"Enemy weap at (95,8) is nearly dead (30%) and proc at (98,11) exposed. My forward force should finish them off while pulling back the two badly damaged rocket soldiers. Cash is $0 so I must place the finishing proc and get harvesters working.\", \"notes\": \"Forward group 153,158,162,149,150 pressing enemy weap/proc at (95-98,8-11). 143,147 (43%/71%) retreating west to heal. Proc 88% -> place next turn, then build harv/1tnk. Keep e3 queued.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[153,158,162,149,150],\"x\":97,\"y\":10},{\"do\":\"move\",\"units\":[143,147],\"x\":88,\"y\":15},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1},{\"do\":\"rally\",\"building\":151,\"x\":30,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1697, "completion_tokens": 691, "total_tokens": 2388, "cost": 0.001112508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001112508, "upstream_inference_prompt_cost": 0.000283308, "upstream_inference_completions_cost": 0.0008292}, "completion_tokens_details": {"reasoning_tokens": 454, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.78, "thoughts": "Enemy weap at (95,8) is nearly dead (30%) and proc at (98,11) exposed. My forward force should finish them off while pulling back the two badly damaged rocket soldiers. Cash is $0 so I must place the finishing proc and get harvesters working.", "notes": "Forward group 153,158,162,149,150 pressing enemy weap/proc at (95-98,8-11). 143,147 (43%/71%) retreating west to heal. Proc 88% -> place next turn, then build harv/1tnk. Keep e3 queued.", "commands": [{"do": "attack_move", "units": [153, 158, 162, 149, 150], "x": 97, "y": 10}, {"do": "move", "units": [143, 147], "x": 88, "y": 15}, {"do": "harvest", "unit": 132}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "1tnk", "count": 1}, {"do": "rally", "building": 151, "x": 30, "y": 18}], "feedback": ["attack_move: 5 units", "move: 2 units", "train 2x e3: queued", "train 1x 1tnk: queued", "rally #151: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6300, "deaths_cost": 700, "units_killed": 13, "units_lost": 5, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 1700, "experience": 63, "order_count": 44}}
{"tick": 7401, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1081 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $4500, army $1100, killed $700 (5 units, 0 bldgs), lost $6300 (13 units, 3 bldgs). Map explored 16.1%.\nPRODUCTION: Vehicle: 1tnk 31%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\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  #134 proc@(98,11) 67%, #156 weap@(95,8) 3%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(98,14)83%\nVISIBLE ENEMY UNITS (6):\n  #149 e1@(93,12) 100%, #150 e1@(93,12) 100%, #153 e3@(92,11) 87%, #158 e3@(92,11) 100%, #162 e3@(94,13) 100%, #163 e1@(93,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - repair #134: ordered\n  - repair #156: ordered\n  - rally #156: ordered\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry/rocket group is directly north-west at (92-95,9-13). Base: proc #134, weap #156; harvester #135. Power plant urgently needed; three light tanks queued.", "raw": "{\"thoughts\":\"Power and cash are critically low, while the enemy infantry/rocket group is adjacent to the base. Keep the harvester mining and let the queued light tanks complete; rally them toward the northwest enemy position for an immediate counterattack.\",\"notes\":\"Enemy group at (92-95,9-13), directly northwest. Proc #134 and weap #156 are damaged/under construction; power plant unavailable, so rely on queued light tanks and protect the harvester.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"rally\",\"building\":156,\"x\":91,\"y\":11},{\"do\":\"stance\",\"units\":[135],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1357, "completion_tokens": 415, "total_tokens": 1772, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1355, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000920865, "upstream_inference_prompt_cost": 0.000373065, "upstream_inference_completions_cost": 0.0005478}, "completion_tokens_details": {"reasoning_tokens": 269, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.58, "thoughts": "Power and cash are critically low, while the enemy infantry/rocket group is adjacent to the base. Keep the harvester mining and let the queued light tanks complete; rally them toward the northwest enemy position for an immediate counterattack.", "notes": "Enemy group at (92-95,9-13), directly northwest. Proc #134 and weap #156 are damaged/under construction; power plant unavailable, so rely on queued light tanks and protect the harvester.", "commands": [{"do": "harvest", "unit": 135}, {"do": "rally", "building": 156, "x": 91, "y": 11}, {"do": "stance", "units": [135], "stance": "return_fire"}], "feedback": ["rally #156: ordered", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 6300, "units_killed": 5, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 4500, "army_value": 0, "income": 2500, "experience": 7, "order_count": 49}}
{"tick": 7401, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $165 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $6300 (13 units, 3 bldgs), lost $700 (5 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Building: proc 96%; Vehicle: 1tnk 74%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #149@(93,12) #150@(93,12) #163@(93,13)\n  e3 (Rocket Soldier) x6: #143@(88,15)71%* #147@(88,15)43%* #153@(92,11)87% #158@(92,11) #162@(94,13) #167@(30,18)*\n  harv (Ore Truck (harvester)) x1: #132@(13,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - move: 2 units\n  - train 2x e3: queued\n  - train 1x 1tnk: queued\n  - rally #151: ordered\nYOUR NOTES FROM LAST TURN: Forward group 153,158,162,149,150 pressing enemy weap/proc at (95-98,8-11). 143,147 (43%/71%) retreating west to heal. Proc 88% -> place next turn, then build harv/1tnk. Keep e3 queued.", "raw": "{\"thoughts\": \"Our forward squad destroyed 3 enemy buildings; now sweeping the rest of the enemy base at (96, 11). The second refinery is almost complete and will double our harvesting income soon.\", \"notes\": \"Forward squad wiping remaining enemy base at (95-98, 8-15). Place proc when ready, build powr/fix next. Reinforce with 1tnk and e3.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [149, 150, 163, 153, 158, 162], \"x\": 97, \"y\": 10}, {\"do\": \"attack_move\", \"units\": [143, 147], \"x\": 93, \"y\": 12}, {\"do\": \"attack_move\", \"units\": [167], \"x\": 92, \"y\": 12}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1839, "completion_tokens": 682, "total_tokens": 2521, "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": 0.0078735, "upstream_inference_prompt_cost": 0.0027585, "upstream_inference_completions_cost": 0.005115}, "completion_tokens_details": {"reasoning_tokens": 468, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.41, "thoughts": "Our forward squad destroyed 3 enemy buildings; now sweeping the rest of the enemy base at (96, 11). The second refinery is almost complete and will double our harvesting income soon.", "notes": "Forward squad wiping remaining enemy base at (95-98, 8-15). Place proc when ready, build powr/fix next. Reinforce with 1tnk and e3.", "commands": [{"do": "attack_move", "units": [149, 150, 163, 153, 158, 162], "x": 97, "y": 10}, {"do": "attack_move", "units": [143, 147], "x": 93, "y": 12}, {"do": "attack_move", "units": [167], "x": 92, "y": 12}], "feedback": ["attack_move: 6 units", "attack_move: 2 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6300, "deaths_cost": 700, "units_killed": 13, "units_lost": 5, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2200, "experience": 63, "order_count": 47}}
{"tick": 7601, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1300 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $2500, army $1100, killed $700 (5 units, 0 bldgs), lost $8300 (13 units, 4 bldgs). Map explored 16.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #134 proc@(98,11) 6%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(103,24)83%\nVISIBLE ENEMY UNITS (8):\n  #143 e3@(93,12) 71%, #147 e3@(93,12) 43%, #149 e1@(93,12) 100%, #150 e1@(93,12) 100%, #153 e3@(94,10) 87%, #158 e3@(94,10) 100%, #162 e3@(94,13) 100%, #163 e1@(94,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #156: ordered\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy group at (92-95,9-13), directly northwest. Proc #134 and weap #156 are damaged/under construction; power plant unavailable, so rely on queued light tanks and protect the harvester.", "raw": "{\"thoughts\":\"I have no combat units and the refinery is nearly destroyed under direct infantry pressure. Prioritize restoring power and completing the war factory, while pulling the harvester away from the enemy group to preserve income.\",\"notes\":\"Enemy infantry/rocket group is at (93-95, 10-13), on top of the base. Proc #134 is at 6%; protect the harvester and get power online.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"move\",\"units\":[135],\"x\":105,\"y\":30},{\"do\":\"stance\",\"units\":[135],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1246, "completion_tokens": 273, "total_tokens": 1519, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1244, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0007029, "upstream_inference_prompt_cost": 0.00034254, "upstream_inference_completions_cost": 0.00036036}, "completion_tokens_details": {"reasoning_tokens": 139, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.74, "thoughts": "I have no combat units and the refinery is nearly destroyed under direct infantry pressure. Prioritize restoring power and completing the war factory, while pulling the harvester away from the enemy group to preserve income.", "notes": "Enemy infantry/rocket group is at (93-95, 10-13), on top of the base. Proc #134 is at 6%; protect the harvester and get power online.", "commands": [{"do": "build", "item": "powr"}, {"do": "move", "units": [135], "x": 105, "y": 30}, {"do": "stance", "units": [135], "stance": "return_fire"}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "move: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 8300, "units_killed": 5, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 2500, "army_value": 0, "income": 2500, "experience": 7, "order_count": 49}}
{"tick": 7601, "slot": "Multi1", "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: Multi1, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $8300 (13 units, 4 bldgs), lost $700 (5 units, 0 bldgs). Map explored 23.9%.\nPRODUCTION: Building: proc READY TO PLACE; Vehicle: 1tnk 82%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 74%; 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%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #149@(93,12) #150@(93,12) #163@(94,13)\n  e3 (Rocket Soldier) x6: #143@(93,12)71%* #147@(93,12)43%* #153@(94,10)87% #158@(94,10) #162@(94,13) #167@(37,25)\n  harv (Ore Truck (harvester)) x1: #132@(5,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 2 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Forward squad wiping remaining enemy base at (95-98, 8-15). Place proc when ready, build powr/fix next. Reinforce with 1tnk and e3.", "raw": "{\"thoughts\": \"Second refinery is ready to place, which will grant another harvester. Power will be slightly low once placed, so queueing a power plant next. Army will sweep the rest of the enemy base area.\", \"notes\": \"Placing 2nd proc, building powr. Sweeping enemy base perimeter (95-102, 8-20).\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}, {\"do\": \"build\", \"item\": \"powr\"}, {\"do\": \"attack_move\", \"units\": [143, 147, 149, 150, 153, 158, 162, 163], \"x\": 98, \"y\": 14}, {\"do\": \"attack_move\", \"units\": [167], \"x\": 95, \"y\": 12}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1773, "completion_tokens": 467, "total_tokens": 2240, "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": 0.006162, "upstream_inference_prompt_cost": 0.0026595, "upstream_inference_completions_cost": 0.0035025}, "completion_tokens_details": {"reasoning_tokens": 266, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.19, "thoughts": "Second refinery is ready to place, which will grant another harvester. Power will be slightly low once placed, so queueing a power plant next. Army will sweep the rest of the enemy base area.", "notes": "Placing 2nd proc, building powr. Sweeping enemy base perimeter (95-102, 8-20).", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "powr"}, {"do": "attack_move", "units": [143, 147, 149, 150, 153, 158, 162, 163], "x": 98, "y": 14}, {"do": "attack_move", "units": [167], "x": 95, "y": 12}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "attack_move: 8 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8300, "deaths_cost": 700, "units_killed": 13, "units_lost": 5, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2200, "experience": 83, "order_count": 47}}
