{"tick": 1, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Game start. Deploy MCV immediately and begin power plant, then refinery for economy.\", \"notes\": \"Opening: deploy MCV, powr, then proc. Enemy likely at (12,16) far west.\", \"commands\": [{\"do\": \"deploy\", \"unit\": 119}, {\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 123, "total_tokens": 1268, "cost": 0.000190044, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 1024, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000190044, "upstream_inference_prompt_cost": 4.2444e-05, "upstream_inference_completions_cost": 0.0001476}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.99, "thoughts": "Game start. Deploy MCV immediately and begin power plant, then refinery for economy.", "notes": "Opening: deploy MCV, powr, then proc. Enemy likely at (12,16) far west.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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\":\"Deploy immediately and begin the standard power-first opening. We need establish refinery income and early infantry scouting quickly.\",\"notes\":\"Home at (12,16); enemy likely (95,11). Opening: deploy, power, refinery, barracks, second refinery/war factory.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1096, "completion_tokens": 122, "total_tokens": 1218, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 1094, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00185548, "upstream_inference_prompt_cost": 0.00024508, "upstream_inference_completions_cost": 0.0016104}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.77, "thoughts": "Deploy immediately and begin the standard power-first opening. We need establish refinery income and early infantry scouting quickly.", "notes": "Home at (12,16); enemy likely (95,11). Opening: deploy, power, refinery, barracks, second refinery/war factory.", "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": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: deploy MCV, powr, then proc. Enemy likely at (12,16) far west.", "raw": "{\"thoughts\": \"Just deployed MCV and started the first power plant. Nothing else to build until the power plant finishes (one building at a time). Waiting for it to complete so I can place it and queue the refinery.\", \"notes\": \"Opening: powr building. Next: place powr, then queue proc. Enemy likely far west at (12,16).\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1174, "completion_tokens": 285, "total_tokens": 1459, "cost": 0.000393144, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 1024, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000393144, "upstream_inference_prompt_cost": 5.1144e-05, "upstream_inference_completions_cost": 0.000342}, "completion_tokens_details": {"reasoning_tokens": 200, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.65, "thoughts": "Just deployed MCV and started the first power plant. Nothing else to build until the power plant finishes (one building at a time). Waiting for it to complete so I can place it and queue the refinery.", "notes": "Opening: powr building. Next: place powr, then queue proc. Enemy likely far west at (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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: Home at (12,16); enemy likely (95,11). Opening: deploy, power, refinery, barracks, second refinery/war factory.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first power plant is underway. I will place it as soon as ready, then immediately establish ore income and infantry production.\",\"notes\":\"Home (12,16), enemy likely (95,11). First powr currently building; next priorities proc, barr, second proc, weap.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1135, "completion_tokens": 104, "total_tokens": 1239, "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": 0.00449295, "upstream_inference_prompt_cost": 0.00312015, "upstream_inference_completions_cost": 0.0013728}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.55, "thoughts": "Construction Yard is deployed and the first power plant is underway. I will place it as soon as ready, then immediately establish ore income and infantry production.", "notes": "Home (12,16), enemy likely (95,11). First powr currently building; next priorities proc, barr, second proc, weap.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: powr building. Next: place powr, then queue proc. Enemy likely far west at (12,16).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Fresh start with Construction Yard ready. Begin standard Soviet opening: power plant, then refinery.\", \"notes\": \"Build powr now, then proc. Enemy likely west at (12,16).\", \"commands\": [{\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1154, "completion_tokens": 196, "total_tokens": 1350, "cost": 0.000280344, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 1024, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000280344, "upstream_inference_prompt_cost": 4.5144e-05, "upstream_inference_completions_cost": 0.0002352}, "completion_tokens_details": {"reasoning_tokens": 130, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.67, "thoughts": "Fresh start with Construction Yard ready. Begin standard Soviet opening: power plant, then refinery.", "notes": "Build powr now, then proc. Enemy likely west at (12,16).", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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\nYOUR NOTES FROM LAST TURN: Home (12,16), enemy likely (95,11). First powr currently building; next priorities proc, barr, second proc, weap.", "raw": "{\"thoughts\":\"Construction Yard is deployed and we need immediately establish power, then refinery income and infantry scouting. Enemy is likely far east at (95,11), so build economy before committing forces.\",\"notes\":\"Home (12,16). Start powr now; next place it then build proc, barracks, second refinery and war factory. Scout east toward likely enemy (95,11).\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1111, "completion_tokens": 125, "total_tokens": 1236, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1109, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00470415, "upstream_inference_prompt_cost": 0.00305415, "upstream_inference_completions_cost": 0.00165}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.27, "thoughts": "Construction Yard is deployed and we need immediately establish power, then refinery income and infantry scouting. Enemy is likely far east at (95,11), so build economy before committing forces.", "notes": "Home (12,16). Start powr now; next place it then build proc, barracks, second refinery and war factory. Scout east toward likely enemy (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": 601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Build powr now, then proc. Enemy likely west at (12,16).", "raw": "{\"thoughts\": \"Power plant is ready to place; economy is priority. Place the powr near the Construction Yard, then start an Ore Refinery for income.\", \"notes\": \"Opening: place powr, build proc. Enemy likely west at (12,16).\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1166, "completion_tokens": 172, "total_tokens": 1338, "cost": 0.000255144, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 1024, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000255144, "upstream_inference_prompt_cost": 4.8744e-05, "upstream_inference_completions_cost": 0.0002064}, "completion_tokens_details": {"reasoning_tokens": 88, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.38, "thoughts": "Power plant is ready to place; economy is priority. Place the powr near the Construction Yard, then start an Ore Refinery for income.", "notes": "Opening: place powr, build proc. Enemy likely west at (12,16).", "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": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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: Home (12,16). Start powr now; next place it then build proc, barracks, second refinery and war factory. Scout east toward likely enemy (95,11).", "raw": "{\"thoughts\":\"Opening power is ready; establish ore income immediately, then barracks for scouting and early map control.\",\"notes\":\"Home 12,16; enemy likely 95,11. Place power, build and place refinery next, then barracks/second refinery.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1137, "completion_tokens": 105, "total_tokens": 1242, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1135, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00451165, "upstream_inference_prompt_cost": 0.00312565, "upstream_inference_completions_cost": 0.001386}, "completion_tokens_details": {"reasoning_tokens": 15, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.62, "thoughts": "Opening power is ready; establish ore income immediately, then barracks for scouting and early map control.", "notes": "Home 12,16; enemy likely 95,11. Place power, build and place refinery next, then barracks/second refinery.", "commands": [{"do": "place", "item": "powr", "x": 15, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "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": 801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening: place powr, build proc. Enemy likely west at (12,16).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.14, "thoughts": "(no valid response)", "notes": "Opening: place powr, build proc. Enemy likely west at (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 2.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home 12,16; enemy likely 95,11. Place power, build and place refinery next, then barracks/second refinery.", "raw": "{\"thoughts\":\"Construction Yard and power are established. Start the first refinery immediately to begin income, then use the next turn to place it and open barracks production.\",\"notes\":\"Home base 12,16. First refinery is now building; place as soon as ready, then build barracks and a second refinery. Enemy likely 95,11.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1186, "completion_tokens": 109, "total_tokens": 1295, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1184, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0046992, "upstream_inference_prompt_cost": 0.0032604, "upstream_inference_completions_cost": 0.0014388}, "completion_tokens_details": {"reasoning_tokens": 20, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.67, "thoughts": "Construction Yard and power are established. Start the first refinery immediately to begin income, then use the next turn to place it and open barracks production.", "notes": "Home base 12,16. First refinery is now building; place as soon as ready, then build barracks and a second refinery. Enemy likely 95,11.", "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": 1001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: place powr, build proc. Enemy likely west at (12,16).", "raw": "{\"thoughts\":\"Starting economy build: refinery for income, then barracks and more power. No units yet.\",\"notes\":\"Base at (95,11). Enemy likely west at (12,16). Building proc next, then barr, then weap. Plan to mass tanks and rocket infantry for assault.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1709, "completion_tokens": 165, "total_tokens": 1874, "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": 0.005068, "upstream_inference_prompt_cost": 0.003418, "upstream_inference_completions_cost": 0.00165}, "completion_tokens_details": {"reasoning_tokens": 32, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 14.55, "thoughts": "Starting economy build: refinery for income, then barracks and more power. No units yet.", "notes": "Base at (95,11). Enemy likely west at (12,16). Building proc next, then barr, then weap. Plan to mass tanks and rocket infantry for assault.", "commands": [{"do": "build", "item": "proc"}, {"do": "build", "item": "powr"}], "feedback": ["build proc: started", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Home base 12,16. First refinery is now building; place as soon as ready, then build barracks and a second refinery. Enemy likely 95,11.", "raw": "{\"thoughts\":\"First refinery is still under construction. I will preserve cash for immediate placement and follow with barracks/second refinery once the building queue opens.\",\"notes\":\"Home 12,16; refinery 23% building. Enemy likely 95,11. Place proc immediately when ready, then barracks and second proc.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1168, "completion_tokens": 101, "total_tokens": 1269, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1166, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0045441, "upstream_inference_prompt_cost": 0.0032109, "upstream_inference_completions_cost": 0.0013332}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.71, "thoughts": "First refinery is still under construction. I will preserve cash for immediate placement and follow with barracks/second refinery once the building queue opens.", "notes": "Home 12,16; refinery 23% building. Enemy likely 95,11. Place proc immediately when ready, then barracks and second proc.", "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": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4376 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy likely west at (12,16). Building proc next, then barr, then weap. Plan to mass tanks and rocket infantry for assault.", "raw": "{\"thoughts\": \"Opening is underway: refinery at 23% and power plant queued. No units or harvesters yet; nothing to micro. Just let production run and keep cash ready for the next buildings.\", \"notes\": \"Base (95,11). Enemy likely west (12,16). Queue: proc(23%) then powr. Next: barr, then weap, then more proc/power. Mass tanks+e3 for assault.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1238, "completion_tokens": 416, "total_tokens": 1654, "cost": 0.000607176, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000607176, "upstream_inference_prompt_cost": 0.000107976, "upstream_inference_completions_cost": 0.0004992}, "completion_tokens_details": {"reasoning_tokens": 317, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.86, "thoughts": "Opening is underway: refinery at 23% and power plant queued. No units or harvesters yet; nothing to micro. Just let production run and keep cash ready for the next buildings.", "notes": "Base (95,11). Enemy likely west (12,16). Queue: proc(23%) then powr. Next: barr, then weap, then more proc/power. Mass tanks+e3 for assault.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home 12,16; refinery 23% building. Enemy likely 95,11. Place proc immediately when ready, then barracks and second proc.", "raw": "{\"thoughts\":\"The first refinery is still under construction; it will establish income and provide a harvester shortly. I will place it immediately next turn, then begin barracks and expand harvesting.\",\"notes\":\"Home 12,16. Proc is 47% complete; place immediately when ready. Next: tent, second proc, then weap/power as needed. Enemy likely 95,11.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1150, "completion_tokens": 123, "total_tokens": 1273, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1148, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004785, "upstream_inference_prompt_cost": 0.0031614, "upstream_inference_completions_cost": 0.0016236}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.05, "thoughts": "The first refinery is still under construction; it will establish income and provide a harvester shortly. I will place it immediately next turn, then begin barracks and expand harvesting.", "notes": "Home 12,16. Proc is 47% complete; place immediately when ready. Next: tent, second proc, then weap/power as needed. Enemy likely 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": 1401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4043 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (95,11). Enemy likely west (12,16). Queue: proc(23%) then powr. Next: barr, then weap, then more proc/power. Mass tanks+e3 for assault.", "raw": "{\"thoughts\":\"Construction Yard and first power plant are placed already; proc and powr are building. Let production continue, no new commands needed besides waiting since only one building queue at a time.\",\"notes\":\"Base at (95,11). Enemy likely west (12,16). Building proc then powr. Next: barr, then weap, then more power/proc. Mass tanks+e3 for assault later.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1760, "completion_tokens": 168, "total_tokens": 1928, "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": 0.0052, "upstream_inference_prompt_cost": 0.00352, "upstream_inference_completions_cost": 0.00168}, "completion_tokens_details": {"reasoning_tokens": 35, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.58, "thoughts": "Construction Yard and first power plant are placed already; proc and powr are building. Let production continue, no new commands needed besides waiting since only one building queue at a time.", "notes": "Base at (95,11). Enemy likely west (12,16). Building proc then powr. Next: barr, then weap, then more power/proc. Mass tanks+e3 for assault later.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home 12,16. Proc is 47% complete; place immediately when ready. Next: tent, second proc, then weap/power as needed. Enemy likely 95,11.", "raw": "{\"thoughts\":\"First refinery is nearly ready; place it immediately to start income, then begin barracks production infrastructure. Power is ample for the immediate expansion.\",\"notes\":\"Home 12,16. Place proc when ready, then build tent; add second refinery and war factory afterward. Enemy likely 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":14},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1158, "completion_tokens": 138, "total_tokens": 1296, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1156, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005005, "upstream_inference_prompt_cost": 0.0031834, "upstream_inference_completions_cost": 0.0018216}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.35, "thoughts": "First refinery is nearly ready; place it immediately to start income, then begin barracks production infrastructure. Power is ample for the immediate expansion.", "notes": "Home 12,16. Place proc when ready, then build tent; add second refinery and war factory afterward. Enemy likely 95,11.", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 14}, {"do": "build", "item": "tent"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3710 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy likely west (12,16). Building proc then powr. Next: barr, then weap, then more power/proc. Mass tanks+e3 for assault later.", "raw": "{\"thoughts\": \"Opening is on track: power plant done, ore refinery at 70%. With $3710 banked I'll queue the barracks next so infantry production can start, then a war factory. No units or visible enemies yet, so no military orders this turn.\", \"notes\": \"Base (95,11). Enemy likely west (12,16). Queued: barr after proc. Next: weap, then extra powr/proc and harvesters. Then mass 3tnk+e3 for push west.\", \"commands\": [{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1222, "completion_tokens": 797, "total_tokens": 2019, "cost": 0.001059576, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001059576, "upstream_inference_prompt_cost": 0.000103176, "upstream_inference_completions_cost": 0.0009564}, "completion_tokens_details": {"reasoning_tokens": 671, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.32, "thoughts": "Opening is on track: power plant done, ore refinery at 70%. With $3710 banked I'll queue the barracks next so infantry production can start, then a war factory. No units or visible enemies yet, so no military orders this turn.", "notes": "Base (95,11). Enemy likely west (12,16). Queued: barr after proc. Next: weap, then extra powr/proc and harvesters. Then mass 3tnk+e3 for push west.", "commands": [{"do": "build", "item": "barr"}], "feedback": ["build barr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 94%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Home 12,16. Place proc when ready, then build tent; add second refinery and war factory afterward. Enemy likely 95,11.", "raw": "{\"thoughts\":\"The first refinery is about to complete, giving income and its free harvester. I will place it immediately, let the queued barracks progress, and start mining as soon as the harvester appears.\",\"notes\":\"Home 12,16; place refinery now. Barracks is queued behind/alongside current construction. Enemy likely at 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":20,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1182, "completion_tokens": 183, "total_tokens": 1365, "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": 0.005665, "upstream_inference_prompt_cost": 0.0032494, "upstream_inference_completions_cost": 0.0024156}, "completion_tokens_details": {"reasoning_tokens": 82, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.96, "thoughts": "The first refinery is about to complete, giving income and its free harvester. I will place it immediately, let the queued barracks progress, and start mining as soon as the harvester appears.", "notes": "Home 12,16; place refinery now. Barracks is queued behind/alongside current construction. Enemy likely at 95,11.", "commands": [{"do": "place", "item": "proc", "x": 20, "y": 16}], "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": 5}}
{"tick": 1801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3376 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: barr 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Base (95,11). Enemy likely west (12,16). Queued: barr after proc. Next: weap, then extra powr/proc and harvesters. Then mass 3tnk+e3 for push west.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.09, "thoughts": "(no valid response)", "notes": "Base (95,11). Enemy likely west (12,16). Queued: barr after proc. Next: weap, then extra powr/proc and harvesters. Then mass 3tnk+e3 for push west.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 2.3%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Home 12,16; place refinery now. Barracks is queued behind/alongside current construction. Enemy likely at 95,11.", "raw": "{\"thoughts\":\"The refinery is ready and must be placed immediately to begin income; the barracks is already constructing behind it. Once the refinery is down, its free harvester will establish our economy.\",\"notes\":\"Place proc now; tent is under construction. Home 12,16, enemy likely 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1175, "completion_tokens": 169, "total_tokens": 1344, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1173, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00546095, "upstream_inference_prompt_cost": 0.00323015, "upstream_inference_completions_cost": 0.0022308}, "completion_tokens_details": {"reasoning_tokens": 78, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.7, "thoughts": "The refinery is ready and must be placed immediately to begin income; the barracks is already constructing behind it. Once the refinery is down, its free harvester will establish our economy.", "notes": "Place proc now; tent is under construction. Home 12,16, enemy likely 95,11.", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 20}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 2001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: barr 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (95,11). Enemy likely west (12,16). Queued: barr after proc. Next: weap, then extra powr/proc and harvesters. Then mass 3tnk+e3 for push west.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.07, "thoughts": "(no valid response)", "notes": "Base (95,11). Enemy likely west (12,16). Queued: barr after proc. Next: weap, then extra powr/proc and harvesters. Then mass 3tnk+e3 for push west.", "commands": [], "feedback": ["(auto) placed ready proc near base because you did not place it"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(2,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Place proc now; tent is under construction. Home 12,16, enemy likely 95,11.", "raw": "{\"thoughts\":\"Barracks is nearing completion; the immediate priority is to deploy it, begin infantry scouting, then add a War Factory for armored production. The lone ore truck should continue mining.\",\"notes\":\"Home 12,16; enemy likely 95,11. Tent at 64%, place as soon as ready; then train scouts/rockets and build weap.\",\"commands\":[{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1218, "completion_tokens": 181, "total_tokens": 1399, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1216, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0057376, "upstream_inference_prompt_cost": 0.0033484, "upstream_inference_completions_cost": 0.0023892}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.6, "thoughts": "Barracks is nearing completion; the immediate priority is to deploy it, begin infantry scouting, then add a War Factory for armored production. The lone ore truck should continue mining.", "notes": "Home 12,16; enemy likely 95,11. Tent at 64%, place as soon as ready; then train scouts/rockets and build weap.", "commands": [{"do": "harvest", "unit": 130}], "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": 2201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2976 + 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: barr 65%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - (auto) placed ready proc near base because you did not place it\nYOUR NOTES FROM LAST TURN: Base (95,11). Enemy likely west (12,16). Queued: barr after proc. Next: weap, then extra powr/proc and harvesters. Then mass 3tnk+e3 for push west.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Economy is healthy ($2976) with one refinery running. Barracks is nearly done; I want the War Factory next to start tank/harvester production, and my lone harvester should keep mining. Enemy start is likely far west, so I'll mass armor before pushing.\", \"notes\": \"Base (95,11). Enemy likely west (12,16). Queue: weap next, then extra powr/proc. Harvester #132 mining. After weap: build 2-3 harvesters then mass 3tnk+e3.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1306, "completion_tokens": 618, "total_tokens": 1924, "cost": 0.000907608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000907608, "upstream_inference_prompt_cost": 0.000166008, "upstream_inference_completions_cost": 0.0007416}, "completion_tokens_details": {"reasoning_tokens": 474, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.36, "thoughts": "Economy is healthy ($2976) with one refinery running. Barracks is nearly done; I want the War Factory next to start tank/harvester production, and my lone harvester should keep mining. Enemy start is likely far west, so I'll mass armor before pushing.", "notes": "Base (95,11). Enemy likely west (12,16). Queue: weap next, then extra powr/proc. Harvester #132 mining. After weap: build 2-3 harvesters then mass 3tnk+e3.", "commands": [{"do": "harvest", "unit": 132}, {"do": "build", "item": "weap"}], "feedback": ["build weap: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 3.7%.\nPRODUCTION: Building: tent READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(4,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home 12,16; enemy likely 95,11. Tent at 64%, place as soon as ready; then train scouts/rockets and build weap.", "raw": "{\"thoughts\":\"Barracks is ready; establish infantry scouting immediately while starting the War Factory for vehicle production. Our first infantry will probe east toward the likely enemy position.\",\"notes\":\"Placed tent, queued War Factory, infantry rallying/scouting east. Enemy likely at 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":15,\"y\":13},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"rally\",\"building\":131,\"x\":35,\"y\":15},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":45,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1206, "completion_tokens": 234, "total_tokens": 1440, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1204, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0064042, "upstream_inference_prompt_cost": 0.0033154, "upstream_inference_completions_cost": 0.0030888}, "completion_tokens_details": {"reasoning_tokens": 79, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.98, "thoughts": "Barracks is ready; establish infantry scouting immediately while starting the War Factory for vehicle production. Our first infantry will probe east toward the likely enemy position.", "notes": "Placed tent, queued War Factory, infantry rallying/scouting east. Enemy likely at 95,11.", "commands": [{"do": "place", "item": "tent", "x": 15, "y": 13}, {"do": "build", "item": "weap"}, {"do": "rally", "building": 131, "x": 35, "y": 15}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": "idle_army", "x": 45, "y": 14}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "rally: #131 is not your building", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)", "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": 6}}
{"tick": 2401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: barr READY TO PLACE; Building: weap 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Base (95,11). Enemy likely west (12,16). Queue: weap next, then extra powr/proc. Harvester #132 mining. After weap: build 2-3 harvesters then mass 3tnk+e3.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Economy is fine (100 power, one harvester). Place the ready barracks, keep the war factory building, and queue a few rifle infantry for early defense/scout. Save rest toward war factory and a second refinery.\", \"notes\": \"Base (95,11), enemy likely west (12,16). Building: weap in progress, barr being placed. Then proc #2 or harvester. Once weap done: 3tnk + e3.\", \"commands\": [{\"do\": \"place\", \"item\": \"barr\"}, {\"do\": \"train\", \"item\": \"e1\", \"count\": 3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1309, "completion_tokens": 486, "total_tokens": 1795, "cost": 0.000712476, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000712476, "upstream_inference_prompt_cost": 0.000129276, "upstream_inference_completions_cost": 0.0005832}, "completion_tokens_details": {"reasoning_tokens": 349, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.63, "thoughts": "Economy is fine (100 power, one harvester). Place the ready barracks, keep the war factory building, and queue a few rifle infantry for early defense/scout. Save rest toward war factory and a second refinery.", "notes": "Base (95,11), enemy likely west (12,16). Building: weap in progress, barr being placed. Then proc #2 or harvester. Once weap done: 3tnk + e3.", "commands": [{"do": "place", "item": "barr"}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $2548 + stored ore $430 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(9,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\n  - rally: #131 is not your building\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Placed tent, queued War Factory, infantry rallying/scouting east. Enemy likely at 95,11.", "raw": "{\"thoughts\":\"War Factory is nearly ready; build a small scouting force while preserving funds for a second refinery immediately after it completes. Rally infantry east toward the likely enemy approach.\",\"notes\":\"War Factory 16% at 1:36; place when ready, then queue refinery. Enemy likely 95,11. Barracks #133 rally east.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":38,\"y\":15},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1344, "completion_tokens": 419, "total_tokens": 1763, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1342, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0092257, "upstream_inference_prompt_cost": 0.0036949, "upstream_inference_completions_cost": 0.0055308}, "completion_tokens_details": {"reasoning_tokens": 286, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.92, "thoughts": "War Factory is nearly ready; build a small scouting force while preserving funds for a second refinery immediately after it completes. Rally infantry east toward the likely enemy approach.", "notes": "War Factory 16% at 1:36; place when ready, then queue refinery. Enemy likely 95,11. Barracks #133 rally east.", "commands": [{"do": "rally", "building": 133, "x": 38, "y": 15}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 130}], "feedback": ["rally #133: ordered", "train 5x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 8}}
{"tick": 2601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2513 + stored ore $467 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: weap 16%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base (95,11), enemy likely west (12,16). Building: weap in progress, barr being placed. Then proc #2 or harvester. Once weap done: 3tnk + e3.", "raw": "{\"thoughts\": \"Barracks is up and war factory is progressing. Cash is healthy at $2513, so I'll start infantry production for defense and keep the economy running. Enemy is quiet and far west.\", \"notes\": \"Base (95,11), enemy likely (12,16). weap building. Train e1/e3 from barr #134, keep harvester mining. Next: powr then proc #2, then tanks (3tnk).\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1371, "completion_tokens": 633, "total_tokens": 2004, "cost": 0.000907476, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000907476, "upstream_inference_prompt_cost": 0.000147876, "upstream_inference_completions_cost": 0.0007596}, "completion_tokens_details": {"reasoning_tokens": 478, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "Barracks is up and war factory is progressing. Cash is healthy at $2513, so I'll start infantry production for defense and keep the economy running. Enemy is quiet and far west.", "notes": "Base (95,11), enemy likely (12,16). weap building. Train e1/e3 from barr #134, keep harvester mining. Next: powr then proc #2, then tanks (3tnk).", "commands": [{"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 90, "y": 11}], "feedback": ["train 4x e1: queued", "train 2x e3: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"tick": 2601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $2325 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.2%.\nPRODUCTION: Building: weap 32%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(22,15)\n  harv (Ore Truck (harvester)) x1: #130@(4,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - train 5x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: War Factory 16% at 1:36; place when ready, then queue refinery. Enemy likely 95,11. Barracks #133 rally east.", "raw": "{\"thoughts\":\"War Factory is progressing and infantry queues are full. Scout east toward the likely enemy position while preserving cash for a second refinery immediately after the factory is placed.\",\"notes\":\"War Factory at 32%; place on completion, then build proc #2. Scout rifle east; barracks rally east.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":42,\"y\":14},{\"do\":\"attack_move\",\"units\":[135],\"x\":55,\"y\":14},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1363, "completion_tokens": 190, "total_tokens": 1553, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1361, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00625515, "upstream_inference_prompt_cost": 0.00374715, "upstream_inference_completions_cost": 0.002508}, "completion_tokens_details": {"reasoning_tokens": 75, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.72, "thoughts": "War Factory is progressing and infantry queues are full. Scout east toward the likely enemy position while preserving cash for a second refinery immediately after the factory is placed.", "notes": "War Factory at 32%; place on completion, then build proc #2. Scout rifle east; barracks rally east.", "commands": [{"do": "rally", "building": 133, "x": 42, "y": 14}, {"do": "attack_move", "units": [135], "x": 55, "y": 14}, {"do": "harvest", "unit": 130}], "feedback": ["rally #133: ordered", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2322 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5%.\nPRODUCTION: Building: weap 32%; Building: powr 0%; Infantry: e3 75%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(90,11)*\n  harv (Ore Truck (harvester)) x1: #132@(104,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e1: queued\n  - train 2x e3: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Base (95,11), enemy likely (12,16). weap building. Train e1/e3 from barr #134, keep harvester mining. Next: powr then proc #2, then tanks (3tnk).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"War Factory is progressing well and a Power Plant is queued next. Sending our rifle infantry to scout west towards the enemy base while infantry finishes training.\", \"notes\": \"weap building (32%), powr queued next. Scout #137 sent west. Next turn prepare to place weap, then queue proc #2, build tanks.\", \"commands\": [{\"do\": \"move\", \"units\": [137], \"x\": 60, \"y\": 20}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1492, "completion_tokens": 387, "total_tokens": 1879, "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": 0.0051405, "upstream_inference_prompt_cost": 0.002238, "upstream_inference_completions_cost": 0.0029025}, "completion_tokens_details": {"reasoning_tokens": 283, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.59, "thoughts": "War Factory is progressing well and a Power Plant is queued next. Sending our rifle infantry to scout west towards the enemy base while infantry finishes training.", "notes": "weap building (32%), powr queued next. Scout #137 sent west. Next turn prepare to place weap, then queue proc #2, build tanks.", "commands": [{"do": "move", "units": [137], "x": 60, "y": 20}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $1659 + 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 5.4%.\nPRODUCTION: Building: weap 49%; Infantry: e3 84%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(23,15)*\n  e3 (Rocket Soldier) x1: #136@(23,14)\n  harv (Ore Truck (harvester)) x1: #130@(8,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: War Factory at 32%; place on completion, then build proc #2. Scout rifle east; barracks rally east.", "raw": "{\"thoughts\":\"War Factory is nearly complete and infantry production is already queued. I will continue scouting east toward the enemy start and add rocket support while saving to place the factory and immediately expand with a second refinery.\",\"notes\":\"Place weap as soon as ready; then queue proc #2. Scout force moving east; enemy likely at 95,11.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[135,136],\"x\":55,\"y\":13},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1353, "completion_tokens": 238, "total_tokens": 1591, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1351, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00686125, "upstream_inference_prompt_cost": 0.00371965, "upstream_inference_completions_cost": 0.0031416}, "completion_tokens_details": {"reasoning_tokens": 107, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.82, "thoughts": "War Factory is nearly complete and infantry production is already queued. I will continue scouting east toward the enemy start and add rocket support while saving to place the factory and immediately expand with a second refinery.", "notes": "Place weap as soon as ready; then queue proc #2. Scout force moving east; enemy likely at 95,11.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [135, 136], "x": 55, "y": 13}, {"do": "rally", "building": 133, "x": 45, "y": 14}], "feedback": ["train 2x e3: queued", "attack_move: 2 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 3001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1658 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.7%.\nPRODUCTION: Building: weap 49%; Building: powr 0%; Infantry: e3 85%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(80,11)\n  e3 (Rocket Soldier) x1: #139@(90,11)*\n  harv (Ore Truck (harvester)) x1: #132@(102,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: weap building (32%), powr queued next. Scout #137 sent west. Next turn prepare to place weap, then queue proc #2, build tanks.", "raw": "{\"thoughts\": \"War Factory nearly done, power queued next. Cash is healthy ($1658). Continue scouting west with the rifleman, keep infantry production going, and prepare to build a second refinery and start tanks once the War Factory finishes.\", \"notes\": \"weap ~49%, powr queued after. Scout #137 heading west toward enemy start (12,16). Next: place weap, then queue proc #2, then tanks.\", \"commands\": [{\"do\":\"move\",\"units\":[137],\"x\":55,\"y\":14},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1400, "completion_tokens": 613, "total_tokens": 2013, "cost": 0.000892176, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000892176, "upstream_inference_prompt_cost": 0.000156576, "upstream_inference_completions_cost": 0.0007356}, "completion_tokens_details": {"reasoning_tokens": 466, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.87, "thoughts": "War Factory nearly done, power queued next. Cash is healthy ($1658). Continue scouting west with the rifleman, keep infantry production going, and prepare to build a second refinery and start tanks once the War Factory finishes.", "notes": "weap ~49%, powr queued after. Scout #137 heading west toward enemy start (12,16). Next: place weap, then queue proc #2, then tanks.", "commands": [{"do": "move", "units": [137], "x": 55, "y": 14}, {"do": "train", "item": "e3", "count": 1}, {"do": "rally", "building": 134, "x": 90, "y": 11}], "feedback": ["move: 1 units", "train 1x e3: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 3001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $1344 + stored ore $150 (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 5.5%.\nPRODUCTION: Building: weap 66%; Infantry: e3 95%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(23,15)*\n  e3 (Rocket Soldier) x2: #136@(24,14)* #138@(24,14)\n  harv (Ore Truck (harvester)) x1: #130@(6,21)\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: 2 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place weap as soon as ready; then queue proc #2. Scout force moving east; enemy likely at 95,11.", "raw": "{\"thoughts\":\"War Factory is nearly ready; continue infantry production and push the scouting group east toward the likely enemy start. Preserve cash for placing the War Factory and immediately starting a second refinery.\",\"notes\":\"War Factory 66% complete. Infantry queue already contains rocket soldiers and riflemen. Scout group advancing east; enemy likely around 95,11.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[135,136,138],\"x\":60,\"y\":13},{\"do\":\"rally\",\"building\":133,\"x\":42,\"y\":14},{\"do\":\"stance\",\"units\":[135,136,138],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1380, "completion_tokens": 226, "total_tokens": 1606, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1378, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0067771, "upstream_inference_prompt_cost": 0.0037939, "upstream_inference_completions_cost": 0.0029832}, "completion_tokens_details": {"reasoning_tokens": 89, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.45, "thoughts": "War Factory is nearly ready; continue infantry production and push the scouting group east toward the likely enemy start. Preserve cash for placing the War Factory and immediately starting a second refinery.", "notes": "War Factory 66% complete. Infantry queue already contains rocket soldiers and riflemen. Scout group advancing east; enemy likely around 95,11.", "commands": [{"do": "attack_move", "units": [135, 136, 138], "x": 60, "y": 13}, {"do": "rally", "building": 133, "x": 42, "y": 14}, {"do": "stance", "units": [135, 136, 138], "stance": "attack_anything"}], "feedback": ["attack_move: 3 units", "rally #133: ordered", "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": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 17}}
{"tick": 3201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1039 + stored ore $329 (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 6.8%.\nPRODUCTION: Building: weap 66%; Building: powr 0%; Infantry: e3 96%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(79,11)*\n  e3 (Rocket Soldier) x2: #139@(90,11)* #141@(90,11)*\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - train 1x e3: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: weap ~49%, powr queued after. Scout #137 heading west toward enemy start (12,16). Next: place weap, then queue proc #2, then tanks.", "error": "{\"error\": {\"message\": \"Decision model unavailable\", \"code\": 502}}", "raw": "{\"thoughts\": \"Weap at 66%, infantry queue running. Keep scouting west with #137 to find the enemy, and keep infantry production going. When War Factory finishes I'll queue tanks and a Service Depot.\", \"notes\": \"weap ~66%. Scout #137 heading west to (55,13) toward enemy start (12,16). Next: place/queue weap, then fix (Service Depot) + 3tnk, then proc #2.\", \"commands\": [{\"do\":\"move\",\"units\":[137],\"x\":55,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1433, "completion_tokens": 765, "total_tokens": 2198, "cost": 0.001084476, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001084476, "upstream_inference_prompt_cost": 0.000166476, "upstream_inference_completions_cost": 0.000918}, "completion_tokens_details": {"reasoning_tokens": 614, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.78, "thoughts": "Weap at 66%, infantry queue running. Keep scouting west with #137 to find the enemy, and keep infantry production going. When War Factory finishes I'll queue tanks and a Service Depot.", "notes": "weap ~66%. Scout #137 heading west to (55,13) toward enemy start (12,16). Next: place/queue weap, then fix (Service Depot) + 3tnk, then proc #2.", "commands": [{"do": "move", "units": [137], "x": 55, "y": 13}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 134, "x": 90, "y": 11}], "feedback": ["move: 1 units", "train 3x e1: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 850, "experience": 0, "order_count": 16}}
{"tick": 3201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $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 7.4%.\nPRODUCTION: Building: weap 82%; Infantry: e1 14%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(30,22)\n  e3 (Rocket Soldier) x4: #136@(31,21) #138@(31,21) #140@(25,14) #142@(16,15)\n  harv (Ore Truck (harvester)) x1: #130@(5,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - rally #133: ordered\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: War Factory 66% complete. Infantry queue already contains rocket soldiers and riflemen. Scout group advancing east; enemy likely around 95,11.", "raw": "{\"thoughts\":\"War Factory is nearly ready; I will place it immediately when complete and keep infantry scouting east toward the enemy start. Economy needs a second refinery and additional power after the factory is online.\",\"notes\":\"Place weap when ready, then build proc #2 followed by powr. Scout infantry/rockets moving east-northeast toward likely enemy at 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":14,\"y\":20},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack_move\",\"units\":[135,136,138,140,142],\"x\":58,\"y\":15},{\"do\":\"stance\",\"units\":[135,136,138,140,142],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1378, "completion_tokens": 249, "total_tokens": 1627, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1376, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0070752, "upstream_inference_prompt_cost": 0.0037884, "upstream_inference_completions_cost": 0.0032868}, "completion_tokens_details": {"reasoning_tokens": 84, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "War Factory is nearly ready; I will place it immediately when complete and keep infantry scouting east toward the enemy start. Economy needs a second refinery and additional power after the factory is online.", "notes": "Place weap when ready, then build proc #2 followed by powr. Scout infantry/rockets moving east-northeast toward likely enemy at 95,11.", "commands": [{"do": "place", "item": "weap", "x": 14, "y": 20}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": [135, 136, 138, 140, 142], "x": 58, "y": 15}, {"do": "stance", "units": [135, 136, 138, 140, 142], "stance": "attack_anything"}], "feedback": ["place weap: nothing READY TO PLACE with that type", "train 5x e1: queued", "attack_move: 5 units", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 17}}
{"tick": 3401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $832 + 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 6.8%.\nPRODUCTION: Building: weap 82%; Building: powr 0%; Infantry: e1 14%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #137@(79,11)* #145@(90,11)* #147@(91,10) #149@(94,9)\n  e3 (Rocket Soldier) x3: #139@(90,11)* #141@(90,11)* #143@(90,11)*\n  harv (Ore Truck (harvester)) x1: #132@(104,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - train 3x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: weap ~66%. Scout #137 heading west to (55,13) toward enemy start (12,16). Next: place/queue weap, then fix (Service Depot) + 3tnk, then proc #2.", "raw": "{\"thoughts\": \"War Factory nearly done; keep infantry queue busy with rocket soldiers while the scout continues west toward the enemy start at (12,16). Once weap is placed, I'll build a Service Depot for tanks and a second refinery.\", \"notes\": \"weap ~82%. Scout #137 heading west to (55,13). Next: place weap, then fix (Service Depot), then proc #2 + 3tnk.\", \"commands\": [{\"do\":\"move\",\"units\":[137],\"x\":55,\"y\":13},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1466, "completion_tokens": 595, "total_tokens": 2061, "cost": 0.000890376, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000890376, "upstream_inference_prompt_cost": 0.000176376, "upstream_inference_completions_cost": 0.000714}, "completion_tokens_details": {"reasoning_tokens": 467, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.66, "thoughts": "War Factory nearly done; keep infantry queue busy with rocket soldiers while the scout continues west toward the enemy start at (12,16). Once weap is placed, I'll build a Service Depot for tanks and a second refinery.", "notes": "weap ~82%. Scout #137 heading west to (55,13). Next: place weap, then fix (Service Depot), then proc #2 + 3tnk.", "commands": [{"do": "move", "units": [137], "x": 55, "y": 13}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["move: 1 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 19}}
{"tick": 3401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $169 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.4%.\nPRODUCTION: Building: weap 99%; Infantry: e1 43%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(40,24) #144@(23,14) #146@(19,14) #148@(16,15)\n  e3 (Rocket Soldier) x4: #136@(41,24) #138@(41,24) #140@(32,21) #142@(25,20)\n  harv (Ore Truck (harvester)) x1: #130@(9,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - train 5x e1: queued\n  - attack_move: 5 units\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Place weap when ready, then build proc #2 followed by powr. Scout infantry/rockets moving east-northeast toward likely enemy at 95,11.", "raw": "{\"thoughts\":\"War Factory is about to complete; place it immediately and use it for continuous vehicle production once ore income permits. Keep the infantry/rocket force scouting aggressively toward the likely northeast enemy base.\",\"notes\":\"Place War Factory now; next queue Ore Refinery #2, then power as needed. All combat units attack-move toward likely enemy start (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":18,\"y\":20},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1435, "completion_tokens": 220, "total_tokens": 1655, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1433, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00684915, "upstream_inference_prompt_cost": 0.00394515, "upstream_inference_completions_cost": 0.002904}, "completion_tokens_details": {"reasoning_tokens": 72, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.34, "thoughts": "War Factory is about to complete; place it immediately and use it for continuous vehicle production once ore income permits. Keep the infantry/rocket force scouting aggressively toward the likely northeast enemy base.", "notes": "Place War Factory now; next queue Ore Refinery #2, then power as needed. All combat units attack-move toward likely enemy start (95,11).", "commands": [{"do": "place", "item": "weap", "x": 18, "y": 20}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 130}], "feedback": ["place weap: nothing READY TO PLACE with that type", "attack_move: 8 units", "stance: 8 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $168 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6700, army $2500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.1%.\nPRODUCTION: Building: weap 99%; Building: powr 0%; Infantry: e3 82%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #137@(79,11)* #145@(91,12)* #147@(91,12)* #149@(90,11)* #151@(90,11)*\n  e3 (Rocket Soldier) x3: #139@(89,10)* #141@(91,10)* #143@(89,10)*\n  harv (Ore Truck (harvester)) x1: #132@(103,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: weap ~82%. Scout #137 heading west to (55,13). Next: place weap, then fix (Service Depot), then proc #2 + 3tnk.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"War Factory about to finish. Place it, then queue a Service Depot for tanks and get cash flowing with more economy. Keep the scout pushing west toward the enemy base.\", \"notes\": \"Place weap at 99%. Next: fix (Service Depot), then 3tnk + proc #2. Scout #137 heading west toward enemy (~12,16).\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\",\"x\":92,\"y\":14},{\"do\":\"move\",\"units\":[137],\"x\":60,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1463, "completion_tokens": 662, "total_tokens": 2125, "cost": 0.000969876, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000969876, "upstream_inference_prompt_cost": 0.000175476, "upstream_inference_completions_cost": 0.0007944}, "completion_tokens_details": {"reasoning_tokens": 529, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.59, "thoughts": "War Factory about to finish. Place it, then queue a Service Depot for tanks and get cash flowing with more economy. Keep the scout pushing west toward the enemy base.", "notes": "Place weap at 99%. Next: fix (Service Depot), then 3tnk + proc #2. Scout #137 heading west toward enemy (~12,16).", "commands": [{"do": "place", "item": "weap", "x": 92, "y": 14}, {"do": "move", "units": [137], "x": 60, "y": 13}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["place weap: nothing READY TO PLACE with that type", "move: 1 units", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6700, "army_value": 1400, "income": 1000, "experience": 0, "order_count": 21}}
{"tick": 3601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $100 + stored ore $230 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $7200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.9%.\nPRODUCTION: Building: weap READY TO PLACE; Infantry: e1 71%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(50,26) #144@(30,21) #146@(27,20) #148@(25,20) #150@(23,14) #152@(20,14) #153@(17,14)\n  e3 (Rocket Soldier) x4: #136@(51,26) #138@(51,26) #140@(42,24) #142@(34,24)\n  harv (Ore Truck (harvester)) x1: #130@(6,25)\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  - attack_move: 8 units\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: Place War Factory now; next queue Ore Refinery #2, then power as needed. All combat units attack-move toward likely enemy start (95,11).", "raw": "{\"thoughts\":\"War Factory is ready and must be placed immediately. Our forward infantry/rocket group continues scouting aggressively toward the likely enemy base while income accumulates for a second refinery.\",\"notes\":\"Place ready weap; start proc #2 as soon as affordable. Army is advancing east/northeast toward enemy start (95,11); no enemy seen yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":18,\"y\":20},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1423, "completion_tokens": 217, "total_tokens": 1640, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1421, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00677655, "upstream_inference_prompt_cost": 0.00391215, "upstream_inference_completions_cost": 0.0028644}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "War Factory is ready and must be placed immediately. Our forward infantry/rocket group continues scouting aggressively toward the likely enemy base while income accumulates for a second refinery.", "notes": "Place ready weap; start proc #2 as soon as affordable. Army is advancing east/northeast toward enemy start (95,11); no enemy seen yet.", "commands": [{"do": "place", "item": "weap", "x": 18, "y": 20}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 130}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 11 units", "stance: 11 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": 7200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 22}}
{"tick": 3801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $7100, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.7%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Infantry: e1 1%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #137@(69,13) #145@(91,12)* #147@(91,12)* #149@(90,11)* #151@(90,11)* #158@(90,11)\n  e3 (Rocket Soldier) x4: #139@(89,10)* #141@(91,10)* #143@(89,10)* #156@(90,11)*\n  harv (Ore Truck (harvester)) x1: #132@(99,13)\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  - move: 1 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Place weap at 99%. Next: fix (Service Depot), then 3tnk + proc #2. Scout #137 heading west toward enemy (~12,16).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.13, "thoughts": "(no valid response)", "notes": "Place weap at 99%. Next: fix (Service Depot), then 3tnk + proc #2. Scout #137 heading west toward enemy (~12,16).", "commands": [], "feedback": ["(auto) placed ready weap near base because you did not place it"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7100, "army_value": 1800, "income": 1000, "experience": 0, "order_count": 23}}
{"tick": 3801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $100 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.8%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #135@(60,28) #144@(40,24) #146@(37,24) #148@(34,24) #150@(31,21) #152@(28,21) #153@(26,20) #155@(24,14) #157@(21,14) #159@(18,14)\n  e3 (Rocket Soldier) x4: #136@(60,28) #138@(60,27) #140@(52,27) #142@(45,24)\n  harv (Ore Truck (harvester)) x1: #130@(6,27)\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: 11 units\n  - stance: 11 units\nYOUR NOTES FROM LAST TURN: Place ready weap; start proc #2 as soon as affordable. Army is advancing east/northeast toward enemy start (95,11); no enemy seen yet.", "raw": "{\"thoughts\":\"War Factory is online but funds are depleted, so the priority is keeping the existing force advancing toward the likely enemy base while the ore truck mines. Do not split the infantry and rockets further.\",\"notes\":\"War Factory complete. Cash-starved; start refinery #2 when $1400 is available. Main infantry/rocket force advancing east toward likely enemy start (95,11).\",\"commands\":[{\"do\":\"harvest\",\"unit\":130},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":154,\"x\":70,\"y\":20},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1480, "completion_tokens": 212, "total_tokens": 1692, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1478, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0068673, "upstream_inference_prompt_cost": 0.0040689, "upstream_inference_completions_cost": 0.0027984}, "completion_tokens_details": {"reasoning_tokens": 44, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.68, "thoughts": "War Factory is online but funds are depleted, so the priority is keeping the existing force advancing toward the likely enemy base while the ore truck mines. Do not split the infantry and rockets further.", "notes": "War Factory complete. Cash-starved; start refinery #2 when $1400 is available. Main infantry/rocket force advancing east toward likely enemy start (95,11).", "commands": [{"do": "harvest", "unit": 130}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 154, "x": 70, "y": 20}, {"do": "rally", "building": 133, "x": 70, "y": 20}], "feedback": ["attack_move: 14 units", "stance: 14 units", "rally #154: ordered", "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": 9500, "army_value": 2200, "income": 1500, "experience": 0, "order_count": 23}}
{"tick": 4001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.6%.\nPRODUCTION: Building: powr 83%; Infantry: e3 50%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #137@(65,14)* #145@(91,12)* #147@(91,12)* #149@(90,11)* #151@(90,11)* #158@(90,11)* #161@(91,11)\n  e3 (Rocket Soldier) x4: #139@(89,10)* #141@(91,10)* #143@(89,10)* #156@(90,11)*\n  harv (Ore Truck (harvester)) x1: #132@(100,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - (auto) placed ready weap near base because you did not place it\nYOUR NOTES FROM LAST TURN: Place weap at 99%. Next: fix (Service Depot), then 3tnk + proc #2. Scout #137 heading west toward enemy (~12,16).", "raw": "{\"thoughts\": \"Cash is $0 with only one harvester, so economy is the bottleneck. Weapon factory is placed. I'll start the Service Depot so I can build heavy tanks, keep infantry queues busy with rocket soldiers/rifles as ore comes in, and push my scout west toward the enemy start.\", \"notes\": \"Scout #137 scouting west toward (12,16). Building fix (Service Depot), then proc #2 for economy. Spamming e3/e1. Rally weap+barr near base center.\", \"commands\": [{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"rally\",\"building\":160,\"x\":92,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":13},{\"do\":\"move\",\"units\":[137],\"x\":45,\"y\":15},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1534, "completion_tokens": 577, "total_tokens": 2111, "cost": 0.000926808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000926808, "upstream_inference_prompt_cost": 0.000234408, "upstream_inference_completions_cost": 0.0006924}, "completion_tokens_details": {"reasoning_tokens": 368, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.68, "thoughts": "Cash is $0 with only one harvester, so economy is the bottleneck. Weapon factory is placed. I'll start the Service Depot so I can build heavy tanks, keep infantry queues busy with rocket soldiers/rifles as ore comes in, and push my scout west toward the enemy start.", "notes": "Scout #137 scouting west toward (12,16). Building fix (Service Depot), then proc #2 for economy. Spamming e3/e1. Rally weap+barr near base center.", "commands": [{"do": "build", "item": "fix"}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 4}, {"do": "rally", "building": 160, "x": 92, "y": 13}, {"do": "rally", "building": 134, "x": 92, "y": 13}, {"do": "move", "units": [137], "x": 45, "y": 15}, {"do": "harvest", "unit": 132}], "feedback": ["build fix: started", "train 3x e3: queued", "train 4x e1: queued", "rally #160: ordered", "rally #134: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 24}}
{"tick": 4001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $100 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #135@(68,21) #144@(50,26) #146@(47,24) #148@(45,24) #150@(41,24) #152@(37,24) #153@(35,24) #155@(32,21) #157@(29,21) #159@(27,20)\n  e3 (Rocket Soldier) x4: #136@(68,21) #138@(68,20) #140@(61,27) #142@(54,28)\n  harv (Ore Truck (harvester)) x1: #130@(9,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - stance: 14 units\n  - rally #154: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: War Factory complete. Cash-starved; start refinery #2 when $1400 is available. Main infantry/rocket force advancing east toward likely enemy start (95,11).", "raw": "{\"thoughts\":\"Our scouting force is advancing across the map toward the likely enemy start, while the single harvester is keeping the economy alive. Save for a second refinery immediately; do not interrupt the attack march.\",\"notes\":\"Army of 10 rifles and 4 rockets advancing east/northeast toward enemy start (95,11); no enemy seen. Need proc #2 at $1400, then power/vehicle production.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[135,136,138,140,142,144,146,148,150,152,153,155,157,159],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[135,136,138,140,142,144,146,148,150,152,153,155,157,159],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"rally\",\"building\":133,\"x\":78,\"y\":17},{\"do\":\"rally\",\"building\":154,\"x\":78,\"y\":17}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1478, "completion_tokens": 271, "total_tokens": 1749, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1476, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0076406, "upstream_inference_prompt_cost": 0.0040634, "upstream_inference_completions_cost": 0.0035772}, "completion_tokens_details": {"reasoning_tokens": 49, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.76, "thoughts": "Our scouting force is advancing across the map toward the likely enemy start, while the single harvester is keeping the economy alive. Save for a second refinery immediately; do not interrupt the attack march.", "notes": "Army of 10 rifles and 4 rockets advancing east/northeast toward enemy start (95,11); no enemy seen. Need proc #2 at $1400, then power/vehicle production.", "commands": [{"do": "attack_move", "units": [135, 136, 138, 140, 142, 144, 146, 148, 150, 152, 153, 155, 157, 159], "x": 95, "y": 11}, {"do": "stance", "units": [135, 136, 138, 140, 142, 144, 146, 148, 150, 152, 153, 155, 157, 159], "stance": "attack_anything"}, {"do": "harvest", "unit": 130}, {"do": "rally", "building": 133, "x": 78, "y": 17}, {"do": "rally", "building": 154, "x": 78, "y": 17}], "feedback": ["attack_move: 14 units", "stance: 14 units", "rally #133: ordered", "rally #154: 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": 9500, "army_value": 2200, "income": 1500, "experience": 0, "order_count": 23}}
{"tick": 4201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.7%.\nPRODUCTION: Building: powr 83%; Building: fix 0%; Infantry: e3 50%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #137@(66,22)86% #145@(91,12)* #147@(91,12)* #149@(90,11)* #151@(90,11)* #158@(90,11)* #161@(90,11)*\n  e3 (Rocket Soldier) x4: #139@(89,10)* #141@(91,10)* #143@(89,10)* #156@(90,11)*\n  harv (Ore Truck (harvester)) x1: #132@(102,24)\nVISIBLE ENEMY UNITS (2):\n  #140 e3@(66,23) 100%, #142 e3@(64,25) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: started\n  - train 3x e3: queued\n  - train 4x e1: queued\n  - rally #160: ordered\n  - rally #134: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Scout #137 scouting west toward (12,16). Building fix (Service Depot), then proc #2 for economy. Spamming e3/e1. Rally weap+barr near base center.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Economy is starving: only 1 harvester and $0 cash, so a second refinery (with free harvester) matters far more than an early Service Depot. I'll cancel the fix, queue proc after the nearly-done power plant, send the idle army west to kill the two enemy rocket soldiers and reveal more map, and keep the scout probing.\", \"notes\": \"Canceled fix -> queued proc #2 for economy. Idle army attack_moving to (66,23) to clear enemy e3 scouts and explore west. Scout #137 still heading west. Rebuild fix once income is up, then heavy tanks.\", \"commands\": [{\"do\": \"cancel\", \"item\": \"fix\"}, {\"do\": \"build\", \"item\": \"proc\"}, {\"do\": \"attack_move\", \"units\": \"idle_army\", \"x\": 66, \"y\": 23}, {\"do\": \"harvest\", \"unit\": 132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1659, "completion_tokens": 1794, "total_tokens": 3453, "cost": 0.002387076, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002387076, "upstream_inference_prompt_cost": 0.000234276, "upstream_inference_completions_cost": 0.0021528}, "completion_tokens_details": {"reasoning_tokens": 1586, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.08, "thoughts": "Economy is starving: only 1 harvester and $0 cash, so a second refinery (with free harvester) matters far more than an early Service Depot. I'll cancel the fix, queue proc after the nearly-done power plant, send the idle army west to kill the two enemy rocket soldiers and reveal more map, and keep the scout probing.", "notes": "Canceled fix -> queued proc #2 for economy. Idle army attack_moving to (66,23) to clear enemy e3 scouts and explore west. Scout #137 still heading west. Rebuild fix once income is up, then heavy tanks.", "commands": [{"do": "cancel", "item": "fix"}, {"do": "build", "item": "proc"}, {"do": "attack_move", "units": "idle_army", "x": 66, "y": 23}, {"do": "harvest", "unit": 132}], "feedback": ["build proc: started", "attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 32}}
{"tick": 4201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $100 + stored ore $500 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #135@(75,14) #144@(59,28) #146@(56,28) #148@(54,28) #150@(50,26) #152@(48,25) #153@(46,24) #155@(42,24) #157@(38,24) #159@(36,24)\n  e3 (Rocket Soldier) x4: #136@(75,14) #138@(75,13) #140@(66,23) #142@(64,25)\n  harv (Ore Truck (harvester)) x1: #130@(7,26)\nVISIBLE ENEMY UNITS (1):\n  #137 e1@(66,22) 86%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - stance: 14 units\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Army of 10 rifles and 4 rockets advancing east/northeast toward enemy start (95,11); no enemy seen. Need proc #2 at $1400, then power/vehicle production.", "raw": "{\"thoughts\":\"Our forward infantry column has contacted a lone enemy rifleman while nearing the likely enemy side. Cash is temporarily low, so keep the army advancing and eliminate the contact while ore income refills the bank for a second refinery.\",\"notes\":\"Army moving northeast/east toward enemy start (95,11); enemy rifle #137 at (66,22). Build proc #2 as soon as funds permit, then power and tanks.\",\"commands\":[{\"do\":\"attack\",\"units\":[140,142,144,146,148],\"target\":137},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":14},{\"do\":\"rally\",\"building\":154,\"x\":75,\"y\":14},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1494, "completion_tokens": 272, "total_tokens": 1766, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1492, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0076978, "upstream_inference_prompt_cost": 0.0041074, "upstream_inference_completions_cost": 0.0035904}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.59, "thoughts": "Our forward infantry column has contacted a lone enemy rifleman while nearing the likely enemy side. Cash is temporarily low, so keep the army advancing and eliminate the contact while ore income refills the bank for a second refinery.", "notes": "Army moving northeast/east toward enemy start (95,11); enemy rifle #137 at (66,22). Build proc #2 as soon as funds permit, then power and tanks.", "commands": [{"do": "attack", "units": [140, 142, 144, 146, 148], "target": 137}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 133, "x": 75, "y": 14}, {"do": "rally", "building": 154, "x": 75, "y": 14}, {"do": "harvest", "unit": 130}], "feedback": ["attack: 5 units", "attack_move: 14 units", "rally #133: ordered", "rally #154: 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": 9500, "army_value": 2200, "income": 2000, "experience": 0, "order_count": 23}}
{"tick": 4401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $700 (3 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 11.6%.\nPRODUCTION: Building: powr 83%; Building: proc 0%; Infantry: e3 50%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #145@(82,12) #147@(82,12) #149@(81,11) #151@(82,11) #158@(82,11) #161@(81,11)\n  e3 (Rocket Soldier) x4: #139@(82,10)16% #141@(83,10)97% #143@(82,10)82% #156@(81,11)\n  harv (Ore Truck (harvester)) x1: #132@(99,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Canceled fix -> queued proc #2 for economy. Idle army attack_moving to (66,23) to clear enemy e3 scouts and explore west. Scout #137 still heading west. Rebuild fix once income is up, then heavy tanks.", "raw": "{\"thoughts\": \"Economy is starved (cash $0) so I just need harvesters working and queues busy. Army is pushing west to find the enemy base; keep them attack_moving toward the likely enemy start.\",\"notes\": \"Army (~10 inf) attack_moving west toward enemy start (12,16) via (50,16). proc #2 building. Need cash for war factory units - once funds come in, build fix then heavy tanks.\",\"commands\": [{\"do\":\"harvest\",\"unit\":132}, {\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":50,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1603, "completion_tokens": 473, "total_tokens": 2076, "cost": 0.000785076, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000785076, "upstream_inference_prompt_cost": 0.000217476, "upstream_inference_completions_cost": 0.0005676}, "completion_tokens_details": {"reasoning_tokens": 337, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.73, "thoughts": "Economy is starved (cash $0) so I just need harvesters working and queues busy. Army is pushing west to find the enemy base; keep them attack_moving toward the likely enemy start.", "notes": "Army (~10 inf) attack_moving west toward enemy start (12,16) via (50,16). proc #2 building. Need cash for war factory units - once funds come in, build fix then heavy tanks.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": "all_army", "x": 50, "y": 16}], "feedback": ["attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 100, "units_killed": 3, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 1500, "experience": 7, "order_count": 34}}
{"tick": 4401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $100 + stored ore $500 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2600, killed $100 (1 units, 0 bldgs), lost $700 (3 units, 0 bldgs). Map explored 16.5%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #144@(65,23) #146@(64,25) #148@(63,26) #150@(60,28) #152@(57,28) #153@(55,28) #155@(51,26) #157@(48,25) #159@(47,24)\n  e3 (Rocket Soldier) x2: #140@(68,21) #142@(65,24)98%\n  harv (Ore Truck (harvester)) x1: #130@(7,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - attack_move: 14 units\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Army moving northeast/east toward enemy start (95,11); enemy rifle #137 at (66,22). Build proc #2 as soon as funds permit, then power and tanks.", "raw": "{\"thoughts\":\"Our forward infantry force has cleared the visible enemy scout and is continuing toward the likely enemy base. Cash is currently constrained, so preserve momentum while the harvester converts stored ore into funds for a second refinery and vehicle production.\",\"notes\":\"Army group is advancing east/northeast from x47-68 toward enemy start (95,11); no enemy structures spotted yet. Build proc #2 immediately once $1400 is available, then power if needed and produce tanks/harvesters.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":1},{\"do\":\"attack_move\",\"units\":[140,142,144,146,148,150,152,153,155,157,159],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1462, "completion_tokens": 231, "total_tokens": 1693, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1460, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0070686, "upstream_inference_prompt_cost": 0.0040194, "upstream_inference_completions_cost": 0.0030492}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.72, "thoughts": "Our forward infantry force has cleared the visible enemy scout and is continuing toward the likely enemy base. Cash is currently constrained, so preserve momentum while the harvester converts stored ore into funds for a second refinery and vehicle production.", "notes": "Army group is advancing east/northeast from x47-68 toward enemy start (95,11); no enemy structures spotted yet. Build proc #2 immediately once $1400 is available, then power if needed and produce tanks/harvesters.", "commands": [{"do": "train", "item": "e1", "count": 1}, {"do": "attack_move", "units": [140, 142, 144, 146, 148, 150, 152, 153, 155, 157, 159], "x": 95, "y": 11}, {"do": "harvest", "unit": 130}], "feedback": ["train 1x e1: queued", "attack_move: 11 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 700, "units_killed": 1, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1500, "income": 2000, "experience": 1, "order_count": 23}}
{"tick": 4601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $281 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $1400 (6 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 12.5%.\nPRODUCTION: Building: powr READY TO PLACE; Building: proc 0%; Infantry: e1 19%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #145@(76,17) #147@(75,18) #149@(75,16) #151@(76,16) #158@(75,17)55% #161@(75,16)\n  e3 (Rocket Soldier) x5: #139@(75,14)16% #141@(74,14)97% #143@(74,15)82% #156@(75,16) #165@(94,9)\n  harv (Ore Truck (harvester)) x1: #132@(101,15)\nVISIBLE ENEMY UNITS (1):\n  #146 e1@(71,18) 53%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Army (~10 inf) attack_moving west toward enemy start (12,16) via (50,16). proc #2 building. Need cash for war factory units - once funds come in, build fix then heavy tanks.", "raw": "{\"thoughts\": \"Base is up (fact/powr/proc/barr/weap) but cash is $0, so my main need is economy. Place the ready power plant, keep cheap infantry training, and keep pushing the 10-man infantry group west toward the enemy start. I have a weap so once ore comes in I'll build a second harvester and heavy tanks.\", \"notes\": \"Enemy start likely (12,16). Army (~10 inf) pushing west from ~(75,16). Place powr now. Next big spend: 2nd harv / service depot for tanks when cash arrives.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"}, {\"do\":\"train\",\"item\":\"e1\",\"count\":5}, {\"do\":\"attack_move\",\"units\":[139,141,143,145,147,149,151,156,158,161],\"x\":55,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1607, "completion_tokens": 810, "total_tokens": 2417, "cost": 0.001190676, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001190676, "upstream_inference_prompt_cost": 0.000218676, "upstream_inference_completions_cost": 0.000972}, "completion_tokens_details": {"reasoning_tokens": 613, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.35, "thoughts": "Base is up (fact/powr/proc/barr/weap) but cash is $0, so my main need is economy. Place the ready power plant, keep cheap infantry training, and keep pushing the 10-man infantry group west toward the enemy start. I have a weap so once ore comes in I'll build a second harvester and heavy tanks.", "notes": "Enemy start likely (12,16). Army (~10 inf) pushing west from ~(75,16). Place powr now. Next big spend: 2nd harv / service depot for tanks when cash arrives.", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": [139, 141, 143, 145, 147, 149, 151, 156, 158, 161], "x": 55, "y": 16}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 5x e1: queued", "attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 100, "units_killed": 6, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2000, "experience": 14, "order_count": 34}}
{"tick": 4601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $100 + stored ore $400 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $2000, killed $100 (1 units, 0 bldgs), lost $1400 (6 units, 0 bldgs). Map explored 16.5%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #146@(71,18)53% #148@(70,18) #150@(68,21) #152@(66,23) #153@(64,25) #155@(61,27) #157@(58,28) #159@(55,28) #162@(22,18)\n  harv (Ore Truck (harvester)) x1: #130@(9,17)\nVISIBLE ENEMY UNITS (1):\n  #147 e1@(75,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x e1: queued\n  - attack_move: 11 units\nYOUR NOTES FROM LAST TURN: Army group is advancing east/northeast from x47-68 toward enemy start (95,11); no enemy structures spotted yet. Build proc #2 immediately once $1400 is available, then power if needed and produce tanks/harvesters.", "raw": "{\"thoughts\":\"Our infantry spearhead is nearing the enemy side but has not found structures yet. Keep it advancing aggressively while income accumulates for a second refinery and vehicle production.\",\"notes\":\"Infantry column advancing northeast/east toward likely enemy base at (95,11); wounded #146 is at front. Need proc #2 as soon as affordable, then tanks/harvesters.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[146,148,150,152,153,155,157,159],\"x\":95,\"y\":11},{\"do\":\"attack\",\"units\":[146,148,150,152,153,155,157,159],\"target\":147},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":18},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1449, "completion_tokens": 251, "total_tokens": 1700, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1447, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00729685, "upstream_inference_prompt_cost": 0.00398365, "upstream_inference_completions_cost": 0.0033132}, "completion_tokens_details": {"reasoning_tokens": 80, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.95, "thoughts": "Our infantry spearhead is nearing the enemy side but has not found structures yet. Keep it advancing aggressively while income accumulates for a second refinery and vehicle production.", "notes": "Infantry column advancing northeast/east toward likely enemy base at (95,11); wounded #146 is at front. Need proc #2 as soon as affordable, then tanks/harvesters.", "commands": [{"do": "attack_move", "units": [146, 148, 150, 152, 153, 155, 157, 159], "x": 95, "y": 11}, {"do": "attack", "units": [146, 148, 150, 152, 153, 155, 157, 159], "target": 147}, {"do": "rally", "building": 133, "x": 70, "y": 18}, {"do": "harvest", "unit": 130}], "feedback": ["attack_move: 8 units", "attack: 8 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 1400, "units_killed": 1, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 900, "income": 2000, "experience": 1, "order_count": 24}}
{"tick": 4801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3200, killed $1800 (10 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 12.9%.\nPRODUCTION: Building: proc 9%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #145@(67,17) #149@(68,19) #151@(66,18) #158@(70,17)25% #161@(71,17)97% #167@(91,13)*\n  e3 (Rocket Soldier) x5: #139@(66,18)16% #141@(66,17)97% #143@(67,17)82% #156@(67,17) #165@(92,12)*\n  harv (Ore Truck (harvester)) x1: #132@(106,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - train 5x e1: queued\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Enemy start likely (12,16). Army (~10 inf) pushing west from ~(75,16). Place powr now. Next big spend: 2nd harv / service depot for tanks when cash arrives.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Army is pushing west toward the likely enemy start; two units are idle at base and should join. Income is weak (1 harvester, $0 cash), so I'll queue a second harvester and keep infantry flowing, and set rally points forward.\", \"notes\": \"Enemy start ~(12,16). Army ~10 inf pushing west from ~(75,16). Building: proc in progress. Queue harv #2 + service depot next. Idle #167,#165 sent west.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[167,165],\"x\":80,\"y\":16},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"rally\",\"building\":160,\"x\":80,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1661, "completion_tokens": 854, "total_tokens": 2515, "cost": 0.001259676, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001259676, "upstream_inference_prompt_cost": 0.000234876, "upstream_inference_completions_cost": 0.0010248}, "completion_tokens_details": {"reasoning_tokens": 661, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.9, "thoughts": "Army is pushing west toward the likely enemy start; two units are idle at base and should join. Income is weak (1 harvester, $0 cash), so I'll queue a second harvester and keep infantry flowing, and set rally points forward.", "notes": "Enemy start ~(12,16). Army ~10 inf pushing west from ~(75,16). Building: proc in progress. Queue harv #2 + service depot next. Idle #167,#165 sent west.", "commands": [{"do": "attack_move", "units": [167, 165], "x": 80, "y": 16}, {"do": "train", "item": "harv", "count": 1}, {"do": "rally", "building": 160, "x": 80, "y": 16}, {"do": "rally", "building": 134, "x": 80, "y": 16}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 2 units", "train 1x harv: queued", "rally #160: ordered", "rally #134: ordered", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 200, "units_killed": 10, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 2100, "income": 2000, "experience": 18, "order_count": 40}}
{"tick": 4801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $100 + stored ore $900 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1600, killed $200 (2 units, 0 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 17.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #153@(70,23)* #155@(68,25)* #157@(65,27)* #159@(62,27)* #162@(30,23)\n  harv (Ore Truck (harvester)) x1: #130@(8,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack: 8 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Infantry column advancing northeast/east toward likely enemy base at (95,11); wounded #146 is at front. Need proc #2 as soon as affordable, then tanks/harvesters.", "raw": "{\"thoughts\":\"Economy needs a second refinery, with an additional power plant first to support it. The surviving infantry will continue scouting aggressively toward the likely enemy start while the barracks replenishes losses.\",\"notes\":\"Queue power then refinery; infantry scout/attack-move toward (95,11). Existing War Factory should begin light tank production once income permits.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack_move\",\"units\":[153,155,157,159,162],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":20},{\"do\":\"rally\",\"building\":154,\"x\":55,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1402, "completion_tokens": 325, "total_tokens": 1727, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1400, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0081444, "upstream_inference_prompt_cost": 0.0038544, "upstream_inference_completions_cost": 0.00429}, "completion_tokens_details": {"reasoning_tokens": 162, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.66, "thoughts": "Economy needs a second refinery, with an additional power plant first to support it. The surviving infantry will continue scouting aggressively toward the likely enemy start while the barracks replenishes losses.", "notes": "Queue power then refinery; infantry scout/attack-move toward (95,11). Existing War Factory should begin light tank production once income permits.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": [153, 155, 157, 159, 162], "x": 95, "y": 11}, {"do": "rally", "building": 133, "x": 75, "y": 20}, {"do": "rally", "building": 154, "x": 55, "y": 20}], "feedback": ["build powr: started", "train 5x e1: queued", "attack_move: 5 units", "rally #133: ordered", "rally #154: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 1800, "units_killed": 2, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 500, "income": 2500, "experience": 2, "order_count": 24}}
{"tick": 5001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3200, killed $2000 (12 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 13.5%.\nPRODUCTION: Building: proc 9%; Vehicle: harv 0%; Infantry: e1 66%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #145@(62,21)* #149@(61,21)* #151@(61,21)* #158@(63,20)25% #161@(64,20)70% #167@(81,15)\n  e3 (Rocket Soldier) x5: #139@(61,21)16%* #141@(61,21)97%* #143@(61,21)82%* #156@(62,21)* #165@(82,14)\n  harv (Ore Truck (harvester)) x1: #132@(100,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - train 1x harv: queued\n  - rally #160: ordered\n  - rally #134: ordered\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy start ~(12,16). Army ~10 inf pushing west from ~(75,16). Building: proc in progress. Queue harv #2 + service depot next. Idle #167,#165 sent west.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Cancel harv queue since the refinery currently building provides a free harvester, preventing cash starvation. Push the forward infantry group further west towards the enemy base.\", \"notes\": \"Second proc building will provide harv #2. Infantry group pushing towards (35,18) en route to (12,16). Next tech: fix (Service Depot) for Heavy Tanks.\", \"commands\": [{\"do\": \"cancel\", \"item\": \"harv\"}, {\"do\": \"attack_move\", \"units\": [139, 141, 143, 145, 149, 151, 156, 158, 161], \"x\": 35, \"y\": 18}, {\"do\": \"attack_move\", \"units\": [165, 167], \"x\": 55, \"y\": 20}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1822, "completion_tokens": 702, "total_tokens": 2524, "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": 0.007998, "upstream_inference_prompt_cost": 0.002733, "upstream_inference_completions_cost": 0.005265}, "completion_tokens_details": {"reasoning_tokens": 500, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.87, "thoughts": "Cancel harv queue since the refinery currently building provides a free harvester, preventing cash starvation. Push the forward infantry group further west towards the enemy base.", "notes": "Second proc building will provide harv #2. Infantry group pushing towards (35,18) en route to (12,16). Next tech: fix (Service Depot) for Heavy Tanks.", "commands": [{"do": "cancel", "item": "harv"}, {"do": "attack_move", "units": [139, 141, 143, 145, 149, 151, 156, 158, 161], "x": 35, "y": 18}, {"do": "attack_move", "units": [165, 167], "x": 55, "y": 20}], "feedback": ["attack_move: 9 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 200, "units_killed": 12, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 2100, "income": 2000, "experience": 20, "order_count": 43}}
{"tick": 5001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $100 + stored ore $283 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1700, killed $200 (2 units, 0 bldgs), lost $2000 (12 units, 0 bldgs). Map explored 17.7%.\nPRODUCTION: Building: powr READY TO PLACE; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #153@(77,16) #157@(73,20) #162@(41,24) #168@(22,18) #169@(19,16) #170@(16,15)\n  harv (Ore Truck (harvester)) x1: #130@(5,28)\nVISIBLE ENEMY UNITS (1):\n  #167 e1@(81,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 5x e1: queued\n  - attack_move: 5 units\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Queue power then refinery; infantry scout/attack-move toward (95,11). Existing War Factory should begin light tank production once income permits.", "raw": "{\"thoughts\":\"Power is ready and must be placed to support the next refinery. Our forward infantry are scouting near the enemy approach; keep them advancing while the harvester mines.\",\"notes\":\"Place powr, then start proc as soon as ore cash permits. Scout/pressure toward enemy start (95,11); use first light tanks as core army.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":18,\"y\":17},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":72,\"y\":17},{\"do\":\"rally\",\"building\":154,\"x\":72,\"y\":17}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1446, "completion_tokens": 219, "total_tokens": 1665, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1444, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0068662, "upstream_inference_prompt_cost": 0.0039754, "upstream_inference_completions_cost": 0.0028908}, "completion_tokens_details": {"reasoning_tokens": 51, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.98, "thoughts": "Power is ready and must be placed to support the next refinery. Our forward infantry are scouting near the enemy approach; keep them advancing while the harvester mines.", "notes": "Place powr, then start proc as soon as ore cash permits. Scout/pressure toward enemy start (95,11); use first light tanks as core army.", "commands": [{"do": "place", "item": "powr", "x": 18, "y": 17}, {"do": "build", "item": "proc"}, {"do": "harvest", "unit": 130}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 133, "x": 72, "y": 17}, {"do": "rally", "building": 154, "x": 72, "y": 17}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "attack_move: 6 units", "rally #133: ordered", "rally #154: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 2000, "units_killed": 2, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2500, "experience": 2, "order_count": 30}}
{"tick": 5201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $228 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3200, killed $2100 (13 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 14.5%.\nPRODUCTION: Building: proc 19%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #145@(58,28) #149@(58,28) #151@(59,28) #158@(60,28)25% #161@(60,28)70% #174@(92,9)\n  e3 (Rocket Soldier) x5: #139@(60,28)16% #141@(60,28)97% #143@(60,27)82% #156@(59,28) #165@(81,14)33%\n  harv (Ore Truck (harvester)) x1: #132@(99,15)\nVISIBLE ENEMY UNITS (1):\n  #157 e1@(78,15) 90%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Second proc building will provide harv #2. Infantry group pushing towards (35,18) en route to (12,16). Next tech: fix (Service Depot) for Heavy Tanks.", "raw": "{\"thoughts\": \"Economy is stalled at $0 cash with only one harvester, so production is bottlenecked. Second proc (free harvester) is already 19% done and must finish. Meanwhile keep the front group pressing west toward the enemy base at (12,16) while badly damaged units stay back.\", \"notes\": \"Cash $0 starved; proc#2 at 19% -> free 2nd harvester. Front group ~7 units at (58,28) pushing to (35,20) then (12,16). Base defenders: #165 e3, #174 e1. Next build after proc: fix (Service Depot) for tanks.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"attack_move\", \"units\": [145, 149, 151, 161, 141, 143, 156], \"x\": 35, \"y\": 20}, {\"do\": \"move\", \"units\": [158, 139, 165], \"x\": 90, \"y\": 13}, {\"do\": \"rally\", \"building\": 134, \"x\": 80, \"y\": 16}, {\"do\": \"rally\", \"building\": 160, \"x\": 82, \"y\": 16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1652, "completion_tokens": 1138, "total_tokens": 2790, "cost": 0.001597776, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001597776, "upstream_inference_prompt_cost": 0.000232176, "upstream_inference_completions_cost": 0.0013656}, "completion_tokens_details": {"reasoning_tokens": 856, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.99, "thoughts": "Economy is stalled at $0 cash with only one harvester, so production is bottlenecked. Second proc (free harvester) is already 19% done and must finish. Meanwhile keep the front group pressing west toward the enemy base at (12,16) while badly damaged units stay back.", "notes": "Cash $0 starved; proc#2 at 19% -> free 2nd harvester. Front group ~7 units at (58,28) pushing to (35,20) then (12,16). Base defenders: #165 e3, #174 e1. Next build after proc: fix (Service Depot) for tanks.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [145, 149, 151, 161, 141, 143, 156], "x": 35, "y": 20}, {"do": "move", "units": [158, 139, 165], "x": 90, "y": 13}, {"do": "rally", "building": 134, "x": 80, "y": 16}, {"do": "rally", "building": 160, "x": 82, "y": 16}], "feedback": ["attack_move: 7 units", "move: 3 units", "rally #134: ordered", "rally #160: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 300, "units_killed": 13, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 2100, "income": 2500, "experience": 21, "order_count": 44}}
{"tick": 5201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 200 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $1800, killed $300 (3 units, 0 bldgs), lost $2100 (13 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 14%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #157@(78,15)90% #162@(51,26) #168@(30,23) #169@(28,21) #170@(25,20) #172@(22,18) #173@(20,16)\n  harv (Ore Truck (harvester)) x1: #130@(9,17)\nVISIBLE ENEMY UNITS (1):\n  #165 e3@(81,14) 33%\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: started\n  - attack_move: 6 units\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Place powr, then start proc as soon as ore cash permits. Scout/pressure toward enemy start (95,11); use first light tanks as core army.", "raw": "{\"thoughts\":\"Second refinery is underway while our scattered infantry continue probing east toward the likely Soviet base. Eliminate the exposed rocket soldier and consolidate scouts near the eastern approach.\",\"notes\":\"Proc building 14%; place immediately when ready, then fund light tanks/harvesters. Enemy likely at 95,11; infantry scouting east, #157 engaging enemy e3.\",\"commands\":[{\"do\":\"attack\",\"units\":[157],\"target\":165},{\"do\":\"attack_move\",\"units\":[162,168,169,170,172,173],\"x\":88,\"y\":13},{\"do\":\"stance\",\"units\":[157,162,168,169,170,172,173],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":133,\"x\":78,\"y\":15},{\"do\":\"rally\",\"building\":154,\"x\":78,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1462, "completion_tokens": 238, "total_tokens": 1700, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1460, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007161, "upstream_inference_prompt_cost": 0.0040194, "upstream_inference_completions_cost": 0.0031416}, "completion_tokens_details": {"reasoning_tokens": 54, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.72, "thoughts": "Second refinery is underway while our scattered infantry continue probing east toward the likely Soviet base. Eliminate the exposed rocket soldier and consolidate scouts near the eastern approach.", "notes": "Proc building 14%; place immediately when ready, then fund light tanks/harvesters. Enemy likely at 95,11; infantry scouting east, #157 engaging enemy e3.", "commands": [{"do": "attack", "units": [157], "target": 165}, {"do": "attack_move", "units": [162, 168, 169, 170, 172, 173], "x": 88, "y": 13}, {"do": "stance", "units": [157, 162, 168, 169, 170, 172, 173], "stance": "attack_anything"}, {"do": "rally", "building": 133, "x": 78, "y": 15}, {"do": "rally", "building": 154, "x": 78, "y": 15}], "feedback": ["attack: 1 units", "attack_move: 6 units", "stance: 7 units", "rally #133: ordered", "rally #154: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2100, "units_killed": 3, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8300, "army_value": 700, "income": 2500, "experience": 3, "order_count": 32}}
{"tick": 5401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $2900, killed $2200 (14 units, 0 bldgs), lost $600 (4 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: Building: proc 27%; Infantry: e3 72%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #145@(49,28) #149@(49,26)61% #151@(50,28) #158@(67,22)25% #161@(49,28)70% #174@(83,13)\n  e3 (Rocket Soldier) x4: #139@(67,22)16% #141@(50,28)97% #143@(50,28)82% #156@(49,28)\n  harv (Ore Truck (harvester)) x1: #132@(104,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - move: 3 units\n  - rally #134: ordered\n  - rally #160: ordered\nYOUR NOTES FROM LAST TURN: Cash $0 starved; proc#2 at 19% -> free 2nd harvester. Front group ~7 units at (58,28) pushing to (35,20) then (12,16). Base defenders: #165 e3, #174 e1. Next build after proc: fix (Service Depot) for tanks.", "raw": "{\"thoughts\": \"Cash is starved at $0 with a bloated infantry queue draining everything. I'll cancel most queued infantry to free cash for the proc #2 and a Service Depot, send the badly damaged units home, and keep the healthy front group pushing toward the enemy start at (12,16).\", \"notes\": \"proc#2 building ~30%. Canceled excess e1 to unclog cash. Harvester mining. Front push to (12,16); damaged #139/#158 retreating to base. Base defender #174. After proc: build fix (Service Depot).\", \"commands\": [{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[158,139],\"x\":92,\"y\":13},{\"do\":\"attack_move\",\"units\":[145,151,161,141,143,156,149],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":60,\"y\":26},{\"do\":\"rally\",\"building\":160,\"x\":60,\"y\":26}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1679, "completion_tokens": 1172, "total_tokens": 2851, "cost": 0.001646676, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001646676, "upstream_inference_prompt_cost": 0.000240276, "upstream_inference_completions_cost": 0.0014064}, "completion_tokens_details": {"reasoning_tokens": 891, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.57, "thoughts": "Cash is starved at $0 with a bloated infantry queue draining everything. I'll cancel most queued infantry to free cash for the proc #2 and a Service Depot, send the badly damaged units home, and keep the healthy front group pushing toward the enemy start at (12,16).", "notes": "proc#2 building ~30%. Canceled excess e1 to unclog cash. Harvester mining. Front push to (12,16); damaged #139/#158 retreating to base. Base defender #174. After proc: build fix (Service Depot).", "commands": [{"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e3"}, {"do": "harvest", "unit": 132}, {"do": "move", "units": [158, 139], "x": 92, "y": 13}, {"do": "attack_move", "units": [145, 151, 161, 141, 143, 156, 149], "x": 12, "y": 16}, {"do": "rally", "building": 134, "x": 60, "y": 26}, {"do": "rally", "building": 160, "x": 60, "y": 26}], "feedback": ["move: 2 units", "attack_move: 7 units", "rally #134: ordered", "rally #160: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 600, "units_killed": 14, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 1800, "income": 2500, "experience": 22, "order_count": 44}}
{"tick": 5401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $228 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $1700, killed $600 (4 units, 0 bldgs), lost $2200 (14 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 33%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #157@(78,15)90%* #168@(41,24) #169@(38,24) #170@(34,24) #172@(31,24) #173@(29,22)\n  harv (Ore Truck (harvester)) x1: #130@(8,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - attack_move: 6 units\n  - stance: 7 units\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Proc building 14%; place immediately when ready, then fund light tanks/harvesters. Enemy likely at 95,11; infantry scouting east, #157 engaging enemy e3.", "raw": "{\"thoughts\":\"Second refinery is underway; maintain scouting pressure toward the likely enemy start while income ramps. Queue cheap infantry and a light tank as funds become available, and keep the harvester mining.\",\"notes\":\"Proc at 33%, place immediately when ready. Scout force moving east toward likely enemy at 95,11; #157 is forward at 78,15.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[157],\"x\":94,\"y\":11},{\"do\":\"attack_move\",\"units\":[168,169,170,172,173],\"x\":84,\"y\":16},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"rally\",\"building\":133,\"x\":78,\"y\":18},{\"do\":\"rally\",\"building\":154,\"x\":78,\"y\":18},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1441, "completion_tokens": 393, "total_tokens": 1834, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1439, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00914925, "upstream_inference_prompt_cost": 0.00396165, "upstream_inference_completions_cost": 0.0051876}, "completion_tokens_details": {"reasoning_tokens": 196, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.31, "thoughts": "Second refinery is underway; maintain scouting pressure toward the likely enemy start while income ramps. Queue cheap infantry and a light tank as funds become available, and keep the harvester mining.", "notes": "Proc at 33%, place immediately when ready. Scout force moving east toward likely enemy at 95,11; #157 is forward at 78,15.", "commands": [{"do": "attack_move", "units": [157], "x": 94, "y": 11}, {"do": "attack_move", "units": [168, 169, 170, 172, 173], "x": 84, "y": 16}, {"do": "harvest", "unit": 130}, {"do": "rally", "building": 133, "x": 78, "y": 18}, {"do": "rally", "building": 154, "x": 78, "y": 18}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["attack_move: 1 units", "attack_move: 5 units", "rally #133: ordered", "rally #154: ordered", "train 5x e1: queued", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 2200, "units_killed": 4, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 600, "income": 2500, "experience": 6, "order_count": 32}}
{"tick": 5601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $2600 (18 units, 0 bldgs), lost $700 (5 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 27%; Infantry: e3 72%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #145@(44,24)98% #151@(44,24)42% #158@(74,15)25% #161@(45,25)67% #174@(81,15)1%*\n  e3 (Rocket Soldier) x4: #139@(74,15)16% #141@(45,24)94% #143@(44,24)80% #156@(44,24)90%\n  harv (Ore Truck (harvester)) x1: #132@(99,18)\nVISIBLE ENEMY UNITS (1):\n  #172 e1@(40,24) 34%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - attack_move: 7 units\n  - rally #134: ordered\n  - rally #160: ordered\nYOUR NOTES FROM LAST TURN: proc#2 building ~30%. Canceled excess e1 to unclog cash. Harvester mining. Front push to (12,16); damaged #139/#158 retreating to base. Base defender #174. After proc: build fix (Service Depot).", "raw": "{\"thoughts\": \"Cash is at 0 so production depends on harvester income; proc#2 is underway. Consolidate the front group near (44,24) to kill the enemy rifleman, pull badly wounded units back, and keep pressing toward the enemy start.\", \"notes\": \"proc#2 ~27%. Fighters near (44,24) pushing. Retreating #139/#158/#174 (very low hp). After proc: build fix then weap/harv. Enemy start (12,16).\", \"commands\": [{\"do\":\"attack_move\",\"units\":[141,143,156,145,151,161],\"x\":40,\"y\":24},{\"do\":\"move\",\"units\":[139,158,174],\"x\":95,\"y\":18},{\"do\":\"rally\",\"building\":134,\"x\":44,\"y\":24},{\"do\":\"rally\",\"building\":160,\"x\":44,\"y\":24}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1630, "completion_tokens": 557, "total_tokens": 2187, "cost": 0.000893976, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000893976, "upstream_inference_prompt_cost": 0.000225576, "upstream_inference_completions_cost": 0.0006684}, "completion_tokens_details": {"reasoning_tokens": 363, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.94, "thoughts": "Cash is at 0 so production depends on harvester income; proc#2 is underway. Consolidate the front group near (44,24) to kill the enemy rifleman, pull badly wounded units back, and keep pressing toward the enemy start.", "notes": "proc#2 ~27%. Fighters near (44,24) pushing. Retreating #139/#158/#174 (very low hp). After proc: build fix then weap/harv. Enemy start (12,16).", "commands": [{"do": "attack_move", "units": [141, 143, 156, 145, 151, 161], "x": 40, "y": 24}, {"do": "move", "units": [139, 158, 174], "x": 95, "y": 18}, {"do": "rally", "building": 134, "x": 44, "y": 24}, {"do": "rally", "building": 160, "x": 44, "y": 24}], "feedback": ["attack_move: 6 units", "move: 3 units", "rally #134: ordered", "rally #160: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 700, "units_killed": 18, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 1700, "income": 2000, "experience": 26, "order_count": 50}}
{"tick": 5601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 200 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1300, killed $700 (5 units, 0 bldgs), lost $2600 (18 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 39%; Vehicle: 1tnk 10%; Infantry: e1 73%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #172@(40,24)34% #173@(38,24)\n  harv (Ore Truck (harvester)) x1: #130@(4,27)\nVISIBLE ENEMY UNITS (4):\n  #143 e3@(44,24) 80%, #145 e1@(44,24) 98%, #151 e1@(44,24) 42%, #156 e3@(44,24) 90%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 5 units\n  - rally #133: ordered\n  - rally #154: ordered\n  - train 5x e1: queued\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Proc at 33%, place immediately when ready. Scout force moving east toward likely enemy at 95,11; #157 is forward at 78,15.", "raw": "{\"thoughts\":\"Our forward infantry has encountered enemy infantry near the center while the second refinery is nearing completion. Focus fire the rocket soldiers, keep the harvester mining, and place the refinery immediately next turn to restore production capacity.\",\"notes\":\"Second proc 39% building; place as soon ready. #172/#173 engaged at 40,24 against enemy infantry at 44,24. Harvester #130 mining near 4,27. Enemy direction remains east/northeast.\",\"commands\":[{\"do\":\"attack\",\"units\":[172,173],\"target\":143},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"rally\",\"building\":133,\"x\":40,\"y\":24},{\"do\":\"rally\",\"building\":154,\"x\":40,\"y\":24}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1514, "completion_tokens": 241, "total_tokens": 1755, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1512, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0073436, "upstream_inference_prompt_cost": 0.0041624, "upstream_inference_completions_cost": 0.0031812}, "completion_tokens_details": {"reasoning_tokens": 76, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.06, "thoughts": "Our forward infantry has encountered enemy infantry near the center while the second refinery is nearing completion. Focus fire the rocket soldiers, keep the harvester mining, and place the refinery immediately next turn to restore production capacity.", "notes": "Second proc 39% building; place as soon ready. #172/#173 engaged at 40,24 against enemy infantry at 44,24. Harvester #130 mining near 4,27. Enemy direction remains east/northeast.", "commands": [{"do": "attack", "units": [172, 173], "target": 143}, {"do": "harvest", "unit": 130}, {"do": "rally", "building": 133, "x": 40, "y": 24}, {"do": "rally", "building": 154, "x": 40, "y": 24}], "feedback": ["attack: 2 units", "rally #133: ordered", "rally #154: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 2600, "units_killed": 5, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2500, "experience": 7, "order_count": 38}}
{"tick": 5801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $261 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $2800 (20 units, 0 bldgs), lost $700 (5 units, 0 bldgs). Map explored 18%.\nPRODUCTION: Building: proc 36%; Infantry: e3 11%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #145@(40,24)95%* #151@(40,24)40%* #158@(85,14)25% #161@(41,24)67%* #174@(91,16)1%\n  e3 (Rocket Soldier) x5: #139@(84,14)16% #141@(40,24)92%* #143@(40,24)30%* #156@(40,24)81%* #175@(94,9)\n  harv (Ore Truck (harvester)) x1: #132@(98,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - move: 3 units\n  - rally #134: ordered\n  - rally #160: ordered\nYOUR NOTES FROM LAST TURN: proc#2 ~27%. Fighters near (44,24) pushing. Retreating #139/#158/#174 (very low hp). After proc: build fix then weap/harv. Enemy start (12,16).", "raw": "{\"thoughts\": \"Economy is starved (0 cash, 1 harvester) and 5 infantry are badly hurt. Pull the wounded back toward base, keep the harvester mining, and finish proc #2 so I can afford a second harvester. Enemy base is likely at (12,16) \u2014 keep pushing a scout that way once healthy.\", \"notes\": \"proc#2 ~36% in Building queue. Base has weap+barr already. Need 2nd harv and more income. Wounded: #139/#158/#174/#151/#143/#161 -> retreat to (94,12). Push healthy stack toward (12,16) eventually. Enemy start (12,16).\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[139,143,151,158,161,174],\"x\":94,\"y\":12},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":160,\"x\":90,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1615, "completion_tokens": 538, "total_tokens": 2153, "cost": 0.0011301, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0011301, "upstream_inference_prompt_cost": 0.0004845, "upstream_inference_completions_cost": 0.0006456}, "completion_tokens_details": {"reasoning_tokens": 290, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.51, "thoughts": "Economy is starved (0 cash, 1 harvester) and 5 infantry are badly hurt. Pull the wounded back toward base, keep the harvester mining, and finish proc #2 so I can afford a second harvester. Enemy base is likely at (12,16) \u2014 keep pushing a scout that way once healthy.", "notes": "proc#2 ~36% in Building queue. Base has weap+barr already. Need 2nd harv and more income. Wounded: #139/#158/#174/#151/#143/#161 -> retreat to (94,12). Push healthy stack toward (12,16) eventually. Enemy start (12,16).", "commands": [{"do": "harvest", "unit": 132}, {"do": "move", "units": [139, 143, 151, 158, 161, 174], "x": 94, "y": 12}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 160, "x": 90, "y": 20}, {"do": "rally", "building": 134, "x": 90, "y": 20}], "feedback": ["move: 6 units", "train 2x e3: queued", "train 3x e1: queued", "rally #160: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 700, "units_killed": 20, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2500, "experience": 28, "order_count": 50}}
{"tick": 5801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 200 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1100, killed $700 (5 units, 0 bldgs), lost $2800 (20 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 39%; Vehicle: 1tnk 10%; Infantry: e1 73%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(9,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Second proc 39% building; place as soon ready. #172/#173 engaged at 40,24 against enemy infantry at 44,24. Harvester #130 mining near 4,27. Enemy direction remains east/northeast.", "raw": "{\"thoughts\":\"Our army was wiped out, but the second refinery is nearing completion and will restore income with a free harvester. Preserve the existing harvester and rebuild vehicle/infantry production as funds arrive.\",\"notes\":\"Second refinery is 39%; place immediately when ready. Only visible unit is harvester #130. Enemy base remains likely east/northeast near 95,11; rebuild a tank-and-rocket force before probing.\",\"commands\":[{\"do\":\"harvest\",\"unit\":130},{\"do\":\"rally\",\"building\":133,\"x\":25,\"y\":18},{\"do\":\"rally\",\"building\":154,\"x\":25,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1424, "completion_tokens": 201, "total_tokens": 1625, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1422, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0065681, "upstream_inference_prompt_cost": 0.0039149, "upstream_inference_completions_cost": 0.0026532}, "completion_tokens_details": {"reasoning_tokens": 59, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.79, "thoughts": "Our army was wiped out, but the second refinery is nearing completion and will restore income with a free harvester. Preserve the existing harvester and rebuild vehicle/infantry production as funds arrive.", "notes": "Second refinery is 39%; place immediately when ready. Only visible unit is harvester #130. Enemy base remains likely east/northeast near 95,11; rebuild a tank-and-rocket force before probing.", "commands": [{"do": "harvest", "unit": 130}, {"do": "rally", "building": 133, "x": 25, "y": 18}, {"do": "rally", "building": 154, "x": 25, "y": 18}], "feedback": ["rally #133: ordered", "rally #154: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 2800, "units_killed": 5, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 2500, "experience": 7, "order_count": 38}}
{"tick": 6001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $2800 (20 units, 0 bldgs), lost $700 (5 units, 0 bldgs). Map explored 18%.\nPRODUCTION: Building: proc 45%; Infantry: e3 55%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #145@(40,24)95%* #151@(50,26)40% #158@(93,12)25%* #161@(51,26)67% #174@(93,12)1%*\n  e3 (Rocket Soldier) x5: #139@(93,12)16%* #141@(40,24)92%* #143@(50,26)30% #156@(40,24)81%* #175@(84,11)\n  harv (Ore Truck (harvester)) x1: #132@(104,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 6 units\n  - train 2x e3: queued\n  - train 3x e1: queued\n  - rally #160: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: proc#2 ~36% in Building queue. Base has weap+barr already. Need 2nd harv and more income. Wounded: #139/#158/#174/#151/#143/#161 -> retreat to (94,12). Push healthy stack toward (12,16) eventually. Enemy start (12,16).", "raw": "{\"thoughts\": \"No enemies visible; cash is $0 so economy is the bottleneck. One harvester only \u2014 queue a second from the War Factory and keep infantry flowing. Gather the healthy forward squad and push toward the enemy start (12,16) to scout while wounded units stay at base.\", \"notes\": \"proc#2 in Building queue. Have weap+barr. Need harv #2 (trained). Forward squad #145/#141/#156/#151/#161 pushing to enemy (12,16). Wounded #139/#158/#174 stay at (93,12).\", \"commands\": [{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":160,\"x\":40,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":94,\"y\":12},{\"do\":\"attack_move\",\"units\":[145,141,156,151,161],\"x\":25,\"y\":20},{\"do\":\"move\",\"units\":[158,174,139],\"x\":94,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1687, "completion_tokens": 969, "total_tokens": 2656, "cost": 0.001443108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001443108, "upstream_inference_prompt_cost": 0.000280308, "upstream_inference_completions_cost": 0.0011628}, "completion_tokens_details": {"reasoning_tokens": 736, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.31, "thoughts": "No enemies visible; cash is $0 so economy is the bottleneck. One harvester only \u2014 queue a second from the War Factory and keep infantry flowing. Gather the healthy forward squad and push toward the enemy start (12,16) to scout while wounded units stay at base.", "notes": "proc#2 in Building queue. Have weap+barr. Need harv #2 (trained). Forward squad #145/#141/#156/#151/#161 pushing to enemy (12,16). Wounded #139/#158/#174 stay at (93,12).", "commands": [{"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 160, "x": 40, "y": 20}, {"do": "rally", "building": 134, "x": 94, "y": 12}, {"do": "attack_move", "units": [145, 141, 156, 151, 161], "x": 25, "y": 20}, {"do": "move", "units": [158, 174, 139], "x": 94, "y": 12}], "feedback": ["train 1x harv: queued", "train 2x e3: queued", "rally #160: ordered", "rally #134: ordered", "attack_move: 5 units", "move: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 700, "units_killed": 20, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2500, "experience": 28, "order_count": 55}}
{"tick": 6001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 200 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1300, killed $700 (5 units, 0 bldgs), lost $2800 (20 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 51%; Vehicle: 1tnk 34%; Infantry: e1 36%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #176@(23,18) #177@(20,16)\n  harv (Ore Truck (harvester)) x1: #130@(4,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Second refinery is 39%; place immediately when ready. Only visible unit is harvester #130. Enemy base remains likely east/northeast near 95,11; rebuild a tank-and-rocket force before probing.", "raw": "{\"thoughts\":\"Second refinery and replacement forces are already progressing, while the ore truck must keep mining to fund continuous production. I will scout northeast cautiously with the two riflemen toward the likely enemy side.\",\"notes\":\"Place proc as soon as it completes; vehicle 1tnk and three e1 are nearly complete. Harvester #130 mines southwest ore. Scouts advancing northeast toward enemy start 95,11.\",\"commands\":[{\"do\":\"harvest\",\"unit\":130},{\"do\":\"attack_move\",\"units\":[176,177],\"x\":55,\"y\":14},{\"do\":\"stance\",\"units\":[176,177],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1421, "completion_tokens": 190, "total_tokens": 1611, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1419, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00641465, "upstream_inference_prompt_cost": 0.00390665, "upstream_inference_completions_cost": 0.002508}, "completion_tokens_details": {"reasoning_tokens": 53, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.23, "thoughts": "Second refinery and replacement forces are already progressing, while the ore truck must keep mining to fund continuous production. I will scout northeast cautiously with the two riflemen toward the likely enemy side.", "notes": "Place proc as soon as it completes; vehicle 1tnk and three e1 are nearly complete. Harvester #130 mines southwest ore. Scouts advancing northeast toward enemy start 95,11.", "commands": [{"do": "harvest", "unit": 130}, {"do": "attack_move", "units": [176, 177], "x": 55, "y": 14}, {"do": "stance", "units": [176, 177], "stance": "attack_anything"}], "feedback": ["attack_move: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 2800, "units_killed": 5, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2500, "experience": 7, "order_count": 38}}
{"tick": 6201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $2800 (20 units, 0 bldgs), lost $700 (5 units, 0 bldgs). Map explored 19.9%.\nPRODUCTION: Building: proc 45%; Vehicle: harv 0%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #145@(31,20)95% #151@(40,26)40% #158@(93,12)25%* #161@(42,27)67% #174@(93,12)1%*\n  e3 (Rocket Soldier) x5: #139@(93,12)16%* #141@(31,20)92% #143@(60,28)30% #156@(31,20)81% #175@(75,14)\n  harv (Ore Truck (harvester)) x1: #132@(101,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - train 2x e3: queued\n  - rally #160: ordered\n  - rally #134: ordered\n  - attack_move: 5 units\n  - move: 3 units\nYOUR NOTES FROM LAST TURN: proc#2 in Building queue. Have weap+barr. Need harv #2 (trained). Forward squad #145/#141/#156/#151/#161 pushing to enemy (12,16). Wounded #139/#158/#174 stay at (93,12).", "raw": "{\"thoughts\": \"Cash is drained ($0) with production queued. Forward squad has pushed toward enemy start (12,16) with no contact yet. Keep the attack moving and make sure the lone harvester is mining; pull badly wounded units off the front.\", \"notes\": \"proc#2 45% building, harv#2 queued. Forward squad #145/#141/#156/#151/#161 push to (12,16). Wounded #139/#158/#174 idle at base. No enemy contact yet.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[145,141,156,151,161],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":160,\"x\":90,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1704, "completion_tokens": 630, "total_tokens": 2334, "cost": 0.001041408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001041408, "upstream_inference_prompt_cost": 0.000285408, "upstream_inference_completions_cost": 0.000756}, "completion_tokens_details": {"reasoning_tokens": 446, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.16, "thoughts": "Cash is drained ($0) with production queued. Forward squad has pushed toward enemy start (12,16) with no contact yet. Keep the attack moving and make sure the lone harvester is mining; pull badly wounded units off the front.", "notes": "proc#2 45% building, harv#2 queued. Forward squad #145/#141/#156/#151/#161 push to (12,16). Wounded #139/#158/#174 idle at base. No enemy contact yet.", "commands": [{"do": "attack_move", "units": [145, 141, 156, 151, 161], "x": 12, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 160, "x": 90, "y": 16}, {"do": "rally", "building": 134, "x": 90, "y": 16}], "feedback": ["attack_move: 5 units", "rally #160: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 700, "units_killed": 20, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2150, "experience": 28, "order_count": 58}}
{"tick": 6201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 200 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1300, killed $700 (5 units, 0 bldgs), lost $2800 (20 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 51%; Vehicle: 1tnk 34%; Infantry: e1 36%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #176@(23,18)* #177@(20,16)*\n  harv (Ore Truck (harvester)) x1: #130@(3,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Place proc as soon as it completes; vehicle 1tnk and three e1 are nearly complete. Harvester #130 mines southwest ore. Scouts advancing northeast toward enemy start 95,11.", "raw": "{\"thoughts\":\"Second refinery, light tank, and infantry are in production while the existing harvester mines southwest ore. Keep scouting northeast toward the expected enemy position and immediately use new income to expand armor production.\",\"notes\":\"Proc 51%; 1tnk 34%; three e1 queued. Harvester #130 southwest. Scouts #176/#177 heading northeast; enemy likely 95,11.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[176,177],\"x\":55,\"y\":14},{\"do\":\"stance\",\"units\":[176,177],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"rally\",\"building\":133,\"x\":40,\"y\":15},{\"do\":\"rally\",\"building\":154,\"x\":40,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1419, "completion_tokens": 242, "total_tokens": 1661, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1417, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00709555, "upstream_inference_prompt_cost": 0.00390115, "upstream_inference_completions_cost": 0.0031944}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.96, "thoughts": "Second refinery, light tank, and infantry are in production while the existing harvester mines southwest ore. Keep scouting northeast toward the expected enemy position and immediately use new income to expand armor production.", "notes": "Proc 51%; 1tnk 34%; three e1 queued. Harvester #130 southwest. Scouts #176/#177 heading northeast; enemy likely 95,11.", "commands": [{"do": "attack_move", "units": [176, 177], "x": 55, "y": 14}, {"do": "stance", "units": [176, 177], "stance": "attack_anything"}, {"do": "harvest", "unit": 130}, {"do": "rally", "building": 133, "x": 40, "y": 15}, {"do": "rally", "building": 154, "x": 40, "y": 15}], "feedback": ["attack_move: 2 units", "stance: 2 units", "rally #133: ordered", "rally #154: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 2800, "units_killed": 5, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2500, "experience": 7, "order_count": 38}}
{"tick": 6401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $205 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $2900 (21 units, 0 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 21.2%.\nPRODUCTION: Building: proc 46%; Vehicle: harv 1%; Infantry: e3 60%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #145@(26,20)89% #151@(31,19)40% #158@(93,12)25%* #161@(33,19)67% #174@(93,12)1%*\n  e3 (Rocket Soldier) x4: #139@(93,12)16%* #143@(69,24)30% #156@(26,20)50% #175@(68,21)\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - rally #160: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: proc#2 45% building, harv#2 queued. Forward squad #145/#141/#156/#151/#161 push to (12,16). Wounded #139/#158/#174 idle at base. No enemy contact yet.", "raw": "{\"thoughts\": \"Economy is starved (only 1 harvester, $0 cash), so I must finish proc#2 to get a second harvester and keep pushing my forward squad toward the enemy base at (12,16). No enemy contact yet, so press the attack while production continues.\", \"notes\": \"Forward squad #145/#151/#156/#161/#143/#175 pushing to (12,16). proc#2 ~46%. Wounded #139/#158/#174 guard base. No enemy seen yet.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":35,\"y\":20},{\"do\":\"rally\",\"building\":160,\"x\":35,\"y\":20},{\"do\":\"attack_move\",\"units\":[145,151,156,161,143,175],\"x\":12,\"y\":16},{\"do\":\"stop\",\"units\":[139,158,174]}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1658, "completion_tokens": 572, "total_tokens": 2230, "cost": 0.000958008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000958008, "upstream_inference_prompt_cost": 0.000271608, "upstream_inference_completions_cost": 0.0006864}, "completion_tokens_details": {"reasoning_tokens": 338, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.75, "thoughts": "Economy is starved (only 1 harvester, $0 cash), so I must finish proc#2 to get a second harvester and keep pushing my forward squad toward the enemy base at (12,16). No enemy contact yet, so press the attack while production continues.", "notes": "Forward squad #145/#151/#156/#161/#143/#175 pushing to (12,16). proc#2 ~46%. Wounded #139/#158/#174 guard base. No enemy seen yet.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 35, "y": 20}, {"do": "rally", "building": 160, "x": 35, "y": 20}, {"do": "attack_move", "units": [145, 151, 156, 161, 143, 175], "x": 12, "y": 16}, {"do": "stop", "units": [139, 158, 174]}], "feedback": ["build proc: started", "train 1x harv: queued", "train 2x e3: queued", "rally #134: ordered", "rally #160: ordered", "attack_move: 6 units", "stop: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2900, "deaths_cost": 1000, "units_killed": 21, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 1700, "income": 2225, "experience": 29, "order_count": 58}}
{"tick": 6401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 200 made / 80 used, harvesters 1.\nSCORE: assets $7700, army $1200, killed $1000 (6 units, 0 bldgs), lost $2900 (21 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 51%; Vehicle: 1tnk 34%; Infantry: e1 36%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #177@(20,16)*\n  harv (Ore Truck (harvester)) x1: #130@(9,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - stance: 2 units\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Proc 51%; 1tnk 34%; three e1 queued. Harvester #130 southwest. Scouts #176/#177 heading northeast; enemy likely 95,11.", "raw": "{\"thoughts\":\"Income is temporarily exhausted while the second refinery and initial tank/infantry production are underway. Keep the surviving scout advancing toward the likely enemy side and preserve continuous production as funds arrive.\",\"notes\":\"Second proc at 51%; light tank 34%; three riflemen queued. Harvester #130 mining near home; scout #177 advancing northeast toward likely enemy start (95,11).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[177],\"x\":65,\"y\":12},{\"do\":\"rally\",\"building\":133,\"x\":30,\"y\":12},{\"do\":\"rally\",\"building\":154,\"x\":30,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1426, "completion_tokens": 213, "total_tokens": 1639, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1424, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006732, "upstream_inference_prompt_cost": 0.0039204, "upstream_inference_completions_cost": 0.0028116}, "completion_tokens_details": {"reasoning_tokens": 71, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.77, "thoughts": "Income is temporarily exhausted while the second refinery and initial tank/infantry production are underway. Keep the surviving scout advancing toward the likely enemy side and preserve continuous production as funds arrive.", "notes": "Second proc at 51%; light tank 34%; three riflemen queued. Harvester #130 mining near home; scout #177 advancing northeast toward likely enemy start (95,11).", "commands": [{"do": "attack_move", "units": [177], "x": 65, "y": 12}, {"do": "rally", "building": 133, "x": 30, "y": 12}, {"do": "rally", "building": 154, "x": 30, "y": 12}], "feedback": ["attack_move: 1 units", "rally #133: ordered", "rally #154: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 2900, "units_killed": 6, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7700, "army_value": 100, "income": 2500, "experience": 10, "order_count": 38}}
{"tick": 6601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $3000 (22 units, 0 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 22.5%.\nPRODUCTION: Building: proc 53%; Building: proc 0%; Vehicle: harv 10%; Vehicle: harv 0%; Infantry: e3 93%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #145@(23,18)32% #151@(23,18)40% #158@(93,12)25%* #161@(24,14)40% #174@(93,12)1%*\n  e3 (Rocket Soldier) x4: #139@(93,12)16%* #143@(61,28)30% #156@(23,18)38% #175@(60,28)\n  harv (Ore Truck (harvester)) x1: #132@(103,22)\nVISIBLE ENEMY UNITS (1):\n  #178 e1@(20,14) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #171 powr@(19,18) 86%\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train 1x harv: queued\n  - train 2x e3: queued\n  - rally #134: ordered\n  - rally #160: ordered\n  - attack_move: 6 units\n  - stop: 3 units\nYOUR NOTES FROM LAST TURN: Forward squad #145/#151/#156/#161/#143/#175 pushing to (12,16). proc#2 ~46%. Wounded #139/#158/#174 guard base. No enemy seen yet.", "error": "{\"error\": {\"message\": \"Decision model unavailable\", \"code\": 502}}", "raw": "{\"thoughts\": \"Cash is drained to $0, so production is throttled \u2014 I need the harvester mining hard and the forward squad to finish off the enemy power plant at (19,18). Wounded base defenders stay home. Keep queues primed so they resume as ore comes in.\", \"notes\": \"Forward squad #145/#151/#156/#161/#143/#175 attacking toward enemy base (12,16)/powr#171. Only 1 harvester - economy thin, proc#2 building ~53%. Base guards: #139/#158/#174 (very hurt). Enemy powr#171 at (19,18).\", \"commands\": [{\"do\":\"harvest\",\"unit\":132}, {\"do\":\"attack_move\",\"units\":[145,151,156,161,143,175],\"x\":18,\"y\":16}, {\"do\":\"train\",\"item\":\"e3\",\"count\":2}, {\"do\":\"train\",\"item\":\"e1\",\"count\":3}, {\"do\":\"rally\",\"building\":160,\"x\":85,\"y\":14}, {\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1738, "completion_tokens": 943, "total_tokens": 2681, "cost": 0.001427208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001427208, "upstream_inference_prompt_cost": 0.000295608, "upstream_inference_completions_cost": 0.0011316}, "completion_tokens_details": {"reasoning_tokens": 702, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.26, "thoughts": "Cash is drained to $0, so production is throttled \u2014 I need the harvester mining hard and the forward squad to finish off the enemy power plant at (19,18). Wounded base defenders stay home. Keep queues primed so they resume as ore comes in.", "notes": "Forward squad #145/#151/#156/#161/#143/#175 attacking toward enemy base (12,16)/powr#171. Only 1 harvester - economy thin, proc#2 building ~53%. Base guards: #139/#158/#174 (very hurt). Enemy powr#171 at (19,18).", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [145, 151, 156, 161, 143, 175], "x": 18, "y": 16}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 160, "x": 85, "y": 14}, {"do": "rally", "building": 134, "x": 85, "y": 14}], "feedback": ["attack_move: 6 units", "train 2x e3: queued", "train 3x e1: queued", "rally #160: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 1000, "units_killed": 22, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 1700, "income": 2350, "experience": 30, "order_count": 62}}
{"tick": 6601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 186 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1300, killed $1000 (6 units, 0 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 63%; Vehicle: 1tnk 58%; Infantry: e1 1%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 86%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #178@(20,14) #179@(17,14)\n  harv (Ore Truck (harvester)) x1: #130@(6,23)\nVISIBLE ENEMY UNITS (4):\n  #145 e1@(23,18) 32%, #151 e1@(23,18) 40%, #156 e3@(23,18) 38%, #161 e1@(24,14) 40%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Second proc at 51%; light tank 34%; three riflemen queued. Harvester #130 mining near home; scout #177 advancing northeast toward likely enemy start (95,11).", "raw": "{\"thoughts\":\"Our second refinery and light tank are close to completion, while weak enemy infantry are pressuring just east of the base. Clear them with the available rifles, then use new production to stabilize and expand income.\",\"notes\":\"Enemy infantry cluster at (23,18)/(24,14), no enemy base sighted; proc 63%, 1tnk 58%, e1 underway. Harvester #130 mining south-west of base.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[178,179],\"x\":23,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":20,\"y\":17},{\"do\":\"rally\",\"building\":154,\"x\":21,\"y\":17},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1457, "completion_tokens": 349, "total_tokens": 1806, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1455, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00861245, "upstream_inference_prompt_cost": 0.00400565, "upstream_inference_completions_cost": 0.0046068}, "completion_tokens_details": {"reasoning_tokens": 168, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.42, "thoughts": "Our second refinery and light tank are close to completion, while weak enemy infantry are pressuring just east of the base. Clear them with the available rifles, then use new production to stabilize and expand income.", "notes": "Enemy infantry cluster at (23,18)/(24,14), no enemy base sighted; proc 63%, 1tnk 58%, e1 underway. Harvester #130 mining south-west of base.", "commands": [{"do": "attack_move", "units": [178, 179], "x": 23, "y": 18}, {"do": "rally", "building": 133, "x": 20, "y": 17}, {"do": "rally", "building": 154, "x": 21, "y": 17}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["attack_move: 2 units", "rally #133: ordered", "rally #154: ordered", "train 5x e1: queued", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 3000, "units_killed": 6, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2500, "experience": 10, "order_count": 38}}
{"tick": 6801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8700, army $2200, killed $3000 (22 units, 0 bldgs), lost $1600 (10 units, 0 bldgs). Map explored 22.7%.\nPRODUCTION: Building: proc 53%; Building: proc 0%; Vehicle: harv 10%; Vehicle: harv 0%; Infantry: e3 93%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #158@(93,12)25%* #174@(93,12)1%*\n  e3 (Rocket Soldier) x3: #139@(93,12)16%* #143@(51,28)30% #175@(50,28)\n  harv (Ore Truck (harvester)) x1: #132@(100,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - train 2x e3: queued\n  - train 3x e1: queued\n  - rally #160: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Forward squad #145/#151/#156/#161/#143/#175 attacking toward enemy base (12,16)/powr#171. Only 1 harvester - economy thin, proc#2 building ~53%. Base guards: #139/#158/#174 (very hurt). Enemy powr#171 at (19,18).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.1, "thoughts": "(no valid response)", "notes": "Forward squad #145/#151/#156/#161/#143/#175 attacking toward enemy base (12,16)/powr#171. Only 1 harvester - economy thin, proc#2 building ~53%. Base guards: #139/#158/#174 (very hurt). Enemy powr#171 at (19,18).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 1600, "units_killed": 22, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 1100, "income": 2350, "experience": 30, "order_count": 67}}
{"tick": 6801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 160 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1300, killed $1600 (10 units, 0 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 63%; Vehicle: 1tnk 58%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 1%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #178@(23,18)50%* #179@(23,18)*\n  harv (Ore Truck (harvester)) x1: #130@(7,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #133: ordered\n  - rally #154: ordered\n  - train 5x e1: queued\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry cluster at (23,18)/(24,14), no enemy base sighted; proc 63%, 1tnk 58%, e1 underway. Harvester #130 mining south-west of base.", "raw": "{\"thoughts\":\"The second refinery and queued forces will restore our economy and create a useful armor core. The exposed riflemen should regroup near the base while production completes, then we will scout east with tanks.\",\"notes\":\"Proc 63% and four light tanks plus six rifles queued; harvester #130 mining southwest. Enemy base likely northeast near 95,11; regroup infantry at base until armor mass.\",\"commands\":[{\"do\":\"move\",\"units\":[178,179],\"x\":15,\"y\":16},{\"do\":\"stance\",\"units\":[178,179],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"rally\",\"building\":133,\"x\":18,\"y\":16},{\"do\":\"rally\",\"building\":154,\"x\":18,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1507, "completion_tokens": 329, "total_tokens": 1836, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1505, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00848595, "upstream_inference_prompt_cost": 0.00414315, "upstream_inference_completions_cost": 0.0043428}, "completion_tokens_details": {"reasoning_tokens": 161, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.57, "thoughts": "The second refinery and queued forces will restore our economy and create a useful armor core. The exposed riflemen should regroup near the base while production completes, then we will scout east with tanks.", "notes": "Proc 63% and four light tanks plus six rifles queued; harvester #130 mining southwest. Enemy base likely northeast near 95,11; regroup infantry at base until armor mass.", "commands": [{"do": "move", "units": [178, 179], "x": 15, "y": 16}, {"do": "stance", "units": [178, 179], "stance": "defend"}, {"do": "harvest", "unit": 130}, {"do": "rally", "building": 133, "x": 18, "y": 16}, {"do": "rally", "building": 154, "x": 18, "y": 16}], "feedback": ["move: 2 units", "stance: 2 units", "rally #133: ordered", "rally #154: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 3000, "units_killed": 10, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2500, "experience": 16, "order_count": 46}}
{"tick": 7001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8700, army $2200, killed $3000 (22 units, 0 bldgs), lost $1600 (10 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Building: proc 53%; Building: proc 0%; Vehicle: harv 10%; Vehicle: harv 0%; Infantry: e3 93%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #158@(93,12)25%* #174@(93,12)1%*\n  e3 (Rocket Soldier) x3: #139@(93,12)16%* #143@(40,27)30% #175@(39,27)\n  harv (Ore Truck (harvester)) x1: #132@(99,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Forward squad #145/#151/#156/#161/#143/#175 attacking toward enemy base (12,16)/powr#171. Only 1 harvester - economy thin, proc#2 building ~53%. Base guards: #139/#158/#174 (very hurt). Enemy powr#171 at (19,18).", "raw": "{\"thoughts\": \"Economy is starved ($0 cash, 1 harvester) while my infantry queue is overfilled. I'll pull the lone forward rocket squad back to safety to regroup, let the second refinery finish, and keep harvesters/tanks coming as cash trickles in.\", \"notes\": \"Forward e3 #143/#175 retreating from (39,27) to rally near base. proc#2 ~53% building; next priority more harvesters + a tank. Enemy powr#171 was at (19,18) - scout later with a proper group.\", \"commands\": [{\"do\":\"move\",\"units\":[143,175],\"x\":85,\"y\":20},{\"do\":\"rally\",\"building\":160,\"x\":92,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":13},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1665, "completion_tokens": 1082, "total_tokens": 2747, "cost": 0.001572108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001572108, "upstream_inference_prompt_cost": 0.000273708, "upstream_inference_completions_cost": 0.0012984}, "completion_tokens_details": {"reasoning_tokens": 880, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.34, "thoughts": "Economy is starved ($0 cash, 1 harvester) while my infantry queue is overfilled. I'll pull the lone forward rocket squad back to safety to regroup, let the second refinery finish, and keep harvesters/tanks coming as cash trickles in.", "notes": "Forward e3 #143/#175 retreating from (39,27) to rally near base. proc#2 ~53% building; next priority more harvesters + a tank. Enemy powr#171 was at (19,18) - scout later with a proper group.", "commands": [{"do": "move", "units": [143, 175], "x": 85, "y": 20}, {"do": "rally", "building": 160, "x": 92, "y": 20}, {"do": "rally", "building": 134, "x": 92, "y": 13}, {"do": "train", "item": "harv", "count": 1}, {"do": "build", "item": "powr"}], "feedback": ["move: 2 units", "rally #160: ordered", "rally #134: ordered", "train 1x harv: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 1600, "units_killed": 22, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 1100, "income": 1850, "experience": 30, "order_count": 67}}
{"tick": 7001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 160 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1300, killed $1600 (10 units, 0 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 17.9%.\nPRODUCTION: Building: proc 63%; Vehicle: 1tnk 58%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 1%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #178@(14,16)50%* #179@(14,16)*\n  harv (Ore Truck (harvester)) x1: #130@(9,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - stance: 2 units\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Proc 63% and four light tanks plus six rifles queued; harvester #130 mining southwest. Enemy base likely northeast near 95,11; regroup infantry at base until armor mass.", "raw": "{\"thoughts\":\"The refinery is nearly complete and the long tank/infantry queues will convert incoming ore into a new armored force. Keep the harvester mining, use the two rifles to cautiously scout northeast, and preserve base power until funds allow repairs and expansion.\",\"notes\":\"Refinery at 63%; four Light Tanks and six rifles queued. Harvester #130 mines southwest. Two rifles scout northeast toward likely enemy at 95,11; retain new armor near base until a group forms.\",\"commands\":[{\"do\":\"harvest\",\"unit\":130},{\"do\":\"attack_move\",\"units\":[178,179],\"x\":45,\"y\":12},{\"do\":\"rally\",\"building\":133,\"x\":18,\"y\":15},{\"do\":\"rally\",\"building\":154,\"x\":18,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1484, "completion_tokens": 263, "total_tokens": 1747, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1482, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0075515, "upstream_inference_prompt_cost": 0.0040799, "upstream_inference_completions_cost": 0.0034716}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.61, "thoughts": "The refinery is nearly complete and the long tank/infantry queues will convert incoming ore into a new armored force. Keep the harvester mining, use the two rifles to cautiously scout northeast, and preserve base power until funds allow repairs and expansion.", "notes": "Refinery at 63%; four Light Tanks and six rifles queued. Harvester #130 mines southwest. Two rifles scout northeast toward likely enemy at 95,11; retain new armor near base until a group forms.", "commands": [{"do": "harvest", "unit": 130}, {"do": "attack_move", "units": [178, 179], "x": 45, "y": 12}, {"do": "rally", "building": 133, "x": 18, "y": 15}, {"do": "rally", "building": 154, "x": 18, "y": 15}], "feedback": ["attack_move: 2 units", "rally #133: ordered", "rally #154: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 3000, "units_killed": 10, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2500, "experience": 16, "order_count": 46}}
{"tick": 7201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2600, killed $3000 (22 units, 0 bldgs), lost $1600 (10 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Building: proc 65%; Building: powr 0%; Building: proc 0%; Vehicle: harv 26%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e1 46%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #158@(93,12)25%* #174@(93,12)1%* #181@(91,10)\n  e3 (Rocket Soldier) x4: #139@(93,12)16%* #143@(48,26)30% #175@(49,26) #180@(91,13)*\n  harv (Ore Truck (harvester)) x1: #132@(98,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - rally #160: ordered\n  - rally #134: ordered\n  - train 1x harv: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Forward e3 #143/#175 retreating from (39,27) to rally near base. proc#2 ~53% building; next priority more harvesters + a tank. Enemy powr#171 was at (19,18) - scout later with a proper group.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Harvester #132 is gathering ore to fund proc #2 (65%) and harv #2 (26%). Pulling retreating rocket soldiers back to our base defense perimeter.\", \"notes\": \"Proc #2 at 65% will provide 2nd harvester. Harv #2 in queue will make 3 harvesters. Need fix (Service Depot) after proc #2 to unlock 3tnk (Heavy Tank).\", \"commands\": [{\"do\": \"move\", \"units\": [143, 175], \"x\": 90, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [158, 174, 180, 181, 139], \"x\": 91, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1842, "completion_tokens": 620, "total_tokens": 2462, "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": 0.007413, "upstream_inference_prompt_cost": 0.002763, "upstream_inference_completions_cost": 0.00465}, "completion_tokens_details": {"reasoning_tokens": 438, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.75, "thoughts": "Harvester #132 is gathering ore to fund proc #2 (65%) and harv #2 (26%). Pulling retreating rocket soldiers back to our base defense perimeter.", "notes": "Proc #2 at 65% will provide 2nd harvester. Harv #2 in queue will make 3 harvesters. Need fix (Service Depot) after proc #2 to unlock 3tnk (Heavy Tank).", "commands": [{"do": "move", "units": [143, 175], "x": 90, "y": 15}, {"do": "attack_move", "units": [158, 174, 180, 181, 139], "x": 91, "y": 14}], "feedback": ["move: 2 units", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 1600, "units_killed": 22, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1500, "income": 2350, "experience": 30, "order_count": 69}}
{"tick": 7201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "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 $231 (storage 2000), power 160 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1300, killed $1600 (10 units, 0 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 17.9%.\nPRODUCTION: Building: proc 70%; Vehicle: 1tnk 71%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 91%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #178@(24,16)50% #179@(25,16)\n  harv (Ore Truck (harvester)) x1: #130@(9,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Refinery at 63%; four Light Tanks and six rifles queued. Harvester #130 mines southwest. Two rifles scout northeast toward likely enemy at 95,11; retain new armor near base until a group forms.", "raw": "{\"thoughts\":\"Second refinery and continuous light-tank/rifle production are underway, but only two scouts remain visible. Keep scouting toward the enemy start while the new armored force rallies safely at home.\",\"notes\":\"Proc near completion; 4 light tanks and 6 rifles queued. Scouts #178/#179 advancing east-northeast toward enemy start; retain new armor near base until sufficient mass.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[178,179],\"x\":70,\"y\":13},{\"do\":\"rally\",\"building\":154,\"x\":24,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":24,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1481, "completion_tokens": 206, "total_tokens": 1687, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1479, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00679085, "upstream_inference_prompt_cost": 0.00407165, "upstream_inference_completions_cost": 0.0027192}, "completion_tokens_details": {"reasoning_tokens": 64, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.29, "thoughts": "Second refinery and continuous light-tank/rifle production are underway, but only two scouts remain visible. Keep scouting toward the enemy start while the new armored force rallies safely at home.", "notes": "Proc near completion; 4 light tanks and 6 rifles queued. Scouts #178/#179 advancing east-northeast toward enemy start; retain new armor near base until sufficient mass.", "commands": [{"do": "attack_move", "units": [178, 179], "x": 70, "y": 13}, {"do": "rally", "building": 154, "x": 24, "y": 16}, {"do": "rally", "building": 133, "x": 24, "y": 16}], "feedback": ["attack_move: 2 units", "rally #154: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 3000, "units_killed": 10, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2500, "experience": 16, "order_count": 46}}
{"tick": 7401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2600, killed $3000 (22 units, 0 bldgs), lost $1600 (10 units, 0 bldgs). Map explored 23%.\nPRODUCTION: Building: proc 65%; Building: powr 0%; Building: proc 0%; Vehicle: harv 26%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e1 46%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #158@(91,14)25%* #174@(91,14)1%* #181@(91,14)*\n  e3 (Rocket Soldier) x4: #139@(91,14)16%* #143@(58,28)30% #175@(59,28) #180@(91,14)*\n  harv (Ore Truck (harvester)) x1: #132@(100,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Proc #2 at 65% will provide 2nd harvester. Harv #2 in queue will make 3 harvesters. Need fix (Service Depot) after proc #2 to unlock 3tnk (Heavy Tank).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.11, "thoughts": "(no valid response)", "notes": "Proc #2 at 65% will provide 2nd harvester. Harv #2 in queue will make 3 harvesters. Need fix (Service Depot) after proc #2 to unlock 3tnk (Heavy Tank).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 1600, "units_killed": 22, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1500, "income": 2350, "experience": 30, "order_count": 69}}
{"tick": 7401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "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 $0 (storage 2000), power 160 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1400, killed $1600 (10 units, 0 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 18%.\nPRODUCTION: Building: proc 75%; Vehicle: 1tnk 82%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 66%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #178@(32,23)50% #179@(33,23) #182@(18,15)*\n  harv (Ore Truck (harvester)) x1: #130@(9,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #154: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Proc near completion; 4 light tanks and 6 rifles queued. Scouts #178/#179 advancing east-northeast toward enemy start; retain new armor near base until sufficient mass.", "raw": "{\"thoughts\":\"Second refinery is nearly complete and existing vehicle/infantry queues will consume incoming income. Scouts should continue toward the likely enemy base while the remaining rifle guards the base approach.\",\"notes\":\"Place proc as soon as it completes; 4 light tanks and 5 rifles are queued. Scouts #178/#179 advancing toward enemy northeast start; #182 stays near base.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":7,\"y\":20},{\"do\":\"attack_move\",\"units\":[178,179],\"x\":82,\"y\":13},{\"do\":\"move\",\"units\":[182],\"x\":21,\"y\":17},{\"do\":\"stance\",\"units\":[182],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1473, "completion_tokens": 244, "total_tokens": 1717, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1471, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00727045, "upstream_inference_prompt_cost": 0.00404965, "upstream_inference_completions_cost": 0.0032208}, "completion_tokens_details": {"reasoning_tokens": 94, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.33, "thoughts": "Second refinery is nearly complete and existing vehicle/infantry queues will consume incoming income. Scouts should continue toward the likely enemy base while the remaining rifle guards the base approach.", "notes": "Place proc as soon as it completes; 4 light tanks and 5 rifles are queued. Scouts #178/#179 advancing toward enemy northeast start; #182 stays near base.", "commands": [{"do": "place", "item": "proc", "x": 7, "y": 20}, {"do": "attack_move", "units": [178, 179], "x": 82, "y": 13}, {"do": "move", "units": [182], "x": 21, "y": 17}, {"do": "stance", "units": [182], "stance": "defend"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "attack_move: 2 units", "move: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 3000, "units_killed": 10, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 300, "income": 2500, "experience": 16, "order_count": 46}}
{"tick": 7601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2600, killed $3000 (22 units, 0 bldgs), lost $1600 (10 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: proc 65%; Building: powr 0%; Building: proc 0%; Vehicle: harv 26%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e1 46%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #158@(91,14)25%* #174@(91,14)1%* #181@(91,14)*\n  e3 (Rocket Soldier) x4: #139@(91,14)16%* #143@(67,23)30% #175@(67,22) #180@(91,14)*\n  harv (Ore Truck (harvester)) x1: #132@(99,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc #2 at 65% will provide 2nd harvester. Harv #2 in queue will make 3 harvesters. Need fix (Service Depot) after proc #2 to unlock 3tnk (Heavy Tank).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.18, "thoughts": "(no valid response)", "notes": "Proc #2 at 65% will provide 2nd harvester. Harv #2 in queue will make 3 harvesters. Need fix (Service Depot) after proc #2 to unlock 3tnk (Heavy Tank).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 1600, "units_killed": 22, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1500, "income": 1850, "experience": 30, "order_count": 69}}
{"tick": 7601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "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 $0 (storage 2000), power 160 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1400, killed $1600 (10 units, 0 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 18%.\nPRODUCTION: Building: proc 75%; Vehicle: 1tnk 82%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 66%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #178@(43,24)50% #179@(45,24) #182@(21,17)*\n  harv (Ore Truck (harvester)) x1: #130@(9,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - attack_move: 2 units\n  - move: 1 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Place proc as soon as it completes; 4 light tanks and 5 rifles are queued. Scouts #178/#179 advancing toward enemy northeast start; #182 stays near base.", "raw": "{\"thoughts\":\"The second refinery and queued combat units are nearly complete, so I will immediately place it once ready and keep the existing harvester mining. Forward scouts continue toward the likely northeast enemy base while the home rifle remains as minimal security.\",\"notes\":\"Proc was 75% at 5:04; place it next tick if not ready now. Four light tanks and five rifles remain queued. Scouts #178/#179 are heading northeast; enemy start likely (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":7,\"y\":20},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"attack_move\",\"units\":[178,179],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[178,179],\"stance\":\"attack_anything\"},{\"do\":\"move\",\"units\":[182],\"x\":14,\"y\":17},{\"do\":\"rally\",\"building\":154,\"x\":38,\"y\":22},{\"do\":\"rally\",\"building\":133,\"x\":38,\"y\":22}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1485, "completion_tokens": 289, "total_tokens": 1774, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1483, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00789745, "upstream_inference_prompt_cost": 0.00408265, "upstream_inference_completions_cost": 0.0038148}, "completion_tokens_details": {"reasoning_tokens": 71, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.76, "thoughts": "The second refinery and queued combat units are nearly complete, so I will immediately place it once ready and keep the existing harvester mining. Forward scouts continue toward the likely northeast enemy base while the home rifle remains as minimal security.", "notes": "Proc was 75% at 5:04; place it next tick if not ready now. Four light tanks and five rifles remain queued. Scouts #178/#179 are heading northeast; enemy start likely (95,11).", "commands": [{"do": "place", "item": "proc", "x": 7, "y": 20}, {"do": "harvest", "unit": 130}, {"do": "attack_move", "units": [178, 179], "x": 95, "y": 11}, {"do": "stance", "units": [178, 179], "stance": "attack_anything"}, {"do": "move", "units": [182], "x": 14, "y": 17}, {"do": "rally", "building": 154, "x": 38, "y": 22}, {"do": "rally", "building": 133, "x": 38, "y": 22}], "feedback": ["place proc: nothing READY TO PLACE with that type", "attack_move: 2 units", "stance: 2 units", "move: 1 units", "rally #154: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 3000, "units_killed": 10, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 300, "income": 2500, "experience": 16, "order_count": 46}}
{"tick": 7801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $106 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $2700, killed $3000 (22 units, 0 bldgs), lost $1600 (10 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: proc 75%; Building: powr 0%; Building: proc 0%; Vehicle: harv 38%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e1 76%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #158@(91,14)25%* #174@(91,14)1%* #181@(91,14)* #185@(92,9)\n  e3 (Rocket Soldier) x4: #139@(91,14)16%* #143@(74,16)30% #175@(74,15) #180@(91,14)*\n  harv (Ore Truck (harvester)) x1: #132@(98,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc #2 at 65% will provide 2nd harvester. Harv #2 in queue will make 3 harvesters. Need fix (Service Depot) after proc #2 to unlock 3tnk (Heavy Tank).", "raw": "{\"thoughts\": \"Cash is at $0 so I mostly need economy online: finish proc #2 to get a second harvester, then get the Service Depot for Heavy Tanks. I'll keep queues busy, protect harvesters, and push my two healthy rocket soldiers west to scout for the enemy base.\", \"notes\": \"Proc #2 near done -> place it. Next building: fix (Service Depot) to unlock 3tnk. Harv #2 in vehicle queue at 38%. Rocket soldiers #143/#175 scouting west toward enemy start (12,16). Damaged infantry staying at base.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"rally\",\"building\":160,\"x\":90,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":13},{\"do\":\"attack_move\",\"units\":[143,175],\"x\":55,\"y\":16},{\"do\":\"stance\",\"units\":[143,175],\"stance\":\"attack_anything\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1664, "completion_tokens": 1390, "total_tokens": 3054, "cost": 0.001941408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001941408, "upstream_inference_prompt_cost": 0.000273408, "upstream_inference_completions_cost": 0.001668}, "completion_tokens_details": {"reasoning_tokens": 1170, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.09, "thoughts": "Cash is at $0 so I mostly need economy online: finish proc #2 to get a second harvester, then get the Service Depot for Heavy Tanks. I'll keep queues busy, protect harvesters, and push my two healthy rocket soldiers west to scout for the enemy base.", "notes": "Proc #2 near done -> place it. Next building: fix (Service Depot) to unlock 3tnk. Harv #2 in vehicle queue at 38%. Rocket soldiers #143/#175 scouting west toward enemy start (12,16). Damaged infantry staying at base.", "commands": [{"do": "harvest", "unit": 132}, {"do": "build", "item": "fix"}, {"do": "rally", "building": 160, "x": 90, "y": 14}, {"do": "rally", "building": 134, "x": 90, "y": 13}, {"do": "attack_move", "units": [143, 175], "x": 55, "y": 16}, {"do": "stance", "units": [143, 175], "stance": "attack_anything"}], "feedback": ["build fix: started", "rally #160: ordered", "rally #134: ordered", "attack_move: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 1600, "units_killed": 22, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1600, "income": 2350, "experience": 30, "order_count": 69}}
{"tick": 7801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $391 (storage 2000), power 160 made / 80 used, harvesters 1.\nSCORE: assets $8000, army $1500, killed $1600 (10 units, 0 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 18.1%.\nPRODUCTION: Building: proc 78%; Vehicle: 1tnk 87%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 1%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #178@(53,27)50% #179@(55,28) #182@(14,17)* #186@(15,14)\n  harv (Ore Truck (harvester)) x1: #130@(9,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - attack_move: 2 units\n  - stance: 2 units\n  - move: 1 units\n  - rally #154: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Proc was 75% at 5:04; place it next tick if not ready now. Four light tanks and five rifles remain queued. Scouts #178/#179 are heading northeast; enemy start likely (95,11).", "raw": "{\"thoughts\":\"Second refinery is nearly complete and both production queues are continuously funded by stored ore. Keep the harvester mining while infantry scouts expand toward the likely enemy start; light tanks will soon form the main attack group.\",\"notes\":\"Place proc as soon as ready next turn. Four light tanks and infantry are queued; scouts #178/#179 northeast, #182/#186 move east. Enemy still unseen; likely base 95,11.\",\"commands\":[{\"do\":\"harvest\",\"unit\":130},{\"do\":\"attack_move\",\"units\":[178,179],\"x\":82,\"y\":16},{\"do\":\"attack_move\",\"units\":[182,186],\"x\":43,\"y\":17},{\"do\":\"stance\",\"units\":[178,179,182,186],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":154,\"x\":35,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":32,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1512, "completion_tokens": 368, "total_tokens": 1880, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1510, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0090145, "upstream_inference_prompt_cost": 0.0041569, "upstream_inference_completions_cost": 0.0048576}, "completion_tokens_details": {"reasoning_tokens": 168, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.69, "thoughts": "Second refinery is nearly complete and both production queues are continuously funded by stored ore. Keep the harvester mining while infantry scouts expand toward the likely enemy start; light tanks will soon form the main attack group.", "notes": "Place proc as soon as ready next turn. Four light tanks and infantry are queued; scouts #178/#179 northeast, #182/#186 move east. Enemy still unseen; likely base 95,11.", "commands": [{"do": "harvest", "unit": 130}, {"do": "attack_move", "units": [178, 179], "x": 82, "y": 16}, {"do": "attack_move", "units": [182, 186], "x": 43, "y": 17}, {"do": "stance", "units": [178, 179, 182, 186], "stance": "attack_anything"}, {"do": "rally", "building": 154, "x": 35, "y": 18}, {"do": "rally", "building": 133, "x": 32, "y": 18}], "feedback": ["attack_move: 2 units", "attack_move: 2 units", "stance: 4 units", "rally #154: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 3000, "units_killed": 10, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8000, "army_value": 400, "income": 2500, "experience": 16, "order_count": 46}}
{"tick": 8001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $3000 (22 units, 0 bldgs), lost $1600 (10 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: proc 77%; Building: fix 0%; Building: powr 0%; Building: proc 0%; Vehicle: harv 41%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 3%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #158@(91,14)25%* #174@(91,14)1%* #181@(91,14)* #185@(91,13)* #187@(90,13)*\n  e3 (Rocket Soldier) x4: #139@(91,14)16%* #143@(66,19)30% #175@(66,18) #180@(91,14)*\n  harv (Ore Truck (harvester)) x1: #132@(103,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: started\n  - rally #160: ordered\n  - rally #134: ordered\n  - attack_move: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Proc #2 near done -> place it. Next building: fix (Service Depot) to unlock 3tnk. Harv #2 in vehicle queue at 38%. Rocket soldiers #143/#175 scouting west toward enemy start (12,16). Damaged infantry staying at base.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.07, "thoughts": "(no valid response)", "notes": "Proc #2 near done -> place it. Next building: fix (Service Depot) to unlock 3tnk. Harv #2 in vehicle queue at 38%. Rocket soldiers #143/#175 scouting west toward enemy start (12,16). Damaged infantry staying at base.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 1600, "units_killed": 22, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 1700, "income": 2350, "experience": 30, "order_count": 70}}
{"tick": 8001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 160 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $1600 (10 units, 0 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 18.2%.\nPRODUCTION: Building: proc 87%; Vehicle: 1tnk 6%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 30%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #188@(21,16)\n  e1 (Rifle Infantry) x5: #178@(63,27)50% #179@(65,24) #182@(23,17) #186@(26,17) #189@(22,17)\n  harv (Ore Truck (harvester)) x1: #130@(5,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - attack_move: 2 units\n  - stance: 4 units\n  - rally #154: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place proc as soon as ready next turn. Four light tanks and infantry are queued; scouts #178/#179 northeast, #182/#186 move east. Enemy still unseen; likely base 95,11.", "raw": "{\"thoughts\":\"The second refinery is nearly complete, and current production is queued despite no cash. Push the available tank and local infantry east toward the likely enemy start while the forward scouts continue reconnaissance.\",\"notes\":\"Place proc immediately when ready. Enemy base still unspotted; likely northeast at 95,11. Scouts #178/#179 are forward near 65,25; send reinforcements east.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[188,182,186,189],\"x\":82,\"y\":17},{\"do\":\"attack_move\",\"units\":[178,179],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[188,182,186,189],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":154,\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":18},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1506, "completion_tokens": 291, "total_tokens": 1797, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1504, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0079816, "upstream_inference_prompt_cost": 0.0041404, "upstream_inference_completions_cost": 0.0038412}, "completion_tokens_details": {"reasoning_tokens": 94, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.61, "thoughts": "The second refinery is nearly complete, and current production is queued despite no cash. Push the available tank and local infantry east toward the likely enemy start while the forward scouts continue reconnaissance.", "notes": "Place proc immediately when ready. Enemy base still unspotted; likely northeast at 95,11. Scouts #178/#179 are forward near 65,25; send reinforcements east.", "commands": [{"do": "attack_move", "units": [188, 182, 186, 189], "x": 82, "y": 17}, {"do": "attack_move", "units": [178, 179], "x": 95, "y": 11}, {"do": "stance", "units": [188, 182, 186, 189], "stance": "attack_anything"}, {"do": "rally", "building": 154, "x": 70, "y": 18}, {"do": "rally", "building": 133, "x": 70, "y": 18}, {"do": "harvest", "unit": 130}], "feedback": ["attack_move: 4 units", "attack_move: 2 units", "stance: 4 units", "rally #154: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 3000, "units_killed": 10, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 2500, "experience": 16, "order_count": 46}}
{"tick": 8201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8700, army $2200, killed $3000 (22 units, 0 bldgs), lost $2200 (12 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: proc 77%; Building: fix 0%; Building: powr 0%; Building: proc 0%; Vehicle: harv 41%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 3%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #158@(91,14)25%* #174@(91,14)1%* #181@(91,14)* #185@(91,13)* #187@(90,13)*\n  e3 (Rocket Soldier) x2: #139@(91,14)16%* #180@(91,14)*\n  harv (Ore Truck (harvester)) x1: #132@(100,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc #2 near done -> place it. Next building: fix (Service Depot) to unlock 3tnk. Harv #2 in vehicle queue at 38%. Rocket soldiers #143/#175 scouting west toward enemy start (12,16). Damaged infantry staying at base.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Cash is $0 and only 1 harvester, so economy is the bottleneck \u2014 keep harv mining and get harv #2 out.  Build queue is mid-proc; once done, place proc #2, then Service Depot to unlock tanks. Send the two rocket soldiers west to locate the enemy base.\", \"notes\": \"Proc #2 -> place immediately. Then fix (Service Depot) -> 3tnk. Harv #2 in vehicle queue. Rocket soldiers scouting toward (12,16). Infantry at base are damaged, keep them back.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[139,180],\"x\":60,\"y\":14},{\"do\":\"rally\",\"building\":160,\"x\":92,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":93,\"y\":14},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1664, "completion_tokens": 773, "total_tokens": 2437, "cost": 0.001201008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001201008, "upstream_inference_prompt_cost": 0.000273408, "upstream_inference_completions_cost": 0.0009276}, "completion_tokens_details": {"reasoning_tokens": 560, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.44, "thoughts": "Cash is $0 and only 1 harvester, so economy is the bottleneck \u2014 keep harv mining and get harv #2 out.  Build queue is mid-proc; once done, place proc #2, then Service Depot to unlock tanks. Send the two rocket soldiers west to locate the enemy base.", "notes": "Proc #2 -> place immediately. Then fix (Service Depot) -> 3tnk. Harv #2 in vehicle queue. Rocket soldiers scouting toward (12,16). Infantry at base are damaged, keep them back.", "commands": [{"do": "harvest", "unit": 132}, {"do": "move", "units": [139, 180], "x": 60, "y": 14}, {"do": "rally", "building": 160, "x": 92, "y": 14}, {"do": "rally", "building": 134, "x": 93, "y": 14}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["move: 2 units", "rally #160: ordered", "rally #134: ordered", "train 1x harv: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 2200, "units_killed": 22, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 1100, "income": 1850, "experience": 30, "order_count": 70}}
{"tick": 8201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 160 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $2200 (12 units, 0 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 19%.\nPRODUCTION: Building: proc 87%; Vehicle: 1tnk 6%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 30%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #188@(40,23)\n  e1 (Rifle Infantry) x5: #178@(72,21)50% #179@(68,20)79% #182@(31,24) #186@(33,24) #189@(31,24)\n  harv (Ore Truck (harvester)) x1: #130@(5,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 2 units\n  - stance: 4 units\n  - rally #154: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place proc immediately when ready. Enemy base still unspotted; likely northeast at 95,11. Scouts #178/#179 are forward near 65,25; send reinforcements east.", "raw": "{\"thoughts\":\"Second refinery is nearly ready and existing infantry/tank queues are committed. Push all available combat units toward the likely northeast enemy start to scout and pressure while the harvester continues mining.\",\"notes\":\"Place proc as soon as it completes; enemy remains unspotted, likely around 95,11. Army is advancing northeast; power plant #171 is damaged and needs repair when funds allow.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":8,\"y\":21},{\"do\":\"attack_move\",\"units\":[188,182,186,189],\"x\":88,\"y\":14},{\"do\":\"attack_move\",\"units\":[178,179],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1504, "completion_tokens": 299, "total_tokens": 1803, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1502, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0080817, "upstream_inference_prompt_cost": 0.0041349, "upstream_inference_completions_cost": 0.0039468}, "completion_tokens_details": {"reasoning_tokens": 125, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.2, "thoughts": "Second refinery is nearly ready and existing infantry/tank queues are committed. Push all available combat units toward the likely northeast enemy start to scout and pressure while the harvester continues mining.", "notes": "Place proc as soon as it completes; enemy remains unspotted, likely around 95,11. Army is advancing northeast; power plant #171 is damaged and needs repair when funds allow.", "commands": [{"do": "place", "item": "proc", "x": 8, "y": 21}, {"do": "attack_move", "units": [188, 182, 186, 189], "x": 88, "y": 14}, {"do": "attack_move", "units": [178, 179], "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 130}], "feedback": ["place proc: nothing READY TO PLACE with that type", "attack_move: 4 units", "attack_move: 2 units", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 3000, "units_killed": 12, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 2500, "experience": 22, "order_count": 46}}
{"tick": 8401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $305 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8400, army $1900, killed $3000 (22 units, 0 bldgs), lost $2500 (13 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: proc 82%; Building: fix 0%; Building: powr 0%; Building: proc 0%; Vehicle: harv 47%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 25%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #158@(91,14)25%* #174@(91,14)1%* #181@(91,14)* #185@(91,13)* #187@(90,13)*\n  e3 (Rocket Soldier) x1: #180@(81,14)95%\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (1):\n  #178 e1@(79,14) 50%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - rally #160: ordered\n  - rally #134: ordered\n  - train 1x harv: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Proc #2 -> place immediately. Then fix (Service Depot) -> 3tnk. Harv #2 in vehicle queue. Rocket soldiers scouting toward (12,16). Infantry at base are damaged, keep them back.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Near-zero cash, so production is starved. Proc #2 almost done \u2014 place it ASAP to boost income, then queue Service Depot. Keep harvester mining and let the lone rocket soldier continue scouting toward the enemy start while damaged infantry hold at base.\", \"notes\": \"Proc #2 placing now, then fix -> 3tnk tanks. Need harvesters/eco up (only 1 harv, cash $0). Scout e3 #180 heading toward (12,16). Keep damaged e1s home.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[180],\"x\":60,\"y\":14},{\"do\":\"stop\",\"units\":[158,174,181,185,187]}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1729, "completion_tokens": 491, "total_tokens": 2220, "cost": 0.000882108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000882108, "upstream_inference_prompt_cost": 0.000292908, "upstream_inference_completions_cost": 0.0005892}, "completion_tokens_details": {"reasoning_tokens": 328, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.01, "thoughts": "Near-zero cash, so production is starved. Proc #2 almost done \u2014 place it ASAP to boost income, then queue Service Depot. Keep harvester mining and let the lone rocket soldier continue scouting toward the enemy start while damaged infantry hold at base.", "notes": "Proc #2 placing now, then fix -> 3tnk tanks. Need harvesters/eco up (only 1 harv, cash $0). Scout e3 #180 heading toward (12,16). Keep damaged e1s home.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [180], "x": 60, "y": 14}, {"do": "stop", "units": [158, 174, 181, 185, 187]}], "feedback": ["attack_move: 1 units", "stop: 5 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 2500, "units_killed": 22, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8400, "army_value": 800, "income": 2350, "experience": 30, "order_count": 73}}
{"tick": 8401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $46 (storage 2000), power 160 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $2500 (13 units, 0 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 19.7%.\nPRODUCTION: Building: proc 87%; Vehicle: 1tnk 6%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 31%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #188@(62,27)\n  e1 (Rifle Infantry) x5: #178@(79,14)50% #179@(77,12)79% #182@(41,25) #186@(44,25) #189@(41,25)\n  harv (Ore Truck (harvester)) x1: #130@(9,17)\nVISIBLE ENEMY UNITS (1):\n  #180 e3@(81,14) 95%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - attack_move: 4 units\n  - attack_move: 2 units\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Place proc as soon as it completes; enemy remains unspotted, likely around 95,11. Army is advancing northeast; power plant #171 is damaged and needs repair when funds allow.", "raw": "{\"thoughts\":\"The second refinery is nearly complete, while our forward infantry has encountered an enemy rocket soldier near the likely enemy approach. Finish that threat and keep all forces converging eastward to scout and pressure the enemy base area.\",\"notes\":\"Place refinery immediately when ready. Enemy rocket #180 at 81,14; likely base remains near 95,11. Tank #188 and rear infantry advancing east; repair powr #171 once income permits.\",\"commands\":[{\"do\":\"attack\",\"units\":[178,179],\"target\":180},{\"do\":\"attack_move\",\"units\":[188,182,186,189],\"x\":88,\"y\":14},{\"do\":\"rally\",\"building\":154,\"x\":75,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":18},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1512, "completion_tokens": 288, "total_tokens": 1800, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1510, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0079585, "upstream_inference_prompt_cost": 0.0041569, "upstream_inference_completions_cost": 0.0038016}, "completion_tokens_details": {"reasoning_tokens": 99, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.93, "thoughts": "The second refinery is nearly complete, while our forward infantry has encountered an enemy rocket soldier near the likely enemy approach. Finish that threat and keep all forces converging eastward to scout and pressure the enemy base area.", "notes": "Place refinery immediately when ready. Enemy rocket #180 at 81,14; likely base remains near 95,11. Tank #188 and rear infantry advancing east; repair powr #171 once income permits.", "commands": [{"do": "attack", "units": [178, 179], "target": 180}, {"do": "attack_move", "units": [188, 182, 186, 189], "x": 88, "y": 14}, {"do": "rally", "building": 154, "x": 75, "y": 18}, {"do": "rally", "building": 133, "x": 75, "y": 18}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack: 2 units", "attack_move: 4 units", "rally #154: ordered", "rally #133: ordered", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2500, "deaths_cost": 3000, "units_killed": 13, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 2025, "experience": 25, "order_count": 46}}
{"tick": 8601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8100, army $1600, killed $3000 (22 units, 0 bldgs), lost $2800 (14 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: proc 89%; Building: fix 0%; Building: powr 0%; Building: proc 0%; Vehicle: harv 56%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 58%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #158@(91,14)25%* #174@(91,14)1%* #181@(91,14)* #185@(91,13)* #187@(90,13)*\n  harv (Ore Truck (harvester)) x1: #132@(106,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - stop: 5 units\nYOUR NOTES FROM LAST TURN: Proc #2 placing now, then fix -> 3tnk tanks. Need harvesters/eco up (only 1 harv, cash $0). Scout e3 #180 heading toward (12,16). Keep damaged e1s home.", "error": "{\"error\": {\"message\": \"Decision model unavailable\", \"code\": 502}}", "latency_s": 3.17, "thoughts": "(no valid response)", "notes": "Proc #2 placing now, then fix -> 3tnk tanks. Need harvesters/eco up (only 1 harv, cash $0). Scout e3 #180 heading toward (12,16). Keep damaged e1s home.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 2800, "units_killed": 22, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 500, "income": 2350, "experience": 30, "order_count": 73}}
{"tick": 8601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). 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 160 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2400, killed $2800 (14 units, 0 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 20.1%.\nPRODUCTION: Building: proc 99%; Vehicle: 1tnk 30%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 95%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #188@(78,14)\n  e1 (Rifle Infantry) x6: #178@(79,14)41%* #179@(78,12)79%* #182@(51,26) #186@(53,27) #189@(51,26) #190@(23,19)\n  harv (Ore Truck (harvester)) x1: #130@(7,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - attack_move: 4 units\n  - rally #154: ordered\n  - rally #133: ordered\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Place refinery immediately when ready. Enemy rocket #180 at 81,14; likely base remains near 95,11. Tank #188 and rear infantry advancing east; repair powr #171 once income permits.", "raw": "{\"thoughts\":\"The second refinery is ready and must be placed immediately to restore income growth. Our forward tank and infantry should continue probing toward the likely enemy base while rear infantry closes up.\",\"notes\":\"Place proc now; enemy base likely near 95,11. Forward force #188/#178/#179 is near 78,14; send rear infantry east and keep harvester mining.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":8,\"y\":12},{\"do\":\"attack_move\",\"units\":[188,178,179],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[182,186,189],\"x\":78,\"y\":14},{\"do\":\"attack_move\",\"units\":[190],\"x\":51,\"y\":26},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"repair\",\"building\":171}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1510, "completion_tokens": 250, "total_tokens": 1760, "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": 0.0074514, "upstream_inference_prompt_cost": 0.0041514, "upstream_inference_completions_cost": 0.0033}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.85, "thoughts": "The second refinery is ready and must be placed immediately to restore income growth. Our forward tank and infantry should continue probing toward the likely enemy base while rear infantry closes up.", "notes": "Place proc now; enemy base likely near 95,11. Forward force #188/#178/#179 is near 78,14; send rear infantry east and keep harvester mining.", "commands": [{"do": "place", "item": "proc", "x": 8, "y": 12}, {"do": "attack_move", "units": [188, 178, 179], "x": 95, "y": 11}, {"do": "attack_move", "units": [182, 186, 189], "x": 78, "y": 14}, {"do": "attack_move", "units": [190], "x": 51, "y": 26}, {"do": "harvest", "unit": 130}, {"do": "repair", "building": 171}], "feedback": ["place proc: nothing READY TO PLACE with that type", "attack_move: 3 units", "attack_move: 3 units", "attack_move: 1 units", "repair #171: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 3000, "units_killed": 14, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1300, "income": 2500, "experience": 28, "order_count": 46}}
{"tick": 8801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:52 (tick 8801 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1400, killed $3000 (22 units, 0 bldgs), lost $3000 (16 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: proc 89%; Building: fix 0%; Building: powr 0%; Building: proc 0%; Vehicle: harv 56%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 58%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #158@(91,14)25% #181@(91,14) #185@(91,13)5%\n  harv (Ore Truck (harvester)) x1: #132@(105,22)\nVISIBLE ENEMY UNITS (1):\n  #188 1tnk@(88,14) 88%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc #2 placing now, then fix -> 3tnk tanks. Need harvesters/eco up (only 1 harv, cash $0). Scout e3 #180 heading toward (12,16). Keep damaged e1s home.", "error": "{\"error\": {\"message\": \"Decision model unavailable\", \"code\": 502}}", "raw": "{\"thoughts\": \"Cash is $0 and only one harvester, so economy is priority. Enemy 1tnk is probing near our base; our e1s are badly damaged. Pull wounded infantry back, keep queues busy with a harvester and rocket soldiers to counter the tank.\", \"notes\": \"Proc#2 almost done then fix->3tnk. Only 1 harv, need more. Enemy 1tnk #188 at (88,14) near base - counter with e3. e1 #158/#185 low hp, kept back.\", \"commands\": [{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":13},{\"do\":\"move\",\"units\":[158,185],\"x\":95,\"y\":13},{\"do\":\"attack_move\",\"units\":[181],\"x\":89,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1640, "completion_tokens": 747, "total_tokens": 2387, "cost": 0.001162608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001162608, "upstream_inference_prompt_cost": 0.000266208, "upstream_inference_completions_cost": 0.0008964}, "completion_tokens_details": {"reasoning_tokens": 545, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.33, "thoughts": "Cash is $0 and only one harvester, so economy is priority. Enemy 1tnk is probing near our base; our e1s are badly damaged. Pull wounded infantry back, keep queues busy with a harvester and rocket soldiers to counter the tank.", "notes": "Proc#2 almost done then fix->3tnk. Only 1 harv, need more. Enemy 1tnk #188 at (88,14) near base - counter with e3. e1 #158/#185 low hp, kept back.", "commands": [{"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 134, "x": 95, "y": 13}, {"do": "move", "units": [158, 185], "x": 95, "y": 13}, {"do": "attack_move", "units": [181], "x": 89, "y": 14}], "feedback": ["train 1x harv: queued", "train 3x e3: queued", "rally #134: ordered", "move: 2 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 3000, "units_killed": 22, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 300, "income": 1850, "experience": 30, "order_count": 73}}
{"tick": 8801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:52 (tick 8801 of 90000; you act every 200 ticks = 8s). 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 160 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2400, killed $3000 (16 units, 0 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 21.8%.\nPRODUCTION: Building: proc 99%; Vehicle: 1tnk 30%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 95%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #188@(88,14)88%\n  e1 (Rifle Infantry) x6: #178@(87,12)41% #179@(87,12)79% #182@(61,27) #186@(63,27) #189@(60,27) #190@(31,24)\n  harv (Ore Truck (harvester)) x1: #130@(8,29)\nVISIBLE ENEMY UNITS (3):\n  #158 e1@(91,14) 25%, #181 e1@(91,14) 99%, #185 e1@(91,13) 5%\nVISIBLE ENEMY BUILDINGS (1):\n  #166 powr@(93,14) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - attack_move: 3 units\n  - attack_move: 3 units\n  - attack_move: 1 units\n  - repair #171: ordered\nYOUR NOTES FROM LAST TURN: Place proc now; enemy base likely near 95,11. Forward force #188/#178/#179 is near 78,14; send rear infantry east and keep harvester mining.", "raw": "{\"thoughts\":\"Our forward tank and infantry are at the enemy approach with an exposed power plant visible. Keep pressure on their base while reinforcing from home and maintaining ore income.\",\"notes\":\"Enemy base confirmed around 93,14; attack exposed powr #166. Forward #188,#178,#179; rear infantry moving east. Proc is still building at 99%.\",\"commands\":[{\"do\":\"attack\",\"units\":[188,178,179],\"target\":166},{\"do\":\"attack_move\",\"units\":[182,186,189,190],\"x\":88,\"y\":14},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"rally\",\"building\":154,\"x\":70,\"y\":20},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1556, "completion_tokens": 225, "total_tokens": 1781, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1554, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0072479, "upstream_inference_prompt_cost": 0.0042779, "upstream_inference_completions_cost": 0.00297}, "completion_tokens_details": {"reasoning_tokens": 58, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.26, "thoughts": "Our forward tank and infantry are at the enemy approach with an exposed power plant visible. Keep pressure on their base while reinforcing from home and maintaining ore income.", "notes": "Enemy base confirmed around 93,14; attack exposed powr #166. Forward #188,#178,#179; rear infantry moving east. Proc is still building at 99%.", "commands": [{"do": "attack", "units": [188, 178, 179], "target": 166}, {"do": "attack_move", "units": [182, 186, 189, 190], "x": 88, "y": 14}, {"do": "harvest", "unit": 130}, {"do": "rally", "building": 154, "x": 70, "y": 20}, {"do": "rally", "building": 133, "x": 70, "y": 20}], "feedback": ["attack: 3 units", "attack_move: 4 units", "rally #154: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 3000, "units_killed": 16, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1300, "income": 2500, "experience": 30, "order_count": 46}}
{"tick": 9001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:00 (tick 9001 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 149 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1400, killed $3000 (22 units, 0 bldgs), lost $3000 (16 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: proc 89%; Building: fix 0%; Building: powr 0%; Building: proc 0%; Vehicle: harv 56%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 58%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 49%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #158@(95,13)23%* #181@(91,14) #185@(95,13)5%*\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (3):\n  #178 e1@(88,12) 41%, #179 e1@(88,12) 79%, #188 1tnk@(88,14) 83%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - train 3x e3: queued\n  - rally #134: ordered\n  - move: 2 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Proc#2 almost done then fix->3tnk. Only 1 harv, need more. Enemy 1tnk #188 at (88,14) near base - counter with e3. e1 #158/#185 low hp, kept back.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 4.86, "thoughts": "(no valid response)", "notes": "Proc#2 almost done then fix->3tnk. Only 1 harv, need more. Enemy 1tnk #188 at (88,14) near base - counter with e3. e1 #158/#185 low hp, kept back.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 3000, "units_killed": 22, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 300, "income": 1850, "experience": 30, "order_count": 77}}
{"tick": 9001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:00 (tick 9001 of 90000; you act every 200 ticks = 8s). 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 160 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2400, killed $3000 (16 units, 0 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 21.8%.\nPRODUCTION: Building: proc 99%; Vehicle: 1tnk 30%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 95%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #188@(88,14)83%\n  e1 (Rifle Infantry) x6: #178@(88,12)41% #179@(88,12)79% #182@(68,21) #186@(69,20) #189@(68,21) #190@(42,24)\n  harv (Ore Truck (harvester)) x1: #130@(9,18)\nVISIBLE ENEMY UNITS (1):\n  #181 e1@(91,14) 99%\nVISIBLE ENEMY BUILDINGS (1):\n  #166 powr@(93,14) 49%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack_move: 4 units\n  - rally #154: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 93,14; attack exposed powr #166. Forward #188,#178,#179; rear infantry moving east. Proc is still building at 99%.", "raw": "{\"thoughts\":\"Our forward force is already at the enemy power plant and should finish it while reinforcements converge. Production is queued but cash is exhausted, so preserve units and place the refinery as soon as it completes.\",\"notes\":\"Enemy base confirmed near 93,14. #188 light tank and #178/#179 rifles are at enemy power plant #166; rear rifles are converging east. Proc is 99% complete and must be placed next turn.\",\"commands\":[{\"do\":\"attack\",\"units\":[188,178,179],\"target\":166},{\"do\":\"attack_move\",\"units\":[182,186,189,190],\"x\":91,\"y\":14},{\"do\":\"stance\",\"units\":[188,178,179,182,186,189,190],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1516, "completion_tokens": 281, "total_tokens": 1797, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1514, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0078771, "upstream_inference_prompt_cost": 0.0041679, "upstream_inference_completions_cost": 0.0037092}, "completion_tokens_details": {"reasoning_tokens": 112, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.97, "thoughts": "Our forward force is already at the enemy power plant and should finish it while reinforcements converge. Production is queued but cash is exhausted, so preserve units and place the refinery as soon as it completes.", "notes": "Enemy base confirmed near 93,14. #188 light tank and #178/#179 rifles are at enemy power plant #166; rear rifles are converging east. Proc is 99% complete and must be placed next turn.", "commands": [{"do": "attack", "units": [188, 178, 179], "target": 166}, {"do": "attack_move", "units": [182, 186, 189, 190], "x": 91, "y": 14}, {"do": "stance", "units": [188, 178, 179, 182, 186, 189, 190], "stance": "attack_anything"}], "feedback": ["attack: 3 units", "attack_move: 4 units", "stance: 7 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 3000, "units_killed": 16, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1300, "income": 2000, "experience": 30, "order_count": 46}}
{"tick": 9201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:08 (tick 9201 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $1700, killed $3000 (22 units, 0 bldgs), lost $3000 (16 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: proc READY TO PLACE; Building: fix 0%; Building: powr 0%; Building: proc 0%; Vehicle: harv 72%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #166 powr@(93,14) 0%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #158@(95,13)23%* #181@(91,14) #185@(95,13)5%*\n  e3 (Rocket Soldier) x1: #192@(91,10)\n  harv (Ore Truck (harvester)) x1: #132@(103,19)\nVISIBLE ENEMY UNITS (3):\n  #178 e1@(88,12) 41%, #179 e1@(88,12) 79%, #188 1tnk@(88,14) 78%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc#2 almost done then fix->3tnk. Only 1 harv, need more. Enemy 1tnk #188 at (88,14) near base - counter with e3. e1 #158/#185 low hp, kept back.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.1, "thoughts": "(no valid response)", "notes": "Proc#2 almost done then fix->3tnk. Only 1 harv, need more. Enemy 1tnk #188 at (88,14) near base - counter with e3. e1 #158/#185 low hp, kept back.", "commands": [], "feedback": ["(auto) placed ready proc near base because you did not place it"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 3000, "units_killed": 22, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 600, "income": 2350, "experience": 30, "order_count": 77}}
{"tick": 9201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:08 (tick 9201 of 90000; you act every 200 ticks = 8s). 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 $138 (storage 2000), power 160 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2600, killed $3000 (16 units, 0 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 21.8%.\nPRODUCTION: Building: proc READY TO PLACE; Vehicle: 1tnk 66%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #188@(88,14)78%\n  e1 (Rifle Infantry) x8: #178@(88,12)41% #179@(88,12)79% #182@(76,14) #186@(77,14) #189@(76,14) #190@(52,27) #191@(22,18) #193@(20,16)\n  harv (Ore Truck (harvester)) x1: #130@(8,25)\nVISIBLE ENEMY UNITS (2):\n  #181 e1@(91,14) 99%, #192 e3@(91,10) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #166 powr@(93,14) 0%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack_move: 4 units\n  - stance: 7 units\nYOUR NOTES FROM LAST TURN: Enemy base confirmed near 93,14. #188 light tank and #178/#179 rifles are at enemy power plant #166; rear rifles are converging east. Proc is 99% complete and must be placed next turn.", "raw": "{\"thoughts\":\"A second refinery is ready and must be placed immediately to expand income. Our forward tank and rifles are already at the enemy start; destroy the exposed power plant and press into the base while reinforcements move east.\",\"notes\":\"Place proc #2 now. Enemy base at roughly 93,14; forward force #188, #178, #179 engaging there, rear rifles advancing. Vehicle queue has 3 light tanks queued.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":7,\"y\":12},{\"do\":\"repair\",\"building\":171},{\"do\":\"attack\",\"units\":[188,178,179],\"target\":166},{\"do\":\"attack_move\",\"units\":[182,186,189],\"x\":93,\"y\":14},{\"do\":\"attack_move\",\"units\":[190],\"x\":88,\"y\":14},{\"do\":\"move\",\"units\":[191,193],\"x\":60,\"y\":18},{\"do\":\"attack\",\"units\":[188,178,179],\"target\":181},{\"do\":\"attack\",\"units\":[188,178,179],\"target\":192},{\"do\":\"rally\",\"building\":154,\"x\":78,\"y\":14},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1531, "completion_tokens": 368, "total_tokens": 1899, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1529, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00906675, "upstream_inference_prompt_cost": 0.00420915, "upstream_inference_completions_cost": 0.0048576}, "completion_tokens_details": {"reasoning_tokens": 106, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.35, "thoughts": "A second refinery is ready and must be placed immediately to expand income. Our forward tank and rifles are already at the enemy start; destroy the exposed power plant and press into the base while reinforcements move east.", "notes": "Place proc #2 now. Enemy base at roughly 93,14; forward force #188, #178, #179 engaging there, rear rifles advancing. Vehicle queue has 3 light tanks queued.", "commands": [{"do": "place", "item": "proc", "x": 7, "y": 12}, {"do": "repair", "building": 171}, {"do": "attack", "units": [188, 178, 179], "target": 166}, {"do": "attack_move", "units": [182, 186, 189], "x": 93, "y": 14}, {"do": "attack_move", "units": [190], "x": 88, "y": 14}, {"do": "move", "units": [191, 193], "x": 60, "y": 18}, {"do": "attack", "units": [188, 178, 179], "target": 181}, {"do": "attack", "units": [188, 178, 179], "target": 192}, {"do": "rally", "building": 154, "x": 78, "y": 14}, {"do": "rally", "building": 133, "x": 75, "y": 15}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "repair #171: ordered", "attack: 3 units", "attack_move: 3 units", "attack_move: 1 units", "move: 2 units", "attack: 3 units", "attack: 3 units", "rally #154: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 3000, "units_killed": 16, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1500, "income": 2500, "experience": 30, "order_count": 46}}
{"tick": 9401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:16 (tick 9401 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 67 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10000, army $2400, killed $3000 (22 units, 0 bldgs), lost $3700 (18 units, 1 bldgs). Map explored 23.4%.\nPRODUCTION: Building: fix 0%; Building: powr 0%; Building: proc 0%; Vehicle: harv 72%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 67%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #158@(95,13)23%* #185@(95,13)5%*\n  harv (Ore Truck (harvester)) x2: #132@(103,24) #196@(99,26)\nVISIBLE ENEMY UNITS (1):\n  #188 1tnk@(89,12) 77%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - (auto) placed ready proc near base because you did not place it\nYOUR NOTES FROM LAST TURN: Proc#2 almost done then fix->3tnk. Only 1 harv, need more. Enemy 1tnk #188 at (88,14) near base - counter with e3. e1 #158/#185 low hp, kept back.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 3.32, "thoughts": "(no valid response)", "notes": "Proc#2 almost done then fix->3tnk. Only 1 harv, need more. Enemy 1tnk #188 at (88,14) near base - counter with e3. e1 #158/#185 low hp, kept back.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 3700, "units_killed": 22, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10000, "army_value": 200, "income": 2125, "experience": 30, "order_count": 78}}
{"tick": 9401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:16 (tick 9401 of 90000; you act every 200 ticks = 8s). 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 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $11600, army $3700, killed $3700 (18 units, 1 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Vehicle: 1tnk 85%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #188@(89,12)77%\n  e1 (Rifle Infantry) x8: #178@(88,12)33% #179@(88,12)78% #182@(86,14) #186@(88,15) #189@(87,14) #190@(61,27) #191@(31,20) #193@(29,22)\n  harv (Ore Truck (harvester)) x2: #130@(10,30) #197@(11,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #123 powr@(93,11) 67%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - repair #171: ordered\n  - attack: 3 units\n  - attack_move: 3 units\n  - attack_move: 1 units\n  - move: 2 units\n  - attack: 3 units\n  - attack: 3 units\n  - rally #154: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place proc #2 now. Enemy base at roughly 93,14; forward force #188, #178, #179 engaging there, rear rifles advancing. Vehicle queue has 3 light tanks queued.", "raw": "{\"thoughts\":\"Our forward force is at the enemy start and has a damaged power plant exposed. Focus it down while rear infantry advances to reinforce; light tanks will arrive shortly from the active queue.\",\"notes\":\"Enemy base confirmed around 93,11. #188 plus #178/#179/#182/#186/#189 attack exposed power #123; rear rifles move east. Three light tanks remain queued.\",\"commands\":[{\"do\":\"attack\",\"units\":[188,178,179,182,186,189],\"target\":123},{\"do\":\"attack_move\",\"units\":[190],\"x\":85,\"y\":14},{\"do\":\"attack_move\",\"units\":[191,193],\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":154,\"x\":82,\"y\":14},{\"do\":\"rally\",\"building\":133,\"x\":82,\"y\":14},{\"do\":\"stance\",\"units\":[188,178,179,182,186,189],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1581, "completion_tokens": 257, "total_tokens": 1838, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1579, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00773905, "upstream_inference_prompt_cost": 0.00434665, "upstream_inference_completions_cost": 0.0033924}, "completion_tokens_details": {"reasoning_tokens": 50, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.39, "thoughts": "Our forward force is at the enemy start and has a damaged power plant exposed. Focus it down while rear infantry advances to reinforce; light tanks will arrive shortly from the active queue.", "notes": "Enemy base confirmed around 93,11. #188 plus #178/#179/#182/#186/#189 attack exposed power #123; rear rifles move east. Three light tanks remain queued.", "commands": [{"do": "attack", "units": [188, 178, 179, 182, 186, 189], "target": 123}, {"do": "attack_move", "units": [190], "x": 85, "y": 14}, {"do": "attack_move", "units": [191, 193], "x": 70, "y": 18}, {"do": "rally", "building": 154, "x": 82, "y": 14}, {"do": "rally", "building": 133, "x": 82, "y": 14}, {"do": "stance", "units": [188, 178, 179, 182, 186, 189], "stance": "attack_anything"}], "feedback": ["attack: 6 units", "attack_move: 1 units", "attack_move: 2 units", "rally #154: ordered", "rally #133: ordered", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 3000, "units_killed": 18, "units_lost": 22, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11600, "army_value": 1500, "income": 2500, "experience": 37, "order_count": 47}}
{"tick": 9601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:24 (tick 9601 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9700, army $2400, killed $3000 (22 units, 0 bldgs), lost $4000 (18 units, 2 bldgs). Map explored 23.7%.\nPRODUCTION: Building: fix 0%; Building: powr 0%; Vehicle: harv 72%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #158@(95,13)23%* #185@(95,13)5%*\n  harv (Ore Truck (harvester)) x2: #132@(98,21) #196@(97,25)\nVISIBLE ENEMY UNITS (1):\n  #188 1tnk@(89,12) 77%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc#2 almost done then fix->3tnk. Only 1 harv, need more. Enemy 1tnk #188 at (88,14) near base - counter with e3. e1 #158/#185 low hp, kept back.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.08, "thoughts": "(no valid response)", "notes": "Proc#2 almost done then fix->3tnk. Only 1 harv, need more. Enemy 1tnk #188 at (88,14) near base - counter with e3. e1 #158/#185 low hp, kept back.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 4000, "units_killed": 22, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 9700, "army_value": 200, "income": 2000, "experience": 30, "order_count": 78}}
{"tick": 9601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:24 (tick 9601 of 90000; you act every 200 ticks = 8s). 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 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $11600, army $3700, killed $4000 (18 units, 2 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Vehicle: 1tnk 85%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #188@(89,12)77%*\n  e1 (Rifle Infantry) x8: #178@(88,12)33%* #179@(88,12)78%* #182@(89,14)* #186@(89,14)* #189@(88,14)* #190@(69,20) #191@(40,24) #193@(38,24)\n  harv (Ore Truck (harvester)) x2: #130@(14,20) #197@(11,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack_move: 1 units\n  - attack_move: 2 units\n  - rally #154: ordered\n  - rally #133: ordered\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 93,11. #188 plus #178/#179/#182/#186/#189 attack exposed power #123; rear rifles move east. Three light tanks remain queued.", "raw": "{\"thoughts\":\"Our forward force is already at the enemy start and should keep pressure on their base while the three queued light tanks complete. Repair the damaged power plant and consolidate all combat units toward the enemy base.\",\"notes\":\"Enemy base around 93,11; forward tank #188 and rifles are at 88-89,12-14. Three light tanks queued at War Factory; keep attacking enemy start and rally reinforcements east.\",\"commands\":[{\"do\":\"repair\",\"building\":171},{\"do\":\"rally\",\"building\":154,\"x\":82,\"y\":13},{\"do\":\"rally\",\"building\":133,\"x\":82,\"y\":13},{\"do\":\"attack_move\",\"units\":[188,178,179,182,186,189],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[190,191,193],\"x\":90,\"y\":13},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1530, "completion_tokens": 288, "total_tokens": 1818, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1528, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008008, "upstream_inference_prompt_cost": 0.0042064, "upstream_inference_completions_cost": 0.0038016}, "completion_tokens_details": {"reasoning_tokens": 83, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.43, "thoughts": "Our forward force is already at the enemy start and should keep pressure on their base while the three queued light tanks complete. Repair the damaged power plant and consolidate all combat units toward the enemy base.", "notes": "Enemy base around 93,11; forward tank #188 and rifles are at 88-89,12-14. Three light tanks queued at War Factory; keep attacking enemy start and rally reinforcements east.", "commands": [{"do": "repair", "building": 171}, {"do": "rally", "building": 154, "x": 82, "y": 13}, {"do": "rally", "building": 133, "x": 82, "y": 13}, {"do": "attack_move", "units": [188, 178, 179, 182, 186, 189], "x": 95, "y": 11}, {"do": "attack_move", "units": [190, 191, 193], "x": 90, "y": 13}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["repair #171: ordered", "rally #154: ordered", "rally #133: ordered", "attack_move: 6 units", "attack_move: 3 units", "stance: 9 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4000, "deaths_cost": 3000, "units_killed": 18, "units_lost": 22, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 11600, "army_value": 1500, "income": 2000, "experience": 40, "order_count": 47}}
{"tick": 9801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:32 (tick 9801 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $380 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9500, army $2200, killed $3000 (22 units, 0 bldgs), lost $4200 (20 units, 2 bldgs). Map explored 23.7%.\nPRODUCTION: Building: fix 3%; Building: powr 0%; Vehicle: harv 76%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 30%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 84%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(96,17) #196@(95,16)\nVISIBLE ENEMY UNITS (6):\n  #178 e1@(91,11) 33%, #179 e1@(91,11) 83%, #182 e1@(91,13) 100%, #186 e1@(91,13) 100%, #188 1tnk@(91,12) 75%, #189 e1@(91,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc#2 almost done then fix->3tnk. Only 1 harv, need more. Enemy 1tnk #188 at (88,14) near base - counter with e3. e1 #158/#185 low hp, kept back.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Critical emergency: power is 0/110 because power plants were destroyed, stalling all production. Cancelled fix to prioritize powr immediately, and repairing the Construction Yard. Need power restored so rocket soldiers and harv finish quickly.\", \"notes\": \"Canceled fix for powr. Repairing fact #121. Enemy light tank and infantry at (91,12) approaching base. Need powr x2 ASAP, then fix -> 3tnk.\", \"commands\": [{\"do\": \"cancel\", \"item\": \"fix\"}, {\"do\": \"repair\", \"building\": 121}, {\"do\": \"cancel\", \"item\": \"harv\"}, {\"do\": \"cancel\", \"item\": \"harv\"}, {\"do\": \"cancel\", \"item\": \"harv\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1760, "completion_tokens": 1068, "total_tokens": 2828, "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": 0.01065, "upstream_inference_prompt_cost": 0.00264, "upstream_inference_completions_cost": 0.00801}, "completion_tokens_details": {"reasoning_tokens": 897, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 13.36, "thoughts": "Critical emergency: power is 0/110 because power plants were destroyed, stalling all production. Cancelled fix to prioritize powr immediately, and repairing the Construction Yard. Need power restored so rocket soldiers and harv finish quickly.", "notes": "Canceled fix for powr. Repairing fact #121. Enemy light tank and infantry at (91,12) approaching base. Need powr x2 ASAP, then fix -> 3tnk.", "commands": [{"do": "cancel", "item": "fix"}, {"do": "repair", "building": 121}, {"do": "cancel", "item": "harv"}, {"do": "cancel", "item": "harv"}, {"do": "cancel", "item": "harv"}], "feedback": ["repair #121: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 4200, "units_killed": 22, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 9500, "army_value": 0, "income": 2500, "experience": 30, "order_count": 78}}
{"tick": 9801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:32 (tick 9801 of 90000; you act every 200 ticks = 8s). 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 $231 (storage 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $12300, army $4400, killed $4200 (20 units, 2 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: Vehicle: 1tnk 24%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #188@(91,12)75% #198@(21,17)\n  e1 (Rifle Infantry) x8: #178@(91,11)33% #179@(91,11)83% #182@(91,13) #186@(91,13) #189@(91,13) #190@(77,13) #191@(50,26) #193@(49,26)\n  harv (Ore Truck (harvester)) x2: #130@(12,28) #197@(14,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #121 fact@(95,11) 84%, #194 proc@(95,15) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #171: ordered\n  - rally #154: ordered\n  - rally #133: ordered\n  - attack_move: 6 units\n  - attack_move: 3 units\n  - stance: 9 units\nYOUR NOTES FROM LAST TURN: Enemy base around 93,11; forward tank #188 and rifles are at 88-89,12-14. Three light tanks queued at War Factory; keep attacking enemy start and rally reinforcements east.", "raw": "{\"thoughts\":\"Our forward force is already at the exposed enemy Construction Yard, so focus fire it for a decisive win while reinforcements move east. Keep infantry production active as refinery income arrives and retain the home tank for local defense.\",\"notes\":\"Enemy base confirmed at 95,11 with fact #121 and refinery #194. Forward force at 91,11-13 attacks fact; #190 approaching from west; #198 remains home defense. Two light tanks remain queued.\",\"commands\":[{\"do\":\"attack\",\"units\":[188,178,179,182,186,189],\"target\":121},{\"do\":\"attack_move\",\"units\":[190],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[191,193],\"x\":90,\"y\":12},{\"do\":\"move\",\"units\":[198],\"x\":20,\"y\":17},{\"do\":\"stance\",\"units\":[198],\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":154,\"x\":88,\"y\":12},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":197}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1550, "completion_tokens": 396, "total_tokens": 1946, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1548, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0094886, "upstream_inference_prompt_cost": 0.0042614, "upstream_inference_completions_cost": 0.0052272}, "completion_tokens_details": {"reasoning_tokens": 137, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.89, "thoughts": "Our forward force is already at the exposed enemy Construction Yard, so focus fire it for a decisive win while reinforcements move east. Keep infantry production active as refinery income arrives and retain the home tank for local defense.", "notes": "Enemy base confirmed at 95,11 with fact #121 and refinery #194. Forward force at 91,11-13 attacks fact; #190 approaching from west; #198 remains home defense. Two light tanks remain queued.", "commands": [{"do": "attack", "units": [188, 178, 179, 182, 186, 189], "target": 121}, {"do": "attack_move", "units": [190], "x": 95, "y": 11}, {"do": "attack_move", "units": [191, 193], "x": 90, "y": 12}, {"do": "move", "units": [198], "x": 20, "y": 17}, {"do": "stance", "units": [198], "stance": "defend"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 88, "y": 12}, {"do": "rally", "building": 154, "x": 88, "y": 12}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 197}], "feedback": ["attack: 6 units", "attack_move: 1 units", "attack_move: 2 units", "move: 1 units", "stance: 1 units", "train 5x e1: queued", "rally #133: ordered", "rally #154: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 3000, "units_killed": 20, "units_lost": 22, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 12300, "army_value": 2200, "income": 2500, "experience": 42, "order_count": 47}}
{"tick": 10001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:40 (tick 10001 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $591 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9500, army $2200, killed $3000 (22 units, 0 bldgs), lost $4200 (20 units, 2 bldgs). Map explored 23.7%.\nPRODUCTION: Building: powr 36%; Vehicle: harv 86%; Vehicle: harv 0%; Infantry: e3 67%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 63%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(102,25) #196@(98,25)\nVISIBLE ENEMY UNITS (6):\n  #178 e1@(91,11) 33%, #179 e1@(91,11) 93%, #182 e1@(91,13) 100%, #186 e1@(91,13) 100%, #188 1tnk@(91,12) 75%, #189 e1@(91,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #121: ordered\nYOUR NOTES FROM LAST TURN: Canceled fix for powr. Repairing fact #121. Enemy light tank and infantry at (91,12) approaching base. Need powr x2 ASAP, then fix -> 3tnk.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.08, "thoughts": "(no valid response)", "notes": "Canceled fix for powr. Repairing fact #121. Enemy light tank and infantry at (91,12) approaching base. Need powr x2 ASAP, then fix -> 3tnk.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 4200, "units_killed": 22, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 9500, "army_value": 0, "income": 3000, "experience": 30, "order_count": 82}}
{"tick": 10001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:40 (tick 10001 of 90000; you act every 200 ticks = 8s). 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 $78 (storage 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $12600, army $4700, killed $4200 (20 units, 2 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Vehicle: 1tnk 71%; Vehicle: 1tnk 0%; Infantry: e1 21%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #188@(91,12)75% #198@(20,17)*\n  e1 (Rifle Infantry) x11: #178@(91,11)33% #179@(91,11)93% #182@(91,13) #186@(91,13) #189@(91,13) #190@(87,12) #191@(60,28) #193@(58,28) #199@(22,18) #200@(19,16) #201@(16,15)\n  harv (Ore Truck (harvester)) x2: #130@(9,31) #197@(13,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #121 fact@(95,11) 63%, #194 proc@(95,15) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack_move: 1 units\n  - attack_move: 2 units\n  - move: 1 units\n  - stance: 1 units\n  - train 5x e1: queued\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed at 95,11 with fact #121 and refinery #194. Forward force at 91,11-13 attacks fact; #190 approaching from west; #198 remains home defense. Two light tanks remain queued.", "raw": "{\"thoughts\":\"The enemy Construction Yard is exposed and already damaged, so the forward force should finish it immediately while infantry reinforcements stream east. Keep the home tank back and repair the damaged power plant when ore income permits.\",\"notes\":\"Enemy base at 95,11; fact #121 at 63%, refinery #194 at 95,15. Forward assault tank #188 plus rifles at 87-91; home tank #198 defending. Vehicle and infantry queues active.\",\"commands\":[{\"do\":\"attack\",\"units\":[188,178,179,182,186,189,190],\"target\":121},{\"do\":\"attack_move\",\"units\":[191,193],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[199,200,201],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[188,178,179,182,186,189,190,191,193],\"stance\":\"attack_anything\"},{\"do\":\"repair\",\"building\":171},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":197},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":154,\"x\":88,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1608, "completion_tokens": 411, "total_tokens": 2019, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1606, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0098461, "upstream_inference_prompt_cost": 0.0044209, "upstream_inference_completions_cost": 0.0054252}, "completion_tokens_details": {"reasoning_tokens": 150, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.08, "thoughts": "The enemy Construction Yard is exposed and already damaged, so the forward force should finish it immediately while infantry reinforcements stream east. Keep the home tank back and repair the damaged power plant when ore income permits.", "notes": "Enemy base at 95,11; fact #121 at 63%, refinery #194 at 95,15. Forward assault tank #188 plus rifles at 87-91; home tank #198 defending. Vehicle and infantry queues active.", "commands": [{"do": "attack", "units": [188, 178, 179, 182, 186, 189, 190], "target": 121}, {"do": "attack_move", "units": [191, 193], "x": 95, "y": 11}, {"do": "attack_move", "units": [199, 200, 201], "x": 95, "y": 11}, {"do": "stance", "units": [188, 178, 179, 182, 186, 189, 190, 191, 193], "stance": "attack_anything"}, {"do": "repair", "building": 171}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 197}, {"do": "rally", "building": 133, "x": 88, "y": 12}, {"do": "rally", "building": 154, "x": 88, "y": 12}], "feedback": ["attack: 7 units", "attack_move: 2 units", "attack_move: 3 units", "stance: 9 units", "repair #171: ordered", "rally #133: ordered", "rally #154: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 3000, "units_killed": 20, "units_lost": 22, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 12600, "army_value": 2500, "income": 3000, "experience": 42, "order_count": 52}}
{"tick": 10201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:48 (tick 10201 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $257 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9800, army $2500, killed $3000 (22 units, 0 bldgs), lost $4200 (20 units, 2 bldgs). Map explored 23.9%.\nPRODUCTION: Building: powr 73%; Vehicle: harv 96%; Vehicle: harv 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 42%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #202@(95,9)\n  harv (Ore Truck (harvester)) x2: #132@(104,23) #196@(101,27)\nVISIBLE ENEMY UNITS (7):\n  #178 e1@(91,11) 33%, #179 e1@(91,11) 100%, #182 e1@(91,13) 100%, #186 e1@(91,13) 100%, #188 1tnk@(91,12) 75%, #189 e1@(91,13) 100%, #190 e1@(90,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Canceled fix for powr. Repairing fact #121. Enemy light tank and infantry at (91,12) approaching base. Need powr x2 ASAP, then fix -> 3tnk.", "raw": "{\"thoughts\": \"Low power and $0 cash is stalling everything. Enemy infantry and a light tank are pushing into our base from the west. Building powr is nearly done; once power returns, production speeds up. Our lone rocket soldier will engage the light tank to slow the push while we hold.\", \"notes\": \"War at base: enemy at (91,11)-(91,13). powr at 73% in building queue. Need powr x2 then fix -> 3tnk. Keep 2 harvesters mining.\", \"commands\": [{\"do\":\"repair\",\"building\":121},{\"do\":\"attack_move\",\"units\":[202],\"x\":92,\"y\":12},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1636, "completion_tokens": 593, "total_tokens": 2229, "cost": 0.000976608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000976608, "upstream_inference_prompt_cost": 0.000265008, "upstream_inference_completions_cost": 0.0007116}, "completion_tokens_details": {"reasoning_tokens": 434, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.54, "thoughts": "Low power and $0 cash is stalling everything. Enemy infantry and a light tank are pushing into our base from the west. Building powr is nearly done; once power returns, production speeds up. Our lone rocket soldier will engage the light tank to slow the push while we hold.", "notes": "War at base: enemy at (91,11)-(91,13). powr at 73% in building queue. Need powr x2 then fix -> 3tnk. Keep 2 harvesters mining.", "commands": [{"do": "repair", "building": 121}, {"do": "attack_move", "units": [202], "x": 92, "y": 12}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["repair #121: ordered", "attack_move: 1 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 4200, "units_killed": 22, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 9800, "army_value": 300, "income": 2500, "experience": 30, "order_count": 82}}
{"tick": 10201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:48 (tick 10201 of 90000; you act every 200 ticks = 8s). 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 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $12600, army $4700, killed $4200 (20 units, 2 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 23.6%.\nPRODUCTION: Vehicle: 1tnk 77%; Vehicle: 1tnk 0%; Infantry: e1 61%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #188@(91,12)75% #198@(20,17)*\n  e1 (Rifle Infantry) x11: #178@(91,11)33% #179@(91,11) #182@(91,13) #186@(91,13) #189@(91,13) #190@(90,11) #191@(67,22) #193@(66,23) #199@(31,24) #200@(28,21) #201@(25,20)\n  harv (Ore Truck (harvester)) x2: #130@(13,22) #197@(10,32)\nVISIBLE ENEMY UNITS (1):\n  #202 e3@(95,9) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #121 fact@(95,11) 42%, #194 proc@(95,15) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack_move: 2 units\n  - attack_move: 3 units\n  - stance: 9 units\n  - repair #171: ordered\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at 95,11; fact #121 at 63%, refinery #194 at 95,15. Forward assault tank #188 plus rifles at 87-91; home tank #198 defending. Vehicle and infantry queues active.", "raw": "{\"thoughts\":\"Our forward force is inside the enemy base and their Construction Yard is critically damaged. Finish it immediately, then destroy the refinery while reinforcements continue advancing from home.\",\"notes\":\"Enemy base at 95,11. Focus #121 fact then #194 proc; forward tank #188 and rifles are at enemy base, home tank #198 is moving east. Production queues remain active.\",\"commands\":[{\"do\":\"attack\",\"units\":[188,178,179,182,186,189,190],\"target\":121},{\"do\":\"attack_move\",\"units\":[191,193],\"x\":92,\"y\":12},{\"do\":\"attack_move\",\"units\":[199,200,201,198],\"x\":88,\"y\":14},{\"do\":\"stance\",\"units\":[188,178,179,182,186,189,190,191,193],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":197},{\"do\":\"repair\",\"building\":171}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1607, "completion_tokens": 271, "total_tokens": 1878, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1605, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00799535, "upstream_inference_prompt_cost": 0.00441815, "upstream_inference_completions_cost": 0.0035772}, "completion_tokens_details": {"reasoning_tokens": 59, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.05, "thoughts": "Our forward force is inside the enemy base and their Construction Yard is critically damaged. Finish it immediately, then destroy the refinery while reinforcements continue advancing from home.", "notes": "Enemy base at 95,11. Focus #121 fact then #194 proc; forward tank #188 and rifles are at enemy base, home tank #198 is moving east. Production queues remain active.", "commands": [{"do": "attack", "units": [188, 178, 179, 182, 186, 189, 190], "target": 121}, {"do": "attack_move", "units": [191, 193], "x": 92, "y": 12}, {"do": "attack_move", "units": [199, 200, 201, 198], "x": 88, "y": 14}, {"do": "stance", "units": [188, 178, 179, 182, 186, 189, 190, 191, 193], "stance": "attack_anything"}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 197}, {"do": "repair", "building": 171}], "feedback": ["attack: 7 units", "attack_move: 2 units", "attack_move: 4 units", "stance: 9 units", "repair #171: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 3000, "units_killed": 20, "units_lost": 22, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 12600, "army_value": 2500, "income": 2500, "experience": 42, "order_count": 52}}
{"tick": 10401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:56 (tick 10401 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $10900, army $3600, killed $3000 (22 units, 0 bldgs), lost $4200 (20 units, 2 bldgs). Map explored 23.9%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: harv 4%; Infantry: e3 33%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 19%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #202@(95,9)\n  harv (Ore Truck (harvester)) x3: #132@(96,16) #196@(95,17) #203@(97,13)\nVISIBLE ENEMY UNITS (7):\n  #178 e1@(91,11) 4%, #179 e1@(91,11) 96%, #182 e1@(91,13) 100%, #186 e1@(91,13) 100%, #188 1tnk@(91,12) 75%, #189 e1@(91,13) 100%, #190 e1@(90,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #121: ordered\n  - attack_move: 1 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: War at base: enemy at (91,11)-(91,13). powr at 73% in building queue. Need powr x2 then fix -> 3tnk. Keep 2 harvesters mining.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Power is at 0 made / 110 used (LOW POWER) and my Construction Yard is nearly dead at 19% with 7 enemy units on my doorstep. Drop the ready powr immediately to fix power, queue a Tesla Coil to defend against the infantry push, and use my lone Rocket Soldier to pick off the nearly-dead enemy infantry (#178) while harvesters keep the economy running.\", \"notes\": \"War at base: enemies mass at (91,11)-(91,13). Placed powr for power. Queue tsla defense next. e3 #202 sniping weak infantry. Fact at 19% - keep repairing. Need $ for 2nd proc/fix -> 3tnk.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":93,\"y\":14},{\"do\":\"build\",\"item\":\"tsla\"},{\"do\":\"attack\",\"units\":[202],\"target\":178},{\"do\":\"stance\",\"units\":[202],\"stance\":\"defend\"},{\"do\":\"repair\",\"building\":121}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1693, "completion_tokens": 1051, "total_tokens": 2744, "cost": 0.001543308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001543308, "upstream_inference_prompt_cost": 0.000282108, "upstream_inference_completions_cost": 0.0012612}, "completion_tokens_details": {"reasoning_tokens": 827, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.7, "thoughts": "Power is at 0 made / 110 used (LOW POWER) and my Construction Yard is nearly dead at 19% with 7 enemy units on my doorstep. Drop the ready powr immediately to fix power, queue a Tesla Coil to defend against the infantry push, and use my lone Rocket Soldier to pick off the nearly-dead enemy infantry (#178) while harvesters keep the economy running.", "notes": "War at base: enemies mass at (91,11)-(91,13). Placed powr for power. Queue tsla defense next. e3 #202 sniping weak infantry. Fact at 19% - keep repairing. Need $ for 2nd proc/fix -> 3tnk.", "commands": [{"do": "place", "item": "powr", "x": 93, "y": 14}, {"do": "build", "item": "tsla"}, {"do": "attack", "units": [202], "target": 178}, {"do": "stance", "units": [202], "stance": "defend"}, {"do": "repair", "building": 121}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build tsla: started", "attack: 1 units", "stance: 1 units", "repair #121: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 4200, "units_killed": 22, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10900, "army_value": 300, "income": 2500, "experience": 30, "order_count": 84}}
{"tick": 10401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:56 (tick 10401 of 90000; you act every 200 ticks = 8s). 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 $150 (storage 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $13500, army $5600, killed $4200 (20 units, 2 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 24%.\nPRODUCTION: Vehicle: 1tnk 7%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #188@(91,12)75% #198@(37,24) #206@(13,14)\n  e1 (Rifle Infantry) x13: #178@(91,11)4% #179@(91,11)96% #182@(91,13) #186@(91,13) #189@(91,13) #190@(90,11) #191@(75,14) #193@(74,15) #199@(41,24) #200@(38,24) #201@(33,24) #204@(20,16) #205@(17,16)\n  harv (Ore Truck (harvester)) x2: #130@(9,25) #197@(13,22)\nVISIBLE ENEMY UNITS (1):\n  #202 e3@(95,9) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #121 fact@(95,11) 19%, #194 proc@(95,15) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack_move: 2 units\n  - attack_move: 4 units\n  - stance: 9 units\n  - repair #171: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at 95,11. Focus #121 fact then #194 proc; forward tank #188 and rifles are at enemy base, home tank #198 is moving east. Production queues remain active.", "raw": "{\"thoughts\":\"Enemy Construction Yard is critically damaged and the forward force should finish it immediately, then destroy the refinery. Reinforcements are moving east while the current tank production continues.\",\"notes\":\"Enemy base confirmed at 95,11; focus fact #121 then proc #194. Forward force is at base, #198 and central infantry advancing east; repair power #171 underway.\",\"commands\":[{\"do\":\"attack\",\"units\":[188,178,179,182,186,189,190],\"target\":121},{\"do\":\"attack_move\",\"units\":[191,193,198,199,200,201],\"x\":92,\"y\":12},{\"do\":\"attack_move\",\"units\":[204,205,206],\"x\":65,\"y\":17},{\"do\":\"rally\",\"building\":154,\"x\":70,\"y\":17},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":17},{\"do\":\"stance\",\"units\":[188,178,179,182,186,189,190,191,193],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1580, "completion_tokens": 404, "total_tokens": 1984, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1578, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0096767, "upstream_inference_prompt_cost": 0.0043439, "upstream_inference_completions_cost": 0.0053328}, "completion_tokens_details": {"reasoning_tokens": 181, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.91, "thoughts": "Enemy Construction Yard is critically damaged and the forward force should finish it immediately, then destroy the refinery. Reinforcements are moving east while the current tank production continues.", "notes": "Enemy base confirmed at 95,11; focus fact #121 then proc #194. Forward force is at base, #198 and central infantry advancing east; repair power #171 underway.", "commands": [{"do": "attack", "units": [188, 178, 179, 182, 186, 189, 190], "target": 121}, {"do": "attack_move", "units": [191, 193, 198, 199, 200, 201], "x": 92, "y": 12}, {"do": "attack_move", "units": [204, 205, 206], "x": 65, "y": 17}, {"do": "rally", "building": 154, "x": 70, "y": 17}, {"do": "rally", "building": 133, "x": 70, "y": 17}, {"do": "stance", "units": [188, 178, 179, 182, 186, 189, 190, 191, 193], "stance": "attack_anything"}], "feedback": ["attack: 7 units", "attack_move: 6 units", "attack_move: 3 units", "rally #154: ordered", "rally #133: ordered", "stance: 9 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 3000, "units_killed": 20, "units_lost": 22, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13500, "army_value": 3400, "income": 3000, "experience": 42, "order_count": 52}}
{"tick": 10601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:04 (tick 10601 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $718 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $11200, army $3600, killed $3100 (23 units, 0 bldgs), lost $4200 (20 units, 2 bldgs). Map explored 23.9%.\nPRODUCTION: Defense: tsla 7%; Vehicle: harv 13%; Infantry: e3 65%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 2%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 100%, #207 powr@(93,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #202@(95,9)\n  harv (Ore Truck (harvester)) x3: #132@(101,22) #196@(95,17) #203@(87,8)98%\nVISIBLE ENEMY UNITS (6):\n  #179 e1@(91,11) 72%, #182 e1@(90,13) 100%, #186 e1@(90,13) 100%, #188 1tnk@(91,12) 75%, #189 e1@(90,13) 100%, #190 e1@(90,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build tsla: started\n  - attack: 1 units\n  - stance: 1 units\n  - repair #121: ordered\nYOUR NOTES FROM LAST TURN: War at base: enemies mass at (91,11)-(91,13). Placed powr for power. Queue tsla defense next. e3 #202 sniping weak infantry. Fact at 19% - keep repairing. Need $ for 2nd proc/fix -> 3tnk.", "error": "{\"error\": {\"message\": \"Decision model unavailable\", \"code\": 502}}", "latency_s": 4.02, "thoughts": "(no valid response)", "notes": "War at base: enemies mass at (91,11)-(91,13). Placed powr for power. Queue tsla defense next. e3 #202 sniping weak infantry. Fact at 19% - keep repairing. Need $ for 2nd proc/fix -> 3tnk.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3100, "deaths_cost": 4200, "units_killed": 23, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 11200, "army_value": 300, "income": 3500, "experience": 31, "order_count": 86}}
{"tick": 10601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:04 (tick 10601 of 90000; you act every 200 ticks = 8s). 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 $316 (storage 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $13400, army $5500, killed $4200 (20 units, 2 bldgs), lost $3100 (23 units, 0 bldgs). Map explored 24.6%.\nPRODUCTION: Vehicle: 1tnk 55%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #188@(91,12)75% #198@(57,28) #206@(33,20)\n  e1 (Rifle Infantry) x12: #179@(91,11)72% #182@(90,13) #186@(90,13) #189@(90,13) #190@(90,11) #191@(85,13) #193@(84,14) #199@(51,26) #200@(48,25) #201@(43,24) #204@(29,22) #205@(27,20)\n  harv (Ore Truck (harvester)) x2: #130@(5,29) #197@(14,26)\nVISIBLE ENEMY UNITS (1):\n  #202 e3@(95,9) 100%\nVISIBLE ENEMY BUILDINGS (3):\n  #121 fact@(95,11) 2%, #194 proc@(95,15) 100%, #207 powr@(93,11) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack_move: 6 units\n  - attack_move: 3 units\n  - rally #154: ordered\n  - rally #133: ordered\n  - stance: 9 units\nYOUR NOTES FROM LAST TURN: Enemy base confirmed at 95,11; focus fact #121 then proc #194. Forward force is at base, #198 and central infantry advancing east; repair power #171 underway.", "raw": "{\"thoughts\":\"Our forward force is already inside the enemy base and their Construction Yard is one hit from destruction. Finish it immediately, then eliminate the refinery and power while reinforcements continue east.\",\"notes\":\"Enemy base at 95,11. Focus #121 fact first, then #194 proc and #207 powr. Central reinforcements advancing east; vehicle queue is building light tank.\",\"commands\":[{\"do\":\"attack\",\"units\":[188,179,182,186,189,190,191,193],\"target\":121},{\"do\":\"attack_move\",\"units\":[198,199,200,201],\"x\":92,\"y\":13},{\"do\":\"attack_move\",\"units\":[206,204,205],\"x\":88,\"y\":15},{\"do\":\"stance\",\"units\":[188,179,182,186,189,190,191,193,198,199,200,201,206,204,205],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":197}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1590, "completion_tokens": 299, "total_tokens": 1889, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1588, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0083182, "upstream_inference_prompt_cost": 0.0043714, "upstream_inference_completions_cost": 0.0039468}, "completion_tokens_details": {"reasoning_tokens": 79, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "Our forward force is already inside the enemy base and their Construction Yard is one hit from destruction. Finish it immediately, then eliminate the refinery and power while reinforcements continue east.", "notes": "Enemy base at 95,11. Focus #121 fact first, then #194 proc and #207 powr. Central reinforcements advancing east; vehicle queue is building light tank.", "commands": [{"do": "attack", "units": [188, 179, 182, 186, 189, 190, 191, 193], "target": 121}, {"do": "attack_move", "units": [198, 199, 200, 201], "x": 92, "y": 13}, {"do": "attack_move", "units": [206, 204, 205], "x": 88, "y": 15}, {"do": "stance", "units": [188, 179, 182, 186, 189, 190, 191, 193, 198, 199, 200, 201, 206, 204, 205], "stance": "attack_anything"}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 197}], "feedback": ["attack: 8 units", "attack_move: 4 units", "attack_move: 3 units", "stance: 15 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 3100, "units_killed": 20, "units_lost": 23, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13400, "army_value": 3300, "income": 3500, "experience": 42, "order_count": 52}}
{"tick": 10801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:12 (tick 10801 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $591 (storage 4000), power 31 made / 110 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $9500, army $3900, killed $3100 (23 units, 0 bldgs), lost $6200 (20 units, 3 bldgs). Map explored 24.3%.\nPRODUCTION: Vehicle: harv 23%; Infantry: e3 2%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 100%, #207 powr@(93,11) 31%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #202@(95,9) #210@(95,9)\n  harv (Ore Truck (harvester)) x3: #132@(102,25) #196@(101,27) #203@(85,5)98%\nVISIBLE ENEMY UNITS (6):\n  #179 e1@(91,11) 45%, #182 e1@(90,12) 100%, #186 e1@(90,12) 100%, #188 1tnk@(91,12) 75%, #189 e1@(90,12) 100%, #190 e1@(90,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: War at base: enemies mass at (91,11)-(91,13). Placed powr for power. Queue tsla defense next. e3 #202 sniping weak infantry. Fact at 19% - keep repairing. Need $ for 2nd proc/fix -> 3tnk.", "raw": "{\"thoughts\": \"Severe low power (31/110) cripples all production. Repairing the damaged powr and building a new one is top priority. Enemy 1tnk + infantry are pushing my base, so my rocket soldiers should focus the tank while harvesters keep mining.\", \"notes\": \"LOW POWER fix: repairing #207 + building powr. Enemy 1tnk #188 at (91,12) - e3s focus it. Restore economy, then 3tnk.\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"repair\",\"building\":207},{\"do\":\"attack\",\"units\":[202,210],\"target\":188},{\"do\":\"harvest\",\"unit\":203}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1582, "completion_tokens": 705, "total_tokens": 2287, "cost": 0.001094808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001094808, "upstream_inference_prompt_cost": 0.000248808, "upstream_inference_completions_cost": 0.000846}, "completion_tokens_details": {"reasoning_tokens": 548, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.64, "thoughts": "Severe low power (31/110) cripples all production. Repairing the damaged powr and building a new one is top priority. Enemy 1tnk + infantry are pushing my base, so my rocket soldiers should focus the tank while harvesters keep mining.", "notes": "LOW POWER fix: repairing #207 + building powr. Enemy 1tnk #188 at (91,12) - e3s focus it. Restore economy, then 3tnk.", "commands": [{"do": "build", "item": "powr"}, {"do": "repair", "building": 207}, {"do": "attack", "units": [202, 210], "target": 188}, {"do": "harvest", "unit": 203}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "repair #207: ordered", "attack: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3100, "deaths_cost": 6200, "units_killed": 23, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9500, "army_value": 600, "income": 3000, "experience": 31, "order_count": 86}}
{"tick": 10801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:12 (tick 10801 of 90000; you act every 200 ticks = 8s). 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 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $14100, army $6200, killed $6200 (20 units, 3 bldgs), lost $3100 (23 units, 0 bldgs). Map explored 24.7%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #188@(91,12)75% #198@(75,17) #206@(55,28) #211@(12,14)\n  e1 (Rifle Infantry) x12: #179@(91,11)45% #182@(90,12) #186@(90,12) #189@(90,12) #190@(90,11) #191@(87,13)* #193@(86,14)* #199@(60,28) #200@(57,28) #201@(53,27) #204@(39,24) #205@(36,24)\n  harv (Ore Truck (harvester)) x2: #130@(11,25) #197@(8,31)\nVISIBLE ENEMY UNITS (2):\n  #202 e3@(95,9) 100%, #210 e3@(95,9) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #194 proc@(95,15) 100%, #207 powr@(93,11) 31%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - attack_move: 4 units\n  - attack_move: 3 units\n  - stance: 15 units\nYOUR NOTES FROM LAST TURN: Enemy base at 95,11. Focus #121 fact first, then #194 proc and #207 powr. Central reinforcements advancing east; vehicle queue is building light tank.", "raw": "{\"thoughts\":\"Our forward infantry and tank are already at the enemy base, where a damaged power plant and refinery are exposed. Focus fire structures while central reinforcements converge; income should resume shortly from two harvesters.\",\"notes\":\"Enemy base confirmed around 95,11. Destroy #207 powr then #194 proc; central tanks/infantry moving east. Keep #211 near home.\",\"commands\":[{\"do\":\"attack\",\"units\":[188,179,182,186,189,190,191,193],\"target\":207},{\"do\":\"attack_move\",\"units\":[198,206,199,200,201,204,205],\"x\":94,\"y\":12},{\"do\":\"attack_move\",\"units\":[211],\"x\":25,\"y\":18},{\"do\":\"repair\",\"building\":171},{\"do\":\"rally\",\"building\":133,\"x\":60,\"y\":25},{\"do\":\"rally\",\"building\":154,\"x\":60,\"y\":25}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1577, "completion_tokens": 341, "total_tokens": 1918, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1575, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00883685, "upstream_inference_prompt_cost": 0.00433565, "upstream_inference_completions_cost": 0.0045012}, "completion_tokens_details": {"reasoning_tokens": 137, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.53, "thoughts": "Our forward infantry and tank are already at the enemy base, where a damaged power plant and refinery are exposed. Focus fire structures while central reinforcements converge; income should resume shortly from two harvesters.", "notes": "Enemy base confirmed around 95,11. Destroy #207 powr then #194 proc; central tanks/infantry moving east. Keep #211 near home.", "commands": [{"do": "attack", "units": [188, 179, 182, 186, 189, 190, 191, 193], "target": 207}, {"do": "attack_move", "units": [198, 206, 199, 200, 201, 204, 205], "x": 94, "y": 12}, {"do": "attack_move", "units": [211], "x": 25, "y": 18}, {"do": "repair", "building": 171}, {"do": "rally", "building": 133, "x": 60, "y": 25}, {"do": "rally", "building": 154, "x": 60, "y": 25}], "feedback": ["attack: 8 units", "attack_move: 7 units", "attack_move: 1 units", "repair #171: ordered", "rally #133: ordered", "rally #154: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 3100, "units_killed": 20, "units_lost": 23, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 14100, "army_value": 4000, "income": 3000, "experience": 62, "order_count": 52}}
{"tick": 11001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:20 (tick 11001 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $370 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $9200, army $3900, killed $3800 (24 units, 0 bldgs), lost $6500 (20 units, 4 bldgs). Map explored 24.3%.\nPRODUCTION: Vehicle: harv 33%; Infantry: e3 38%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #202@(95,9)* #210@(93,9)\n  harv (Ore Truck (harvester)) x3: #132@(98,20) #196@(96,21) #203@(92,14)80%\nVISIBLE ENEMY UNITS (7):\n  #179 e1@(90,12) 11%, #182 e1@(90,12) 94%, #186 e1@(90,12) 89%, #189 e1@(90,12) 82%, #190 e1@(90,11) 96%, #193 e1@(89,14) 100%, #198 1tnk@(89,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - repair #207: ordered\n  - attack: 2 units\nYOUR NOTES FROM LAST TURN: LOW POWER fix: repairing #207 + building powr. Enemy 1tnk #188 at (91,12) - e3s focus it. Restore economy, then 3tnk.", "raw": "{\"thoughts\": \"We have NO Construction Yard (4 buildings lost incl. it) so powr is unbuildable - low power is permanent until we can't fix it. Enemy light tank #198 plus several e1 are pushing into our base at (90,12). Focus-fire the tank with our e3s, pull the damaged harvester to safety, and keep queues producing.\", \"notes\": \"No Construction Yard - cannot build new buildings, low power stays. Defend base vs enemy push at (90,12). Enemy likely base far west ~(12,16). Harv #203 (80%) moved to (98,20).\", \"commands\": [{\"do\":\"attack\",\"units\":[202,210],\"target\":198},{\"do\":\"move\",\"units\":[203],\"x\":99,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"train\",\"item\":\"apc\",\"count\":1},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":12},{\"do\":\"rally\",\"building\":160,\"x\":95,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1603, "completion_tokens": 1209, "total_tokens": 2812, "cost": 0.001705908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001705908, "upstream_inference_prompt_cost": 0.000255108, "upstream_inference_completions_cost": 0.0014508}, "completion_tokens_details": {"reasoning_tokens": 978, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.42, "thoughts": "We have NO Construction Yard (4 buildings lost incl. it) so powr is unbuildable - low power is permanent until we can't fix it. Enemy light tank #198 plus several e1 are pushing into our base at (90,12). Focus-fire the tank with our e3s, pull the damaged harvester to safety, and keep queues producing.", "notes": "No Construction Yard - cannot build new buildings, low power stays. Defend base vs enemy push at (90,12). Enemy likely base far west ~(12,16). Harv #203 (80%) moved to (98,20).", "commands": [{"do": "attack", "units": [202, 210], "target": 198}, {"do": "move", "units": [203], "x": 99, "y": 20}, {"do": "train", "item": "e3", "count": 5}, {"do": "train", "item": "apc", "count": 1}, {"do": "rally", "building": 134, "x": 95, "y": 12}, {"do": "rally", "building": 160, "x": 95, "y": 12}], "feedback": ["attack: 2 units", "move: 1 units", "train 5x e3: queued", "train 1x apc: queued", "rally #134: ordered", "rally #160: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3800, "deaths_cost": 6500, "units_killed": 24, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 9200, "army_value": 600, "income": 3000, "experience": 38, "order_count": 86}}
{"tick": 11001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:20 (tick 11001 of 90000; you act every 200 ticks = 8s). 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 $500 (storage 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $13400, army $5500, killed $6500 (20 units, 4 bldgs), lost $3800 (24 units, 0 bldgs). Map explored 24.8%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(89,13) #206@(68,22) #211@(25,18)*\n  e1 (Rifle Infantry) x12: #179@(90,12)11% #182@(90,12)94% #186@(90,12)89% #189@(90,12)82% #190@(90,11)96% #191@(88,13) #193@(89,14) #199@(68,23) #200@(66,23) #201@(60,28) #204@(49,26) #205@(47,24)\n  harv (Ore Truck (harvester)) x2: #130@(14,21) #197@(12,23)\nVISIBLE ENEMY UNITS (2):\n  #203 harv@(92,14) 80%, #210 e3@(93,9) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - attack_move: 7 units\n  - attack_move: 1 units\n  - repair #171: ordered\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 95,11. Destroy #207 powr then #194 proc; central tanks/infantry moving east. Keep #211 near home.", "raw": "{\"thoughts\":\"Our forward units are at the enemy start and should eliminate the exposed harvester while pressing through the base area. The central force will reinforce east, while the lone home tank stays back to guard the economy until income arrives.\",\"notes\":\"Enemy base area 95,11; exposed enemy harvester #203 at 92,14 and rocket #210 at 93,9. #211 remains home defense; push eastern/central army to enemy start and spend new income on production.\",\"commands\":[{\"do\":\"attack\",\"units\":[198,179,182,186,189,190,191,193],\"target\":203},{\"do\":\"attack_move\",\"units\":[206,199,200,201,204,205],\"x\":93,\"y\":11},{\"do\":\"attack_move\",\"units\":[198,179,182,186,189,190,191,193],\"x\":96,\"y\":11},{\"do\":\"stance\",\"units\":[211],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":197}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1567, "completion_tokens": 310, "total_tokens": 1877, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1565, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00840015, "upstream_inference_prompt_cost": 0.00430815, "upstream_inference_completions_cost": 0.004092}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.81, "thoughts": "Our forward units are at the enemy start and should eliminate the exposed harvester while pressing through the base area. The central force will reinforce east, while the lone home tank stays back to guard the economy until income arrives.", "notes": "Enemy base area 95,11; exposed enemy harvester #203 at 92,14 and rocket #210 at 93,9. #211 remains home defense; push eastern/central army to enemy start and spend new income on production.", "commands": [{"do": "attack", "units": [198, 179, 182, 186, 189, 190, 191, 193], "target": 203}, {"do": "attack_move", "units": [206, 199, 200, 201, 204, 205], "x": 93, "y": 11}, {"do": "attack_move", "units": [198, 179, 182, 186, 189, 190, 191, 193], "x": 96, "y": 11}, {"do": "stance", "units": [211], "stance": "defend"}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 197}], "feedback": ["attack: 8 units", "attack_move: 6 units", "attack_move: 8 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6500, "deaths_cost": 3800, "units_killed": 20, "units_lost": 24, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 13400, "army_value": 3300, "income": 3500, "experience": 65, "order_count": 52}}
{"tick": 11201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:28 (tick 11201 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $646 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $8900, army $3600, killed $3800 (24 units, 0 bldgs), lost $6800 (21 units, 4 bldgs). Map explored 24.3%.\nPRODUCTION: Vehicle: harv 43%; Vehicle: apc 0%; Infantry: e3 76%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 99%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #202@(94,14)12%\n  harv (Ore Truck (harvester)) x3: #132@(98,19) #196@(95,16) #203@(99,20)57%\nVISIBLE ENEMY UNITS (8):\n  #179 e1@(95,18) 11%, #182 e1@(95,18) 94%, #186 e1@(95,18) 89%, #189 e1@(95,18) 82%, #190 e1@(90,11) 96%, #191 e1@(95,18) 100%, #193 e1@(94,17) 100%, #198 1tnk@(96,18) 32%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - move: 1 units\n  - train 5x e3: queued\n  - train 1x apc: queued\n  - rally #134: ordered\n  - rally #160: ordered\nYOUR NOTES FROM LAST TURN: No Construction Yard - cannot build new buildings, low power stays. Defend base vs enemy push at (90,12). Enemy likely base far west ~(12,16). Harv #203 (80%) moved to (98,20).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.07, "thoughts": "(no valid response)", "notes": "No Construction Yard - cannot build new buildings, low power stays. Defend base vs enemy push at (90,12). Enemy likely base far west ~(12,16). Harv #203 (80%) moved to (98,20).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3800, "deaths_cost": 6800, "units_killed": 24, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 8900, "army_value": 300, "income": 3500, "experience": 38, "order_count": 92}}
{"tick": 11201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:28 (tick 11201 of 90000; you act every 200 ticks = 8s). 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 $1000 (storage 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $13400, army $5500, killed $6800 (21 units, 4 bldgs), lost $3800 (24 units, 0 bldgs). Map explored 26.4%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(96,18)32% #206@(85,11) #211@(25,18)*\n  e1 (Rifle Infantry) x12: #179@(95,18)11% #182@(95,18)94% #186@(95,18)89% #189@(95,18)82% #190@(90,11)96% #191@(95,18) #193@(94,17) #199@(73,15) #200@(72,15) #201@(68,21) #204@(59,28) #205@(56,28)\n  harv (Ore Truck (harvester)) x2: #130@(6,29) #197@(12,22)\nVISIBLE ENEMY UNITS (4):\n  #132 harv@(98,19) 100%, #196 harv@(95,16) 100%, #202 e3@(94,14) 12%, #203 harv@(99,20) 57%\nVISIBLE ENEMY BUILDINGS (1):\n  #194 proc@(95,15) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - attack_move: 6 units\n  - attack_move: 8 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base area 95,11; exposed enemy harvester #203 at 92,14 and rocket #210 at 93,9. #211 remains home defense; push eastern/central army to enemy start and spend new income on production.", "raw": "{\"thoughts\":\"Our forward force has found the enemy refinery and multiple exposed harvesters at their start. Focus fire the refinery while nearby troops eliminate harvesters, keep the home tank guarding, and return both ore trucks to harvesting.\",\"notes\":\"Enemy base confirmed around 95,15; enemy refinery #194 and harvesters #132/#196/#203 visible. Tank #211 home defense; forward infantry/tanks pressure east.\",\"commands\":[{\"do\":\"attack\",\"units\":[179,182,186,189,190,191,193,198,206],\"target\":194},{\"do\":\"attack\",\"units\":[199,200,201,204,205],\"target\":132},{\"do\":\"attack\",\"units\":[179,182,186,189,190,191,193],\"target\":196},{\"do\":\"attack\",\"units\":[198,206],\"target\":203},{\"do\":\"stance\",\"units\":[211],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":197},{\"do\":\"rally\",\"building\":133,\"x\":85,\"y\":15},{\"do\":\"rally\",\"building\":154,\"x\":85,\"y\":15},{\"do\":\"repair\",\"building\":171}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1604, "completion_tokens": 344, "total_tokens": 1948, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1602, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0089507, "upstream_inference_prompt_cost": 0.0044099, "upstream_inference_completions_cost": 0.0045408}, "completion_tokens_details": {"reasoning_tokens": 90, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.08, "thoughts": "Our forward force has found the enemy refinery and multiple exposed harvesters at their start. Focus fire the refinery while nearby troops eliminate harvesters, keep the home tank guarding, and return both ore trucks to harvesting.", "notes": "Enemy base confirmed around 95,15; enemy refinery #194 and harvesters #132/#196/#203 visible. Tank #211 home defense; forward infantry/tanks pressure east.", "commands": [{"do": "attack", "units": [179, 182, 186, 189, 190, 191, 193, 198, 206], "target": 194}, {"do": "attack", "units": [199, 200, 201, 204, 205], "target": 132}, {"do": "attack", "units": [179, 182, 186, 189, 190, 191, 193], "target": 196}, {"do": "attack", "units": [198, 206], "target": 203}, {"do": "stance", "units": [211], "stance": "defend"}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 197}, {"do": "rally", "building": 133, "x": 85, "y": 15}, {"do": "rally", "building": 154, "x": 85, "y": 15}, {"do": "repair", "building": 171}], "feedback": ["attack: 9 units", "attack: 5 units", "attack: 7 units", "attack: 2 units", "stance: 1 units", "rally #133: ordered", "rally #154: ordered", "repair #171: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6800, "deaths_cost": 3800, "units_killed": 21, "units_lost": 24, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 13400, "army_value": 3300, "income": 4000, "experience": 68, "order_count": 52}}
{"tick": 11401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:36 (tick 11401 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $924 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $8900, army $3600, killed $4000 (26 units, 0 bldgs), lost $7100 (22 units, 4 bldgs). Map explored 24.3%.\nPRODUCTION: Vehicle: harv 53%; Vehicle: apc 0%; Infantry: e3 13%; 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 97%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #212@(95,12)\n  harv (Ore Truck (harvester)) x3: #132@(103,25) #196@(100,24)93% #203@(99,21)37%*\nVISIBLE ENEMY UNITS (7):\n  #186 e1@(95,20) 80%, #189 e1@(96,17) 79%, #190 e1@(96,19) 96%, #191 e1@(96,20) 90%, #193 e1@(95,20) 100%, #198 1tnk@(97,19) 32%, #206 1tnk@(96,20) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No Construction Yard - cannot build new buildings, low power stays. Defend base vs enemy push at (90,12). Enemy likely base far west ~(12,16). Harv #203 (80%) moved to (98,20).", "raw": "{\"thoughts\": \"No Construction Yard means I cannot build anything new (no power plant to fix low power), so my only path is to maximize kills/assets with the units I can still make. Enemy is pushing into my base around (95-97,17-20) with 2 light tanks and 5 rifles; I only have 1 rocket soldier, so I'll rally new infantry to a defensive line and keep harvesters mining away from the fight.\", \"notes\": \"No CY -> can't build/replace. Enemy push at (95-97,17-20). Enemy base likely far west (12,16). Infantry queue already loaded with e3/e1; vehicle queue finishing harv then apc. Plan: defend base, mine, build up infantry blob then push west.\", \"commands\": [{\"do\":\"harvest\",\"unit\":203},{\"do\":\"move\",\"units\":[212],\"x\":95,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":96,\"y\":15},{\"do\":\"rally\",\"building\":160,\"x\":98,\"y\":14},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1602, "completion_tokens": 2882, "total_tokens": 4484, "cost": 0.003713208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003713208, "upstream_inference_prompt_cost": 0.000254808, "upstream_inference_completions_cost": 0.0034584}, "completion_tokens_details": {"reasoning_tokens": 2641, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.72, "thoughts": "No Construction Yard means I cannot build anything new (no power plant to fix low power), so my only path is to maximize kills/assets with the units I can still make. Enemy is pushing into my base around (95-97,17-20) with 2 light tanks and 5 rifles; I only have 1 rocket soldier, so I'll rally new infantry to a defensive line and keep harvesters mining away from the fight.", "notes": "No CY -> can't build/replace. Enemy push at (95-97,17-20). Enemy base likely far west (12,16). Infantry queue already loaded with e3/e1; vehicle queue finishing harv then apc. Plan: defend base, mine, build up infantry blob then push west.", "commands": [{"do": "harvest", "unit": 203}, {"do": "move", "units": [212], "x": 95, "y": 13}, {"do": "rally", "building": 134, "x": 96, "y": 15}, {"do": "rally", "building": 160, "x": 98, "y": 14}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["move: 1 units", "rally #134: ordered", "rally #160: ordered", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 4000, "deaths_cost": 7100, "units_killed": 26, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 8900, "army_value": 300, "income": 3500, "experience": 40, "order_count": 92}}
{"tick": 11401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:36 (tick 11401 of 90000; you act every 200 ticks = 8s). 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 $1000 (storage 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $13200, army $5300, killed $7100 (22 units, 4 bldgs), lost $4000 (26 units, 0 bldgs). Map explored 27.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(97,19)32% #206@(96,20) #211@(25,18)*\n  e1 (Rifle Infantry) x10: #186@(95,20)80% #189@(96,17)79% #190@(96,19)96% #191@(96,20)90% #193@(95,20) #199@(83,14) #200@(82,14) #201@(76,23) #204@(68,25) #205@(66,27)\n  harv (Ore Truck (harvester)) x2: #130@(4,29) #197@(5,29)\nVISIBLE ENEMY UNITS (1):\n  #203 harv@(99,21) 37%\nVISIBLE ENEMY BUILDINGS (1):\n  #194 proc@(95,15) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack: 5 units\n  - attack: 7 units\n  - attack: 2 units\n  - stance: 1 units\n  - rally #133: ordered\n  - rally #154: ordered\n  - repair #171: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 95,15; enemy refinery #194 and harvesters #132/#196/#203 visible. Tank #211 home defense; forward infantry/tanks pressure east.", "raw": "{\"thoughts\":\"Enemy refinery is exposed at their confirmed base, so keep all forward forces focused on destroying it and the damaged harvester. Continue economic expansion and queue reinforcements as ore converts to cash.\",\"notes\":\"Enemy base at 95,15; focus refinery #194 and harvester #203. #211 is moving from home; damaged #198 remains forward but should avoid prolonged focus fire.\",\"commands\":[{\"do\":\"attack\",\"units\":[186,189,190,191,193,198,206],\"target\":194},{\"do\":\"attack\",\"units\":[199,200,201,204,205],\"target\":203},{\"do\":\"attack_move\",\"units\":[211],\"x\":90,\"y\":17},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},{\"do\":\"rally\",\"building\":133,\"x\":82,\"y\":18},{\"do\":\"rally\",\"building\":154,\"x\":82,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1569, "completion_tokens": 411, "total_tokens": 1980, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1567, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00973885, "upstream_inference_prompt_cost": 0.00431365, "upstream_inference_completions_cost": 0.0054252}, "completion_tokens_details": {"reasoning_tokens": 190, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.3, "thoughts": "Enemy refinery is exposed at their confirmed base, so keep all forward forces focused on destroying it and the damaged harvester. Continue economic expansion and queue reinforcements as ore converts to cash.", "notes": "Enemy base at 95,15; focus refinery #194 and harvester #203. #211 is moving from home; damaged #198 remains forward but should avoid prolonged focus fire.", "commands": [{"do": "attack", "units": [186, 189, 190, 191, 193, 198, 206], "target": 194}, {"do": "attack", "units": [199, 200, 201, 204, 205], "target": 203}, {"do": "attack_move", "units": [211], "x": 90, "y": 17}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "rally", "building": 133, "x": 82, "y": 18}, {"do": "rally", "building": 154, "x": 82, "y": 18}], "feedback": ["attack: 7 units", "attack: 5 units", "attack_move: 1 units", "build proc: started", "train 5x e1: queued", "train 2x 1tnk: queued", "rally #133: ordered", "rally #154: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 7100, "deaths_cost": 4000, "units_killed": 22, "units_lost": 26, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 13200, "army_value": 3100, "income": 3975, "experience": 71, "order_count": 52}}
{"tick": 11601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:44 (tick 11601 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1201 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $8900, army $3600, killed $4000 (26 units, 0 bldgs), lost $7100 (22 units, 4 bldgs). Map explored 24.4%.\nPRODUCTION: Vehicle: harv 63%; Vehicle: apc 0%; Infantry: e3 50%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 57%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #212@(96,14)\n  harv (Ore Truck (harvester)) x3: #132@(105,23) #196@(101,24)93% #203@(95,17)30%\nVISIBLE ENEMY UNITS (9):\n  #186 e1@(95,20) 80%, #189 e1@(96,18) 50%, #190 e1@(96,19) 96%, #191 e1@(95,20) 90%, #193 e1@(95,20) 100%, #198 1tnk@(97,19) 32%, #199 e1@(91,14) 100%, #200 e1@(91,14) 100%, #206 1tnk@(96,20) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #134: ordered\n  - rally #160: ordered\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: No CY -> can't build/replace. Enemy push at (95-97,17-20). Enemy base likely far west (12,16). Infantry queue already loaded with e3/e1; vehicle queue finishing harv then apc. Plan: defend base, mine, build up infantry blob then push west.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.07, "thoughts": "(no valid response)", "notes": "No CY -> can't build/replace. Enemy push at (95-97,17-20). Enemy base likely far west (12,16). Infantry queue already loaded with e3/e1; vehicle queue finishing harv then apc. Plan: defend base, mine, build up infantry blob then push west.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 4000, "deaths_cost": 7100, "units_killed": 26, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 8900, "army_value": 300, "income": 4000, "experience": 40, "order_count": 95}}
{"tick": 11601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:44 (tick 11601 of 90000; you act every 200 ticks = 8s). 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 $39 (storage 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $13500, army $5600, killed $7100 (22 units, 4 bldgs), lost $4000 (26 units, 0 bldgs). Map explored 29.1%.\nPRODUCTION: Building: proc 23%; Vehicle: 1tnk 46%; Vehicle: 1tnk 0%; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(97,19)32% #206@(96,20) #211@(46,26)\n  e1 (Rifle Infantry) x13: #186@(95,20)80% #189@(96,18)50% #190@(96,19)96% #191@(95,20)90% #193@(95,20) #199@(91,14) #200@(91,14) #201@(84,27) #204@(77,26) #205@(74,26) #213@(22,18) #214@(19,16) #215@(16,15)\n  harv (Ore Truck (harvester)) x2: #130@(12,21) #197@(6,29)\nVISIBLE ENEMY UNITS (2):\n  #203 harv@(95,17) 30%, #212 e3@(96,14) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #194 proc@(95,15) 57%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack: 5 units\n  - attack_move: 1 units\n  - build proc: started\n  - train 5x e1: queued\n  - train 2x 1tnk: queued\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at 95,15; focus refinery #194 and harvester #203. #211 is moving from home; damaged #198 remains forward but should avoid prolonged focus fire.", "raw": "{\"thoughts\":\"Our forward force is on top of the exposed enemy refinery and harvester; destroy both immediately while the reinforcing tank advances from mid-map. Keep the refinery construction progressing and preserve the damaged forward tank by focusing down targets fast.\",\"notes\":\"Enemy base confirmed around 95,15. Focus refinery #194 then harvester #203; #211 reinforcing from 46,26. Proc is under construction; repair damaged power plant when funds permit.\",\"commands\":[{\"do\":\"attack\",\"units\":[198,206,186,189,190,191,193,199,200],\"target\":194},{\"do\":\"attack\",\"units\":[198,206,186,189,190,191,193,199,200],\"target\":203},{\"do\":\"attack_move\",\"units\":[211,201,204,205],\"x\":95,\"y\":15},{\"do\":\"attack_move\",\"units\":[213,214,215],\"x\":90,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":90,\"y\":16},{\"do\":\"rally\",\"building\":154,\"x\":90,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1642, "completion_tokens": 306, "total_tokens": 1948, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1640, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0085536, "upstream_inference_prompt_cost": 0.0045144, "upstream_inference_completions_cost": 0.0040392}, "completion_tokens_details": {"reasoning_tokens": 71, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.11, "thoughts": "Our forward force is on top of the exposed enemy refinery and harvester; destroy both immediately while the reinforcing tank advances from mid-map. Keep the refinery construction progressing and preserve the damaged forward tank by focusing down targets fast.", "notes": "Enemy base confirmed around 95,15. Focus refinery #194 then harvester #203; #211 reinforcing from 46,26. Proc is under construction; repair damaged power plant when funds permit.", "commands": [{"do": "attack", "units": [198, 206, 186, 189, 190, 191, 193, 199, 200], "target": 194}, {"do": "attack", "units": [198, 206, 186, 189, 190, 191, 193, 199, 200], "target": 203}, {"do": "attack_move", "units": [211, 201, 204, 205], "x": 95, "y": 15}, {"do": "attack_move", "units": [213, 214, 215], "x": 90, "y": 16}, {"do": "rally", "building": 133, "x": 90, "y": 16}, {"do": "rally", "building": 154, "x": 90, "y": 16}], "feedback": ["attack: 9 units", "attack: 9 units", "attack_move: 4 units", "attack_move: 3 units", "rally #133: ordered", "rally #154: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 7100, "deaths_cost": 4000, "units_killed": 22, "units_lost": 26, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 13500, "army_value": 3400, "income": 3500, "experience": 71, "order_count": 60}}
{"tick": 11801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:52 (tick 11801 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $980 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $7800, army $2500, killed $4000 (26 units, 0 bldgs), lost $8200 (23 units, 4 bldgs). Map explored 24.4%.\nPRODUCTION: Vehicle: harv 73%; Vehicle: apc 0%; Infantry: e3 87%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 54%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #212@(96,14)\n  harv (Ore Truck (harvester)) x2: #132@(99,18) #196@(96,17)82%\n  harv.emptyhusk (harv.emptyhusk) x1: #217@(100,23)90%*\nVISIBLE ENEMY UNITS (9):\n  #186 e1@(95,20) 80%, #189 e1@(96,18) 10%, #190 e1@(95,18) 92%, #193 e1@(95,20) 100%, #198 1tnk@(97,20) 32%, #199 e1@(96,19) 99%, #200 e1@(96,19) 100%, #201 e1@(92,19) 100%, #206 1tnk@(96,20) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No CY -> can't build/replace. Enemy push at (95-97,17-20). Enemy base likely far west (12,16). Infantry queue already loaded with e3/e1; vehicle queue finishing harv then apc. Plan: defend base, mine, build up infantry blob then push west.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.16, "thoughts": "(no valid response)", "notes": "No CY -> can't build/replace. Enemy push at (95-97,17-20). Enemy base likely far west (12,16). Infantry queue already loaded with e3/e1; vehicle queue finishing harv then apc. Plan: defend base, mine, build up infantry blob then push west.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 4000, "deaths_cost": 8200, "units_killed": 26, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 7800, "army_value": 300, "income": 4000, "experience": 40, "order_count": 95}}
{"tick": 11801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:52 (tick 11801 of 90000; you act every 200 ticks = 8s). 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 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $13600, army $5700, killed $8200 (23 units, 4 bldgs), lost $4000 (26 units, 0 bldgs). Map explored 29.7%.\nPRODUCTION: Building: proc 35%; Vehicle: 1tnk 71%; Vehicle: 1tnk 0%; Infantry: e1 96%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(97,20)32% #206@(96,20) #211@(67,26)\n  e1 (Rifle Infantry) x14: #186@(95,20)80% #189@(96,18)10% #190@(95,18)92% #191@(95,21)90% #193@(95,20) #199@(96,19) #200@(96,19) #201@(92,19) #204@(86,25) #205@(84,27) #213@(31,23) #214@(28,21) #215@(25,20) #216@(20,16)\n  harv (Ore Truck (harvester)) x2: #130@(9,24) #197@(14,20)\nVISIBLE ENEMY UNITS (4):\n  #132 harv@(99,18) 99%, #196 harv@(96,17) 82%, #212 e3@(96,14) 100%, #217 harv.emptyhusk@(100,23) 90%\nVISIBLE ENEMY BUILDINGS (1):\n  #194 proc@(95,15) 54%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack: 9 units\n  - attack_move: 4 units\n  - attack_move: 3 units\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 95,15. Focus refinery #194 then harvester #203; #211 reinforcing from 46,26. Proc is under construction; repair damaged power plant when funds permit.", "raw": "{\"thoughts\":\"Enemy refinery is exposed and heavily damaged; finish it immediately while our nearby infantry and tank pressure their economy. The damaged light tank retreats, while reinforcements advance toward the confirmed base.\",\"notes\":\"Enemy base at 95,15. Destroy refinery #194 first, then target harvesters #132/#196. Tank #198 is badly damaged and retreating; #211 reinforcing from center.\",\"commands\":[{\"do\":\"attack\",\"units\":[186,189,190,191,193,198,199,200,201,206],\"target\":194},{\"do\":\"attack_move\",\"units\":[204,205,211],\"x\":95,\"y\":15},{\"do\":\"move\",\"units\":[198],\"x\":70,\"y\":27},{\"do\":\"attack\",\"units\":[213,214,215,216],\"target\":194},{\"do\":\"rally\",\"building\":133,\"x\":90,\"y\":18},{\"do\":\"rally\",\"building\":154,\"x\":90,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1651, "completion_tokens": 296, "total_tokens": 1947, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1649, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00844635, "upstream_inference_prompt_cost": 0.00453915, "upstream_inference_completions_cost": 0.0039072}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.61, "thoughts": "Enemy refinery is exposed and heavily damaged; finish it immediately while our nearby infantry and tank pressure their economy. The damaged light tank retreats, while reinforcements advance toward the confirmed base.", "notes": "Enemy base at 95,15. Destroy refinery #194 first, then target harvesters #132/#196. Tank #198 is badly damaged and retreating; #211 reinforcing from center.", "commands": [{"do": "attack", "units": [186, 189, 190, 191, 193, 198, 199, 200, 201, 206], "target": 194}, {"do": "attack_move", "units": [204, 205, 211], "x": 95, "y": 15}, {"do": "move", "units": [198], "x": 70, "y": 27}, {"do": "attack", "units": [213, 214, 215, 216], "target": 194}, {"do": "rally", "building": 133, "x": 90, "y": 18}, {"do": "rally", "building": 154, "x": 90, "y": 18}], "feedback": ["attack: 10 units", "attack_move: 3 units", "move: 1 units", "attack: 4 units", "rally #133: ordered", "rally #154: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8200, "deaths_cost": 4000, "units_killed": 23, "units_lost": 26, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 13600, "army_value": 3500, "income": 4000, "experience": 82, "order_count": 60}}
{"tick": 12001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:00 (tick 12001 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1758 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8100, army $2800, killed $4300 (29 units, 0 bldgs), lost $8200 (23 units, 4 bldgs). Map explored 24.4%.\nPRODUCTION: Vehicle: harv 83%; Vehicle: apc 0%; Infantry: e3 24%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 16%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #212@(96,14) #219@(96,14)\n  harv (Ore Truck (harvester)) x2: #132@(96,16)81% #196@(99,22)77%\n  harv.emptyhusk (harv.emptyhusk) x1: #217@(100,23)72%*\nVISIBLE ENEMY UNITS (9):\n  #186 e1@(95,20) 80%, #190 e1@(95,18) 74%, #191 e1@(95,20) 90%, #193 e1@(95,20) 100%, #198 1tnk@(97,19) 32%, #201 e1@(92,19) 100%, #204 e1@(94,19) 100%, #205 e1@(91,19) 100%, #206 1tnk@(96,20) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No CY -> can't build/replace. Enemy push at (95-97,17-20). Enemy base likely far west (12,16). Infantry queue already loaded with e3/e1; vehicle queue finishing harv then apc. Plan: defend base, mine, build up infantry blob then push west.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.06, "thoughts": "(no valid response)", "notes": "No CY -> can't build/replace. Enemy push at (95-97,17-20). Enemy base likely far west (12,16). Infantry queue already loaded with e3/e1; vehicle queue finishing harv then apc. Plan: defend base, mine, build up infantry blob then push west.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 8200, "units_killed": 29, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 8100, "army_value": 600, "income": 5000, "experience": 43, "order_count": 95}}
{"tick": 12001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:00 (tick 12001 of 90000; you act every 200 ticks = 8s). 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 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $14100, army $6200, killed $8200 (23 units, 4 bldgs), lost $4300 (29 units, 0 bldgs). Map explored 29.8%.\nPRODUCTION: Building: proc 53%; Vehicle: 1tnk 7%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #198@(97,19)32% #206@(96,20) #211@(84,14) #220@(14,14)\n  e1 (Rifle Infantry) x12: #186@(95,20)80% #190@(95,18)74% #191@(95,20)90% #193@(95,20) #201@(92,19) #204@(94,19) #205@(91,19) #213@(41,23) #214@(38,22) #215@(36,20) #216@(30,16) #218@(23,19)\n  harv (Ore Truck (harvester)) x2: #130@(5,30) #197@(9,26)\nVISIBLE ENEMY UNITS (3):\n  #132 harv@(96,16) 81%, #196 harv@(99,22) 77%, #217 harv.emptyhusk@(100,23) 72%\nVISIBLE ENEMY BUILDINGS (1):\n  #194 proc@(95,15) 16%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 10 units\n  - attack_move: 3 units\n  - move: 1 units\n  - attack: 4 units\n  - rally #133: ordered\n  - rally #154: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at 95,15. Destroy refinery #194 first, then target harvesters #132/#196. Tank #198 is badly damaged and retreating; #211 reinforcing from center.", "raw": "{\"thoughts\":\"Our forward force is inside the enemy economy and their refinery is nearly destroyed. Finish it immediately, then eliminate the exposed harvesters while reinforcements advance from the west.\",\"notes\":\"Enemy base confirmed around 95,15. Refinery #194 at 16%; harvesters #132 and #196 exposed. Keep pressure with forward infantry/tanks; #211 is approaching, #220 remains home.\",\"commands\":[{\"do\":\"attack\",\"units\":[198,206,186,190,191,193,201,204,205],\"target\":194},{\"do\":\"attack\",\"units\":[211],\"target\":132},{\"do\":\"attack_move\",\"units\":[213,214,215,216,218,220],\"x\":92,\"y\":18},{\"do\":\"attack\",\"units\":[198,206,186,190,191,193,201,204,205],\"target\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1611, "completion_tokens": 320, "total_tokens": 1931, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1609, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00865315, "upstream_inference_prompt_cost": 0.00442915, "upstream_inference_completions_cost": 0.004224}, "completion_tokens_details": {"reasoning_tokens": 131, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.02, "thoughts": "Our forward force is inside the enemy economy and their refinery is nearly destroyed. Finish it immediately, then eliminate the exposed harvesters while reinforcements advance from the west.", "notes": "Enemy base confirmed around 95,15. Refinery #194 at 16%; harvesters #132 and #196 exposed. Keep pressure with forward infantry/tanks; #211 is approaching, #220 remains home.", "commands": [{"do": "attack", "units": [198, 206, 186, 190, 191, 193, 201, 204, 205], "target": 194}, {"do": "attack", "units": [211], "target": 132}, {"do": "attack_move", "units": [213, 214, 215, 216, 218, 220], "x": 92, "y": 18}, {"do": "attack", "units": [198, 206, 186, 190, 191, 193, 201, 204, 205], "target": 132}], "feedback": ["attack: 9 units", "attack: 1 units", "attack_move: 6 units", "attack: 9 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8200, "deaths_cost": 4300, "units_killed": 23, "units_lost": 29, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 14100, "army_value": 4000, "income": 4500, "experience": 82, "order_count": 60}}
{"tick": 12201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:08 (tick 12201 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1534 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8100, army $2800, killed $4300 (29 units, 0 bldgs), lost $8200 (23 units, 4 bldgs). Map explored 24.4%.\nPRODUCTION: Vehicle: harv 93%; Vehicle: apc 0%; Infantry: e3 61%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 16%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #212@(97,15) #219@(97,15)\n  harv (Ore Truck (harvester)) x2: #132@(105,24)49% #196@(104,24)77%\n  harv.emptyhusk (harv.emptyhusk) x1: #217@(100,23)54%*\nVISIBLE ENEMY UNITS (6):\n  #186 e1@(101,22) 80%, #190 e1@(98,19) 40%, #191 e1@(101,22) 90%, #198 1tnk@(103,21) 32%, #205 e1@(98,19) 86%, #211 1tnk@(102,22) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No CY -> can't build/replace. Enemy push at (95-97,17-20). Enemy base likely far west (12,16). Infantry queue already loaded with e3/e1; vehicle queue finishing harv then apc. Plan: defend base, mine, build up infantry blob then push west.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.08, "thoughts": "(no valid response)", "notes": "No CY -> can't build/replace. Enemy push at (95-97,17-20). Enemy base likely far west (12,16). Infantry queue already loaded with e3/e1; vehicle queue finishing harv then apc. Plan: defend base, mine, build up infantry blob then push west.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 8200, "units_killed": 29, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 8100, "army_value": 600, "income": 4500, "experience": 43, "order_count": 95}}
{"tick": 12201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:08 (tick 12201 of 90000; you act every 200 ticks = 8s). 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 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $14100, army $6200, killed $8200 (23 units, 4 bldgs), lost $4300 (29 units, 0 bldgs). Map explored 31.3%.\nPRODUCTION: Building: proc 53%; Vehicle: 1tnk 7%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #198@(103,21)32% #206@(100,22) #211@(102,22)98% #220@(36,20)\n  e1 (Rifle Infantry) x12: #186@(101,22)80% #190@(98,19)40% #191@(101,22)90% #193@(101,21) #201@(100,22) #204@(100,23) #205@(98,19)86% #213@(51,26) #214@(48,25) #215@(45,24) #216@(39,22) #218@(32,23)\n  harv (Ore Truck (harvester)) x2: #130@(7,31) #197@(5,31)\nVISIBLE ENEMY UNITS (3):\n  #132 harv@(105,24) 49%, #196 harv@(104,24) 77%, #217 harv.emptyhusk@(100,23) 54%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack: 1 units\n  - attack_move: 6 units\n  - attack: 9 units\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 95,15. Refinery #194 at 16%; harvesters #132 and #196 exposed. Keep pressure with forward infantry/tanks; #211 is approaching, #220 remains home.", "raw": "{\"thoughts\":\"Our forward force is on the enemy ore field and should eliminate both exposed harvesters while continuing to probe the enemy start. Keep the damaged tank alive, reinforce the front with rallies, and preserve uninterrupted refinery/tank production as funds arrive.\",\"notes\":\"Enemy base remains near 95,15; visible enemy harvesters #132 and #196 at 105,24. Forward force is around 98-103,22; retreat damaged #198. Refinery is 53% and light tank is 7% queued.\",\"commands\":[{\"do\":\"attack\",\"units\":[#206,#211,#186,#191,#193,#201,#204,#205],\"target\":132},{\"do\":\"attack\",\"units\":[#206,#211,#186,#191,#193,#201,#204,#205],\"target\":196},{\"do\":\"attack_move\",\"units\":[#190],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[#213,#214,#215,#216,#218],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[#198],\"x\":20,\"y\":18},{\"do\":\"attack_move\",\"units\":[#220],\"x\":90,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":90,\"y\":16},{\"do\":\"rally\",\"building\":154,\"x\":90,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1595, "completion_tokens": 388, "total_tokens": 1983, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1593, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00950675, "upstream_inference_prompt_cost": 0.00438515, "upstream_inference_completions_cost": 0.0051216}, "completion_tokens_details": {"reasoning_tokens": 103, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.23, "thoughts": "", "notes": "Enemy base confirmed around 95,15. Refinery #194 at 16%; harvesters #132 and #196 exposed. Keep pressure with forward infantry/tanks; #211 is approaching, #220 remains home.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8200, "deaths_cost": 4300, "units_killed": 23, "units_lost": 29, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 14100, "army_value": 4000, "income": 4000, "experience": 82, "order_count": 60}}
{"tick": 12401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:16 (tick 12401 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1311 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8100, army $2800, killed $4400 (30 units, 0 bldgs), lost $9300 (24 units, 4 bldgs). Map explored 24.4%.\nPRODUCTION: Vehicle: apc 5%; Infantry: e3 98%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 16%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #212@(98,18) #219@(98,18)\n  harv (Ore Truck (harvester)) x2: #196@(100,22)57% #221@(97,13)\n  harv.emptyhusk (harv.emptyhusk) x1: #217@(100,23)35%*\n  harv.fullhusk (harv.fullhusk) x1: #222@(105,25)95%*\nVISIBLE ENEMY UNITS (9):\n  #186 e1@(101,22) 76%, #190 e1@(101,22) 5%, #191 e1@(101,24) 83%, #193 e1@(101,22) 99%, #198 1tnk@(103,22) 32%, #204 e1@(100,24) 100%, #205 e1@(101,22) 81%, #206 1tnk@(102,23) 98%, #211 1tnk@(102,22) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No CY -> can't build/replace. Enemy push at (95-97,17-20). Enemy base likely far west (12,16). Infantry queue already loaded with e3/e1; vehicle queue finishing harv then apc. Plan: defend base, mine, build up infantry blob then push west.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Dire spot: no Construction Yard so I can't build power or replace losses. Enemy (3 light tanks + 6 rifles) is pushing into my base around (100-103,22) where my damaged harvester sits at 57% hp. I must save the harvester, keep the other mining, and use my 2 rocket soldiers to pick off the weakened light tank while queuing more rocket infantry.\", \"notes\": \"No CY (can't build). Enemies pushing base (100-103,22-24): 1tnk x3 + e1 x6. Harvester #196 damaged - pulled to (95,13). Produce e3 nonstop, defend base, gather blob near (94,14) before any push west to enemy base (12,16).\", \"commands\": [{\"do\":\"move\",\"units\":[196],\"x\":95,\"y\":13},{\"do\":\"harvest\",\"unit\":221},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":93,\"y\":14},{\"do\":\"attack\",\"units\":[212,219],\"target\":198}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1704, "completion_tokens": 2532, "total_tokens": 4236, "cost": 0.003323808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003323808, "upstream_inference_prompt_cost": 0.000285408, "upstream_inference_completions_cost": 0.0030384}, "completion_tokens_details": {"reasoning_tokens": 2288, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 32.75, "thoughts": "Dire spot: no Construction Yard so I can't build power or replace losses. Enemy (3 light tanks + 6 rifles) is pushing into my base around (100-103,22) where my damaged harvester sits at 57% hp. I must save the harvester, keep the other mining, and use my 2 rocket soldiers to pick off the weakened light tank while queuing more rocket infantry.", "notes": "No CY (can't build). Enemies pushing base (100-103,22-24): 1tnk x3 + e1 x6. Harvester #196 damaged - pulled to (95,13). Produce e3 nonstop, defend base, gather blob near (94,14) before any push west to enemy base (12,16).", "commands": [{"do": "move", "units": [196], "x": 95, "y": 13}, {"do": "harvest", "unit": 221}, {"do": "train", "item": "e3", "count": 5}, {"do": "rally", "building": 134, "x": 93, "y": 14}, {"do": "attack", "units": [212, 219], "target": 198}], "feedback": ["move: 1 units", "train 5x e3: queued", "rally #134: ordered", "attack: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 4400, "deaths_cost": 9300, "units_killed": 30, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 8100, "army_value": 600, "income": 4500, "experience": 44, "order_count": 95}}
{"tick": 12401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:16 (tick 12401 of 90000; you act every 200 ticks = 8s). 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 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $14000, army $6100, killed $9300 (24 units, 4 bldgs), lost $4400 (30 units, 0 bldgs). Map explored 31.4%.\nPRODUCTION: Building: proc 53%; Vehicle: 1tnk 7%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #198@(103,22)32% #206@(102,23)98% #211@(102,22)98% #220@(53,27)\n  e1 (Rifle Infantry) x11: #186@(101,22)76% #190@(101,22)5% #191@(101,24)83% #193@(101,22) #204@(100,24) #205@(101,22)81% #213@(60,28) #214@(57,28) #215@(54,28) #216@(48,25) #218@(43,23)\n  harv (Ore Truck (harvester)) x2: #130@(13,22) #197@(12,24)\nVISIBLE ENEMY UNITS (3):\n  #196 harv@(100,22) 57%, #217 harv.emptyhusk@(100,23) 35%, #222 harv.fullhusk@(105,25) 95%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 95,15. Refinery #194 at 16%; harvesters #132 and #196 exposed. Keep pressure with forward infantry/tanks; #211 is approaching, #220 remains home.", "raw": "{\"thoughts\":\"Our forward force has reached the enemy ore field and can deny their remaining harvester while searching north toward the base. Keep the refinery and tank queues running, retreat the critically damaged tank, and advance reinforcements from mid-map.\",\"notes\":\"Enemy base remains around 95,15; forward force at 100,22 engaging harvester #196. Tank #198 is badly damaged and retreats. Refinery is building (53%), light tank queued.\",\"commands\":[{\"do\":\"attack\",\"units\":[206,211,186,190,191,193,204,205],\"target\":196},{\"do\":\"move\",\"units\":[198],\"x\":53,\"y\":27},{\"do\":\"attack_move\",\"units\":[206,211,186,191,193,204,205],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[220,213,214,215,216,218],\"x\":82,\"y\":19},{\"do\":\"rally\",\"building\":154,\"x\":70,\"y\":22},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":22}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1552, "completion_tokens": 342, "total_tokens": 1894, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1550, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0087813, "upstream_inference_prompt_cost": 0.0042669, "upstream_inference_completions_cost": 0.0045144}, "completion_tokens_details": {"reasoning_tokens": 106, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.97, "thoughts": "Our forward force has reached the enemy ore field and can deny their remaining harvester while searching north toward the base. Keep the refinery and tank queues running, retreat the critically damaged tank, and advance reinforcements from mid-map.", "notes": "Enemy base remains around 95,15; forward force at 100,22 engaging harvester #196. Tank #198 is badly damaged and retreats. Refinery is building (53%), light tank queued.", "commands": [{"do": "attack", "units": [206, 211, 186, 190, 191, 193, 204, 205], "target": 196}, {"do": "move", "units": [198], "x": 53, "y": 27}, {"do": "attack_move", "units": [206, 211, 186, 191, 193, 204, 205], "x": 95, "y": 11}, {"do": "attack_move", "units": [220, 213, 214, 215, 216, 218], "x": 82, "y": 19}, {"do": "rally", "building": 154, "x": 70, "y": 22}, {"do": "rally", "building": 133, "x": 70, "y": 22}], "feedback": ["attack: 8 units", "move: 1 units", "attack_move: 7 units", "attack_move: 6 units", "rally #154: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9300, "deaths_cost": 4400, "units_killed": 24, "units_lost": 30, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 14000, "army_value": 3900, "income": 4000, "experience": 93, "order_count": 60}}
{"tick": 12601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:24 (tick 12601 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1088 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8400, army $3100, killed $4400 (30 units, 0 bldgs), lost $9300 (24 units, 4 bldgs). Map explored 24.5%.\nPRODUCTION: Vehicle: apc 18%; Infantry: e3 36%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%, #194 proc@(95,15) 15%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #212@(98,21)33% #219@(98,21)57% #223@(93,14)\n  harv (Ore Truck (harvester)) x2: #196@(95,13)27%* #221@(89,5)\n  harv.emptyhusk (harv.emptyhusk) x1: #217@(100,23)17%*\n  harv.fullhusk (harv.fullhusk) x1: #222@(105,25)77%*\nVISIBLE ENEMY UNITS (7):\n  #186 e1@(98,17) 74%, #190 e1@(98,17) 1%, #191 e1@(96,19) 83%, #193 e1@(99,17) 98%, #204 e1@(98,18) 100%, #205 e1@(99,17) 80%, #206 1tnk@(97,16) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - train 5x e3: queued\n  - rally #134: ordered\n  - attack: 2 units\nYOUR NOTES FROM LAST TURN: No CY (can't build). Enemies pushing base (100-103,22-24): 1tnk x3 + e1 x6. Harvester #196 damaged - pulled to (95,13). Produce e3 nonstop, defend base, gather blob near (94,14) before any push west to enemy base (12,16).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Enemy light tank and infantry group are attacking near refinery #194. Repair #194, move damaged harvester #196 north out of danger, and focus-fire enemy tank #206 with all rocket soldiers.\", \"notes\": \"No CY. Defending base around (95,15). Enemy 1tnk #206 and e1 blob attacking. Focus down 1tnk with e3s, let APC finish to crush e1s. Keep #196 alive.\", \"commands\": [{\"do\": \"repair\", \"building\": 194}, {\"do\": \"move\", \"units\": [196], \"x\": 97, \"y\": 6}, {\"do\": \"attack\", \"units\": [212, 219, 223], \"target\": 206}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1894, "completion_tokens": 954, "total_tokens": 2848, "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": 0.009996, "upstream_inference_prompt_cost": 0.002841, "upstream_inference_completions_cost": 0.007155}, "completion_tokens_details": {"reasoning_tokens": 766, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.04, "thoughts": "Enemy light tank and infantry group are attacking near refinery #194. Repair #194, move damaged harvester #196 north out of danger, and focus-fire enemy tank #206 with all rocket soldiers.", "notes": "No CY. Defending base around (95,15). Enemy 1tnk #206 and e1 blob attacking. Focus down 1tnk with e3s, let APC finish to crush e1s. Keep #196 alive.", "commands": [{"do": "repair", "building": 194}, {"do": "move", "units": [196], "x": 97, "y": 6}, {"do": "attack", "units": [212, 219, 223], "target": 206}], "feedback": ["repair #194: ordered", "move: 1 units", "attack: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 4400, "deaths_cost": 9300, "units_killed": 30, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 8400, "army_value": 900, "income": 4500, "experience": 44, "order_count": 100}}
{"tick": 12601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:24 (tick 12601 of 90000; you act every 200 ticks = 8s). 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 $540 (storage 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $14000, army $6100, killed $9300 (24 units, 4 bldgs), lost $4400 (30 units, 0 bldgs). Map explored 32.9%.\nPRODUCTION: Building: proc 70%; Vehicle: 1tnk 40%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #198@(83,27)32% #206@(97,16)98% #211@(102,22)98% #220@(68,22)\n  e1 (Rifle Infantry) x11: #186@(98,17)74% #190@(98,17)1% #191@(96,19)83% #193@(99,17)98% #204@(98,18) #205@(99,17)80% #213@(68,21) #214@(66,23) #215@(63,26) #216@(56,30) #218@(52,27)\n  harv (Ore Truck (harvester)) x2: #130@(11,26) #197@(14,20)\nVISIBLE ENEMY UNITS (6):\n  #196 harv@(95,13) 27%, #212 e3@(98,21) 33%, #217 harv.emptyhusk@(100,23) 17%, #219 e3@(98,21) 57%, #222 harv.fullhusk@(105,25) 77%, #223 e3@(93,14) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #194 proc@(95,15) 15%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - move: 1 units\n  - attack_move: 7 units\n  - attack_move: 6 units\n  - rally #154: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base remains around 95,15; forward force at 100,22 engaging harvester #196. Tank #198 is badly damaged and retreats. Refinery is building (53%), light tank queued.", "raw": "{\"thoughts\":\"Our spearhead is inside the enemy base and their exposed refinery is nearly destroyed. Focus all nearby armor and infantry on it while the trailing force continues advancing; place the incoming refinery immediately when ready.\",\"notes\":\"Enemy base centered at 95,15; enemy refinery #194 is 15% HP. Keep pressure with tanks #206/#211 and infantry, retreat damaged #198. Proc is nearly ready; vehicle queue has light tank underway.\",\"commands\":[{\"do\":\"attack\",\"units\":[206,211,186,190,191,193,204,205],\"target\":194},{\"do\":\"attack_move\",\"units\":[213,214,215,216,218,220],\"x\":95,\"y\":15},{\"do\":\"move\",\"units\":[198],\"x\":18,\"y\":20},{\"do\":\"repair\",\"building\":171},{\"do\":\"rally\",\"building\":154,\"x\":90,\"y\":17},{\"do\":\"rally\",\"building\":133,\"x\":90,\"y\":17}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1655, "completion_tokens": 327, "total_tokens": 1982, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1653, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00886655, "upstream_inference_prompt_cost": 0.00455015, "upstream_inference_completions_cost": 0.0043164}, "completion_tokens_details": {"reasoning_tokens": 114, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.54, "thoughts": "Our spearhead is inside the enemy base and their exposed refinery is nearly destroyed. Focus all nearby armor and infantry on it while the trailing force continues advancing; place the incoming refinery immediately when ready.", "notes": "Enemy base centered at 95,15; enemy refinery #194 is 15% HP. Keep pressure with tanks #206/#211 and infantry, retreat damaged #198. Proc is nearly ready; vehicle queue has light tank underway.", "commands": [{"do": "attack", "units": [206, 211, 186, 190, 191, 193, 204, 205], "target": 194}, {"do": "attack_move", "units": [213, 214, 215, 216, 218, 220], "x": 95, "y": 15}, {"do": "move", "units": [198], "x": 18, "y": 20}, {"do": "repair", "building": 171}, {"do": "rally", "building": 154, "x": 90, "y": 17}, {"do": "rally", "building": 133, "x": 90, "y": 17}], "feedback": ["attack: 8 units", "attack_move: 6 units", "move: 1 units", "repair #171: ordered", "rally #154: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9300, "deaths_cost": 4400, "units_killed": 24, "units_lost": 30, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 14000, "army_value": 3900, "income": 5000, "experience": 93, "order_count": 60}}
{"tick": 12801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:32 (tick 12801 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $368 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6400, army $2500, killed $5100 (31 units, 0 bldgs), lost $11300 (26 units, 5 bldgs). Map explored 24.5%.\nPRODUCTION: Vehicle: apc 31%; Infantry: e3 72%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #223@(93,14)82%*\n  harv (Ore Truck (harvester)) x2: #196@(97,6)27%* #221@(88,7)\n  harv.fullhusk (harv.fullhusk) x1: #222@(105,25)59%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #194: ordered\n  - move: 1 units\n  - attack: 3 units\nYOUR NOTES FROM LAST TURN: No CY. Defending base around (95,15). Enemy 1tnk #206 and e1 blob attacking. Focus down 1tnk with e3s, let APC finish to crush e1s. Keep #196 alive.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 3.24, "thoughts": "(no valid response)", "notes": "No CY. Defending base around (95,15). Enemy 1tnk #206 and e1 blob attacking. Focus down 1tnk with e3s, let APC finish to crush e1s. Keep #196 alive.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5100, "deaths_cost": 11300, "units_killed": 31, "units_lost": 26, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 6400, "army_value": 300, "income": 4000, "experience": 44, "order_count": 100}}
{"tick": 12801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:32 (tick 12801 of 90000; you act every 200 ticks = 8s). 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 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $13300, army $5400, killed $11300 (26 units, 5 bldgs), lost $5100 (31 units, 0 bldgs). Map explored 33.4%.\nPRODUCTION: Building: proc 89%; Vehicle: 1tnk 78%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(63,27)32% #211@(98,19)98%* #220@(87,16)\n  e1 (Rifle Infantry) x11: #186@(98,17)74%* #190@(98,17)1%* #191@(96,19)83%* #193@(98,17)98%* #204@(98,17)* #205@(98,17)80%* #213@(77,16) #214@(73,17) #215@(71,21) #216@(65,24) #218@(61,27)\n  harv (Ore Truck (harvester)) x2: #130@(9,32) #197@(5,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - attack_move: 6 units\n  - move: 1 units\n  - repair #171: ordered\n  - rally #154: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base centered at 95,15; enemy refinery #194 is 15% HP. Keep pressure with tanks #206/#211 and infantry, retreat damaged #198. Proc is nearly ready; vehicle queue has light tank underway.", "raw": "{\"thoughts\":\"Our forward force is inside the enemy start area but no structures are currently visible, so keep sweeping and attacking the likely base center. Retreat the crippled tank while the nearly complete refinery and tank bolster our economy and force.\",\"notes\":\"Enemy base was centered near 95,15; refinery previously almost destroyed. Proc completes imminently; place it next turn. Sweep enemy start with healthy army, #198 retreats to base.\",\"commands\":[{\"do\":\"move\",\"units\":[198],\"x\":18,\"y\":18},{\"do\":\"attack_move\",\"units\":[211,220,186,190,191,193,204,205,213,214,215,216,218],\"x\":94,\"y\":12},{\"do\":\"repair\",\"building\":171},{\"do\":\"rally\",\"building\":154,\"x\":88,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1571, "completion_tokens": 289, "total_tokens": 1860, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1569, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00813395, "upstream_inference_prompt_cost": 0.00431915, "upstream_inference_completions_cost": 0.0038148}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.58, "thoughts": "Our forward force is inside the enemy start area but no structures are currently visible, so keep sweeping and attacking the likely base center. Retreat the crippled tank while the nearly complete refinery and tank bolster our economy and force.", "notes": "Enemy base was centered near 95,15; refinery previously almost destroyed. Proc completes imminently; place it next turn. Sweep enemy start with healthy army, #198 retreats to base.", "commands": [{"do": "move", "units": [198], "x": 18, "y": 18}, {"do": "attack_move", "units": [211, 220, 186, 190, 191, 193, 204, 205, 213, 214, 215, 216, 218], "x": 94, "y": 12}, {"do": "repair", "building": 171}, {"do": "rally", "building": 154, "x": 88, "y": 16}, {"do": "rally", "building": 133, "x": 88, "y": 16}], "feedback": ["move: 1 units", "attack_move: 13 units", "repair #171: ordered", "rally #154: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 11300, "deaths_cost": 5100, "units_killed": 26, "units_lost": 31, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 13300, "army_value": 3200, "income": 4500, "experience": 113, "order_count": 60}}
{"tick": 13001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:40 (tick 13001 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $144 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6400, army $2500, killed $5200 (32 units, 0 bldgs), lost $11600 (27 units, 5 bldgs). Map explored 24.5%.\nPRODUCTION: Vehicle: apc 44%; Infantry: e3 10%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 88%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #224@(94,9)\n  harv (Ore Truck (harvester)) x2: #196@(97,6)27%* #221@(98,12)72%\n  harv.fullhusk (harv.fullhusk) x1: #222@(105,25)41%*\nVISIBLE ENEMY UNITS (7):\n  #186 e1@(96,15) 72%, #191 e1@(95,14) 83%, #193 e1@(96,15) 98%, #204 e1@(96,15) 99%, #205 e1@(97,16) 80%, #211 1tnk@(94,12) 76%, #220 1tnk@(94,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No CY. Defending base around (95,15). Enemy 1tnk #206 and e1 blob attacking. Focus down 1tnk with e3s, let APC finish to crush e1s. Keep #196 alive.", "raw": "{\"thoughts\": \"Crisis: $0 cash, low power, and two enemy light tanks plus rifles are hitting our base. We cannot afford any new buildings; the only path is to get both harvesters mining immediately so we have income, and use the e3 to fight the tanks while hoping the APC finishes.\", \"notes\": \"No CY, only proc/barr/weap left. Enemy 1tnk #211,#220 + e1 blob at (94-97,12-16). e3 #224 fighting tanks; harvesters #196(27%hp) and #221 mining. Need cash for powr ASAP.\", \"commands\": [{\"do\":\"harvest\",\"unit\":221},{\"do\":\"harvest\",\"unit\":196},{\"do\":\"attack\",\"units\":[224],\"target\":211},{\"do\":\"rally\",\"building\":160,\"x\":96,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1637, "completion_tokens": 1044, "total_tokens": 2681, "cost": 0.001518108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001518108, "upstream_inference_prompt_cost": 0.000265308, "upstream_inference_completions_cost": 0.0012528}, "completion_tokens_details": {"reasoning_tokens": 858, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.85, "thoughts": "Crisis: $0 cash, low power, and two enemy light tanks plus rifles are hitting our base. We cannot afford any new buildings; the only path is to get both harvesters mining immediately so we have income, and use the e3 to fight the tanks while hoping the APC finishes.", "notes": "No CY, only proc/barr/weap left. Enemy 1tnk #211,#220 + e1 blob at (94-97,12-16). e3 #224 fighting tanks; harvesters #196(27%hp) and #221 mining. Need cash for powr ASAP.", "commands": [{"do": "harvest", "unit": 221}, {"do": "harvest", "unit": 196}, {"do": "attack", "units": [224], "target": 211}, {"do": "rally", "building": 160, "x": 96, "y": 14}], "feedback": ["attack: 1 units", "rally #160: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5200, "deaths_cost": 11600, "units_killed": 32, "units_lost": 27, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 6400, "army_value": 300, "income": 3500, "experience": 44, "order_count": 100}}
{"tick": 13001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:40 (tick 13001 of 90000; you act every 200 ticks = 8s). 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 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $13200, army $5300, killed $11600 (27 units, 5 bldgs), lost $5200 (32 units, 0 bldgs). Map explored 33.7%.\nPRODUCTION: Building: proc 89%; Vehicle: 1tnk 78%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(44,26)32% #211@(94,12)76% #220@(94,13)\n  e1 (Rifle Infantry) x10: #186@(96,15)72% #191@(95,14)83% #193@(96,15)98% #204@(96,15) #205@(97,16)80% #213@(86,14) #214@(82,12) #215@(79,13) #216@(72,17) #218@(69,20)\n  harv (Ore Truck (harvester)) x2: #130@(13,24) #197@(5,30)\nVISIBLE ENEMY UNITS (2):\n  #221 harv@(98,12) 72%, #224 e3@(94,9) 100%\nVISIBLE ENEMY BUILDINGS (3):\n  #131 proc@(98,11) 88%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 13 units\n  - repair #171: ordered\n  - rally #154: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base was centered near 95,15; refinery previously almost destroyed. Proc completes imminently; place it next turn. Sweep enemy start with healthy army, #198 retreats to base.", "raw": "{\"thoughts\":\"Our forward force is inside the exposed enemy base and should finish the refinery, then sweep production structures. A third refinery is nearly ready and will support sustained tank production.\",\"notes\":\"Place proc immediately when ready next turn. Enemy base at 95,11; destroy proc #131, barr #134, weap #160. #198 is damaged and retreating toward home.\",\"commands\":[{\"do\":\"attack\",\"units\":[211,220,186,191,193,204,205],\"target\":131},{\"do\":\"attack_move\",\"units\":[213,214,215,216,218],\"x\":95,\"y\":8},{\"do\":\"move\",\"units\":[198],\"x\":16,\"y\":18},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":197},{\"do\":\"rally\",\"building\":154,\"x\":92,\"y\":12},{\"do\":\"rally\",\"building\":133,\"x\":92,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1593, "completion_tokens": 330, "total_tokens": 1923, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1591, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00873565, "upstream_inference_prompt_cost": 0.00437965, "upstream_inference_completions_cost": 0.004356}, "completion_tokens_details": {"reasoning_tokens": 124, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.31, "thoughts": "Our forward force is inside the exposed enemy base and should finish the refinery, then sweep production structures. A third refinery is nearly ready and will support sustained tank production.", "notes": "Place proc immediately when ready next turn. Enemy base at 95,11; destroy proc #131, barr #134, weap #160. #198 is damaged and retreating toward home.", "commands": [{"do": "attack", "units": [211, 220, 186, 191, 193, 204, 205], "target": 131}, {"do": "attack_move", "units": [213, 214, 215, 216, 218], "x": 95, "y": 8}, {"do": "move", "units": [198], "x": 16, "y": 18}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 197}, {"do": "rally", "building": 154, "x": 92, "y": 12}, {"do": "rally", "building": 133, "x": 92, "y": 12}], "feedback": ["attack: 7 units", "attack_move: 5 units", "move: 1 units", "rally #154: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 11600, "deaths_cost": 5200, "units_killed": 27, "units_lost": 32, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 13200, "army_value": 3100, "income": 4000, "experience": 116, "order_count": 60}}
{"tick": 13201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:48 (tick 13201 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $546 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6400, army $2500, killed $5900 (33 units, 0 bldgs), lost $11600 (27 units, 5 bldgs). Map explored 24.6%.\nPRODUCTION: Vehicle: apc 57%; Infantry: e3 47%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 45%, #134 barr@(95,8) 100%, #160 weap@(97,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #224@(94,9)17%\n  harv (Ore Truck (harvester)) x2: #196@(98,12)27% #221@(92,8)70%\n  harv.fullhusk (harv.fullhusk) x1: #222@(105,25)23%*\nVISIBLE ENEMY UNITS (7):\n  #186 e1@(96,15) 72%, #191 e1@(95,14) 83%, #193 e1@(96,15) 98%, #204 e1@(96,15) 99%, #205 e1@(97,16) 80%, #213 e1@(92,12) 100%, #220 1tnk@(95,13) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - rally #160: ordered\nYOUR NOTES FROM LAST TURN: No CY, only proc/barr/weap left. Enemy 1tnk #211,#220 + e1 blob at (94-97,12-16). e3 #224 fighting tanks; harvesters #196(27%hp) and #221 mining. Need cash for powr ASAP.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 3.4, "thoughts": "(no valid response)", "notes": "No CY, only proc/barr/weap left. Enemy 1tnk #211,#220 + e1 blob at (94-97,12-16). e3 #224 fighting tanks; harvesters #196(27%hp) and #221 mining. Need cash for powr ASAP.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5900, "deaths_cost": 11600, "units_killed": 33, "units_lost": 27, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 6400, "army_value": 300, "income": 4100, "experience": 51, "order_count": 100}}
{"tick": 13201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:48 (tick 13201 of 90000; you act every 200 ticks = 8s). 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 $200 (storage 4000), power 160 made / 110 used, harvesters 2.\nSCORE: assets $13200, army $5300, killed $11600 (27 units, 5 bldgs), lost $5900 (33 units, 0 bldgs). Map explored 33.9%.\nPRODUCTION: Building: proc 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(22,19)32% #220@(95,13) #225@(12,13)\n  e1 (Rifle Infantry) x10: #186@(96,15)72% #191@(95,14)83% #193@(96,15)98% #204@(96,15) #205@(97,16)80% #213@(92,12) #214@(90,12) #215@(89,12) #216@(80,10) #218@(76,13)\n  harv (Ore Truck (harvester)) x2: #130@(14,24) #197@(9,26)\nVISIBLE ENEMY UNITS (3):\n  #196 harv@(98,12) 27%, #221 harv@(92,8) 70%, #224 e3@(94,9) 17%\nVISIBLE ENEMY BUILDINGS (2):\n  #131 proc@(98,11) 45%, #134 barr@(95,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack_move: 5 units\n  - move: 1 units\n  - rally #154: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place proc immediately when ready next turn. Enemy base at 95,11; destroy proc #131, barr #134, weap #160. #198 is damaged and retreating toward home.", "raw": "{\"thoughts\":\"A third refinery is ready and must be placed to increase income. Our forward infantry and tank are inside the exposed enemy base, so they should immediately finish the damaged refinery and then level the barracks while reinforcements rally east.\",\"notes\":\"Place proc. Enemy base 95,11; focus #131 then #134. #198 remains damaged near home; #225 defend/rally east.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":22},{\"do\":\"attack\",\"units\":[220,186,191,193,204,205,213,214,215,216,218],\"target\":131},{\"do\":\"attack\",\"units\":[220,186,191,193,204,205,213,214,215,216,218],\"target\":134},{\"do\":\"attack\",\"units\":[220,186,191,193,204,205,213,214,215,216,218],\"target\":224},{\"do\":\"move\",\"units\":[198],\"x\":18,\"y\":20},{\"do\":\"rally\",\"building\":154,\"x\":82,\"y\":12},{\"do\":\"rally\",\"building\":133,\"x\":84,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1585, "completion_tokens": 375, "total_tokens": 1960, "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": 0.00930765, "upstream_inference_prompt_cost": 0.00435765, "upstream_inference_completions_cost": 0.00495}, "completion_tokens_details": {"reasoning_tokens": 120, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.91, "thoughts": "A third refinery is ready and must be placed to increase income. Our forward infantry and tank are inside the exposed enemy base, so they should immediately finish the damaged refinery and then level the barracks while reinforcements rally east.", "notes": "Place proc. Enemy base 95,11; focus #131 then #134. #198 remains damaged near home; #225 defend/rally east.", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 22}, {"do": "attack", "units": [220, 186, 191, 193, 204, 205, 213, 214, 215, 216, 218], "target": 131}, {"do": "attack", "units": [220, 186, 191, 193, 204, 205, 213, 214, 215, 216, 218], "target": 134}, {"do": "attack", "units": [220, 186, 191, 193, 204, 205, 213, 214, 215, 216, 218], "target": 224}, {"do": "move", "units": [198], "x": 18, "y": 20}, {"do": "rally", "building": 154, "x": 82, "y": 12}, {"do": "rally", "building": 133, "x": 84, "y": 12}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack: 11 units", "attack: 11 units", "attack: 11 units", "move: 1 units", "rally #154: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 11600, "deaths_cost": 5900, "units_killed": 27, "units_lost": 33, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 13200, "army_value": 3100, "income": 4500, "experience": 116, "order_count": 60}}
{"tick": 13401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:56 (tick 13401 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $699 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6100, army $2200, killed $5900 (33 units, 0 bldgs), lost $11900 (28 units, 5 bldgs). Map explored 24.6%.\nPRODUCTION: Vehicle: apc 70%; Infantry: e3 84%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 41%, #134 barr@(95,8) 99%, #160 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #196@(92,4)5% #221@(91,2)70%\n  harv.fullhusk (harv.fullhusk) x1: #222@(105,25)5%*\nVISIBLE ENEMY UNITS (9):\n  #186 e1@(95,10) 72%, #191 e1@(94,10) 83%, #193 e1@(94,10) 98%, #204 e1@(94,10) 99%, #205 e1@(94,11) 80%, #213 e1@(92,9) 89%, #214 e1@(90,8) 100%, #215 e1@(91,9) 100%, #220 1tnk@(94,9) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No CY, only proc/barr/weap left. Enemy 1tnk #211,#220 + e1 blob at (94-97,12-16). e3 #224 fighting tanks; harvesters #196(27%hp) and #221 mining. Need cash for powr ASAP.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.29, "thoughts": "(no valid response)", "notes": "No CY, only proc/barr/weap left. Enemy 1tnk #211,#220 + e1 blob at (94-97,12-16). e3 #224 fighting tanks; harvesters #196(27%hp) and #221 mining. Need cash for powr ASAP.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5900, "deaths_cost": 11900, "units_killed": 33, "units_lost": 28, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 6100, "army_value": 0, "income": 4500, "experience": 51, "order_count": 100}}
{"tick": 13401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:56 (tick 13401 of 90000; you act every 200 ticks = 8s). 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 $700 (storage 6000), power 160 made / 140 used, harvesters 3.\nSCORE: assets $15700, army $6400, killed $11900 (28 units, 5 bldgs), lost $5900 (33 units, 0 bldgs). Map explored 34.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%, #226 proc@(11,20) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(18,20)32%* #220@(94,9) #225@(32,20)\n  e1 (Rifle Infantry) x10: #186@(95,10)72% #191@(94,10)83% #193@(94,10)98% #204@(94,10) #205@(94,11)80% #213@(92,9)89% #214@(90,8) #215@(91,9) #216@(81,10)* #218@(78,12)*\n  harv (Ore Truck (harvester)) x3: #130@(9,32) #197@(14,20) #227@(3,29)\nVISIBLE ENEMY UNITS (1):\n  #196 harv@(92,4) 5%\nVISIBLE ENEMY BUILDINGS (3):\n  #131 proc@(98,11) 41%, #134 barr@(95,8) 99%, #160 weap@(97,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 11 units\n  - attack: 11 units\n  - attack: 11 units\n  - move: 1 units\n  - rally #154: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place proc. Enemy base 95,11; focus #131 then #134. #198 remains damaged near home; #225 defend/rally east.", "raw": "{\"thoughts\":\"Our infantry are inside the exposed enemy base and should finish its production structures while the economy continues mining. I will add power capacity, repair the damaged plant, and keep pressure on the War Factory and Barracks.\",\"notes\":\"Enemy base at 95,11; refinery #131 heavily damaged, barracks #134 and war factory #160 remain. Infantry assault group is on target; tanks #198 damaged home, #225 en route/defending.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"repair\",\"building\":171},{\"do\":\"attack\",\"units\":[186,191,193,204,205,213,214,215,216,218],\"target\":160},{\"do\":\"attack\",\"units\":[186,191,193,204,205,213,214,215],\"target\":134},{\"do\":\"attack\",\"units\":[186,191,193,204,205,213,214,215],\"target\":131},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":197},{\"do\":\"harvest\",\"unit\":227},{\"do\":\"move\",\"units\":[198],\"x\":14,\"y\":18},{\"do\":\"attack_move\",\"units\":[220,225],\"x\":92,\"y\":10}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1608, "completion_tokens": 370, "total_tokens": 1978, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1606, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0093049, "upstream_inference_prompt_cost": 0.0044209, "upstream_inference_completions_cost": 0.004884}, "completion_tokens_details": {"reasoning_tokens": 105, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.7, "thoughts": "Our infantry are inside the exposed enemy base and should finish its production structures while the economy continues mining. I will add power capacity, repair the damaged plant, and keep pressure on the War Factory and Barracks.", "notes": "Enemy base at 95,11; refinery #131 heavily damaged, barracks #134 and war factory #160 remain. Infantry assault group is on target; tanks #198 damaged home, #225 en route/defending.", "commands": [{"do": "build", "item": "powr"}, {"do": "repair", "building": 171}, {"do": "attack", "units": [186, 191, 193, 204, 205, 213, 214, 215, 216, 218], "target": 160}, {"do": "attack", "units": [186, 191, 193, 204, 205, 213, 214, 215], "target": 134}, {"do": "attack", "units": [186, 191, 193, 204, 205, 213, 214, 215], "target": 131}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 197}, {"do": "harvest", "unit": 227}, {"do": "move", "units": [198], "x": 14, "y": 18}, {"do": "attack_move", "units": [220, 225], "x": 92, "y": 10}], "feedback": ["build powr: started", "repair #171: ordered", "attack: 10 units", "attack: 8 units", "attack: 8 units", "move: 1 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 11900, "deaths_cost": 5900, "units_killed": 28, "units_lost": 33, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 15700, "army_value": 3100, "income": 4500, "experience": 119, "order_count": 61}}
{"tick": 13601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:04 (tick 13601 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $476 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5300, army $1400, killed $5900 (33 units, 0 bldgs), lost $13000 (29 units, 5 bldgs). Map explored 24.6%.\nPRODUCTION: Vehicle: apc 83%; Infantry: e3 21%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 15%, #134 barr@(95,8) 86%, #160 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #229@(94,9)\n  harv (Ore Truck (harvester)) x1: #221@(93,8)70%\n  harv.emptyhusk (harv.emptyhusk) x1: #228@(90,3)87%*\nVISIBLE ENEMY UNITS (10):\n  #186 e1@(94,10) 72%, #191 e1@(94,10) 83%, #193 e1@(93,9) 98%, #204 e1@(94,10) 99%, #205 e1@(93,10) 80%, #213 e1@(93,9) 89%, #214 e1@(93,11) 100%, #215 e1@(94,9) 100%, #216 e1@(91,9) 100%, #220 1tnk@(93,5) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No CY, only proc/barr/weap left. Enemy 1tnk #211,#220 + e1 blob at (94-97,12-16). e3 #224 fighting tanks; harvesters #196(27%hp) and #221 mining. Need cash for powr ASAP.", "raw": "{\"thoughts\": \"Base is under heavy attack by an infantry swarm and light tank. Proc is critical at 15% hp, repairing it. Using harvester #221 to crush the infantry cluster while APC finishes to clean up.\", \"notes\": \"No CY. Proc repairing. Using Harv to crush e1 blob. APC finishing at weap to fight off remaining enemies.\", \"commands\": [{\"do\": \"repair\", \"building\": 131}, {\"do\": \"move\", \"units\": [221], \"x\": 93, \"y\": 10}, {\"do\": \"attack\", \"units\": [229], \"target\": 220}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1781, "completion_tokens": 582, "total_tokens": 2363, "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": 0.0070365, "upstream_inference_prompt_cost": 0.0026715, "upstream_inference_completions_cost": 0.004365}, "completion_tokens_details": {"reasoning_tokens": 439, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.0, "thoughts": "Base is under heavy attack by an infantry swarm and light tank. Proc is critical at 15% hp, repairing it. Using harvester #221 to crush the infantry cluster while APC finishes to clean up.", "notes": "No CY. Proc repairing. Using Harv to crush e1 blob. APC finishing at weap to fight off remaining enemies.", "commands": [{"do": "repair", "building": 131}, {"do": "move", "units": [221], "x": 93, "y": 10}, {"do": "attack", "units": [229], "target": 220}], "feedback": ["repair #131: ordered", "move: 1 units", "attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5900, "deaths_cost": 13000, "units_killed": 33, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 5300, "army_value": 300, "income": 3500, "experience": 51, "order_count": 100}}
{"tick": 13601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 9:04 (tick 13601 of 90000; you act every 200 ticks = 8s). 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 $400 (storage 6000), power 160 made / 140 used, harvesters 3.\nSCORE: assets $15700, army $6400, killed $13000 (29 units, 5 bldgs), lost $5900 (33 units, 0 bldgs). Map explored 35%.\nPRODUCTION: Building: powr 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%, #226 proc@(11,20) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(13,18)32%* #220@(93,5) #225@(54,28)\n  e1 (Rifle Infantry) x10: #186@(94,10)72% #191@(94,10)83% #193@(93,9)98% #204@(94,10) #205@(93,10)80% #213@(93,9)89% #214@(93,11) #215@(94,9) #216@(91,9) #218@(88,12)\n  harv (Ore Truck (harvester)) x3: #130@(11,29) #197@(5,30) #227@(6,26)\nVISIBLE ENEMY UNITS (3):\n  #221 harv@(93,8) 70%, #228 harv.emptyhusk@(90,3) 87%, #229 e3@(94,9) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #134 barr@(95,8) 86%, #160 weap@(97,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - repair #171: ordered\n  - attack: 10 units\n  - attack: 8 units\n  - attack: 8 units\n  - move: 1 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy base at 95,11; refinery #131 heavily damaged, barracks #134 and war factory #160 remain. Infantry assault group is on target; tanks #198 damaged home, #225 en route/defending.", "raw": "{\"thoughts\":\"Our infantry are inside the exposed enemy base, with only their barracks and war factory visible. Place the power plant, start another refinery to sustain production, and focus all nearby forces on finishing enemy production while the home tank stays safe.\",\"notes\":\"Enemy base 95,11; visible remaining barracks #134 and war factory #160. Infantry/tank #220 assaulting; #198 is badly damaged at home; #225 is central en route.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":20,\"y\":15},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"attack\",\"units\":[186,191,193,204,205,213,214,215,216,218,220],\"target\":134},{\"do\":\"attack\",\"units\":[186,191,193,204,205,213,214,215,216,218,220],\"target\":160},{\"do\":\"attack\",\"units\":[186,191,193,204,205,213,214,215,216,218,220],\"target\":229},{\"do\":\"attack_move\",\"units\":[225],\"x\":94,\"y\":10},{\"do\":\"move\",\"units\":[198],\"x\":15,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1631, "completion_tokens": 347, "total_tokens": 1978, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1629, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00906455, "upstream_inference_prompt_cost": 0.00448415, "upstream_inference_completions_cost": 0.0045804}, "completion_tokens_details": {"reasoning_tokens": 88, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.02, "thoughts": "Our infantry are inside the exposed enemy base, with only their barracks and war factory visible. Place the power plant, start another refinery to sustain production, and focus all nearby forces on finishing enemy production while the home tank stays safe.", "notes": "Enemy base 95,11; visible remaining barracks #134 and war factory #160. Infantry/tank #220 assaulting; #198 is badly damaged at home; #225 is central en route.", "commands": [{"do": "place", "item": "powr", "x": 20, "y": 15}, {"do": "build", "item": "proc"}, {"do": "attack", "units": [186, 191, 193, 204, 205, 213, 214, 215, 216, 218, 220], "target": 134}, {"do": "attack", "units": [186, 191, 193, 204, 205, 213, 214, 215, 216, 218, 220], "target": 160}, {"do": "attack", "units": [186, 191, 193, 204, 205, 213, 214, 215, 216, 218, 220], "target": 229}, {"do": "attack_move", "units": [225], "x": 94, "y": 10}, {"do": "move", "units": [198], "x": 15, "y": 16}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "attack: 11 units", "attack: 11 units", "attack: 11 units", "attack_move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 13000, "deaths_cost": 5900, "units_killed": 29, "units_lost": 33, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 15700, "army_value": 3100, "income": 4000, "experience": 130, "order_count": 62}}
{"tick": 13801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:12 (tick 13801 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $254 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5000, army $1100, killed $5900 (33 units, 0 bldgs), lost $13300 (30 units, 5 bldgs). Map explored 24.6%.\nPRODUCTION: Vehicle: apc 96%; Infantry: e3 58%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 14%, #134 barr@(95,8) 66%, #160 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #221@(93,10)54%*\n  harv.emptyhusk (harv.emptyhusk) x1: #228@(90,3)69%*\nVISIBLE ENEMY UNITS (11):\n  #186 e1@(94,10) 72%, #191 e1@(94,10) 83%, #193 e1@(94,9) 94%, #204 e1@(94,10) 99%, #205 e1@(92,11) 3%, #213 e1@(94,10) 71%, #214 e1@(93,11) 100%, #215 e1@(94,9) 87%, #216 e1@(92,8) 100%, #218 e1@(90,12) 100%, #220 1tnk@(93,5) 77%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #131: ordered\n  - move: 1 units\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: No CY. Proc repairing. Using Harv to crush e1 blob. APC finishing at weap to fight off remaining enemies.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.13, "thoughts": "(no valid response)", "notes": "No CY. Proc repairing. Using Harv to crush e1 blob. APC finishing at weap to fight off remaining enemies.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5900, "deaths_cost": 13300, "units_killed": 33, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 5000, "army_value": 0, "income": 3500, "experience": 51, "order_count": 100}}
{"tick": 13801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 9:12 (tick 13801 of 90000; you act every 200 ticks = 8s). 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 $578 (storage 6000), power 260 made / 140 used, harvesters 3.\nSCORE: assets $16000, army $6400, killed $13300 (30 units, 5 bldgs), lost $5900 (33 units, 0 bldgs). Map explored 35.1%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%, #226 proc@(11,20) 100%, #232 powr@(10,13) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(14,16)32%* #220@(93,5)77% #225@(72,18)\n  e1 (Rifle Infantry) x10: #186@(94,10)72% #191@(94,10)83% #193@(94,9)94% #204@(94,10) #205@(92,11)3% #213@(94,10)71% #214@(93,11) #215@(94,9)87% #216@(92,8) #218@(90,12)\n  harv (Ore Truck (harvester)) x3: #130@(11,22) #197@(8,30) #227@(11,21)\nVISIBLE ENEMY UNITS (2):\n  #221 harv@(93,10) 54%, #228 harv.emptyhusk@(90,3) 69%\nVISIBLE ENEMY BUILDINGS (2):\n  #134 barr@(95,8) 66%, #160 weap@(97,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\n  - attack: 11 units\n  - attack: 11 units\n  - attack: 11 units\n  - attack_move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base 95,11; visible remaining barracks #134 and war factory #160. Infantry/tank #220 assaulting; #198 is badly damaged at home; #225 is central en route.", "raw": "{\"thoughts\":\"Enemy base is exposed with only a damaged barracks and war factory visible. Keep the forward force focused on destroying both while the central tank joins; refinery completion will sustain continued production.\",\"notes\":\"Enemy base at 95,11. Focus fire barracks #134 then war factory #160; #220 and infantry are forward, #225 joining from center, damaged #198 remains home.\",\"commands\":[{\"do\":\"attack\",\"units\":[186,191,193,204,205,213,214,215,216,218,220],\"target\":134},{\"do\":\"attack_move\",\"units\":[225],\"x\":95,\"y\":9},{\"do\":\"move\",\"units\":[198],\"x\":13,\"y\":16},{\"do\":\"repair\",\"building\":171},{\"do\":\"rally\",\"building\":154,\"x\":91,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":91,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1641, "completion_tokens": 266, "total_tokens": 1907, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1639, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00802285, "upstream_inference_prompt_cost": 0.00451165, "upstream_inference_completions_cost": 0.0035112}, "completion_tokens_details": {"reasoning_tokens": 68, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.82, "thoughts": "Enemy base is exposed with only a damaged barracks and war factory visible. Keep the forward force focused on destroying both while the central tank joins; refinery completion will sustain continued production.", "notes": "Enemy base at 95,11. Focus fire barracks #134 then war factory #160; #220 and infantry are forward, #225 joining from center, damaged #198 remains home.", "commands": [{"do": "attack", "units": [186, 191, 193, 204, 205, 213, 214, 215, 216, 218, 220], "target": 134}, {"do": "attack_move", "units": [225], "x": 95, "y": 9}, {"do": "move", "units": [198], "x": 13, "y": 16}, {"do": "repair", "building": 171}, {"do": "rally", "building": 154, "x": 91, "y": 11}, {"do": "rally", "building": 133, "x": 91, "y": 11}], "feedback": ["attack: 11 units", "attack_move: 1 units", "move: 1 units", "repair #171: ordered", "rally #154: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 13300, "deaths_cost": 5900, "units_killed": 30, "units_lost": 33, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 16000, "army_value": 3100, "income": 4500, "experience": 133, "order_count": 64}}
{"tick": 14001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:20 (tick 14001 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $400 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5350, army $1950, killed $6100 (35 units, 0 bldgs), lost $13800 (30 units, 6 bldgs). Map explored 24.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 14%, #160 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  apc (APC) x1: #233@(97,9)\n  harv (Ore Truck (harvester)) x1: #221@(93,10)51%*\n  harv.emptyhusk (harv.emptyhusk) x1: #228@(90,3)51%*\nVISIBLE ENEMY UNITS (10):\n  #186 e1@(94,10) 3%, #191 e1@(94,10) 71%, #204 e1@(94,10) 88%, #205 e1@(92,11) 3%, #214 e1@(93,11) 100%, #215 e1@(94,9) 87%, #216 e1@(92,8) 100%, #218 e1@(91,11) 100%, #220 1tnk@(93,5) 77%, #225 1tnk@(91,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No CY. Proc repairing. Using Harv to crush e1 blob. APC finishing at weap to fight off remaining enemies.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.08, "thoughts": "(no valid response)", "notes": "No CY. Proc repairing. Using Harv to crush e1 blob. APC finishing at weap to fight off remaining enemies.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6100, "deaths_cost": 13800, "units_killed": 35, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 5350, "army_value": 850, "income": 3500, "experience": 53, "order_count": 100}}
{"tick": 14001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 9:20 (tick 14001 of 90000; you act every 200 ticks = 8s). 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 $745 (storage 6000), power 260 made / 140 used, harvesters 3.\nSCORE: assets $15800, army $6200, killed $13800 (30 units, 6 bldgs), lost $6100 (35 units, 0 bldgs). Map explored 35.1%.\nPRODUCTION: Building: proc 46%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%, #226 proc@(11,20) 100%, #232 powr@(10,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(14,16)32%* #220@(93,5)77% #225@(91,13)\n  e1 (Rifle Infantry) x8: #186@(94,10)3% #191@(94,10)71% #204@(94,10)88% #205@(92,11)3% #214@(93,11) #215@(94,9)87% #216@(92,8) #218@(91,11)\n  harv (Ore Truck (harvester)) x3: #130@(12,25) #197@(11,21) #227@(2,29)\nVISIBLE ENEMY UNITS (3):\n  #221 harv@(93,10) 51%, #228 harv.emptyhusk@(90,3) 51%, #233 apc@(97,9) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #160 weap@(97,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 11 units\n  - attack_move: 1 units\n  - move: 1 units\n  - repair #171: ordered\n  - rally #154: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at 95,11. Focus fire barracks #134 then war factory #160; #220 and infantry are forward, #225 joining from center, damaged #198 remains home.", "raw": "{\"thoughts\":\"Our forward force is inside the exposed enemy base area, with their War Factory the only visible building. Focus it down immediately while the rear tank stays home; place the fourth refinery as soon as it completes to sustain nonstop production.\",\"notes\":\"Enemy base centered around 95,11; visible War Factory #160 at 97,8. Forward force: #220, #225 and infantry #186,#191,#204,#205,#214,#215,#216,#218. Keep #198 defending home.\",\"commands\":[{\"do\":\"attack\",\"units\":[220,225,186,191,204,205,214,215,216,218],\"target\":160},{\"do\":\"attack\",\"units\":[186,191,204,205,214,215,216,218],\"target\":233},{\"do\":\"attack_move\",\"units\":[220,225],\"x\":99,\"y\":11},{\"do\":\"stance\",\"units\":[220,225,186,191,204,205,214,215,216,218],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":197},{\"do\":\"harvest\",\"unit\":227},{\"do\":\"stance\",\"units\":[198],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1605, "completion_tokens": 353, "total_tokens": 1958, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1603, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00907225, "upstream_inference_prompt_cost": 0.00441265, "upstream_inference_completions_cost": 0.0046596}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.76, "thoughts": "Our forward force is inside the exposed enemy base area, with their War Factory the only visible building. Focus it down immediately while the rear tank stays home; place the fourth refinery as soon as it completes to sustain nonstop production.", "notes": "Enemy base centered around 95,11; visible War Factory #160 at 97,8. Forward force: #220, #225 and infantry #186,#191,#204,#205,#214,#215,#216,#218. Keep #198 defending home.", "commands": [{"do": "attack", "units": [220, 225, 186, 191, 204, 205, 214, 215, 216, 218], "target": 160}, {"do": "attack", "units": [186, 191, 204, 205, 214, 215, 216, 218], "target": 233}, {"do": "attack_move", "units": [220, 225], "x": 99, "y": 11}, {"do": "stance", "units": [220, 225, 186, 191, 204, 205, 214, 215, 216, 218], "stance": "attack_anything"}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 197}, {"do": "harvest", "unit": 227}, {"do": "stance", "units": [198], "stance": "defend"}], "feedback": ["attack: 10 units", "attack: 8 units", "attack_move: 2 units", "stance: 10 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 13800, "deaths_cost": 6100, "units_killed": 30, "units_lost": 35, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 15800, "army_value": 2900, "income": 4500, "experience": 138, "order_count": 64}}
{"tick": 14201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:28 (tick 14201 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $400 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5350, army $1950, killed $6500 (39 units, 0 bldgs), lost $13800 (30 units, 6 bldgs). Map explored 24.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 14%, #160 weap@(97,8) 83%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  apc (APC) x1: #233@(96,11)82%\n  harv (Ore Truck (harvester)) x1: #221@(93,10)49%*\n  harv.emptyhusk (harv.emptyhusk) x1: #228@(90,3)33%*\nVISIBLE ENEMY UNITS (6):\n  #205 e1@(93,11) 3%, #214 e1@(93,11) 100%, #216 e1@(93,8) 100%, #218 e1@(93,11) 100%, #220 1tnk@(93,5) 77%, #225 1tnk@(94,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No CY. Proc repairing. Using Harv to crush e1 blob. APC finishing at weap to fight off remaining enemies.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.13, "thoughts": "(no valid response)", "notes": "No CY. Proc repairing. Using Harv to crush e1 blob. APC finishing at weap to fight off remaining enemies.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6500, "deaths_cost": 13800, "units_killed": 39, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 5350, "army_value": 850, "income": 3000, "experience": 57, "order_count": 100}}
{"tick": 14201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 9:28 (tick 14201 of 90000; you act every 200 ticks = 8s). 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 $911 (storage 6000), power 260 made / 140 used, harvesters 3.\nSCORE: assets $15400, army $5800, killed $13800 (30 units, 6 bldgs), lost $6500 (39 units, 0 bldgs). Map explored 35.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%, #226 proc@(11,20) 100%, #232 powr@(10,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(14,16)32%* #220@(93,5)77% #225@(94,12)\n  e1 (Rifle Infantry) x4: #205@(93,11)3% #214@(93,11) #216@(93,8) #218@(93,11)\n  harv (Ore Truck (harvester)) x3: #130@(10,34) #197@(5,27) #227@(6,25)\nVISIBLE ENEMY UNITS (3):\n  #221 harv@(93,10) 49%, #228 harv.emptyhusk@(90,3) 33%, #233 apc@(96,11) 82%\nVISIBLE ENEMY BUILDINGS (2):\n  #131 proc@(98,11) 14%, #160 weap@(97,8) 83%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 10 units\n  - attack: 8 units\n  - attack_move: 2 units\n  - stance: 10 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base centered around 95,11; visible War Factory #160 at 97,8. Forward force: #220, #225 and infantry #186,#191,#204,#205,#214,#215,#216,#218. Keep #198 defending home.", "raw": "{\"thoughts\":\"Our forward force is inside the exposed enemy base and can finish their damaged refinery while pressuring the War Factory. A fourth refinery is nearly ready; preserve production momentum and repair the damaged power plant when funds arrive.\",\"notes\":\"Enemy base confirmed at 95,11. Focus-fire proc #131 then weap #160; #198 remains home defense. Place refinery immediately when ready, then build another War Factory.\",\"commands\":[{\"do\":\"attack\",\"units\":[220,225,205,214,216,218],\"target\":131},{\"do\":\"attack\",\"units\":[220,225,205,214,216,218],\"target\":160},{\"do\":\"attack_move\",\"units\":[220,225],\"x\":100,\"y\":8},{\"do\":\"stance\",\"units\":[220,225,205,214,216,218],\"stance\":\"attack_anything\"},{\"do\":\"repair\",\"building\":171}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1586, "completion_tokens": 298, "total_tokens": 1884, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1584, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008294, "upstream_inference_prompt_cost": 0.0043604, "upstream_inference_completions_cost": 0.0039336}, "completion_tokens_details": {"reasoning_tokens": 107, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.9, "thoughts": "Our forward force is inside the exposed enemy base and can finish their damaged refinery while pressuring the War Factory. A fourth refinery is nearly ready; preserve production momentum and repair the damaged power plant when funds arrive.", "notes": "Enemy base confirmed at 95,11. Focus-fire proc #131 then weap #160; #198 remains home defense. Place refinery immediately when ready, then build another War Factory.", "commands": [{"do": "attack", "units": [220, 225, 205, 214, 216, 218], "target": 131}, {"do": "attack", "units": [220, 225, 205, 214, 216, 218], "target": 160}, {"do": "attack_move", "units": [220, 225], "x": 100, "y": 8}, {"do": "stance", "units": [220, 225, 205, 214, 216, 218], "stance": "attack_anything"}, {"do": "repair", "building": 171}], "feedback": ["attack: 6 units", "attack: 6 units", "attack_move: 2 units", "stance: 6 units", "repair #171: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 13800, "deaths_cost": 6500, "units_killed": 30, "units_lost": 39, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 15400, "army_value": 2500, "income": 4500, "experience": 138, "order_count": 64}}
{"tick": 14401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:36 (tick 14401 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $400 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5350, army $1950, killed $6500 (39 units, 0 bldgs), lost $13800 (30 units, 6 bldgs). Map explored 24.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 14%, #160 weap@(97,8) 57%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  apc (APC) x1: #233@(96,11)82%\n  harv (Ore Truck (harvester)) x1: #221@(93,10)49%*\n  harv.emptyhusk (harv.emptyhusk) x1: #228@(90,3)15%*\nVISIBLE ENEMY UNITS (6):\n  #205 e1@(93,11) 3%, #214 e1@(93,11) 100%, #216 e1@(93,8) 100%, #218 e1@(93,11) 100%, #220 1tnk@(93,5) 77%, #225 1tnk@(94,12) 91%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No CY. Proc repairing. Using Harv to crush e1 blob. APC finishing at weap to fight off remaining enemies.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.1, "thoughts": "(no valid response)", "notes": "No CY. Proc repairing. Using Harv to crush e1 blob. APC finishing at weap to fight off remaining enemies.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6500, "deaths_cost": 13800, "units_killed": 39, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 5350, "army_value": 850, "income": 2500, "experience": 57, "order_count": 100}}
{"tick": 14401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 9:36 (tick 14401 of 90000; you act every 200 ticks = 8s). 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 $1078 (storage 6000), power 260 made / 140 used, harvesters 3.\nSCORE: assets $15400, army $5800, killed $13800 (30 units, 6 bldgs), lost $6500 (39 units, 0 bldgs). Map explored 35.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%, #226 proc@(11,20) 100%, #232 powr@(10,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(14,16)32%* #220@(93,5)77% #225@(94,12)91%\n  e1 (Rifle Infantry) x4: #205@(93,11)3% #214@(93,11) #216@(93,8) #218@(93,11)\n  harv (Ore Truck (harvester)) x3: #130@(11,27) #197@(5,30) #227@(10,22)\nVISIBLE ENEMY UNITS (3):\n  #221 harv@(93,10) 49%, #228 harv.emptyhusk@(90,3) 15%, #233 apc@(96,11) 82%\nVISIBLE ENEMY BUILDINGS (2):\n  #131 proc@(98,11) 14%, #160 weap@(97,8) 57%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack: 6 units\n  - attack_move: 2 units\n  - stance: 6 units\n  - repair #171: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed at 95,11. Focus-fire proc #131 then weap #160; #198 remains home defense. Place refinery immediately when ready, then build another War Factory.", "raw": "{\"thoughts\":\"Our forward force is inside the exposed enemy base and should finish their crippled refinery, then their war factory. The third refinery is almost ready; place it immediately when available and use the stronger income to add a second War Factory.\",\"notes\":\"Enemy base at 95,11; #131 refinery 14%, #160 War Factory 57%. Forward force #220,#225 plus infantry; #198 stays home. Proc #226 is 94% and must be placed next tick if not ready now.\",\"commands\":[{\"do\":\"attack\",\"units\":[220,225,205,214,216,218],\"target\":131},{\"do\":\"attack\",\"units\":[220,225,205,214,216,218],\"target\":160},{\"do\":\"attack\",\"units\":[220,225,205,214,216,218],\"target\":233},{\"do\":\"stance\",\"units\":[220,225,205,214,216,218],\"stance\":\"attack_anything\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1},{\"do\":\"rally\",\"building\":154,\"x\":80,\"y\":12},{\"do\":\"rally\",\"building\":133,\"x\":80,\"y\":12},{\"do\":\"repair\",\"building\":171}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1574, "completion_tokens": 381, "total_tokens": 1955, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1572, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0093566, "upstream_inference_prompt_cost": 0.0043274, "upstream_inference_completions_cost": 0.0050292}, "completion_tokens_details": {"reasoning_tokens": 107, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.81, "thoughts": "Our forward force is inside the exposed enemy base and should finish their crippled refinery, then their war factory. The third refinery is almost ready; place it immediately when available and use the stronger income to add a second War Factory.", "notes": "Enemy base at 95,11; #131 refinery 14%, #160 War Factory 57%. Forward force #220,#225 plus infantry; #198 stays home. Proc #226 is 94% and must be placed next tick if not ready now.", "commands": [{"do": "attack", "units": [220, 225, 205, 214, 216, 218], "target": 131}, {"do": "attack", "units": [220, 225, 205, 214, 216, 218], "target": 160}, {"do": "attack", "units": [220, 225, 205, 214, 216, 218], "target": 233}, {"do": "stance", "units": [220, 225, 205, 214, 216, 218], "stance": "attack_anything"}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "1tnk", "count": 1}, {"do": "rally", "building": 154, "x": 80, "y": 12}, {"do": "rally", "building": 133, "x": 80, "y": 12}, {"do": "repair", "building": 171}], "feedback": ["attack: 6 units", "attack: 6 units", "attack: 6 units", "stance: 6 units", "train 5x e1: queued", "train 1x 1tnk: queued", "rally #154: ordered", "rally #133: ordered", "repair #171: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 13800, "deaths_cost": 6500, "units_killed": 30, "units_lost": 39, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 15400, "army_value": 2500, "income": 5000, "experience": 138, "order_count": 64}}
{"tick": 14601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:44 (tick 14601 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $400 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5350, army $1950, killed $6500 (39 units, 0 bldgs), lost $13800 (30 units, 6 bldgs). Map explored 24.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 14%, #160 weap@(97,8) 55%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  apc (APC) x1: #233@(96,11)6%\n  harv (Ore Truck (harvester)) x1: #221@(93,10)49%*\nVISIBLE ENEMY UNITS (6):\n  #205 e1@(93,11) 3%, #214 e1@(93,11) 100%, #216 e1@(93,8) 100%, #218 e1@(93,11) 100%, #220 1tnk@(94,8) 77%, #225 1tnk@(94,12) 82%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No CY. Proc repairing. Using Harv to crush e1 blob. APC finishing at weap to fight off remaining enemies.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Situation is dire: no Construction Yard, both remaining buildings badly damaged (proc 14%, weap 55%), no cash, and enemy infantry/tanks camped on my base. I can't rebuild without a CY, so survival is unlikely, but I'll keep the harvester mining for income and try to crush the infantry blob while the APC is nearly dead anyway.\", \"notes\": \"No CY - cannot rebuild. Only proc(#131) and weap(#160) left, both damaged. Enemy blob of e1s at (93,11) plus 2 1tnk. Harvester #221 mining, APC #233 nearly dead. Priority: survive/econ.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 221}, {\"do\": \"attack_move\", \"units\": [233], \"x\": 93, \"y\": 11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1308, "completion_tokens": 756, "total_tokens": 2064, "cost": 0.001036176, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001036176, "upstream_inference_prompt_cost": 0.000128976, "upstream_inference_completions_cost": 0.0009072}, "completion_tokens_details": {"reasoning_tokens": 568, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.38, "thoughts": "Situation is dire: no Construction Yard, both remaining buildings badly damaged (proc 14%, weap 55%), no cash, and enemy infantry/tanks camped on my base. I can't rebuild without a CY, so survival is unlikely, but I'll keep the harvester mining for income and try to crush the infantry blob while the APC is nearly dead anyway.", "notes": "No CY - cannot rebuild. Only proc(#131) and weap(#160) left, both damaged. Enemy blob of e1s at (93,11) plus 2 1tnk. Harvester #221 mining, APC #233 nearly dead. Priority: survive/econ.", "commands": [{"do": "harvest", "unit": 221}, {"do": "attack_move", "units": [233], "x": 93, "y": 11}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6500, "deaths_cost": 13800, "units_killed": 39, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 5350, "army_value": 850, "income": 2000, "experience": 57, "order_count": 100}}
{"tick": 14601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 9:44 (tick 14601 of 90000; you act every 200 ticks = 8s). 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 $861 (storage 6000), power 260 made / 140 used, harvesters 3.\nSCORE: assets $15700, army $6100, killed $13800 (30 units, 6 bldgs), lost $6500 (39 units, 0 bldgs). Map explored 35.2%.\nPRODUCTION: Building: proc READY TO PLACE; Vehicle: 1tnk 46%; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%, #226 proc@(11,20) 100%, #232 powr@(10,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(14,16)32%* #220@(94,8)77% #225@(94,12)82%\n  e1 (Rifle Infantry) x7: #205@(93,11)3% #214@(93,11) #216@(93,8) #218@(93,11) #234@(22,18) #235@(19,16) #236@(16,15)\n  harv (Ore Truck (harvester)) x3: #130@(10,23) #197@(6,29) #227@(2,27)\nVISIBLE ENEMY UNITS (2):\n  #221 harv@(93,10) 49%, #233 apc@(96,11) 6%\nVISIBLE ENEMY BUILDINGS (2):\n  #131 proc@(98,11) 14%, #160 weap@(97,8) 55%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack: 6 units\n  - attack: 6 units\n  - stance: 6 units\n  - train 5x e1: queued\n  - train 1x 1tnk: queued\n  - rally #154: ordered\n  - rally #133: ordered\n  - repair #171: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at 95,11; #131 refinery 14%, #160 War Factory 57%. Forward force #220,#225 plus infantry; #198 stays home. Proc #226 is 94% and must be placed next tick if not ready now.", "raw": "{\"thoughts\":\"Our forward force is inside the exposed enemy base and can finish their damaged refinery and war factory. Place the ready refinery immediately to strengthen income, keep home defense nearby, and focus fire enemy production structures.\",\"notes\":\"Enemy base confirmed around 95,11. Destroy #131 refinery then #160 war factory; forward tanks #220/#225 and infantry are present. Place ready proc now; #198 remains home.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":8,\"y\":20},{\"do\":\"attack\",\"units\":[220,225,205,214,216,218],\"target\":131},{\"do\":\"attack\",\"units\":[220,225,205,214,216,218],\"target\":160},{\"do\":\"attack\",\"units\":[220,225,205,214,216,218],\"target\":233},{\"do\":\"attack_move\",\"units\":[220,225,205,214,216,218],\"x\":98,\"y\":10},{\"do\":\"move\",\"units\":[198,234,235,236],\"x\":16,\"y\":17},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":197},{\"do\":\"harvest\",\"unit\":227},{\"do\":\"repair\",\"building\":171}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1657, "completion_tokens": 340, "total_tokens": 1997, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1655, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00904365, "upstream_inference_prompt_cost": 0.00455565, "upstream_inference_completions_cost": 0.004488}, "completion_tokens_details": {"reasoning_tokens": 78, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.38, "thoughts": "Our forward force is inside the exposed enemy base and can finish their damaged refinery and war factory. Place the ready refinery immediately to strengthen income, keep home defense nearby, and focus fire enemy production structures.", "notes": "Enemy base confirmed around 95,11. Destroy #131 refinery then #160 war factory; forward tanks #220/#225 and infantry are present. Place ready proc now; #198 remains home.", "commands": [{"do": "place", "item": "proc", "x": 8, "y": 20}, {"do": "attack", "units": [220, 225, 205, 214, 216, 218], "target": 131}, {"do": "attack", "units": [220, 225, 205, 214, 216, 218], "target": 160}, {"do": "attack", "units": [220, 225, 205, 214, 216, 218], "target": 233}, {"do": "attack_move", "units": [220, 225, 205, 214, 216, 218], "x": 98, "y": 10}, {"do": "move", "units": [198, 234, 235, 236], "x": 16, "y": 17}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 197}, {"do": "harvest", "unit": 227}, {"do": "repair", "building": 171}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack: 6 units", "attack: 6 units", "attack: 6 units", "attack_move: 6 units", "move: 4 units", "repair #171: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 13800, "deaths_cost": 6500, "units_killed": 30, "units_lost": 39, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 15700, "army_value": 2800, "income": 5500, "experience": 138, "order_count": 70}}
{"tick": 14801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:52 (tick 14801 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $900 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $4500, army $1100, killed $6500 (39 units, 0 bldgs), lost $14650 (31 units, 6 bldgs). Map explored 24.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 11%, #160 weap@(97,8) 55%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #221@(97,13)5%\nVISIBLE ENEMY UNITS (5):\n  #214 e1@(93,12) 100%, #216 e1@(94,10) 100%, #218 e1@(94,12) 100%, #220 1tnk@(95,11) 77%, #225 1tnk@(95,12) 81%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: No CY - cannot rebuild. Only proc(#131) and weap(#160) left, both damaged. Enemy blob of e1s at (93,11) plus 2 1tnk. Harvester #221 mining, APC #233 nearly dead. Priority: survive/econ.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.11, "thoughts": "(no valid response)", "notes": "No CY - cannot rebuild. Only proc(#131) and weap(#160) left, both damaged. Enemy blob of e1s at (93,11) plus 2 1tnk. Harvester #221 mining, APC #233 nearly dead. Priority: survive/econ.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6500, "deaths_cost": 14650, "units_killed": 39, "units_lost": 31, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 4500, "army_value": 0, "income": 2500, "experience": 57, "order_count": 100}}
{"tick": 14801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 9:52 (tick 14801 of 90000; you act every 200 ticks = 8s). 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 $345 (storage 8000), power 260 made / 170 used, harvesters 4.\nSCORE: assets $18300, army $7300, killed $14750 (32 units, 6 bldgs), lost $6600 (40 units, 0 bldgs). Map explored 35.2%.\nPRODUCTION: Vehicle: 1tnk 93%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%, #226 proc@(11,20) 100%, #232 powr@(10,13) 100%, #237 proc@(8,20) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #198@(16,18)32%* #220@(95,11)77% #225@(95,12)81%\n  e1 (Rifle Infantry) x8: #214@(93,12) #216@(94,10) #218@(94,12) #234@(17,19)* #235@(17,17)* #236@(17,17)* #239@(22,18) #240@(20,16)\n  harv (Ore Truck (harvester)) x4: #130@(3,29) #197@(8,21) #227@(4,31) #238@(3,30)\nVISIBLE ENEMY UNITS (1):\n  #221 harv@(97,13) 5%\nVISIBLE ENEMY BUILDINGS (2):\n  #131 proc@(98,11) 11%, #160 weap@(97,8) 55%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 6 units\n  - attack: 6 units\n  - attack: 6 units\n  - attack_move: 6 units\n  - move: 4 units\n  - repair #171: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 95,11. Destroy #131 refinery then #160 war factory; forward tanks #220/#225 and infantry are present. Place ready proc now; #198 remains home.", "raw": "{\"thoughts\":\"Our forward force is inside the exposed enemy base and their refinery is nearly destroyed. Focus fire the refinery, then eliminate the war factory while keeping all harvesters mining and replacing the damaged home tank.\",\"notes\":\"Enemy base at 95,11; #131 refinery 11%, #160 war factory 55%. Forward group #220/#225 plus infantry should finish structures; home tank #198 damaged.\",\"commands\":[{\"do\":\"attack\",\"units\":[220,225,214,216,218],\"target\":131},{\"do\":\"attack\",\"units\":[239,240],\"target\":160},{\"do\":\"attack_move\",\"units\":[220,225,214,216,218,239,240],\"x\":97,\"y\":8},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":197},{\"do\":\"harvest\",\"unit\":227},{\"do\":\"harvest\",\"unit\":238},{\"do\":\"move\",\"units\":[198],\"x\":12,\"y\":16},{\"do\":\"repair\",\"building\":171},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1621, "completion_tokens": 319, "total_tokens": 1940, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1619, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00866745, "upstream_inference_prompt_cost": 0.00445665, "upstream_inference_completions_cost": 0.0042108}, "completion_tokens_details": {"reasoning_tokens": 89, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.21, "thoughts": "Our forward force is inside the exposed enemy base and their refinery is nearly destroyed. Focus fire the refinery, then eliminate the war factory while keeping all harvesters mining and replacing the damaged home tank.", "notes": "Enemy base at 95,11; #131 refinery 11%, #160 war factory 55%. Forward group #220/#225 plus infantry should finish structures; home tank #198 damaged.", "commands": [{"do": "attack", "units": [220, 225, 214, 216, 218], "target": 131}, {"do": "attack", "units": [239, 240], "target": 160}, {"do": "attack_move", "units": [220, 225, 214, 216, 218, 239, 240], "x": 97, "y": 8}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 197}, {"do": "harvest", "unit": 227}, {"do": "harvest", "unit": 238}, {"do": "move", "units": [198], "x": 12, "y": 16}, {"do": "repair", "building": 171}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["attack: 5 units", "attack: 2 units", "attack_move: 7 units", "move: 1 units", "repair #171: ordered", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 14750, "deaths_cost": 6600, "units_killed": 32, "units_lost": 40, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 18300, "army_value": 2900, "income": 5000, "experience": 146, "order_count": 71}}
{"tick": 15001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:00 (tick 15001 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 0.\nSCORE: assets $2000, army $0, killed $6500 (39 units, 0 bldgs), lost $17150 (32 units, 7 bldgs). Map explored 24.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #160 weap@(97,8) 44%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv.emptyhusk (harv.emptyhusk) x1: #243@(91,6)92%*\nVISIBLE ENEMY UNITS (5):\n  #214 e1@(94,11) 100%, #216 e1@(94,10) 100%, #218 e1@(94,11) 100%, #220 1tnk@(95,10) 77%, #225 1tnk@(93,10) 81%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No CY - cannot rebuild. Only proc(#131) and weap(#160) left, both damaged. Enemy blob of e1s at (93,11) plus 2 1tnk. Harvester #221 mining, APC #233 nearly dead. Priority: survive/econ.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.11, "thoughts": "(no valid response)", "notes": "No CY - cannot rebuild. Only proc(#131) and weap(#160) left, both damaged. Enemy blob of e1s at (93,11) plus 2 1tnk. Harvester #221 mining, APC #233 nearly dead. Priority: survive/econ.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6500, "deaths_cost": 17150, "units_killed": 39, "units_lost": 32, "buildings_killed": 0, "buildings_lost": 7, "assets_value": 2000, "army_value": 0, "income": 1500, "experience": 57, "order_count": 100}}
{"tick": 15001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 10:00 (tick 15001 of 90000; you act every 200 ticks = 8s). 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 $481 (storage 8000), power 260 made / 170 used, harvesters 4.\nSCORE: assets $19300, army $8300, killed $17250 (33 units, 7 bldgs), lost $6600 (40 units, 0 bldgs). Map explored 35.3%.\nPRODUCTION: Infantry: e1 19%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%, #226 proc@(11,20) 100%, #232 powr@(10,13) 100%, #237 proc@(8,20) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #198@(12,14)32%* #220@(95,10)77% #225@(93,10)81% #241@(21,17)\n  e1 (Rifle Infantry) x11: #214@(94,11) #216@(94,10) #218@(94,11) #234@(17,19)* #235@(17,17)* #236@(17,17)* #239@(31,24) #240@(29,22) #242@(22,18) #244@(19,15) #245@(16,15)\n  harv (Ore Truck (harvester)) x4: #130@(3,29) #197@(8,30) #227@(7,23) #238@(6,27)\nVISIBLE ENEMY UNITS (1):\n  #243 harv.emptyhusk@(91,6) 92%\nVISIBLE ENEMY BUILDINGS (1):\n  #160 weap@(97,8) 44%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - attack: 2 units\n  - attack_move: 7 units\n  - move: 1 units\n  - repair #171: ordered\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at 95,11; #131 refinery 11%, #160 war factory 55%. Forward group #220/#225 plus infantry should finish structures; home tank #198 damaged.", "raw": "{\"thoughts\":\"Our forward force is on top of the enemy start and the damaged War Factory is the only visible enemy building. Finish it immediately and send all available nearby reinforcements east while maintaining infantry production.\",\"notes\":\"Enemy base at (95,11); #160 War Factory at (97,8) was 44% and must be destroyed. Forward tanks #220/#225 and infantry are engaging; move #241 and idle home infantry east.\",\"commands\":[{\"do\":\"attack\",\"units\":[220,225,214,216,218],\"target\":160},{\"do\":\"attack_move\",\"units\":[239,240,241,242,244,245],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[234,235,236],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[198],\"x\":17,\"y\":17},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1630, "completion_tokens": 359, "total_tokens": 1989, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1628, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0092202, "upstream_inference_prompt_cost": 0.0044814, "upstream_inference_completions_cost": 0.0047388}, "completion_tokens_details": {"reasoning_tokens": 143, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.35, "thoughts": "Our forward force is on top of the enemy start and the damaged War Factory is the only visible enemy building. Finish it immediately and send all available nearby reinforcements east while maintaining infantry production.", "notes": "Enemy base at (95,11); #160 War Factory at (97,8) was 44% and must be destroyed. Forward tanks #220/#225 and infantry are engaging; move #241 and idle home infantry east.", "commands": [{"do": "attack", "units": [220, 225, 214, 216, 218], "target": 160}, {"do": "attack_move", "units": [239, 240, 241, 242, 244, 245], "x": 95, "y": 11}, {"do": "attack_move", "units": [234, 235, 236], "x": 95, "y": 11}, {"do": "move", "units": [198], "x": 17, "y": 17}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 95, "y": 11}], "feedback": ["attack: 5 units", "attack_move: 6 units", "attack_move: 3 units", "move: 1 units", "train 5x e1: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 17250, "deaths_cost": 6600, "units_killed": 33, "units_lost": 40, "buildings_killed": 7, "buildings_lost": 0, "assets_value": 19300, "army_value": 3900, "income": 5000, "experience": 171, "order_count": 76}}
{"tick": 15201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:08 (tick 15201 of 90000; you act every 200 ticks = 8s). 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 0.\nSCORE: assets $2000, army $0, killed $6500 (39 units, 0 bldgs), lost $17150 (32 units, 7 bldgs). Map explored 24.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #160 weap@(97,8) 18%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv.emptyhusk (harv.emptyhusk) x1: #243@(91,6)74%*\nVISIBLE ENEMY UNITS (5):\n  #214 e1@(94,11) 100%, #216 e1@(94,10) 100%, #218 e1@(94,11) 100%, #220 1tnk@(95,10) 77%, #225 1tnk@(93,10) 81%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No CY - cannot rebuild. Only proc(#131) and weap(#160) left, both damaged. Enemy blob of e1s at (93,11) plus 2 1tnk. Harvester #221 mining, APC #233 nearly dead. Priority: survive/econ.", "raw": "{\"thoughts\": \"Catastrophic state: no Construction Yard so nothing can be rebuilt, 0 cash, 0 power, only a crippled weapons factory and a harvester wreck. The enemy blob is right on top of me. There is no recovery path; I'll sell the doomed war factory to salvage some cash and keep any existing action minimal.\", \"notes\": \"Position unrecoverable: no CY, 0 cash/power. weap#160 at 18%. Enemy e1s + 2 1tnk at (93-95,10-11) on base. Just scraping score/cash.\", \"commands\": [{\"do\":\"sell\",\"building\":160}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1285, "completion_tokens": 524, "total_tokens": 1809, "cost": 0.000750876, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000750876, "upstream_inference_prompt_cost": 0.000122076, "upstream_inference_completions_cost": 0.0006288}, "completion_tokens_details": {"reasoning_tokens": 380, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.7, "thoughts": "Catastrophic state: no Construction Yard so nothing can be rebuilt, 0 cash, 0 power, only a crippled weapons factory and a harvester wreck. The enemy blob is right on top of me. There is no recovery path; I'll sell the doomed war factory to salvage some cash and keep any existing action minimal.", "notes": "Position unrecoverable: no CY, 0 cash/power. weap#160 at 18%. Enemy e1s + 2 1tnk at (93-95,10-11) on base. Just scraping score/cash.", "commands": [{"do": "sell", "building": 160}], "feedback": ["sell #160: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6500, "deaths_cost": 17150, "units_killed": 39, "units_lost": 32, "buildings_killed": 0, "buildings_lost": 7, "assets_value": 2000, "army_value": 0, "income": 1500, "experience": 57, "order_count": 100}}
{"tick": 15201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 10:08 (tick 15201 of 90000; you act every 200 ticks = 8s). 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 $753 (storage 8000), power 260 made / 170 used, harvesters 4.\nSCORE: assets $19600, army $8600, killed $17250 (33 units, 7 bldgs), lost $6600 (40 units, 0 bldgs). Map explored 35.6%.\nPRODUCTION: Infantry: e1 48%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #154 weap@(12,13) 100%, #171 powr@(19,18) 60%, #195 proc@(14,19) 100%, #226 proc@(11,20) 100%, #232 powr@(10,13) 100%, #237 proc@(8,20) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #198@(17,17)32%* #220@(95,10)77% #225@(93,10)81% #241@(44,25)\n  e1 (Rifle Infantry) x14: #214@(94,11) #216@(94,10) #218@(94,11) #234@(25,25) #235@(24,24) #236@(24,24) #239@(41,24) #240@(38,24) #242@(30,23) #244@(28,21) #245@(25,21) #246@(22,18) #247@(20,16) #248@(17,16)\n  harv (Ore Truck (harvester)) x4: #130@(7,22) #197@(8,31) #227@(8,27) #238@(8,21)\nVISIBLE ENEMY UNITS (1):\n  #243 harv.emptyhusk@(91,6) 74%\nVISIBLE ENEMY BUILDINGS (1):\n  #160 weap@(97,8) 18%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - attack_move: 6 units\n  - attack_move: 3 units\n  - move: 1 units\n  - train 5x e1: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11); #160 War Factory at (97,8) was 44% and must be destroyed. Forward tanks #220/#225 and infantry are engaging; move #241 and idle home infantry east.", "raw": "{\"thoughts\":\"The enemy War Factory is critically damaged and our forward force is already at their base; destroy it immediately while reinforcing the attack. Keep infantry production active and begin a Service Depot to unlock stronger armor.\",\"notes\":\"Enemy base remains at ~95,11. Focus-fire #160 weap; forward force includes #220 #225 and infantry #214 #216 #218. Send #241 and western infantry east; damaged #198 retreats.\",\"commands\":[{\"do\":\"attack\",\"units\":[220,225,214,216,218],\"target\":160},{\"do\":\"attack_move\",\"units\":[241,234,235,236,239,240,242,244,245,246,247,248],\"x\":94,\"y\":11},{\"do\":\"move\",\"units\":[198],\"x\":15,\"y\":16},{\"do\":\"repair\",\"building\":171},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"rally\",\"building\":133,\"x\":92,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1674, "completion_tokens": 401, "total_tokens": 2075, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1672, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0098956, "upstream_inference_prompt_cost": 0.0046024, "upstream_inference_completions_cost": 0.0052932}, "completion_tokens_details": {"reasoning_tokens": 180, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.02, "thoughts": "The enemy War Factory is critically damaged and our forward force is already at their base; destroy it immediately while reinforcing the attack. Keep infantry production active and begin a Service Depot to unlock stronger armor.", "notes": "Enemy base remains at ~95,11. Focus-fire #160 weap; forward force includes #220 #225 and infantry #214 #216 #218. Send #241 and western infantry east; damaged #198 retreats.", "commands": [{"do": "attack", "units": [220, 225, 214, 216, 218], "target": 160}, {"do": "attack_move", "units": [241, 234, 235, 236, 239, 240, 242, 244, 245, 246, 247, 248], "x": 94, "y": 11}, {"do": "move", "units": [198], "x": 15, "y": 16}, {"do": "repair", "building": 171}, {"do": "train", "item": "e3", "count": 3}, {"do": "build", "item": "fix"}, {"do": "rally", "building": 133, "x": 92, "y": 11}], "feedback": ["attack: 5 units", "attack_move: 12 units", "move: 1 units", "repair #171: ordered", "train 3x e3: queued", "build fix: started", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 17250, "deaths_cost": 6600, "units_killed": 33, "units_lost": 40, "buildings_killed": 7, "buildings_lost": 0, "assets_value": 19600, "army_value": 4200, "income": 5575, "experience": 171, "order_count": 81}}
