{"tick": 1, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(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 Soviet economy opening with power, then refinery and barracks.\",\"notes\":\"Home base at (12,16); enemy likely at (95,11). Deploy MCV, establish power then refinery.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1098, "completion_tokens": 108, "total_tokens": 1206, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1096, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004444, "upstream_inference_prompt_cost": 0.0030184, "upstream_inference_completions_cost": 0.0014256}, "completion_tokens_details": {"reasoning_tokens": 32, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.4, "thoughts": "Deploy immediately and begin the standard Soviet economy opening with power, then refinery and barracks.", "notes": "Home base at (12,16); enemy likely at (95,11). Deploy MCV, establish power then refinery.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Starting the match. Deploying MCV at home location and queuing first Power Plant.\",\"notes\":\"Opening: powr -> proc -> barr -> weap. Enemy likely around (12, 16).\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1152, "completion_tokens": 156, "total_tokens": 1308, "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": 0.002898, "upstream_inference_prompt_cost": 0.001728, "upstream_inference_completions_cost": 0.00117}, "completion_tokens_details": {"reasoning_tokens": 89, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.87, "thoughts": "Starting the match. Deploying MCV at home location and queuing first Power Plant.", "notes": "Opening: powr -> proc -> barr -> weap. Enemy likely around (12, 16).", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home base at (12,16); enemy likely at (95,11). Deploy MCV, establish power then refinery.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first Power Plant is underway. I will place it as soon as ready, then immediately establish refinery income and infantry scouting.\",\"notes\":\"Base (12,16); enemy likely (95,11). First powr currently building; next proc, then barracks and second proc/weap.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1130, "completion_tokens": 114, "total_tokens": 1244, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1128, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0046112, "upstream_inference_prompt_cost": 0.0031064, "upstream_inference_completions_cost": 0.0015048}, "completion_tokens_details": {"reasoning_tokens": 38, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.74, "thoughts": "Construction Yard is deployed and the first Power Plant is underway. I will place it as soon as ready, then immediately establish refinery income and infantry scouting.", "notes": "Base (12,16); enemy likely (95,11). First powr currently building; next proc, then barracks and second proc/weap.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: powr -> proc -> barr -> weap. Enemy likely around (12, 16).", "raw": "{\"thoughts\": \"Opening is underway: Construction Yard deployed, Power Plant queued. Nothing else can be queued until powr finishes (one building at a time). Next up will be Ore Refinery for income, then barracks/war factory.\", \"notes\": \"Opening: powr(building) -> proc -> barr -> weap. Enemy likely at (12,16). Will place powr near CY when ready.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1171, "completion_tokens": 253, "total_tokens": 1424, "cost": 0.000429108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000429108, "upstream_inference_prompt_cost": 0.000125508, "upstream_inference_completions_cost": 0.0003036}, "completion_tokens_details": {"reasoning_tokens": 160, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.83, "thoughts": "Opening is underway: Construction Yard deployed, Power Plant queued. Nothing else can be queued until powr finishes (one building at a time). Next up will be Ore Refinery for income, then barracks/war factory.", "notes": "Opening: powr(building) -> proc -> barr -> weap. Enemy likely at (12,16). Will place powr near CY when ready.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (12,16); enemy likely (95,11). First powr currently building; next proc, then barracks and second proc/weap.", "raw": "{\"thoughts\":\"Construction Yard is deployed with ample starting cash. Begin the standard economy opening immediately: power first, then refinery as soon as placement completes.\",\"notes\":\"Base at (12,16), enemy likely near (95,11). Building powr; place it next turn, then start proc.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1112, "completion_tokens": 99, "total_tokens": 1211, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1110, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0043637, "upstream_inference_prompt_cost": 0.0030569, "upstream_inference_completions_cost": 0.0013068}, "completion_tokens_details": {"reasoning_tokens": 19, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.55, "thoughts": "Construction Yard is deployed with ample starting cash. Begin the standard economy opening immediately: power first, then refinery as soon as placement completes.", "notes": "Base at (12,16), enemy likely near (95,11). Building powr; place it next turn, then start proc.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: powr(building) -> proc -> barr -> weap. Enemy likely at (12,16). Will place powr near CY when ready.", "raw": "{\"thoughts\": \"Standard Soviet opening. Deploy is already done (CY exists). Start power plant immediately, then refinery, barracks, war factory in sequence.\", \"notes\": \"Opening: powr -> proc -> barr -> weap. Enemy likely at (12,16). Place powr near CY (95,11).\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1159, "completion_tokens": 133, "total_tokens": 1292, "cost": 0.000281508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000281508, "upstream_inference_prompt_cost": 0.000121908, "upstream_inference_completions_cost": 0.0001596}, "completion_tokens_details": {"reasoning_tokens": 48, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.63, "thoughts": "Standard Soviet opening. Deploy is already done (CY exists). Start power plant immediately, then refinery, barracks, war factory in sequence.", "notes": "Opening: powr -> proc -> barr -> weap. Enemy likely at (12,16). Place powr near CY (95,11).", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely near (95,11). Building powr; place it next turn, then start proc.", "raw": "{\"thoughts\":\"Deploy the initial power immediately and begin the first refinery to establish income. Enemy is far east, so the opening priority is economy and production infrastructure.\",\"notes\":\"Base (12,16); likely enemy base (95,11). Place power, build first refinery, then barracks/second refinery.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":16,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1129, "completion_tokens": 122, "total_tokens": 1251, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1127, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00471405, "upstream_inference_prompt_cost": 0.00310365, "upstream_inference_completions_cost": 0.0016104}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.55, "thoughts": "Deploy the initial power immediately and begin the first refinery to establish income. Enemy is far east, so the opening priority is economy and production infrastructure.", "notes": "Base (12,16); likely enemy base (95,11). Place power, build first refinery, then barracks/second refinery.", "commands": [{"do": "place", "item": "powr", "x": 16, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: powr -> proc -> barr -> weap. Enemy likely at (12,16). Place powr near CY (95,11).", "raw": "{\"thoughts\": \"Opening turn: place the ready power plant next to the Construction Yard, then queue the Ore Refinery and Barracks. Cash is healthy at $4700.\", \"notes\": \"Opening: powr(placed) -> proc -> barr -> weap. Enemy likely at (12,16), far southwest. Base around (95,11).\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":93,\"y\":14},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1178, "completion_tokens": 151, "total_tokens": 1329, "cost": 0.000308808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000308808, "upstream_inference_prompt_cost": 0.000127608, "upstream_inference_completions_cost": 0.0001812}, "completion_tokens_details": {"reasoning_tokens": 43, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.54, "thoughts": "Opening turn: place the ready power plant next to the Construction Yard, then queue the Ore Refinery and Barracks. Cash is healthy at $4700.", "notes": "Opening: powr(placed) -> proc -> barr -> weap. Enemy likely at (12,16), far southwest. Base around (95,11).", "commands": [{"do": "place", "item": "powr", "x": 93, "y": 14}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base (12,16); likely enemy base (95,11). Place power, build first refinery, then barracks/second refinery.", "raw": "{\"thoughts\":\"Initial power is placed and the first priority is establishing ore income. I will start the first refinery immediately, then expand into infantry and vehicle production.\",\"notes\":\"Base at (12,16); first refinery underway. Enemy likely at (95,11).\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1191, "completion_tokens": 113, "total_tokens": 1304, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1189, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00476575, "upstream_inference_prompt_cost": 0.00327415, "upstream_inference_completions_cost": 0.0014916}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.58, "thoughts": "Initial power is placed and the first priority is establishing ore income. I will start the first refinery immediately, then expand into infantry and vehicle production.", "notes": "Base at (12,16); first refinery underway. Enemy likely at (95,11).", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.4%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening: powr(placed) -> proc -> barr -> weap. Enemy likely at (12,16), far southwest. Base around (95,11).", "raw": "{\"thoughts\": \"Opening turn done: Construction Yard and Power Plant are up with $4700 in the bank and no income yet. Priority is to get an Ore Refinery (proc) so harvesters start earning, then a barracks for infantry.\", \"notes\": \"Opening: proc now -> barr -> weap. Enemy likely at (12,16) southwest. Base around (95,11). Build proc ASAP for economy.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1245, "completion_tokens": 281, "total_tokens": 1526, "cost": 0.000484908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000484908, "upstream_inference_prompt_cost": 0.000147708, "upstream_inference_completions_cost": 0.0003372}, "completion_tokens_details": {"reasoning_tokens": 177, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.89, "thoughts": "Opening turn done: Construction Yard and Power Plant are up with $4700 in the bank and no income yet. Priority is to get an Ore Refinery (proc) so harvesters start earning, then a barracks for infantry.", "notes": "Opening: proc now -> barr -> weap. Enemy likely at (12,16) southwest. Base around (95,11). Build proc ASAP for economy.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (12,16); first refinery underway. Enemy likely at (95,11).", "raw": "{\"thoughts\":\"First refinery is underway; secure the economy immediately, then establish infantry production and expand into vehicles. Enemy is expected far east near (95,11).\",\"notes\":\"Base (12,16). Proc in progress at 23%; place it immediately when ready, then barracks and second refinery/war factory.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1158, "completion_tokens": 116, "total_tokens": 1274, "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": 0.0047146, "upstream_inference_prompt_cost": 0.0031834, "upstream_inference_completions_cost": 0.0015312}, "completion_tokens_details": {"reasoning_tokens": 41, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.91, "thoughts": "First refinery is underway; secure the economy immediately, then establish infantry production and expand into vehicles. Enemy is expected far east near (95,11).", "notes": "Base (12,16). Proc in progress at 23%; place it immediately when ready, then barracks and second refinery/war factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.4%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Opening: proc now -> barr -> weap. Enemy likely at (12,16) southwest. Base around (95,11). Build proc ASAP for economy.", "raw": "{\"thoughts\": \"Opening is on track: Construction Yard and Power Plant are up, Ore Refinery is 23% done. Nothing to micro yet with zero units. I'll let the refinery finish and queue the next building.\", \"notes\": \"Opening: proc building -> barr -> weap -> second proc. Enemy likely southwest at (12,16). Base at (95,11). Cash $4375, still need harvesters once proc done.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1219, "completion_tokens": 396, "total_tokens": 1615, "cost": 0.000615108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000615108, "upstream_inference_prompt_cost": 0.000139908, "upstream_inference_completions_cost": 0.0004752}, "completion_tokens_details": {"reasoning_tokens": 297, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.87, "thoughts": "Opening is on track: Construction Yard and Power Plant are up, Ore Refinery is 23% done. Nothing to micro yet with zero units. I'll let the refinery finish and queue the next building.", "notes": "Opening: proc building -> barr -> weap -> second proc. Enemy likely southwest at (12,16). Base at (95,11). Cash $4375, still need harvesters once proc done.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (12,16). Proc in progress at 23%; place it immediately when ready, then barracks and second refinery/war factory.", "raw": "{\"thoughts\":\"The first refinery is nearly complete; I will place it as soon as ready and immediately transition into infantry production and a second economic structure.\",\"notes\":\"Base at (12,16). First refinery nearing completion; place then build barracks, train scouts/rocket infantry, expand economy.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":14,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1153, "completion_tokens": 143, "total_tokens": 1296, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1151, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00505725, "upstream_inference_prompt_cost": 0.00316965, "upstream_inference_completions_cost": 0.0018876}, "completion_tokens_details": {"reasoning_tokens": 57, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.4, "thoughts": "The first refinery is nearly complete; I will place it as soon as ready and immediately transition into infantry production and a second economic structure.", "notes": "Base at (12,16). First refinery nearing completion; place then build barracks, train scouts/rocket infantry, expand economy.", "commands": [{"do": "place", "item": "proc", "x": 14, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.4%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 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: proc building -> barr -> weap -> second proc. Enemy likely southwest at (12,16). Base at (95,11). Cash $4375, still need harvesters once proc done.", "raw": "{\"thoughts\": \"Opening is on track: Ore Refinery at 47% and $4041 banked. Nothing placeable yet, and the Building queue is busy, so I'll just hold this turn and queue Barracks -> War Factory -> second Refinery as soon as the Refinery finishes.\", \"notes\": \"Opening: proc ~47% -> place near ore -> barr -> weap -> proc#2. Base (95,11), enemy likely SW (12,16). Cash $4041. Then spam harvesters/tanks.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1214, "completion_tokens": 427, "total_tokens": 1641, "cost": 0.000650808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000650808, "upstream_inference_prompt_cost": 0.000138408, "upstream_inference_completions_cost": 0.0005124}, "completion_tokens_details": {"reasoning_tokens": 309, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.76, "thoughts": "Opening is on track: Ore Refinery at 47% and $4041 banked. Nothing placeable yet, and the Building queue is busy, so I'll just hold this turn and queue Barracks -> War Factory -> second Refinery as soon as the Refinery finishes.", "notes": "Opening: proc ~47% -> place near ore -> barr -> weap -> proc#2. Base (95,11), enemy likely SW (12,16). Cash $4041. Then spam harvesters/tanks.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\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@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Base at (12,16). First refinery nearing completion; place then build barracks, train scouts/rocket infantry, expand economy.", "raw": "{\"thoughts\":\"First refinery is still building and should be placed as soon as it completes. Then immediately establish infantry production while the free harvester starts income.\",\"notes\":\"Base (12,16); refinery at 70%, place next tick if this placement attempt is early. Build barracks afterward.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1172, "completion_tokens": 163, "total_tokens": 1335, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1170, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0053735, "upstream_inference_prompt_cost": 0.0032219, "upstream_inference_completions_cost": 0.0021516}, "completion_tokens_details": {"reasoning_tokens": 68, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.29, "thoughts": "First refinery is still building and should be placed as soon as it completes. Then immediately establish infantry production while the free harvester starts income.", "notes": "Base (12,16); refinery at 70%, place next tick if this placement attempt is early. Build barracks afterward.", "commands": [{"do": "place", "item": "proc", "x": 15, "y": 16}, {"do": "build", "item": "barr"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.4%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 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: proc ~47% -> place near ore -> barr -> weap -> proc#2. Base (95,11), enemy likely SW (12,16). Cash $4041. Then spam harvesters/tanks.", "raw": "{\"thoughts\": \"Opening is on track: Construction Yard and power plant up, first Ore Refinery at 70%. Nothing to issue this turn since the Building queue is occupied; next up is the barracks then war factory, and I'll place the refinery next to the ore field when it finishes.\", \"notes\": \"Opening: proc ~70% (place near ore) -> barr -> weap -> proc#2. Base (95,11), enemy likely SW (12,16). Cash ~$3.7k, spend it once queues free up.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1218, "completion_tokens": 329, "total_tokens": 1547, "cost": 0.000534408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000534408, "upstream_inference_prompt_cost": 0.000139608, "upstream_inference_completions_cost": 0.0003948}, "completion_tokens_details": {"reasoning_tokens": 208, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.62, "thoughts": "Opening is on track: Construction Yard and power plant up, first Ore Refinery at 70%. Nothing to issue this turn since the Building queue is occupied; next up is the barracks then war factory, and I'll place the refinery next to the ore field when it finishes.", "notes": "Opening: proc ~70% (place near ore) -> barr -> weap -> proc#2. Base (95,11), enemy likely SW (12,16). Cash ~$3.7k, spend it once queues free up.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Base (12,16); refinery at 70%, place next tick if this placement attempt is early. Build barracks afterward.", "raw": "{\"thoughts\":\"The first refinery is about to complete, giving the first harvester and income. I will place it immediately, let the barracks finish, and prepare infantry production and a second refinery/war factory follow-up.\",\"notes\":\"Home (12,16), enemy likely (95,11). Proc ready/imminent; barracks is queued behind it. Place refinery, then train scouts/rockets once barracks is online.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":15,\"y\":16},{\"do\":\"rally\",\"building\":121,\"x\":20,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1184, "completion_tokens": 257, "total_tokens": 1441, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1182, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0066473, "upstream_inference_prompt_cost": 0.0032549, "upstream_inference_completions_cost": 0.0033924}, "completion_tokens_details": {"reasoning_tokens": 125, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.38, "thoughts": "The first refinery is about to complete, giving the first harvester and income. I will place it immediately, let the barracks finish, and prepare infantry production and a second refinery/war factory follow-up.", "notes": "Home (12,16), enemy likely (95,11). Proc ready/imminent; barracks is queued behind it. Place refinery, then train scouts/rockets once barracks is online.", "commands": [{"do": "place", "item": "proc", "x": 15, "y": 16}, {"do": "rally", "building": 121, "x": 20, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type", "rally #121: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.4%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 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: proc ~70% (place near ore) -> barr -> weap -> proc#2. Base (95,11), enemy likely SW (12,16). Cash ~$3.7k, spend it once queues free up.", "raw": "{\"thoughts\": \"Opening is on track: refinery nearly done, cash healthy at $3.4k. Queue barracks next, then war factory; place refinery the moment it's ready near ore.\", \"notes\": \"Base (95,11), enemy likely SW (12,16). Build order: proc -> barr -> weap -> proc#2. Keep spend continuous.\", \"commands\": [{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1222, "completion_tokens": 209, "total_tokens": 1431, "cost": 0.000391608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000391608, "upstream_inference_prompt_cost": 0.000140808, "upstream_inference_completions_cost": 0.0002508}, "completion_tokens_details": {"reasoning_tokens": 115, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.67, "thoughts": "Opening is on track: refinery nearly done, cash healthy at $3.4k. Queue barracks next, then war factory; place refinery the moment it's ready near ore.", "notes": "Base (95,11), enemy likely SW (12,16). Build order: proc -> barr -> weap -> proc#2. Keep spend continuous.", "commands": [{"do": "build", "item": "barr"}], "feedback": ["build barr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - rally #121: ordered\nYOUR NOTES FROM LAST TURN: Home (12,16), enemy likely (95,11). Proc ready/imminent; barracks is queued behind it. Place refinery, then train scouts/rockets once barracks is online.", "raw": "{\"thoughts\":\"The first refinery is ready, and the barracks is queued behind it. Place the refinery immediately, then use the barracks to begin infantry scouting toward the likely eastern enemy base.\",\"notes\":\"Home 12,16. Place proc now; barracks follows in building queue. Enemy likely at 95,11; scout east/northeast when infantry arrive.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":15,\"y\":16},{\"do\":\"rally\",\"building\":121,\"x\":28,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1201, "completion_tokens": 168, "total_tokens": 1369, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1199, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00551925, "upstream_inference_prompt_cost": 0.00330165, "upstream_inference_completions_cost": 0.0022176}, "completion_tokens_details": {"reasoning_tokens": 49, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.02, "thoughts": "The first refinery is ready, and the barracks is queued behind it. Place the refinery immediately, then use the barracks to begin infantry scouting toward the likely eastern enemy base.", "notes": "Home 12,16. Place proc now; barracks follows in building queue. Enemy likely at 95,11; scout east/northeast when infantry arrive.", "commands": [{"do": "place", "item": "proc", "x": 15, "y": 16}, {"do": "rally", "building": 121, "x": 28, "y": 14}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "rally #121: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 2.4%.\nPRODUCTION: Building: proc READY TO PLACE; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 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 SW (12,16). Build order: proc -> barr -> weap -> proc#2. Keep spend continuous.", "raw": "{\"thoughts\":\"Ore Refinery is ready to place, which will bring our first harvester. Barracks is already building, so we'll prepare for War Factory next.\",\"notes\":\"Base (95,11), enemy likely SW (12,16). Build order: placed proc -> barr in progress -> weap -> proc#2.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1252, "completion_tokens": 203, "total_tokens": 1455, "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": 0.0034005, "upstream_inference_prompt_cost": 0.001878, "upstream_inference_completions_cost": 0.0015225}, "completion_tokens_details": {"reasoning_tokens": 121, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "Ore Refinery is ready to place, which will bring our first harvester. Barracks is already building, so we'll prepare for War Factory next.", "notes": "Base (95,11), enemy likely SW (12,16). Build order: placed proc -> barr in progress -> weap -> proc#2.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 2001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: barr 64%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - rally #121: ordered\nYOUR NOTES FROM LAST TURN: Home 12,16. Place proc now; barracks follows in building queue. Enemy likely at 95,11; scout east/northeast when infantry arrive.", "raw": "{\"thoughts\":\"Barracks is nearing completion; keep the harvester mining and immediately begin infantry production once it is placed. Economy is healthy enough to follow with a second refinery or war factory.\",\"notes\":\"Home 12,16. Barracks 64%; place it next turn, then train scouts/rocket infantry. Enemy likely 95,11.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1244, "completion_tokens": 147, "total_tokens": 1391, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1242, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0053603, "upstream_inference_prompt_cost": 0.0034199, "upstream_inference_completions_cost": 0.0019404}, "completion_tokens_details": {"reasoning_tokens": 57, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.96, "thoughts": "Barracks is nearing completion; keep the harvester mining and immediately begin infantry production once it is placed. Economy is healthy enough to follow with a second refinery or war factory.", "notes": "Home 12,16. Barracks 64%; place it next turn, then train scouts/rocket infantry. Enemy likely 95,11.", "commands": [{"do": "harvest", "unit": 131}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.7%.\nPRODUCTION: Building: barr 64%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(85,6)\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: Base (95,11), enemy likely SW (12,16). Build order: placed proc -> barr in progress -> weap -> proc#2.", "raw": "{\"thoughts\": \"Barracks is at 64% and power/economy are healthy with $2980 banked. Nothing to place yet and the building queue is busy, so I'll just wait for the barracks to finish before starting the War Factory and queuing infantry.\", \"notes\": \"Base (95,11), enemy likely SW (12,16). Next: finish barr -> train e1 x5 -> build weap -> proc#2. Keep harv mining.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1283, "completion_tokens": 310, "total_tokens": 1593, "cost": 0.000531108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000531108, "upstream_inference_prompt_cost": 0.000159108, "upstream_inference_completions_cost": 0.000372}, "completion_tokens_details": {"reasoning_tokens": 205, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.26, "thoughts": "Barracks is at 64% and power/economy are healthy with $2980 banked. Nothing to place yet and the building queue is busy, so I'll just wait for the barracks to finish before starting the War Factory and queuing infantry.", "notes": "Base (95,11), enemy likely SW (12,16). Next: finish barr -> train e1 x5 -> build weap -> proc#2. Keep harv mining.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.1%.\nPRODUCTION: Building: barr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home 12,16. Barracks 64%; place it next turn, then train scouts/rocket infantry. Enemy likely 95,11.", "raw": "{\"thoughts\":\"Barracks is ready and we have sufficient power and cash to transition directly into a War Factory. I will establish infantry scouting while the factory is constructed and keep the harvester working.\",\"notes\":\"Place barracks, build War Factory, train rifle scouts and rally them east toward likely enemy at 95,11. Need second refinery/power after factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\",\"x\":14,\"y\":20},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":130,\"x\":35,\"y\":15},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1207, "completion_tokens": 225, "total_tokens": 1432, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1205, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00628815, "upstream_inference_prompt_cost": 0.00331815, "upstream_inference_completions_cost": 0.00297}, "completion_tokens_details": {"reasoning_tokens": 76, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.15, "thoughts": "Barracks is ready and we have sufficient power and cash to transition directly into a War Factory. I will establish infantry scouting while the factory is constructed and keep the harvester working.", "notes": "Place barracks, build War Factory, train rifle scouts and rally them east toward likely enemy at 95,11. Need second refinery/power after factory.", "commands": [{"do": "place", "item": "barr", "x": 14, "y": 20}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 130, "x": 35, "y": 15}, {"do": "harvest", "unit": 131}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally: #130 is not your building"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 3.8%.\nPRODUCTION: Building: barr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(89,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (95,11), enemy likely SW (12,16). Next: finish barr -> train e1 x5 -> build weap -> proc#2. Keep harv mining.", "raw": "{\"thoughts\": \"Early game. Place barracks, queue infantry, start war factory, keep harvester working. Enemy is likely SW at (12,16), so I'll scout later with infantry.\",\"notes\": \"Base (95,11). barr placing now, weap building. Enemy likely SW (12,16). Train e1, then tanks once weap up. Keep harv mining.\",\"commands\": [{\"do\":\"place\",\"item\":\"barr\",\"x\":97,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1268, "completion_tokens": 247, "total_tokens": 1515, "cost": 0.000451008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000451008, "upstream_inference_prompt_cost": 0.000154608, "upstream_inference_completions_cost": 0.0002964}, "completion_tokens_details": {"reasoning_tokens": 109, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.3, "thoughts": "Early game. Place barracks, queue infantry, start war factory, keep harvester working. Enemy is likely SW at (12,16), so I'll scout later with infantry.", "notes": "Base (95,11). barr placing now, weap building. Enemy likely SW (12,16). Train e1, then tanks once weap up. Keep harv mining.", "commands": [{"do": "place", "item": "barr", "x": 97, "y": 13}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "weap"}, {"do": "harvest", "unit": 132}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2523 + stored ore $455 (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 4.6%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(16,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally: #130 is not your building\nYOUR NOTES FROM LAST TURN: Place barracks, build War Factory, train rifle scouts and rally them east toward likely enemy at 95,11. Need second refinery/power after factory.", "raw": "{\"thoughts\":\"War Factory is under construction and the barracks is available. I will continuously produce scouts and anti-tank infantry while rallying them east, then add a second refinery as soon as the factory is placed.\",\"notes\":\"Factory 16% complete; barracks #133 rallying east. Enemy likely at (95,11); no contacts yet.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":15},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1318, "completion_tokens": 183, "total_tokens": 1501, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1316, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006039, "upstream_inference_prompt_cost": 0.0036234, "upstream_inference_completions_cost": 0.0024156}, "completion_tokens_details": {"reasoning_tokens": 48, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.64, "thoughts": "War Factory is under construction and the barracks is available. I will continuously produce scouts and anti-tank infantry while rallying them east, then add a second refinery as soon as the factory is placed.", "notes": "Factory 16% complete; barracks #133 rallying east. Enemy likely at (95,11); no contacts yet.", "commands": [{"do": "rally", "building": 133, "x": 45, "y": 15}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 131}], "feedback": ["rally #133: ordered", "train 5x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2575 + stored ore $403 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(91,13)\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)\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Base (95,11). barr placing now, weap building. Enemy likely SW (12,16). Train e1, then tanks once weap up. Keep harv mining.", "raw": "{\"thoughts\": \"War factory is building (16%) and barracks is now placed. I'll queue infantry from the barracks and keep my harvester mining. Power is fine for now. Enemy likely SW at (12,16).\", \"notes\": \"Base (95,11). weap building ~16%, barr placed. Queued e3+e1. Enemy likely SW (12,16). Keep harv mining; next build proc for 2nd harvester once weap done.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1363, "completion_tokens": 551, "total_tokens": 1914, "cost": 0.000844308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000844308, "upstream_inference_prompt_cost": 0.000183108, "upstream_inference_completions_cost": 0.0006612}, "completion_tokens_details": {"reasoning_tokens": 393, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.39, "thoughts": "War factory is building (16%) and barracks is now placed. I'll queue infantry from the barracks and keep my harvester mining. Power is fine for now. Enemy likely SW at (12,16).", "notes": "Base (95,11). weap building ~16%, barr placed. Queued e3+e1. Enemy likely SW (12,16). Keep harv mining; next build proc for 2nd harvester once weap done.", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 4}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 92, "y": 13}], "feedback": ["train 3x e3: queued", "train 4x e1: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 8}}
{"tick": 2601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $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 5.1%.\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: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(20,21)\n  harv (Ore Truck (harvester)) x1: #131@(20,8)\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: Factory 16% complete; barracks #133 rallying east. Enemy likely at (95,11); no contacts yet.", "raw": "{\"thoughts\":\"War Factory is nearing completion and infantry production is already queued. Scout east toward the likely enemy base while preserving cash for a second refinery after the factory is placed.\",\"notes\":\"Place weap immediately when ready; then build proc #2. Scout east; enemy likely (95,11).\",\"commands\":[{\"do\":\"move\",\"units\":[135],\"x\":55,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":16},{\"do\":\"stance\",\"units\":[135],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1349, "completion_tokens": 244, "total_tokens": 1593, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1347, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00692945, "upstream_inference_prompt_cost": 0.00370865, "upstream_inference_completions_cost": 0.0032208}, "completion_tokens_details": {"reasoning_tokens": 125, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.85, "thoughts": "War Factory is nearing completion and infantry production is already queued. Scout east toward the likely enemy base while preserving cash for a second refinery after the factory is placed.", "notes": "Place weap immediately when ready; then build proc #2. Scout east; enemy likely (95,11).", "commands": [{"do": "move", "units": [135], "x": 55, "y": 16}, {"do": "rally", "building": 133, "x": 55, "y": 16}, {"do": "stance", "units": [135], "stance": "attack_anything"}], "feedback": ["move: 1 units", "rally #133: ordered", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2325 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.4%.\nPRODUCTION: Building: weap 32%; Infantry: e1 21%; 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\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #136@(97,15)\n  harv (Ore Truck (harvester)) x1: #132@(87,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\n  - train 4x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Base (95,11). weap building ~16%, barr placed. Queued e3+e1. Enemy likely SW (12,16). Keep harv mining; next build proc for 2nd harvester once weap done.", "raw": "{\"thoughts\": \"Weap at 32%, cash healthy. Keep infantry queues full and start planning second refinery for economy. Harvester is mining fine, no enemies visible yet.\", \"notes\": \"Base (95,11). weap ~40% building. Queued more e3/e1. Next: proc #2 after weap for 2nd harv, then powr. Enemy likely SW (12,16).\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1424, "completion_tokens": 376, "total_tokens": 1800, "cost": 0.000652608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000652608, "upstream_inference_prompt_cost": 0.000201408, "upstream_inference_completions_cost": 0.0004512}, "completion_tokens_details": {"reasoning_tokens": 238, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.44, "thoughts": "Weap at 32%, cash healthy. Keep infantry queues full and start planning second refinery for economy. Harvester is mining fine, no enemies visible yet.", "notes": "Base (95,11). weap ~40% building. Queued more e3/e1. Next: proc #2 after weap for 2nd harv, then powr. Enemy likely SW (12,16).", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 4}, {"do": "rally", "building": 134, "x": 90, "y": 14}], "feedback": ["train 3x e3: queued", "train 4x e1: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $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 7%.\nPRODUCTION: Building: weap 49%; Infantry: e3 84%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(30,21)\n  e3 (Rocket Soldier) x1: #137@(21,22)\n  harv (Ore Truck (harvester)) x1: #131@(21,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #133: ordered\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Place weap immediately when ready; then build proc #2. Scout east; enemy likely (95,11).", "raw": "{\"thoughts\":\"War Factory is nearly ready; continue infantry production and scout east toward the enemy start while preserving the rocket soldier. Place the factory as soon as it completes, then immediately add a second refinery.\",\"notes\":\"War Factory ~49% at 1:52. Enemy unscouted, likely base near (95,11). Scout east with rifle/rocket; place weap then build proc #2 and produce vehicles.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":133,\"x\":35,\"y\":18},{\"do\":\"attack_move\",\"units\":[135],\"x\":55,\"y\":18},{\"do\":\"move\",\"units\":[137],\"x\":38,\"y\":20},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1348, "completion_tokens": 268, "total_tokens": 1616, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1346, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0072435, "upstream_inference_prompt_cost": 0.0037059, "upstream_inference_completions_cost": 0.0035376}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.32, "thoughts": "War Factory is nearly ready; continue infantry production and scout east toward the enemy start while preserving the rocket soldier. Place the factory as soon as it completes, then immediately add a second refinery.", "notes": "War Factory ~49% at 1:52. Enemy unscouted, likely base near (95,11). Scout east with rifle/rocket; place weap then build proc #2 and produce vehicles.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 133, "x": 35, "y": 18}, {"do": "attack_move", "units": [135], "x": 55, "y": 18}, {"do": "move", "units": [137], "x": 38, "y": 20}, {"do": "harvest", "unit": 131}], "feedback": ["train 5x e1: queued", "train 2x e3: queued", "rally #133: ordered", "attack_move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1662 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.6%.\nPRODUCTION: Building: weap 49%; Infantry: e1 50%; Infantry: e1 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #138@(91,15) #139@(93,16) #140@(96,15)\n  e3 (Rocket Soldier) x1: #136@(92,13)*\n  harv (Ore Truck (harvester)) x1: #132@(90,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\n  - train 4x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Base (95,11). weap ~40% building. Queued more e3/e1. Next: proc #2 after weap for 2nd harv, then powr. Enemy likely SW (12,16).", "raw": "{\"thoughts\": \"War Factory is at 49%. Sending two riflemen to scout west and southwest toward the center while base finishes weap.\", \"notes\": \"weap at ~50%. Next: place weap, build powr then proc #2. Scouting west/southwest.\", \"commands\": [{\"do\": \"move\", \"units\": [138], \"x\": 60, \"y\": 25}, {\"do\": \"move\", \"units\": [139], \"x\": 75, \"y\": 35}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1564, "completion_tokens": 590, "total_tokens": 2154, "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": 0.006771, "upstream_inference_prompt_cost": 0.002346, "upstream_inference_completions_cost": 0.004425}, "completion_tokens_details": {"reasoning_tokens": 472, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.0, "thoughts": "War Factory is at 49%. Sending two riflemen to scout west and southwest toward the center while base finishes weap.", "notes": "weap at ~50%. Next: place weap, build powr then proc #2. Scouting west/southwest.", "commands": [{"do": "move", "units": [138], "x": 60, "y": 25}, {"do": "move", "units": [139], "x": 75, "y": 35}], "feedback": ["move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5900, "army_value": 600, "income": 500, "experience": 0, "order_count": 22}}
{"tick": 3001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1004 + stored ore $90 (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 8.8%.\nPRODUCTION: Building: weap 66%; Infantry: e3 95%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(40,21)\n  e3 (Rocket Soldier) x2: #137@(31,20) #141@(22,18)\n  harv (Ore Truck (harvester)) x1: #131@(16,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 2x e3: queued\n  - rally #133: ordered\n  - attack_move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: War Factory ~49% at 1:52. Enemy unscouted, likely base near (95,11). Scout east with rifle/rocket; place weap then build proc #2 and produce vehicles.", "raw": "{\"thoughts\":\"War Factory is nearly ready; place it immediately when available, then add a second refinery for sustained vehicle production. Existing infantry will continue scouting east toward the likely enemy start while the barracks queue fills out the force.\",\"notes\":\"Weap 66% at 2:00, likely ready soon; place then build proc #2. Scout east toward (95,11); begin vehicle production once factory placed.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":19,\"y\":22},{\"do\":\"rally\",\"building\":133,\"x\":42,\"y\":19},{\"do\":\"attack_move\",\"units\":[135,137,141],\"x\":62,\"y\":17},{\"do\":\"stance\",\"units\":[135,137,141],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1442, "completion_tokens": 283, "total_tokens": 1725, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1440, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0077, "upstream_inference_prompt_cost": 0.0039644, "upstream_inference_completions_cost": 0.0037356}, "completion_tokens_details": {"reasoning_tokens": 114, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.25, "thoughts": "War Factory is nearly ready; place it immediately when available, then add a second refinery for sustained vehicle production. Existing infantry will continue scouting east toward the likely enemy start while the barracks queue fills out the force.", "notes": "Weap 66% at 2:00, likely ready soon; place then build proc #2. Scout east toward (95,11); begin vehicle production once factory placed.", "commands": [{"do": "place", "item": "weap", "x": 19, "y": 22}, {"do": "rally", "building": 133, "x": 42, "y": 19}, {"do": "attack_move", "units": [135, 137, 141], "x": 62, "y": 17}, {"do": "stance", "units": [135, 137, 141], "stance": "attack_anything"}], "feedback": ["place weap: nothing READY TO PLACE with that type", "rally #133: ordered", "attack_move: 3 units", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 575, "experience": 0, "order_count": 22}}
{"tick": 3001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1368 + stored ore $131 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6100, army $1900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.2%.\nPRODUCTION: Building: weap 66%; Infantry: e3 60%; Infantry: e3 0%; Infantry: e3 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\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #138@(80,14) #139@(86,23) #140@(90,14)* #142@(90,14) #143@(92,16)\n  e3 (Rocket Soldier) x1: #136@(92,13)*\n  harv (Ore Truck (harvester)) x1: #132@(89,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: weap at ~50%. Next: place weap, build powr then proc #2. Scouting west/southwest.", "raw": "{\"thoughts\": \"Building queue is on weap, infantry queue is full. Need to keep scouting west toward the enemy start at (12,16) while economy runs. Power is fine for now.\",\"notes\": \"weap in progress. Scouting party heading west along y~15. Next: place weap, then powr/proc #2. Enemy expected west near (12,16).\",\"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[138,140,142,136],\"x\":65,\"y\":16},{\"do\":\"move\",\"units\":[139,143],\"x\":75,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1453, "completion_tokens": 423, "total_tokens": 1876, "cost": 0.000717708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000717708, "upstream_inference_prompt_cost": 0.000210108, "upstream_inference_completions_cost": 0.0005076}, "completion_tokens_details": {"reasoning_tokens": 282, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.56, "thoughts": "Building queue is on weap, infantry queue is full. Need to keep scouting west toward the enemy start at (12,16) while economy runs. Power is fine for now.", "notes": "weap in progress. Scouting party heading west along y~15. Next: place weap, then powr/proc #2. Enemy expected west near (12,16).", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [138, 140, 142, 136], "x": 65, "y": 16}, {"do": "move", "units": [139, 143], "x": 75, "y": 20}], "feedback": ["attack_move: 4 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6100, "army_value": 800, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $831 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.7%.\nPRODUCTION: Building: weap 82%; Infantry: e1 14%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(49,26)\n  e3 (Rocket Soldier) x4: #137@(40,24) #141@(30,23) #144@(23,19) #146@(15,22)\n  harv (Ore Truck (harvester)) x1: #131@(22,10)\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  - rally #133: ordered\n  - attack_move: 3 units\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Weap 66% at 2:00, likely ready soon; place then build proc #2. Scout east toward (95,11); begin vehicle production once factory placed.", "raw": "{\"thoughts\":\"War Factory is nearly complete; keep scouting toward the likely enemy start while infantry production continues. Place the factory immediately next turn, then add a second refinery and begin tank production.\",\"notes\":\"Weap 82% at 2:08. Scouts spread east: e1 #135 at 49,26; rockets #137/#141/#144 advancing. Enemy likely 95,11. Place weap next turn, build proc #2 afterward.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":20},{\"do\":\"attack_move\",\"units\":[135],\"x\":75,\"y\":20},{\"do\":\"attack_move\",\"units\":[137,141],\"x\":75,\"y\":15},{\"do\":\"attack_move\",\"units\":[144,146],\"x\":55,\"y\":12},{\"do\":\"stance\",\"units\":[135,137,141,144,146],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1427, "completion_tokens": 284, "total_tokens": 1711, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1425, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00767195, "upstream_inference_prompt_cost": 0.00392315, "upstream_inference_completions_cost": 0.0037488}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.47, "thoughts": "War Factory is nearly complete; keep scouting toward the likely enemy start while infantry production continues. Place the factory immediately next turn, then add a second refinery and begin tank production.", "notes": "Weap 82% at 2:08. Scouts spread east: e1 #135 at 49,26; rockets #137/#141/#144 advancing. Enemy likely 95,11. Place weap next turn, build proc #2 afterward.", "commands": [{"do": "rally", "building": 133, "x": 45, "y": 20}, {"do": "attack_move", "units": [135], "x": 75, "y": 20}, {"do": "attack_move", "units": [137, 141], "x": 75, "y": 15}, {"do": "attack_move", "units": [144, 146], "x": 55, "y": 12}, {"do": "stance", "units": [135, 137, 141, 144, 146], "stance": "attack_anything"}], "feedback": ["rally #133: ordered", "attack_move: 1 units", "attack_move: 2 units", "attack_move: 2 units", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $835 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6400, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.9%.\nPRODUCTION: Building: weap 82%; Infantry: e3 70%; Infantry: e3 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\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #138@(70,15) #139@(80,24) #140@(80,14) #142@(80,14) #143@(82,15)\n  e3 (Rocket Soldier) x2: #136@(82,13) #145@(92,16)\n  harv (Ore Truck (harvester)) x1: #132@(88,4)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: weap in progress. Scouting party heading west along y~15. Next: place weap, then powr/proc #2. Enemy expected west near (12,16).", "raw": "{\"thoughts\": \"War Factory nearly done and an e3 is in the infantry queue; enemy still unseen west. Consolidate the scattered infantry and push them westward to scout/secure, while queuing more rocket troops.\", \"notes\": \"weap~done next turn, place it then add powr/proc #2. Army pushing west toward enemy start (12,16). Keep producing e3.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":60,\"y\":15},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1464, "completion_tokens": 384, "total_tokens": 1848, "cost": 0.000674208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000674208, "upstream_inference_prompt_cost": 0.000213408, "upstream_inference_completions_cost": 0.0004608}, "completion_tokens_details": {"reasoning_tokens": 231, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.64, "thoughts": "War Factory nearly done and an e3 is in the infantry queue; enemy still unseen west. Consolidate the scattered infantry and push them westward to scout/secure, while queuing more rocket troops.", "notes": "weap~done next turn, place it then add powr/proc #2. Army pushing west toward enemy start (12,16). Keep producing e3.", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}, {"do": "attack_move", "units": "all_army", "x": 60, "y": 15}, {"do": "rally", "building": 134, "x": 70, "y": 15}], "feedback": ["train 3x e3: queued", "train 3x e1: queued", "attack_move: 7 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6400, "army_value": 1100, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $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 12.6%.\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: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(58,28) #147@(21,20) #149@(18,20) #151@(15,22)\n  e3 (Rocket Soldier) x4: #137@(50,26) #141@(41,24) #144@(24,19)* #146@(16,23)*\n  harv (Ore Truck (harvester)) x1: #131@(24,7)\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\n  - attack_move: 2 units\n  - attack_move: 2 units\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Weap 82% at 2:08. Scouts spread east: e1 #135 at 49,26; rockets #137/#141/#144 advancing. Enemy likely 95,11. Place weap next turn, build proc #2 afterward.", "raw": "{\"thoughts\":\"War Factory is nearly complete; place it and immediately start a second refinery to expand income. Continue scouting east toward the likely enemy base while the infantry queue finishes.\",\"notes\":\"Place weap, queue proc #2. Scouts advancing east/northeast; likely enemy base around 95,11. Need begin vehicle production once factory is online.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":18,\"y\":22},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":22},{\"do\":\"attack_move\",\"units\":[135,137,141],\"x\":78,\"y\":20},{\"do\":\"attack_move\",\"units\":[144,146,147,149,151],\"x\":60,\"y\":18},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1448, "completion_tokens": 288, "total_tokens": 1736, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1446, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0077825, "upstream_inference_prompt_cost": 0.0039809, "upstream_inference_completions_cost": 0.0038016}, "completion_tokens_details": {"reasoning_tokens": 102, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.5, "thoughts": "War Factory is nearly complete; place it and immediately start a second refinery to expand income. Continue scouting east toward the likely enemy base while the infantry queue finishes.", "notes": "Place weap, queue proc #2. Scouts advancing east/northeast; likely enemy base around 95,11. Need begin vehicle production once factory is online.", "commands": [{"do": "place", "item": "weap", "x": 18, "y": 22}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 133, "x": 45, "y": 22}, {"do": "attack_move", "units": [135, 137, 141], "x": 78, "y": 20}, {"do": "attack_move", "units": [144, 146, 147, 149, 151], "x": 60, "y": 18}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["place weap: nothing READY TO PLACE with that type", "build proc: started", "rally #133: ordered", "attack_move: 3 units", "attack_move: 5 units", "stance: 8 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $172 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.1%.\nPRODUCTION: Building: weap 99%; Infantry: e1 39%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #138@(63,18)* #139@(72,19) #140@(71,15) #142@(70,15) #143@(72,15) #150@(94,16) #152@(97,15)\n  e3 (Rocket Soldier) x3: #136@(71,13) #145@(82,15) #148@(91,15)\n  harv (Ore Truck (harvester)) x1: #132@(92,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\n  - train 3x e1: queued\n  - attack_move: 7 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: weap~done next turn, place it then add powr/proc #2. Army pushing west toward enemy start (12,16). Keep producing e3.", "raw": "{\"thoughts\": \"War Factory nearly done - place it and start a Power Plant next. Army continues pushing west toward the enemy start. Keep infantry queues full; cash is low so rely on the harvester.\", \"notes\": \"Placed weap at (14,11) area. Building powr next. Army pushing west to (12,16). Keep e3 production. Watch for harvest/eco.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\"}, {\"do\":\"build\",\"item\":\"powr\"}, {\"do\":\"rally\",\"building\":134,\"x\":60,\"y\":16}, {\"do\":\"attack_move\",\"units\":[138,139,140,142,143,145,148],\"x\":40,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1530, "completion_tokens": 437, "total_tokens": 1967, "cost": 0.000757608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000757608, "upstream_inference_prompt_cost": 0.000233208, "upstream_inference_completions_cost": 0.0005244}, "completion_tokens_details": {"reasoning_tokens": 280, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.92, "thoughts": "War Factory nearly done - place it and start a Power Plant next. Army continues pushing west toward the enemy start. Keep infantry queues full; cash is low so rely on the harvester.", "notes": "Placed weap at (14,11) area. Building powr next. Army pushing west to (12,16). Keep e3 production. Watch for harvest/eco.", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "powr"}, {"do": "rally", "building": 134, "x": 60, "y": 16}, {"do": "attack_move", "units": [138, 139, 140, 142, 143, 145, 148], "x": 40, "y": 16}], "feedback": ["place weap: nothing READY TO PLACE with that type", "build powr: started", "rally #134: ordered", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 28}}
{"tick": 3601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $7000, army $2800, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 14.7%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e1 1%; 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #147@(32,20) #149@(26,25) #151@(24,24) #153@(21,22) #155@(19,20)\n  e3 (Rocket Soldier) x4: #137@(59,28) #141@(51,26) #144@(33,20) #146@(23,29)\n  harv (Ore Truck (harvester)) x1: #131@(19,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - build proc: started\n  - rally #133: ordered\n  - attack_move: 3 units\n  - attack_move: 5 units\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: Place weap, queue proc #2. Scouts advancing east/northeast; likely enemy base around 95,11. Need begin vehicle production once factory is online.", "raw": "{\"thoughts\":\"War Factory is ready and must be placed immediately; the second refinery is underway to support sustained vehicle production. Infantry and rockets continue scouting toward the likely enemy start while preserving map control.\",\"notes\":\"Place ready weap, then use it for tanks/harvesters when income arrives. Proc #2 building. Scout force advancing northeast/east toward (95,11); no enemy contact.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":18,\"y\":23},{\"do\":\"rally\",\"building\":133,\"x\":60,\"y\":22},{\"do\":\"attack_move\",\"units\":[137,141,144,146],\"x\":78,\"y\":19},{\"do\":\"attack_move\",\"units\":[147,149,151,153,155],\"x\":68,\"y\":24},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1440, "completion_tokens": 290, "total_tokens": 1730, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1438, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0077869, "upstream_inference_prompt_cost": 0.0039589, "upstream_inference_completions_cost": 0.003828}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.56, "thoughts": "War Factory is ready and must be placed immediately; the second refinery is underway to support sustained vehicle production. Infantry and rockets continue scouting toward the likely enemy start while preserving map control.", "notes": "Place ready weap, then use it for tanks/harvesters when income arrives. Proc #2 building. Scout force advancing northeast/east toward (95,11); no enemy contact.", "commands": [{"do": "place", "item": "weap", "x": 18, "y": 23}, {"do": "rally", "building": 133, "x": 60, "y": 22}, {"do": "attack_move", "units": [137, 141, 144, 146], "x": 78, "y": 19}, {"do": "attack_move", "units": [147, 149, 151, 153, 155], "x": 68, "y": 24}, {"do": "harvest", "unit": 131}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "rally #133: ordered", "attack_move: 4 units", "attack_move: 5 units", "stance: 9 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7000, "army_value": 1700, "income": 1000, "experience": 0, "order_count": 23}}
{"tick": 3601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $86 + stored ore $244 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $7000, army $2800, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.3%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Infantry: e3 90%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #138@(64,24)25% #139@(66,24) #140@(64,23) #142@(64,22) #143@(65,22) #150@(83,15) #152@(87,15) #154@(90,15)\n  e3 (Rocket Soldier) x3: #136@(63,18)* #145@(74,19) #148@(80,14)\n  harv (Ore Truck (harvester)) x1: #132@(89,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - build powr: started\n  - rally #134: ordered\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Placed weap at (14,11) area. Building powr next. Army pushing west to (12,16). Keep e3 production. Watch for harvest/eco.", "raw": "{\"thoughts\": \"War Factory is ready to place and barracks queue is full, so focus on placing weap, keeping economy running, and pushing my scattered infantry west toward the enemy start (12,16). Cash is very low so I need a second harvester soon.\", \"notes\": \"weap placed ~ (100,13). Army pushing west to enemy (12,16). Need 2nd proc/harvester when cash allows. Keep e3 production. Watch wounded e1 #138.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\",\"x\":101,\"y\":13},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"stop\",\"units\":[138]},{\"do\":\"attack_move\",\"units\":[139,140,142,143,150,152,154,136,145,148],\"x\":30,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1545, "completion_tokens": 804, "total_tokens": 2349, "cost": 0.001202508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001202508, "upstream_inference_prompt_cost": 0.000237708, "upstream_inference_completions_cost": 0.0009648}, "completion_tokens_details": {"reasoning_tokens": 624, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.33, "thoughts": "War Factory is ready to place and barracks queue is full, so focus on placing weap, keeping economy running, and pushing my scattered infantry west toward the enemy start (12,16). Cash is very low so I need a second harvester soon.", "notes": "weap placed ~ (100,13). Army pushing west to enemy (12,16). Need 2nd proc/harvester when cash allows. Keep e3 production. Watch wounded e1 #138.", "commands": [{"do": "place", "item": "weap", "x": 101, "y": 13}, {"do": "harvest", "unit": 132}, {"do": "stop", "units": [138]}, {"do": "attack_move", "units": [139, 140, 142, 143, 150, 152, 154, 136, 145, 148], "x": 30, "y": 16}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "stop: 1 units", "attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7000, "army_value": 1700, "income": 1500, "experience": 1, "order_count": 29}}
{"tick": 3801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $108 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2300, killed $0 (0 units, 0 bldgs), lost $700 (3 units, 0 bldgs). Map explored 15.9%.\nPRODUCTION: Building: proc 14%; Infantry: e1 96%; 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #147@(41,24) #149@(36,24) #151@(34,24) #153@(31,24) #155@(27,25) #159@(17,21)\n  e3 (Rocket Soldier) x2: #144@(43,23) #146@(32,29)\n  harv (Ore Truck (harvester)) x1: #131@(18,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - rally #133: ordered\n  - attack_move: 4 units\n  - attack_move: 5 units\n  - stance: 9 units\nYOUR NOTES FROM LAST TURN: Place ready weap, then use it for tanks/harvesters when income arrives. Proc #2 building. Scout force advancing northeast/east toward (95,11); no enemy contact.", "raw": "{\"thoughts\":\"Second refinery is under construction and infantry production is continuously queued, but cash is currently exhausted. Keep the scouting force pressing east toward the likely enemy base while the harvester mines and the refinery completes.\",\"notes\":\"Second proc at 14%; weap is placed. All available infantry/rockets continue scouting east-northeast toward enemy start (95,11); no contact yet.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":48,\"y\":22},{\"do\":\"rally\",\"building\":156,\"x\":45,\"y\":22},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":62,\"y\":20},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1484, "completion_tokens": 244, "total_tokens": 1728, "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": 0.0073007, "upstream_inference_prompt_cost": 0.0040799, "upstream_inference_completions_cost": 0.0032208}, "completion_tokens_details": {"reasoning_tokens": 76, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.67, "thoughts": "Second refinery is under construction and infantry production is continuously queued, but cash is currently exhausted. Keep the scouting force pressing east toward the likely enemy base while the harvester mines and the refinery completes.", "notes": "Second proc at 14%; weap is placed. All available infantry/rockets continue scouting east-northeast toward enemy start (95,11); no contact yet.", "commands": [{"do": "rally", "building": 133, "x": 48, "y": 22}, {"do": "rally", "building": 156, "x": 45, "y": 22}, {"do": "harvest", "unit": 131}, {"do": "attack_move", "units": "all_army", "x": 62, "y": 20}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["rally #133: ordered", "rally #156: ordered", "attack_move: 8 units", "stance: 8 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 700, "units_killed": 0, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8500, "army_value": 1200, "income": 1500, "experience": 0, "order_count": 24}}
{"tick": 3801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $9300, army $3100, killed $700 (3 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.8%.\nPRODUCTION: Building: powr 53%; Infantry: e3 47%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #138@(64,24)25%* #139@(59,28) #140@(58,28)93% #142@(59,28)98% #143@(59,28) #150@(75,18) #152@(77,16) #154@(80,14)\n  e3 (Rocket Soldier) x4: #136@(62,27) #145@(65,24) #148@(73,20) #158@(89,15)\n  harv (Ore Truck (harvester)) x1: #132@(89,3)\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  - stop: 1 units\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: weap placed ~ (100,13). Army pushing west to enemy (12,16). Need 2nd proc/harvester when cash allows. Keep e3 production. Watch wounded e1 #138.", "raw": "{\"thoughts\": \"Cash is 0, so everything depends on my single harvester. My 10-unit push moved west toward the enemy start (12,16). I'll keep the army advancing, make sure the harvester is mining, pull the wounded rifleman back, and queue a second harvester for economy.\", \"notes\": \"Army pushing W to enemy (12,16). powr building ~53%. Need 2nd harv/proc for cash. Rifleman #138 (25%) retreating to base.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":45,\"y\":20},{\"do\":\"move\",\"units\":[138],\"x\":92,\"y\":13},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":157,\"x\":88,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1608, "completion_tokens": 1182, "total_tokens": 2790, "cost": 0.001675008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001675008, "upstream_inference_prompt_cost": 0.000256608, "upstream_inference_completions_cost": 0.0014184}, "completion_tokens_details": {"reasoning_tokens": 977, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.05, "thoughts": "Cash is 0, so everything depends on my single harvester. My 10-unit push moved west toward the enemy start (12,16). I'll keep the army advancing, make sure the harvester is mining, pull the wounded rifleman back, and queue a second harvester for economy.", "notes": "Army pushing W to enemy (12,16). powr building ~53%. Need 2nd harv/proc for cash. Rifleman #138 (25%) retreating to base.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": "all_army", "x": 45, "y": 20}, {"do": "move", "units": [138], "x": 92, "y": 13}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 157, "x": 88, "y": 13}], "feedback": ["attack_move: 12 units", "move: 1 units", "train 1x harv: queued", "train 2x e3: queued", "rally #157: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 0, "units_killed": 3, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 1500, "experience": 7, "order_count": 30}}
{"tick": 4001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $2100, killed $0 (0 units, 0 bldgs), lost $1000 (4 units, 0 bldgs). Map explored 16.5%.\nPRODUCTION: Building: proc 18%; Infantry: e1 48%; 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #147@(48,25) #149@(46,24) #151@(44,24) #153@(42,24) #155@(36,26) #159@(25,25) #160@(22,23)\n  e3 (Rocket Soldier) x1: #146@(42,27)\n  harv (Ore Truck (harvester)) x1: #131@(17,7)\nVISIBLE ENEMY UNITS (4):\n  #139 e1@(51,26) 92%, #140 e1@(51,26) 23%, #142 e1@(51,26) 95%, #143 e1@(51,26) 97%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - rally #156: ordered\n  - attack_move: 8 units\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: Second proc at 14%; weap is placed. All available infantry/rockets continue scouting east-northeast toward enemy start (95,11); no contact yet.", "raw": "{\"thoughts\":\"Our scouting force has reached and spotted an enemy infantry screen. Keep pressure east toward the likely enemy base while the second refinery completes and income ramps up.\",\"notes\":\"Second refinery building at 18%; infantry force with one rocket is advancing from x22-48 toward enemy start at (95,11). Enemy rifle squad spotted around (51,26).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[147,149,151,153,155,159,160,146],\"x\":70,\"y\":20},{\"do\":\"stance\",\"units\":[147,149,151,153,155,159,160,146],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"rally\",\"building\":133,\"x\":62,\"y\":22},{\"do\":\"rally\",\"building\":156,\"x\":62,\"y\":22}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1500, "completion_tokens": 350, "total_tokens": 1850, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1498, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0087439, "upstream_inference_prompt_cost": 0.0041239, "upstream_inference_completions_cost": 0.00462}, "completion_tokens_details": {"reasoning_tokens": 150, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.96, "thoughts": "Our scouting force has reached and spotted an enemy infantry screen. Keep pressure east toward the likely enemy base while the second refinery completes and income ramps up.", "notes": "Second refinery building at 18%; infantry force with one rocket is advancing from x22-48 toward enemy start at (95,11). Enemy rifle squad spotted around (51,26).", "commands": [{"do": "attack_move", "units": [147, 149, 151, 153, 155, 159, 160, 146], "x": 70, "y": 20}, {"do": "stance", "units": [147, 149, 151, 153, 155, 159, 160, 146], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "train", "item": "e1", "count": 10}, {"do": "rally", "building": 133, "x": 62, "y": 22}, {"do": "rally", "building": 156, "x": 62, "y": 22}], "feedback": ["attack_move: 8 units", "stance: 8 units", "train 10x e1: queued", "rally #133: ordered", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1000, "units_killed": 0, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8300, "army_value": 1000, "income": 1500, "experience": 0, "order_count": 24}}
{"tick": 4001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $9300, army $3100, killed $1000 (4 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.9%.\nPRODUCTION: Building: powr 53%; Vehicle: harv 0%; Infantry: e3 47%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #138@(71,17)25% #139@(51,26)92% #140@(51,26)23% #142@(51,26)95% #143@(51,26)97% #150@(66,23) #152@(70,23) #154@(72,21)\n  e3 (Rocket Soldier) x4: #136@(52,27) #145@(57,28) #148@(64,25) #158@(79,14)\n  harv (Ore Truck (harvester)) x1: #132@(90,12)\nVISIBLE ENEMY UNITS (1):\n  #147 e1@(48,25) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - move: 1 units\n  - train 1x harv: queued\n  - train 2x e3: queued\n  - rally #157: ordered\nYOUR NOTES FROM LAST TURN: Army pushing W to enemy (12,16). powr building ~53%. Need 2nd harv/proc for cash. Rifleman #138 (25%) retreating to base.", "raw": "{\"thoughts\": \"Army is engaging enemy infantry near (48-52,25). Cash is $0 so focus on economy and keeping the push going. Retreat the two badly damaged riflemen, push the rest west toward the enemy start, and keep production flowing.\", \"notes\": \"Army pushing W toward enemy (12,16). Retreating #138,#140. powr ~53% in Building queue. harv+e3 queued. Need 2nd harv/proc ASAP for cash.\", \"commands\": [{\"do\":\"move\",\"units\":[138,140],\"x\":92,\"y\":13},{\"do\":\"attack_move\",\"units\":[139,142,143,145,148,150,152,154,136],\"x\":40,\"y\":24},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":60,\"y\":22},{\"do\":\"rally\",\"building\":157,\"x\":60,\"y\":22}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1655, "completion_tokens": 574, "total_tokens": 2229, "cost": 0.000959508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000959508, "upstream_inference_prompt_cost": 0.000270708, "upstream_inference_completions_cost": 0.0006888}, "completion_tokens_details": {"reasoning_tokens": 369, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.36, "thoughts": "Army is engaging enemy infantry near (48-52,25). Cash is $0 so focus on economy and keeping the push going. Retreat the two badly damaged riflemen, push the rest west toward the enemy start, and keep production flowing.", "notes": "Army pushing W toward enemy (12,16). Retreating #138,#140. powr ~53% in Building queue. harv+e3 queued. Need 2nd harv/proc ASAP for cash.", "commands": [{"do": "move", "units": [138, 140], "x": 92, "y": 13}, {"do": "attack_move", "units": [139, 142, 143, 145, 148, 150, 152, 154, 136], "x": 40, "y": 24}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 60, "y": 22}, {"do": "rally", "building": 157, "x": 60, "y": 22}], "feedback": ["move: 2 units", "attack_move: 9 units", "rally #134: ordered", "rally #157: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 0, "units_killed": 4, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 1500, "experience": 10, "order_count": 33}}
{"tick": 4201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8000, army $1800, killed $300 (3 units, 0 bldgs), lost $1300 (7 units, 0 bldgs). Map explored 16.6%.\nPRODUCTION: Building: proc 18%; Infantry: e1 48%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #153@(46,24) #155@(46,24) #159@(35,25) #160@(33,24)\n  e3 (Rocket Soldier) x1: #146@(46,26)88%\n  harv (Ore Truck (harvester)) x1: #131@(18,15)\nVISIBLE ENEMY UNITS (1):\n  #145 e3@(49,27) 49%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - stance: 8 units\n  - train 10x e1: queued\n  - rally #133: ordered\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Second refinery building at 18%; infantry force with one rocket is advancing from x22-48 toward enemy start at (95,11). Enemy rifle squad spotted around (51,26).", "raw": "{\"thoughts\":\"Our forward infantry has reached and outnumbered an exposed enemy rocket soldier. Keep pressure toward the likely enemy base while the refinery completes and the harvester keeps mining.\",\"notes\":\"Second refinery is 18% complete; forward infantry/rocket around x33-46,y24-26 advancing northeast. Enemy rocket #145 at 49,27; likely enemy base remains 95,11.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[146,153,155,159,160],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":60,\"y\":20},{\"do\":\"rally\",\"building\":156,\"x\":60,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1529, "completion_tokens": 257, "total_tokens": 1786, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1527, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00759605, "upstream_inference_prompt_cost": 0.00420365, "upstream_inference_completions_cost": 0.0033924}, "completion_tokens_details": {"reasoning_tokens": 97, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.13, "thoughts": "Our forward infantry has reached and outnumbered an exposed enemy rocket soldier. Keep pressure toward the likely enemy base while the refinery completes and the harvester keeps mining.", "notes": "Second refinery is 18% complete; forward infantry/rocket around x33-46,y24-26 advancing northeast. Enemy rocket #145 at 49,27; likely enemy base remains 95,11.", "commands": [{"do": "attack_move", "units": [146, 153, 155, 159, 160], "x": 95, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 60, "y": 20}, {"do": "rally", "building": 156, "x": 60, "y": 20}], "feedback": ["attack_move: 5 units", "rally #133: ordered", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1300, "units_killed": 3, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8000, "army_value": 700, "income": 1500, "experience": 3, "order_count": 34}}
{"tick": 4201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $46 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2800, killed $1300 (7 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 16.4%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: harv 14%; Infantry: e3 99%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #138@(80,13)25% #140@(60,28)8% #150@(58,28) #152@(61,27) #154@(63,26)\n  e3 (Rocket Soldier) x4: #136@(51,27) #145@(49,27)49% #148@(55,28) #158@(70,19)\n  harv (Ore Truck (harvester)) x1: #132@(89,11)\nVISIBLE ENEMY UNITS (1):\n  #146 e3@(46,26) 88%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - attack_move: 9 units\n  - rally #134: ordered\n  - rally #157: ordered\nYOUR NOTES FROM LAST TURN: Army pushing W toward enemy (12,16). Retreating #138,#140. powr ~53% in Building queue. harv+e3 queued. Need 2nd harv/proc ASAP for cash.", "raw": "{\"thoughts\": \"Place the ready power plant and start Ore Refinery for economic scaling. Push the army toward enemy at (12,16) while retreating severely damaged riflemen.\", \"notes\": \"Army engaging enemy e3 at (46,26), moving toward (12,16). Building proc next for free harvester. Heavily damaged #138 and #140 retreating.\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"build\", \"item\": \"proc\"}, {\"do\": \"move\", \"units\": [138, 140], \"x\": 95, \"y\": 14}, {\"do\": \"attack\", \"units\": [136, 145, 148, 150, 152, 154, 158], \"target\": 146}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1741, "completion_tokens": 981, "total_tokens": 2722, "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": 0.009969, "upstream_inference_prompt_cost": 0.0026115, "upstream_inference_completions_cost": 0.0073575}, "completion_tokens_details": {"reasoning_tokens": 785, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.39, "thoughts": "Place the ready power plant and start Ore Refinery for economic scaling. Push the army toward enemy at (12,16) while retreating severely damaged riflemen.", "notes": "Army engaging enemy e3 at (46,26), moving toward (12,16). Building proc next for free harvester. Heavily damaged #138 and #140 retreating.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}, {"do": "move", "units": [138, 140], "x": 95, "y": 14}, {"do": "attack", "units": [136, 145, 148, 150, 152, 154, 158], "target": 146}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "move: 2 units", "attack: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 300, "units_killed": 7, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 1700, "income": 2000, "experience": 13, "order_count": 33}}
{"tick": 4401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $131 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1700, killed $1200 (6 units, 0 bldgs), lost $1600 (8 units, 0 bldgs). Map explored 16.6%.\nPRODUCTION: Building: proc 31%; Infantry: e1 31%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #153@(49,26) #155@(49,26) #159@(45,24) #160@(44,24) #163@(18,20) #164@(15,22)\n  harv (Ore Truck (harvester)) x1: #131@(19,15)\nVISIBLE ENEMY UNITS (2):\n  #150 e1@(51,28) 50%, #152 e1@(51,28) 65%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - rally #133: ordered\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Second refinery is 18% complete; forward infantry/rocket around x33-46,y24-26 advancing northeast. Enemy rocket #145 at 49,27; likely enemy base remains 95,11.", "raw": "{\"thoughts\":\"Second refinery and infantry production are underway, but cash is currently exhausted. Clear the visible enemy infantry and keep the forward force advancing toward the likely enemy base while the harvester mines.\",\"notes\":\"Enemy base still presumed near 95,11. Forward rifles #153 #155 #159 #160 are around 44-49,24-26; keep advancing after clearing enemy rifles. Second refinery is building.\",\"commands\":[{\"do\":\"attack\",\"units\":[153,155,159,160],\"target\":150},{\"do\":\"attack\",\"units\":[153,155,159,160],\"target\":152},{\"do\":\"attack_move\",\"units\":[153,155,159,160],\"x\":70,\"y\":20},{\"do\":\"move\",\"units\":[163,164],\"x\":20,\"y\":19},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":24},{\"do\":\"rally\",\"building\":156,\"x\":38,\"y\":22}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1509, "completion_tokens": 285, "total_tokens": 1794, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1507, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00791065, "upstream_inference_prompt_cost": 0.00414865, "upstream_inference_completions_cost": 0.003762}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "Second refinery and infantry production are underway, but cash is currently exhausted. Clear the visible enemy infantry and keep the forward force advancing toward the likely enemy base while the harvester mines.", "notes": "Enemy base still presumed near 95,11. Forward rifles #153 #155 #159 #160 are around 44-49,24-26; keep advancing after clearing enemy rifles. Second refinery is building.", "commands": [{"do": "attack", "units": [153, 155, 159, 160], "target": 150}, {"do": "attack", "units": [153, 155, 159, 160], "target": 152}, {"do": "attack_move", "units": [153, 155, 159, 160], "x": 70, "y": 20}, {"do": "move", "units": [163, 164], "x": 20, "y": 19}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 45, "y": 24}, {"do": "rally", "building": 156, "x": 38, "y": 22}], "feedback": ["attack: 4 units", "attack: 4 units", "attack_move: 4 units", "move: 2 units", "rally #133: ordered", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 1600, "units_killed": 6, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2000, "experience": 12, "order_count": 34}}
{"tick": 4401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $1600 (8 units, 0 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 16.4%.\nPRODUCTION: Building: proc 0%; Vehicle: harv 16%; Infantry: e3 5%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #138@(91,13)25% #140@(68,21)8% #150@(51,28)50% #152@(51,28)65% #154@(54,28)*\n  e3 (Rocket Soldier) x2: #158@(63,26)* #161@(88,15)\n  harv (Ore Truck (harvester)) x1: #132@(86,4)\nVISIBLE ENEMY UNITS (2):\n  #153 e1@(49,26) 100%, #155 e1@(49,26) 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 proc: started\n  - move: 2 units\n  - attack: 7 units\nYOUR NOTES FROM LAST TURN: Army engaging enemy e3 at (46,26), moving toward (12,16). Building proc next for free harvester. Heavily damaged #138 and #140 retreating.", "raw": "{\"thoughts\": \"Economy is stalled at $0 with only one harvester; I must get it mining and keep the proc/harv queues going. Enemy has only two e1s visible at (49,26) \u2014 finish them with my nearby idle units while pulling the two near-dead rifles back to base.\", \"notes\": \"Army pushing toward enemy (12,16). #138,#140 retreating to base to avoid dying. #132 harv mining. Need cash: proc building, harv training. Enemy forward e1s at (49,26).\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack\",\"units\":[150,152,154,158],\"target\":153},{\"do\":\"attack\",\"units\":[161],\"target\":155},{\"do\":\"move\",\"units\":[138,140],\"x\":90,\"y\":12},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1625, "completion_tokens": 524, "total_tokens": 2149, "cost": 0.000890508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000890508, "upstream_inference_prompt_cost": 0.000261708, "upstream_inference_completions_cost": 0.0006288}, "completion_tokens_details": {"reasoning_tokens": 329, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.89, "thoughts": "Economy is stalled at $0 with only one harvester; I must get it mining and keep the proc/harv queues going. Enemy has only two e1s visible at (49,26) \u2014 finish them with my nearby idle units while pulling the two near-dead rifles back to base.", "notes": "Army pushing toward enemy (12,16). #138,#140 retreating to base to avoid dying. #132 harv mining. Need cash: proc building, harv training. Enemy forward e1s at (49,26).", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack", "units": [150, 152, 154, 158], "target": 153}, {"do": "attack", "units": [161], "target": 155}, {"do": "move", "units": [138, 140], "x": 90, "y": 12}, {"do": "build", "item": "powr"}], "feedback": ["attack: 4 units", "attack: 1 units", "move: 2 units", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 1200, "units_killed": 8, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 1100, "income": 2000, "experience": 16, "order_count": 35}}
{"tick": 4601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1600, killed $1500 (9 units, 0 bldgs), lost $1700 (9 units, 0 bldgs). Map explored 16.7%.\nPRODUCTION: Building: proc 36%; Infantry: e1 96%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #155@(52,27)30% #159@(52,27)97% #160@(52,26) #163@(20,19)* #164@(20,19)*\n  harv (Ore Truck (harvester)) x1: #131@(20,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - attack: 4 units\n  - attack_move: 4 units\n  - move: 2 units\n  - rally #133: ordered\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Enemy base still presumed near 95,11. Forward rifles #153 #155 #159 #160 are around 44-49,24-26; keep advancing after clearing enemy rifles. Second refinery is building.", "raw": "{\"thoughts\":\"Second refinery is progressing and infantry production is queued. Push the healthy rifle group toward the likely enemy base while pulling the damaged rifle back and keeping the harvester mining.\",\"notes\":\"Enemy still unseen, likely base at 95,11. Healthy rifles advance east; #155 retreats for safety. Proc #2 remains under construction.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[159,160,163,164],\"x\":78,\"y\":18},{\"do\":\"move\",\"units\":[155],\"x\":20,\"y\":19},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1509, "completion_tokens": 244, "total_tokens": 1753, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1507, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00736945, "upstream_inference_prompt_cost": 0.00414865, "upstream_inference_completions_cost": 0.0032208}, "completion_tokens_details": {"reasoning_tokens": 100, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.26, "thoughts": "Second refinery is progressing and infantry production is queued. Push the healthy rifle group toward the likely enemy base while pulling the damaged rifle back and keeping the harvester mining.", "notes": "Enemy still unseen, likely base at 95,11. Healthy rifles advance east; #155 retreats for safety. Proc #2 remains under construction.", "commands": [{"do": "attack_move", "units": [159, 160, 163, 164], "x": 78, "y": 18}, {"do": "move", "units": [155], "x": 20, "y": 19}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 70, "y": 20}], "feedback": ["attack_move: 4 units", "move: 1 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1500, "deaths_cost": 1700, "units_killed": 9, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 500, "income": 2000, "experience": 15, "order_count": 34}}
{"tick": 4601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $8400, army $1900, killed $1700 (9 units, 0 bldgs), lost $1500 (9 units, 0 bldgs). Map explored 16.5%.\nPRODUCTION: Building: proc 0%; Building: powr 0%; Vehicle: harv 16%; Infantry: e3 5%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #138@(90,12)25%* #140@(76,13)8%\n  e3 (Rocket Soldier) x2: #158@(61,27)* #161@(78,14)\n  harv (Ore Truck (harvester)) x1: #132@(88,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - attack: 1 units\n  - move: 2 units\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Army pushing toward enemy (12,16). #138,#140 retreating to base to avoid dying. #132 harv mining. Need cash: proc building, harv training. Enemy forward e1s at (49,26).", "raw": "{\"thoughts\": \"Cash is $0 so everything depends on the harvester \u2014 get it mining and keep the harv/proc queues going. Army is tiny; pull the two near-dead rifles back, scout toward the enemy start with the idle rocket soldier, and keep barracks producing.\",\"notes\": \"Economy first: harv mining, proc+harv in queue. #138/#140 retreating (low hp). #158 scouting toward enemy (12,16). Enemy not yet located. Need second harv ASAP when cash allows.\",\"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"move\",\"units\":[138,140],\"x\":93,\"y\":13},{\"do\":\"attack_move\",\"units\":[158],\"x\":40,\"y\":18},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"rally\",\"building\":157,\"x\":70,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1580, "completion_tokens": 954, "total_tokens": 2534, "cost": 0.001393008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001393008, "upstream_inference_prompt_cost": 0.000248208, "upstream_inference_completions_cost": 0.0011448}, "completion_tokens_details": {"reasoning_tokens": 747, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.22, "thoughts": "Cash is $0 so everything depends on the harvester \u2014 get it mining and keep the harv/proc queues going. Army is tiny; pull the two near-dead rifles back, scout toward the enemy start with the idle rocket soldier, and keep barracks producing.", "notes": "Economy first: harv mining, proc+harv in queue. #138/#140 retreating (low hp). #158 scouting toward enemy (12,16). Enemy not yet located. Need second harv ASAP when cash allows.", "commands": [{"do": "harvest", "unit": 132}, {"do": "train", "item": "harv", "count": 1}, {"do": "move", "units": [138, 140], "x": 93, "y": 13}, {"do": "attack_move", "units": [158], "x": 40, "y": 18}, {"do": "train", "item": "e3", "count": 1}, {"do": "rally", "building": 157, "x": 70, "y": 16}], "feedback": ["train 1x harv: queued", "move: 2 units", "attack_move: 1 units", "train 1x e3: queued", "rally #157: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 1500, "units_killed": 9, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8400, "army_value": 800, "income": 2000, "experience": 17, "order_count": 36}}
{"tick": 4801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1600, killed $1800 (10 units, 0 bldgs), lost $1700 (9 units, 0 bldgs). Map explored 16.8%.\nPRODUCTION: Building: proc 36%; Infantry: e1 96%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #155@(43,27)30% #159@(59,28)87% #160@(60,28) #163@(28,26) #164@(27,25)\n  harv (Ore Truck (harvester)) x1: #131@(20,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 1 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy still unseen, likely base at 95,11. Healthy rifles advance east; #155 retreats for safety. Proc #2 remains under construction.", "raw": "{\"thoughts\":\"Second refinery is progressing and the infantry queue will keep spending incoming funds. Continue scouting and consolidating the healthy rifle group toward the likely enemy start while the damaged rifle retreats to base.\",\"notes\":\"Proc #2 at 36%; healthy rifles scouting east around 59,28; enemy likely 95,11. Keep saving toward armor/factory expansion after refinery.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[159,160,163,164],\"x\":82,\"y\":20},{\"do\":\"move\",\"units\":[155],\"x\":16,\"y\":20},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":25}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1471, "completion_tokens": 212, "total_tokens": 1683, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1469, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00684255, "upstream_inference_prompt_cost": 0.00404415, "upstream_inference_completions_cost": 0.0027984}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.82, "thoughts": "Second refinery is progressing and the infantry queue will keep spending incoming funds. Continue scouting and consolidating the healthy rifle group toward the likely enemy start while the damaged rifle retreats to base.", "notes": "Proc #2 at 36%; healthy rifles scouting east around 59,28; enemy likely 95,11. Keep saving toward armor/factory expansion after refinery.", "commands": [{"do": "attack_move", "units": [159, 160, 163, 164], "x": 82, "y": 20}, {"do": "move", "units": [155], "x": 16, "y": 20}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 70, "y": 25}], "feedback": ["attack_move: 4 units", "move: 1 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 1700, "units_killed": 10, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 500, "income": 2000, "experience": 18, "order_count": 34}}
{"tick": 4801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $371 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8100, army $1600, killed $1700 (9 units, 0 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 16.5%.\nPRODUCTION: Building: proc 3%; Building: powr 0%; Vehicle: harv 20%; Vehicle: harv 0%; Infantry: e3 19%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #138@(93,13)25%* #140@(88,12)8%\n  e3 (Rocket Soldier) x1: #161@(69,20)\n  harv (Ore Truck (harvester)) x1: #132@(92,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - move: 2 units\n  - attack_move: 1 units\n  - train 1x e3: queued\n  - rally #157: ordered\nYOUR NOTES FROM LAST TURN: Economy first: harv mining, proc+harv in queue. #138/#140 retreating (low hp). #158 scouting toward enemy (12,16). Enemy not yet located. Need second harv ASAP when cash allows.", "raw": "{\"thoughts\": \"Economy starved at $0 with only 1 harvester \u2014 must get ore flowing. Keep the harvester mining, scout toward the likely enemy start with the rocket soldier, and let the queued proc/harvester finish. Pull the badly damaged rifle infantry off the front so they don't feed kills.\", \"notes\": \"Economy: 1 harv mining, 2nd harv + proc queued. #161 scouting west toward (12,16) enemy start. #138/#140 (25%/8% hp) retreating to base. Enemy still unlocated. Spend on harv/econ first.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[161],\"x\":45,\"y\":17},{\"do\":\"move\",\"units\":[138,140],\"x\":95,\"y\":13},{\"do\":\"rally\",\"building\":157,\"x\":90,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1604, "completion_tokens": 796, "total_tokens": 2400, "cost": 0.001210608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001210608, "upstream_inference_prompt_cost": 0.000255408, "upstream_inference_completions_cost": 0.0009552}, "completion_tokens_details": {"reasoning_tokens": 578, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.97, "thoughts": "Economy starved at $0 with only 1 harvester \u2014 must get ore flowing. Keep the harvester mining, scout toward the likely enemy start with the rocket soldier, and let the queued proc/harvester finish. Pull the badly damaged rifle infantry off the front so they don't feed kills.", "notes": "Economy: 1 harv mining, 2nd harv + proc queued. #161 scouting west toward (12,16) enemy start. #138/#140 (25%/8% hp) retreating to base. Enemy still unlocated. Spend on harv/econ first.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [161], "x": 45, "y": 17}, {"do": "move", "units": [138, 140], "x": 95, "y": 13}, {"do": "rally", "building": 157, "x": 90, "y": 12}, {"do": "rally", "building": 134, "x": 92, "y": 13}], "feedback": ["attack_move: 1 units", "move: 2 units", "rally #157: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 1800, "units_killed": 9, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 500, "income": 2500, "experience": 17, "order_count": 38}}
{"tick": 5001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $186 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8000, army $1800, killed $2100 (11 units, 0 bldgs), lost $1700 (9 units, 0 bldgs). Map explored 17.5%.\nPRODUCTION: Building: proc 47%; Infantry: e1 51%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #155@(34,20)30% #159@(66,23)87% #160@(67,24)91% #163@(37,24) #164@(37,24) #167@(18,20) #168@(16,22)\n  harv (Ore Truck (harvester)) x1: #131@(17,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 1 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Proc #2 at 36%; healthy rifles scouting east around 59,28; enemy likely 95,11. Keep saving toward armor/factory expansion after refinery.", "raw": "{\"thoughts\":\"Second refinery is nearly complete and will strengthen income; power will need expansion immediately afterward. Healthy rifle scouts should keep pressing east/northeast toward the expected Allied base while the damaged scout returns.\",\"notes\":\"Place proc #2 as soon as ready, then build powr. Scouts #159/#160 advancing toward enemy start; #155 retreating to base.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":35,\"y\":22},{\"do\":\"rally\",\"building\":156,\"x\":25,\"y\":18},{\"do\":\"attack_move\",\"units\":[159,160,163,164],\"x\":87,\"y\":16},{\"do\":\"move\",\"units\":[155],\"x\":18,\"y\":20},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1477, "completion_tokens": 296, "total_tokens": 1773, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1475, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00796785, "upstream_inference_prompt_cost": 0.00406065, "upstream_inference_completions_cost": 0.0039072}, "completion_tokens_details": {"reasoning_tokens": 129, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.51, "thoughts": "Second refinery is nearly complete and will strengthen income; power will need expansion immediately afterward. Healthy rifle scouts should keep pressing east/northeast toward the expected Allied base while the damaged scout returns.", "notes": "Place proc #2 as soon as ready, then build powr. Scouts #159/#160 advancing toward enemy start; #155 retreating to base.", "commands": [{"do": "rally", "building": 133, "x": 35, "y": 22}, {"do": "rally", "building": 156, "x": 25, "y": 18}, {"do": "attack_move", "units": [159, 160, 163, 164], "x": 87, "y": 16}, {"do": "move", "units": [155], "x": 18, "y": 20}, {"do": "harvest", "unit": 131}], "feedback": ["rally #133: ordered", "rally #156: ordered", "attack_move: 4 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 1700, "units_killed": 11, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8000, "army_value": 700, "income": 2500, "experience": 21, "order_count": 34}}
{"tick": 5001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $7800, army $1300, killed $1700 (9 units, 0 bldgs), lost $2100 (11 units, 0 bldgs). Map explored 16.5%.\nPRODUCTION: Building: proc 12%; Building: powr 0%; Vehicle: harv 31%; Vehicle: harv 0%; Infantry: e3 61%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #138@(95,13)25%* #140@(95,13)8%*\n  harv (Ore Truck (harvester)) x1: #132@(90,2)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - move: 2 units\n  - rally #157: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Economy: 1 harv mining, 2nd harv + proc queued. #161 scouting west toward (12,16) enemy start. #138/#140 (25%/8% hp) retreating to base. Enemy still unlocated. Spend on harv/econ first.", "raw": "{\"thoughts\": \"I'm nearly broke with only 1 harvester and 2 badly damaged riflemen after losing a scout. Priority is economy: keep the harvester mining, keep the queued harv/proc/infantry building, and stage new units at a rally point. No spare cash to start new buildings this turn.\", \"notes\": \"Economy: 1 harv mining (#132), 2nd harv + proc queued. #138/#140 (25%/8% hp) parked at base. No scout alive - need to send a cheap unit west toward enemy (12,16) once affordable. Next big spend: Service Depot for Heavy Tanks, then defenses.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[138,140],\"x\":98,\"y\":13},{\"do\":\"rally\",\"building\":157,\"x\":92,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1582, "completion_tokens": 1390, "total_tokens": 2972, "cost": 0.001916808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001916808, "upstream_inference_prompt_cost": 0.000248808, "upstream_inference_completions_cost": 0.001668}, "completion_tokens_details": {"reasoning_tokens": 1179, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.83, "thoughts": "I'm nearly broke with only 1 harvester and 2 badly damaged riflemen after losing a scout. Priority is economy: keep the harvester mining, keep the queued harv/proc/infantry building, and stage new units at a rally point. No spare cash to start new buildings this turn.", "notes": "Economy: 1 harv mining (#132), 2nd harv + proc queued. #138/#140 (25%/8% hp) parked at base. No scout alive - need to send a cheap unit west toward enemy (12,16) once affordable. Next big spend: Service Depot for Heavy Tanks, then defenses.", "commands": [{"do": "harvest", "unit": 132}, {"do": "move", "units": [138, 140], "x": 98, "y": 13}, {"do": "rally", "building": 157, "x": 92, "y": 13}, {"do": "rally", "building": 134, "x": 92, "y": 13}], "feedback": ["move: 2 units", "rally #157: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 2100, "units_killed": 9, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2500, "experience": 17, "order_count": 38}}
{"tick": 5201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8100, army $1900, killed $2100 (11 units, 0 bldgs), lost $1700 (9 units, 0 bldgs). Map explored 19.5%.\nPRODUCTION: Building: proc 54%; Infantry: e1 43%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #155@(22,20)30% #159@(74,16)87% #160@(76,16)91% #163@(48,25) #164@(47,24) #167@(27,25) #168@(24,24) #169@(21,22)\n  harv (Ore Truck (harvester)) x1: #131@(16,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - rally #156: ordered\n  - attack_move: 4 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Place proc #2 as soon as ready, then build powr. Scouts #159/#160 advancing toward enemy start; #155 retreating to base.", "raw": "{\"thoughts\":\"Second refinery is nearing completion, and infantry production is already fully queued. Continue scouting aggressively toward the likely enemy start while keeping the damaged rifleman back near base.\",\"notes\":\"Proc #2 54%; place immediately next turn. Scouts #159/#160 pushing east toward (95,11); #155 remains damaged near base.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[159,160],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[163,164,167,168,169],\"x\":80,\"y\":16},{\"do\":\"move\",\"units\":[155],\"x\":18,\"y\":20},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1482, "completion_tokens": 235, "total_tokens": 1717, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1480, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0071764, "upstream_inference_prompt_cost": 0.0040744, "upstream_inference_completions_cost": 0.003102}, "completion_tokens_details": {"reasoning_tokens": 87, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.95, "thoughts": "Second refinery is nearing completion, and infantry production is already fully queued. Continue scouting aggressively toward the likely enemy start while keeping the damaged rifleman back near base.", "notes": "Proc #2 54%; place immediately next turn. Scouts #159/#160 pushing east toward (95,11); #155 remains damaged near base.", "commands": [{"do": "attack_move", "units": [159, 160], "x": 95, "y": 11}, {"do": "attack_move", "units": [163, 164, 167, 168, 169], "x": 80, "y": 16}, {"do": "move", "units": [155], "x": 18, "y": 20}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 2 units", "attack_move: 5 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 1700, "units_killed": 11, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 800, "income": 2500, "experience": 21, "order_count": 34}}
{"tick": 5201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $7800, army $1300, killed $1700 (9 units, 0 bldgs), lost $2100 (11 units, 0 bldgs). Map explored 16.5%.\nPRODUCTION: Building: proc 12%; Building: powr 0%; Vehicle: harv 31%; Vehicle: harv 0%; Infantry: e3 61%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #138@(98,12)25%* #140@(98,12)8%*\n  harv (Ore Truck (harvester)) x1: #132@(88,3)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - rally #157: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Economy: 1 harv mining (#132), 2nd harv + proc queued. #138/#140 (25%/8% hp) parked at base. No scout alive - need to send a cheap unit west toward enemy (12,16) once affordable. Next big spend: Service Depot for Heavy Tanks, then defenses.", "raw": "{\"thoughts\": \"Cash is tight with one harvester, but harv 2 and proc are underway. Dispatching our two low-health riflemen to scout westward and southwest to locate enemy movements and reveal the map.\", \"notes\": \"Scouting with damaged rifles #138 and #140 toward enemy base. Harv 2 at 31%, proc at 12%. Once harv completes, income will jump.\", \"commands\": [{\"do\": \"move\", \"units\": [138], \"x\": 60, \"y\": 20}, {\"do\": \"move\", \"units\": [140], \"x\": 65, \"y\": 35}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1681, "completion_tokens": 823, "total_tokens": 2504, "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": 0.008694, "upstream_inference_prompt_cost": 0.0025215, "upstream_inference_completions_cost": 0.0061725}, "completion_tokens_details": {"reasoning_tokens": 675, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.88, "thoughts": "Cash is tight with one harvester, but harv 2 and proc are underway. Dispatching our two low-health riflemen to scout westward and southwest to locate enemy movements and reveal the map.", "notes": "Scouting with damaged rifles #138 and #140 toward enemy base. Harv 2 at 31%, proc at 12%. Once harv completes, income will jump.", "commands": [{"do": "move", "units": [138], "x": 60, "y": 20}, {"do": "move", "units": [140], "x": 65, "y": 35}], "feedback": ["move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 2100, "units_killed": 9, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2500, "experience": 17, "order_count": 38}}
{"tick": 5401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8100, army $1900, killed $2100 (11 units, 0 bldgs), lost $1700 (9 units, 0 bldgs). Map explored 21.1%.\nPRODUCTION: Building: proc 54%; Infantry: e1 43%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #155@(18,20)30%* #159@(83,10)87% #160@(85,10)91% #163@(57,28) #164@(57,28) #167@(37,24) #168@(34,24) #169@(31,24)\n  harv (Ore Truck (harvester)) x1: #131@(18,13)\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: 5 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Proc #2 54%; place immediately next turn. Scouts #159/#160 pushing east toward (95,11); #155 remains damaged near base.", "raw": "{\"thoughts\":\"Second refinery is halfway complete and will strengthen income once placed. Infantry scouts are spread across the center and northeast; continue converging toward the likely enemy base while the damaged rifle returns home.\",\"notes\":\"Proc #2 at 54%; place as soon as ready. Scouts #159/#160 nearing likely enemy start (95,11); central rifles advancing east. Need power/Service Depot for heavy tanks after refinery.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[159,160],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[163,164],\"x\":82,\"y\":18},{\"do\":\"attack_move\",\"units\":[167,168,169],\"x\":65,\"y\":20},{\"do\":\"move\",\"units\":[155],\"x\":15,\"y\":21},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":62,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1476, "completion_tokens": 308, "total_tokens": 1784, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1474, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0081235, "upstream_inference_prompt_cost": 0.0040579, "upstream_inference_completions_cost": 0.0040656}, "completion_tokens_details": {"reasoning_tokens": 111, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "Second refinery is halfway complete and will strengthen income once placed. Infantry scouts are spread across the center and northeast; continue converging toward the likely enemy base while the damaged rifle returns home.", "notes": "Proc #2 at 54%; place as soon as ready. Scouts #159/#160 nearing likely enemy start (95,11); central rifles advancing east. Need power/Service Depot for heavy tanks after refinery.", "commands": [{"do": "attack_move", "units": [159, 160], "x": 95, "y": 11}, {"do": "attack_move", "units": [163, 164], "x": 82, "y": 18}, {"do": "attack_move", "units": [167, 168, 169], "x": 65, "y": 20}, {"do": "move", "units": [155], "x": 15, "y": 21}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 62, "y": 20}], "feedback": ["attack_move: 2 units", "attack_move: 2 units", "attack_move: 3 units", "move: 1 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 1700, "units_killed": 11, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 800, "income": 2000, "experience": 21, "order_count": 34}}
{"tick": 5401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $7800, army $1300, killed $1700 (9 units, 0 bldgs), lost $2100 (11 units, 0 bldgs). Map explored 16.7%.\nPRODUCTION: Building: proc 12%; Building: powr 0%; Vehicle: harv 31%; Vehicle: harv 0%; Infantry: e3 61%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 100%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #138@(90,13)25% #140@(90,21)8%\n  harv (Ore Truck (harvester)) x1: #132@(90,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Scouting with damaged rifles #138 and #140 toward enemy base. Harv 2 at 31%, proc at 12%. Once harv completes, income will jump.", "raw": "{\"thoughts\": \"Economy is stalled at $0 cash with one harvester; I need that second harv and the refinery to complete. My two riflemen are nearly dead, so I'll pull them back to base. Keep queues running and park new units defensively until I can afford an attack.\", \"notes\": \"Building proc 12%; vehicle harv 31% + harv 0%; infantry queue full of e3. Pull damaged rifles #138/#140 home. Once harvs complete, income will recover. Next: build powr, then more procs/weap and mass e3+3tnk.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[138,140],\"x\":95,\"y\":18},{\"do\":\"rally\",\"building\":157,\"x\":90,\"y\":18},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1538, "completion_tokens": 472, "total_tokens": 2010, "cost": 0.000802008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000802008, "upstream_inference_prompt_cost": 0.000235608, "upstream_inference_completions_cost": 0.0005664}, "completion_tokens_details": {"reasoning_tokens": 274, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "Economy is stalled at $0 cash with one harvester; I need that second harv and the refinery to complete. My two riflemen are nearly dead, so I'll pull them back to base. Keep queues running and park new units defensively until I can afford an attack.", "notes": "Building proc 12%; vehicle harv 31% + harv 0%; infantry queue full of e3. Pull damaged rifles #138/#140 home. Once harvs complete, income will recover. Next: build powr, then more procs/weap and mass e3+3tnk.", "commands": [{"do": "harvest", "unit": 132}, {"do": "move", "units": [138, 140], "x": 95, "y": 18}, {"do": "rally", "building": 157, "x": 90, "y": 18}, {"do": "rally", "building": 134, "x": 90, "y": 20}], "feedback": ["move: 2 units", "rally #157: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 2100, "units_killed": 9, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2000, "experience": 17, "order_count": 38}}
{"tick": 5601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $209 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $2000, killed $2100 (11 units, 0 bldgs), lost $1700 (9 units, 0 bldgs). Map explored 21.6%.\nPRODUCTION: Building: proc 64%; Infantry: e1 88%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #155@(15,23)30%* #159@(88,10)87% #160@(87,10)91% #163@(66,23) #164@(65,23) #167@(47,24) #168@(45,24) #169@(41,22) #170@(16,21)\n  harv (Ore Truck (harvester)) x1: #131@(18,17)\nVISIBLE ENEMY UNITS (1):\n  #132 harv@(88,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - attack_move: 2 units\n  - attack_move: 3 units\n  - move: 1 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Proc #2 at 54%; place as soon as ready. Scouts #159/#160 nearing likely enemy start (95,11); central rifles advancing east. Need power/Service Depot for heavy tanks after refinery.", "raw": "{\"thoughts\":\"Second refinery is nearing completion and will unlock the income needed for sustained vehicle production. Our eastern scouts have found an enemy harvester near its likely base; pressure it while central infantry continues advancing.\",\"notes\":\"Place proc #2 immediately when ready, then build powr/fix and nonstop heavy tanks. Enemy harvester #132 at 88,10; scouts #159/#160 engaged near probable base.\",\"commands\":[{\"do\":\"attack\",\"units\":[159,160],\"target\":132},{\"do\":\"attack_move\",\"units\":[163,164],\"x\":82,\"y\":15},{\"do\":\"attack_move\",\"units\":[167,168],\"x\":75,\"y\":18},{\"do\":\"attack_move\",\"units\":[169],\"x\":68,\"y\":18},{\"do\":\"move\",\"units\":[155,170],\"x\":30,\"y\":20},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1515, "completion_tokens": 273, "total_tokens": 1788, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1513, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00776875, "upstream_inference_prompt_cost": 0.00416515, "upstream_inference_completions_cost": 0.0036036}, "completion_tokens_details": {"reasoning_tokens": 66, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.07, "thoughts": "Second refinery is nearing completion and will unlock the income needed for sustained vehicle production. Our eastern scouts have found an enemy harvester near its likely base; pressure it while central infantry continues advancing.", "notes": "Place proc #2 immediately when ready, then build powr/fix and nonstop heavy tanks. Enemy harvester #132 at 88,10; scouts #159/#160 engaged near probable base.", "commands": [{"do": "attack", "units": [159, 160], "target": 132}, {"do": "attack_move", "units": [163, 164], "x": 82, "y": 15}, {"do": "attack_move", "units": [167, 168], "x": 75, "y": 18}, {"do": "attack_move", "units": [169], "x": 68, "y": 18}, {"do": "move", "units": [155, 170], "x": 30, "y": 20}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 75, "y": 18}], "feedback": ["attack: 2 units", "attack_move: 2 units", "attack_move: 2 units", "attack_move: 1 units", "move: 2 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 1700, "units_killed": 11, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 900, "income": 2500, "experience": 21, "order_count": 34}}
{"tick": 5601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $8100, army $1600, killed $1700 (9 units, 0 bldgs), lost $2100 (11 units, 0 bldgs). Map explored 16.8%.\nPRODUCTION: Building: proc 24%; Building: powr 0%; Vehicle: harv 46%; Vehicle: harv 0%; Infantry: e3 16%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 94%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #138@(95,18)25%* #140@(95,18)8%*\n  e3 (Rocket Soldier) x1: #171@(96,15)\n  harv (Ore Truck (harvester)) x1: #132@(88,10)\nVISIBLE ENEMY UNITS (2):\n  #159 e1@(88,10) 87%, #160 e1@(87,10) 91%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - rally #157: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Building proc 12%; vehicle harv 31% + harv 0%; infantry queue full of e3. Pull damaged rifles #138/#140 home. Once harvs complete, income will recover. Next: build powr, then more procs/weap and mass e3+3tnk.", "raw": "{\"thoughts\": \"Cash is at 0, so everything hinges on the two harvesters completing. Enemy rifles are harassing my harvester at (88,10) \u2014 send the rocket soldier to clear them and pull the damaged rifles back toward base. Let the proc finish and harvs complete.\", \"notes\": \"Enemy rifles #159/#160 near (88,10) harassing harvester. e3 #171 sent to clear. Pull weak e1s to base. Proc 24%, 2 harvs building. Once cash flows: powr then more procs/weap, mass e3+3tnk.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[171],\"x\":88,\"y\":10},{\"do\":\"move\",\"units\":[132],\"x\":93,\"y\":13},{\"do\":\"move\",\"units\":[138,140],\"x\":96,\"y\":17}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1612, "completion_tokens": 566, "total_tokens": 2178, "cost": 0.000937008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000937008, "upstream_inference_prompt_cost": 0.000257808, "upstream_inference_completions_cost": 0.0006792}, "completion_tokens_details": {"reasoning_tokens": 376, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.14, "thoughts": "Cash is at 0, so everything hinges on the two harvesters completing. Enemy rifles are harassing my harvester at (88,10) \u2014 send the rocket soldier to clear them and pull the damaged rifles back toward base. Let the proc finish and harvs complete.", "notes": "Enemy rifles #159/#160 near (88,10) harassing harvester. e3 #171 sent to clear. Pull weak e1s to base. Proc 24%, 2 harvs building. Once cash flows: powr then more procs/weap, mass e3+3tnk.", "commands": [{"do": "attack_move", "units": [171], "x": 88, "y": 10}, {"do": "move", "units": [132], "x": 93, "y": 13}, {"do": "move", "units": [138, 140], "x": 96, "y": 17}], "feedback": ["attack_move: 1 units", "move: 1 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 2100, "units_killed": 9, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 500, "income": 2500, "experience": 17, "order_count": 38}}
{"tick": 5801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $2000, killed $2100 (11 units, 0 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 21.8%.\nPRODUCTION: Building: proc 72%; Infantry: e1 91%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #155@(25,20)30% #160@(89,10)82% #163@(74,19) #164@(74,19) #167@(56,28) #168@(54,28) #169@(50,26) #170@(27,20) #172@(22,23)\n  harv (Ore Truck (harvester)) x1: #131@(21,7)\nVISIBLE ENEMY UNITS (1):\n  #171 e3@(90,13) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #130 proc@(92,11) 94%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - attack_move: 2 units\n  - attack_move: 2 units\n  - attack_move: 1 units\n  - move: 2 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place proc #2 immediately when ready, then build powr/fix and nonstop heavy tanks. Enemy harvester #132 at 88,10; scouts #159/#160 engaged near probable base.", "raw": "{\"thoughts\":\"Our second refinery and rifle batch are nearly complete while forward scouts have confirmed the enemy refinery at the expected start. Keep pressure on that refinery and advance the scattered infantry toward the enemy base while income resumes.\",\"notes\":\"Enemy refinery #130 at 92,11 (94%); enemy rocket #171 at 90,13. #160 is forward near base; proc #2 72%, infantry batch nearly done. Place refinery and queue power/fix when cash allows.\",\"commands\":[{\"do\":\"attack\",\"units\":[160],\"target\":130},{\"do\":\"attack_move\",\"units\":[163,164],\"x\":92,\"y\":11},{\"do\":\"attack_move\",\"units\":[167,168,169],\"x\":92,\"y\":11},{\"do\":\"attack_move\",\"units\":[170,172],\"x\":75,\"y\":18},{\"do\":\"move\",\"units\":[155],\"x\":17,\"y\":20},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":84,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1519, "completion_tokens": 306, "total_tokens": 1825, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1517, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00821535, "upstream_inference_prompt_cost": 0.00417615, "upstream_inference_completions_cost": 0.0040392}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.89, "thoughts": "Our second refinery and rifle batch are nearly complete while forward scouts have confirmed the enemy refinery at the expected start. Keep pressure on that refinery and advance the scattered infantry toward the enemy base while income resumes.", "notes": "Enemy refinery #130 at 92,11 (94%); enemy rocket #171 at 90,13. #160 is forward near base; proc #2 72%, infantry batch nearly done. Place refinery and queue power/fix when cash allows.", "commands": [{"do": "attack", "units": [160], "target": 130}, {"do": "attack_move", "units": [163, 164], "x": 92, "y": 11}, {"do": "attack_move", "units": [167, 168, 169], "x": 92, "y": 11}, {"do": "attack_move", "units": [170, 172], "x": 75, "y": 18}, {"do": "move", "units": [155], "x": 17, "y": 20}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 84, "y": 14}], "feedback": ["attack: 1 units", "attack_move: 2 units", "attack_move: 3 units", "attack_move: 2 units", "move: 1 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 1800, "units_killed": 11, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 900, "income": 2500, "experience": 21, "order_count": 34}}
{"tick": 5801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $8100, army $1600, killed $1800 (10 units, 0 bldgs), lost $2100 (11 units, 0 bldgs). Map explored 16.8%.\nPRODUCTION: Building: proc 24%; Building: powr 0%; Vehicle: harv 46%; Vehicle: harv 0%; Infantry: e3 16%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 94%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #138@(96,17)25%* #140@(96,17)8%*\n  e3 (Rocket Soldier) x1: #171@(90,13)\n  harv (Ore Truck (harvester)) x1: #132@(93,13)97%*\nVISIBLE ENEMY UNITS (1):\n  #160 e1@(89,10) 82%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - move: 1 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy rifles #159/#160 near (88,10) harassing harvester. e3 #171 sent to clear. Pull weak e1s to base. Proc 24%, 2 harvs building. Once cash flows: powr then more procs/weap, mass e3+3tnk.", "raw": "{\"thoughts\": \"Economy is starving at $0; harvesters in production will fix that. Clear the enemy rifle near our harvester with the rocket soldier, pull the two nearly-dead riflemen back to base, and keep queues running.\", \"notes\": \"Cash $0, relying on 2 harvs in production. e3 #171 killing enemy e1 #160 at (89,10). Weak e1s retreating to fact. Next: powr/proc when cash comes.\", \"commands\": [{\"do\":\"attack\",\"units\":[171],\"target\":160},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[138,140],\"x\":95,\"y\":14},{\"do\":\"rally\",\"building\":157,\"x\":95,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1604, "completion_tokens": 686, "total_tokens": 2290, "cost": 0.001078608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001078608, "upstream_inference_prompt_cost": 0.000255408, "upstream_inference_completions_cost": 0.0008232}, "completion_tokens_details": {"reasoning_tokens": 504, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.75, "thoughts": "Economy is starving at $0; harvesters in production will fix that. Clear the enemy rifle near our harvester with the rocket soldier, pull the two nearly-dead riflemen back to base, and keep queues running.", "notes": "Cash $0, relying on 2 harvs in production. e3 #171 killing enemy e1 #160 at (89,10). Weak e1s retreating to fact. Next: powr/proc when cash comes.", "commands": [{"do": "attack", "units": [171], "target": 160}, {"do": "harvest", "unit": 132}, {"do": "move", "units": [138, 140], "x": 95, "y": 14}, {"do": "rally", "building": 157, "x": 95, "y": 14}, {"do": "rally", "building": 134, "x": 95, "y": 16}], "feedback": ["attack: 1 units", "move: 2 units", "rally #157: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 2100, "units_killed": 10, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 500, "income": 2500, "experience": 18, "order_count": 38}}
{"tick": 6001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $2000, killed $2100 (11 units, 0 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 22.2%.\nPRODUCTION: Building: proc 72%; Infantry: e1 91%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #155@(17,20)30%* #160@(89,10)50% #163@(83,14) #164@(83,14) #167@(65,24) #168@(63,26) #169@(60,28) #170@(37,20) #172@(31,22)\n  harv (Ore Truck (harvester)) x1: #131@(22,10)\nVISIBLE ENEMY UNITS (1):\n  #171 e3@(90,13) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #130 proc@(92,11) 90%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - attack_move: 2 units\n  - attack_move: 3 units\n  - attack_move: 2 units\n  - move: 1 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy refinery #130 at 92,11 (94%); enemy rocket #171 at 90,13. #160 is forward near base; proc #2 72%, infantry batch nearly done. Place refinery and queue power/fix when cash allows.", "raw": "{\"thoughts\":\"Our forward infantry are close to the exposed enemy refinery; focus it down while reinforcements continue marching east. The second refinery is nearly complete, so place it immediately when ready and use the income for power and armor infrastructure.\",\"notes\":\"Enemy proc #130 at 92,11 under direct infantry pressure; enemy rocket #171 at 90,13. Forward units #160, #163, #164; second proc 72% building progress, infantry queue full.\",\"commands\":[{\"do\":\"attack\",\"units\":[160],\"target\":130},{\"do\":\"attack_move\",\"units\":[163,164],\"x\":92,\"y\":11},{\"do\":\"attack_move\",\"units\":[167,168,169],\"x\":88,\"y\":13},{\"do\":\"attack_move\",\"units\":[170,172,155],\"x\":82,\"y\":14},{\"do\":\"rally\",\"building\":133,\"x\":82,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1532, "completion_tokens": 328, "total_tokens": 1860, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1530, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0085415, "upstream_inference_prompt_cost": 0.0042119, "upstream_inference_completions_cost": 0.0043296}, "completion_tokens_details": {"reasoning_tokens": 130, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.86, "thoughts": "Our forward infantry are close to the exposed enemy refinery; focus it down while reinforcements continue marching east. The second refinery is nearly complete, so place it immediately when ready and use the income for power and armor infrastructure.", "notes": "Enemy proc #130 at 92,11 under direct infantry pressure; enemy rocket #171 at 90,13. Forward units #160, #163, #164; second proc 72% building progress, infantry queue full.", "commands": [{"do": "attack", "units": [160], "target": 130}, {"do": "attack_move", "units": [163, 164], "x": 92, "y": 11}, {"do": "attack_move", "units": [167, 168, 169], "x": 88, "y": 13}, {"do": "attack_move", "units": [170, 172, 155], "x": 82, "y": 14}, {"do": "rally", "building": 133, "x": 82, "y": 14}], "feedback": ["attack: 1 units", "attack_move: 2 units", "attack_move: 3 units", "attack_move: 3 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 1800, "units_killed": 11, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 900, "income": 2425, "experience": 21, "order_count": 34}}
{"tick": 6001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $8100, army $1600, killed $1800 (10 units, 0 bldgs), lost $2100 (11 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 24%; Building: powr 0%; Vehicle: harv 46%; Vehicle: harv 0%; Infantry: e3 16%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 90%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #138@(95,14)25%* #140@(95,14)8%*\n  e3 (Rocket Soldier) x1: #171@(90,13)\n  harv (Ore Truck (harvester)) x1: #132@(84,6)97%\nVISIBLE ENEMY UNITS (1):\n  #160 e1@(89,10) 50%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - move: 2 units\n  - rally #157: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Cash $0, relying on 2 harvs in production. e3 #171 killing enemy e1 #160 at (89,10). Weak e1s retreating to fact. Next: powr/proc when cash comes.", "raw": "{\"thoughts\": \"Cash is $0, so everything depends on the one active harvester plus the two in production. #160 enemy rifle is harassing near (89,10) at 50% hp; my e3 #171 can finish it. My two rifle infantry are nearly dead, so pull them back to the base.\", \"notes\": \"Economy starved ($0). 2 harvs in Vehicle queue, 1 mining. e3 #171 killing enemy e1 #160. Weak e1s (#138 25%, #140 8%) hiding at fact. Next: spend on powr/proc once cash flows.\", \"commands\": [{\"do\":\"attack\",\"units\":[171],\"target\":160},{\"do\":\"move\",\"units\":[138,140],\"x\":95,\"y\":13},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1593, "completion_tokens": 585, "total_tokens": 2178, "cost": 0.000954108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000954108, "upstream_inference_prompt_cost": 0.000252108, "upstream_inference_completions_cost": 0.000702}, "completion_tokens_details": {"reasoning_tokens": 405, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.41, "thoughts": "Cash is $0, so everything depends on the one active harvester plus the two in production. #160 enemy rifle is harassing near (89,10) at 50% hp; my e3 #171 can finish it. My two rifle infantry are nearly dead, so pull them back to the base.", "notes": "Economy starved ($0). 2 harvs in Vehicle queue, 1 mining. e3 #171 killing enemy e1 #160. Weak e1s (#138 25%, #140 8%) hiding at fact. Next: spend on powr/proc once cash flows.", "commands": [{"do": "attack", "units": [171], "target": 160}, {"do": "move", "units": [138, 140], "x": 95, "y": 13}, {"do": "harvest", "unit": 132}], "feedback": ["attack: 1 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 2100, "units_killed": 10, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 500, "income": 2000, "experience": 18, "order_count": 38}}
{"tick": 6201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $25 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $2000, killed $2400 (12 units, 0 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 22.6%.\nPRODUCTION: Building: proc 72%; Infantry: e1 91%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #155@(26,25)30% #160@(89,10)28% #163@(89,14) #164@(89,14) #167@(72,17) #168@(70,19) #169@(68,21) #170@(47,24) #172@(41,24)\n  harv (Ore Truck (harvester)) x1: #131@(16,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #130 proc@(92,11) 83%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - attack_move: 2 units\n  - attack_move: 3 units\n  - attack_move: 3 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy proc #130 at 92,11 under direct infantry pressure; enemy rocket #171 at 90,13. Forward units #160, #163, #164; second proc 72% building progress, infantry queue full.", "raw": "{\"thoughts\":\"Our forward infantry have reached the exposed enemy refinery and should finish it, while reinforcements continue advancing from the west. The second refinery is nearly ready and will be placed immediately once completed to restore strong income.\",\"notes\":\"Enemy refinery #130 at 92,11 is the only confirmed building; forward rifles #160,#163,#164 are assaulting it. Place second proc as soon as ready, then expand vehicle production.\",\"commands\":[{\"do\":\"attack\",\"units\":[160,163,164],\"target\":130},{\"do\":\"attack_move\",\"units\":[167,168,169],\"x\":92,\"y\":11},{\"do\":\"attack_move\",\"units\":[170,172,155],\"x\":82,\"y\":15},{\"do\":\"rally\",\"building\":133,\"x\":78,\"y\":17},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1508, "completion_tokens": 254, "total_tokens": 1762, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1506, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0074987, "upstream_inference_prompt_cost": 0.0041459, "upstream_inference_completions_cost": 0.0033528}, "completion_tokens_details": {"reasoning_tokens": 71, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.84, "thoughts": "Our forward infantry have reached the exposed enemy refinery and should finish it, while reinforcements continue advancing from the west. The second refinery is nearly ready and will be placed immediately once completed to restore strong income.", "notes": "Enemy refinery #130 at 92,11 is the only confirmed building; forward rifles #160,#163,#164 are assaulting it. Place second proc as soon as ready, then expand vehicle production.", "commands": [{"do": "attack", "units": [160, 163, 164], "target": 130}, {"do": "attack_move", "units": [167, 168, 169], "x": 92, "y": 11}, {"do": "attack_move", "units": [170, 172, 155], "x": 82, "y": 15}, {"do": "rally", "building": 133, "x": 78, "y": 17}, {"do": "harvest", "unit": 131}], "feedback": ["attack: 3 units", "attack_move: 3 units", "attack_move: 3 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 1800, "units_killed": 12, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 900, "income": 2000, "experience": 24, "order_count": 34}}
{"tick": 6201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $7800, army $1300, killed $1800 (10 units, 0 bldgs), lost $2400 (12 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 24%; Building: powr 0%; Vehicle: harv 46%; Vehicle: harv 0%; Infantry: e3 16%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 83%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #138@(95,13)25%* #140@(95,13)8%*\n  harv (Ore Truck (harvester)) x1: #132@(86,5)97%\nVISIBLE ENEMY UNITS (3):\n  #160 e1@(89,10) 28%, #163 e1@(89,14) 100%, #164 e1@(89,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Economy starved ($0). 2 harvs in Vehicle queue, 1 mining. e3 #171 killing enemy e1 #160. Weak e1s (#138 25%, #140 8%) hiding at fact. Next: spend on powr/proc once cash flows.", "raw": "{\"thoughts\": \"Economy is starved at $0 with only one harvester actually mining; my two e1s are nearly dead and enemy infantry are probing my base. I'll keep the valuable rocketeer/harvester queues running, tuck the weak infantry back to defend, and set rally points so new troops gather safely.\", \"notes\": \"Enemy e1s scouting at ~(89,10-14). proc building at 24%, 2 harvs queued but no cash. Weak e1 #138/#140 defending at fact. Need cash flow before building more.\", \"commands\": [{\"do\":\"rally\",\"building\":134,\"x\":96,\"y\":16},{\"do\":\"rally\",\"building\":157,\"x\":90,\"y\":10},{\"do\":\"stance\",\"units\":[138,140],\"stance\":\"defend\"},{\"do\":\"move\",\"units\":[138,140],\"x\":95,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"harv\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1595, "completion_tokens": 998, "total_tokens": 2593, "cost": 0.001450308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001450308, "upstream_inference_prompt_cost": 0.000252708, "upstream_inference_completions_cost": 0.0011976}, "completion_tokens_details": {"reasoning_tokens": 774, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.05, "thoughts": "Economy is starved at $0 with only one harvester actually mining; my two e1s are nearly dead and enemy infantry are probing my base. I'll keep the valuable rocketeer/harvester queues running, tuck the weak infantry back to defend, and set rally points so new troops gather safely.", "notes": "Enemy e1s scouting at ~(89,10-14). proc building at 24%, 2 harvs queued but no cash. Weak e1 #138/#140 defending at fact. Need cash flow before building more.", "commands": [{"do": "rally", "building": 134, "x": 96, "y": 16}, {"do": "rally", "building": 157, "x": 90, "y": 10}, {"do": "stance", "units": [138, 140], "stance": "defend"}, {"do": "move", "units": [138, 140], "x": 95, "y": 16}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "harv", "count": 2}], "feedback": ["rally #134: ordered", "rally #157: ordered", "stance: 2 units", "move: 2 units", "train 2x e3: queued", "train 2x harv: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 2400, "units_killed": 10, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2000, "experience": 18, "order_count": 38}}
{"tick": 6401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $2100, killed $2400 (12 units, 0 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 22.8%.\nPRODUCTION: Building: proc 75%; Infantry: e1 41%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #155@(37,24)30% #160@(89,10)28% #163@(89,14) #164@(89,14) #167@(81,14) #168@(78,12) #169@(75,14) #170@(55,28) #172@(51,26) #173@(22,23)\n  harv (Ore Truck (harvester)) x1: #131@(18,9)\nVISIBLE ENEMY UNITS (1):\n  #132 harv@(92,12) 97%\nVISIBLE ENEMY BUILDINGS (1):\n  #130 proc@(92,11) 73%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack_move: 3 units\n  - attack_move: 3 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy refinery #130 at 92,11 is the only confirmed building; forward rifles #160,#163,#164 are assaulting it. Place second proc as soon as ready, then expand vehicle production.", "raw": "{\"thoughts\":\"Our forward infantry are already at the exposed enemy refinery and should finish it while nearby rifles reinforce. The second refinery is nearly ready, so income should recover shortly for continuous expansion.\",\"notes\":\"Enemy refinery #130 at 92,11 is under infantry assault; enemy harvester #132 nearby. Proc is 75% and must be placed immediately when ready; then build power/Service Depot and tank production.\",\"commands\":[{\"do\":\"attack\",\"units\":[160,163,164,167,168,169],\"target\":130},{\"do\":\"attack_move\",\"units\":[170,172,173],\"x\":89,\"y\":12},{\"do\":\"attack\",\"units\":[155],\"target\":132},{\"do\":\"rally\",\"building\":133,\"x\":85,\"y\":13}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1503, "completion_tokens": 255, "total_tokens": 1758, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1501, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00749815, "upstream_inference_prompt_cost": 0.00413215, "upstream_inference_completions_cost": 0.003366}, "completion_tokens_details": {"reasoning_tokens": 88, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.16, "thoughts": "Our forward infantry are already at the exposed enemy refinery and should finish it while nearby rifles reinforce. The second refinery is nearly ready, so income should recover shortly for continuous expansion.", "notes": "Enemy refinery #130 at 92,11 is under infantry assault; enemy harvester #132 nearby. Proc is 75% and must be placed immediately when ready; then build power/Service Depot and tank production.", "commands": [{"do": "attack", "units": [160, 163, 164, 167, 168, 169], "target": 130}, {"do": "attack_move", "units": [170, 172, 173], "x": 89, "y": 12}, {"do": "attack", "units": [155], "target": 132}, {"do": "rally", "building": 133, "x": 85, "y": 13}], "feedback": ["attack: 6 units", "attack_move: 3 units", "attack: 1 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 1800, "units_killed": 12, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8300, "army_value": 1000, "income": 2100, "experience": 24, "order_count": 34}}
{"tick": 6401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $7800, army $1300, killed $1800 (10 units, 0 bldgs), lost $2400 (12 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 24%; Building: powr 0%; Vehicle: harv 46%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 16%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 73%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #138@(95,16)25%* #140@(95,16)8%*\n  harv (Ore Truck (harvester)) x1: #132@(92,12)97%\nVISIBLE ENEMY UNITS (3):\n  #160 e1@(89,10) 28%, #163 e1@(89,14) 100%, #164 e1@(89,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - rally #157: ordered\n  - stance: 2 units\n  - move: 2 units\n  - train 2x e3: queued\n  - train 2x harv: queued\nYOUR NOTES FROM LAST TURN: Enemy e1s scouting at ~(89,10-14). proc building at 24%, 2 harvs queued but no cash. Weak e1 #138/#140 defending at fact. Need cash flow before building more.", "raw": "{\"thoughts\": \"Cash is $0 \u2014 everything is stalled waiting on ore. My single harvester must get back to mining immediately. I queued way too many harvesters (4) for one refinery, so I'll trim that queue. The enemy scout e1s are irrelevant; no enemy base found yet.\", \"notes\": \"Economy starved: send harv #132 mining, cancel surplus harv queue. proc@24% building. Enemy e1 scouts at (89,10-14). Need ore income before more production.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"cancel\",\"item\":\"harv\"},{\"do\":\"cancel\",\"item\":\"harv\"},{\"do\":\"cancel\",\"item\":\"harv\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1653, "completion_tokens": 868, "total_tokens": 2521, "cost": 0.001311708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001311708, "upstream_inference_prompt_cost": 0.000270108, "upstream_inference_completions_cost": 0.0010416}, "completion_tokens_details": {"reasoning_tokens": 709, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.09, "thoughts": "Cash is $0 \u2014 everything is stalled waiting on ore. My single harvester must get back to mining immediately. I queued way too many harvesters (4) for one refinery, so I'll trim that queue. The enemy scout e1s are irrelevant; no enemy base found yet.", "notes": "Economy starved: send harv #132 mining, cancel surplus harv queue. proc@24% building. Enemy e1 scouts at (89,10-14). Need ore income before more production.", "commands": [{"do": "harvest", "unit": 132}, {"do": "cancel", "item": "harv"}, {"do": "cancel", "item": "harv"}, {"do": "cancel", "item": "harv"}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 2400, "units_killed": 10, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2000, "experience": 18, "order_count": 42}}
{"tick": 6601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $2100, killed $2400 (12 units, 0 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 22.8%.\nPRODUCTION: Building: proc 75%; Infantry: e1 41%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #155@(48,25)30% #160@(88,10)28% #163@(89,14) #164@(89,14) #167@(87,14) #168@(87,11) #169@(85,13) #170@(64,25) #172@(61,27) #173@(32,24)\n  harv (Ore Truck (harvester)) x1: #131@(18,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack_move: 3 units\n  - attack: 1 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy refinery #130 at 92,11 is under infantry assault; enemy harvester #132 nearby. Proc is 75% and must be placed immediately when ready; then build power/Service Depot and tank production.", "raw": "{\"thoughts\":\"Our infantry has reached the enemy start area but has lost vision of the refinery, so they should sweep and continue pressuring the base. The second refinery is nearing completion; place it immediately next turn, then restore power and move toward a Service Depot for heavy tanks.\",\"notes\":\"Enemy base is around (92,11); infantry assault/sweep active there. Proc at 75%, cash empty; place refinery next tick when ready, then powr and fix. War Factory is idle awaiting income.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[160,163,164,167,168,169],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[155,170,172,173],\"x\":80,\"y\":15},{\"do\":\"rally\",\"building\":156,\"x\":76,\"y\":15},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1486, "completion_tokens": 276, "total_tokens": 1762, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1484, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0077286, "upstream_inference_prompt_cost": 0.0040854, "upstream_inference_completions_cost": 0.0036432}, "completion_tokens_details": {"reasoning_tokens": 87, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.53, "thoughts": "Our infantry has reached the enemy start area but has lost vision of the refinery, so they should sweep and continue pressuring the base. The second refinery is nearing completion; place it immediately next turn, then restore power and move toward a Service Depot for heavy tanks.", "notes": "Enemy base is around (92,11); infantry assault/sweep active there. Proc at 75%, cash empty; place refinery next tick when ready, then powr and fix. War Factory is idle awaiting income.", "commands": [{"do": "attack_move", "units": [160, 163, 164, 167, 168, 169], "x": 95, "y": 11}, {"do": "attack_move", "units": [155, 170, 172, 173], "x": 80, "y": 15}, {"do": "rally", "building": 156, "x": 76, "y": 15}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 6 units", "attack_move: 4 units", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 1800, "units_killed": 12, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8300, "army_value": 1000, "income": 2100, "experience": 24, "order_count": 34}}
{"tick": 6601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $7800, army $1300, killed $1800 (10 units, 0 bldgs), lost $2400 (12 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 36%; Building: powr 0%; Vehicle: harv 61%; Infantry: e3 71%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 61%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #138@(95,16)25%* #140@(95,16)8%*\n  harv (Ore Truck (harvester)) x1: #132@(89,5)97%\nVISIBLE ENEMY UNITS (5):\n  #160 e1@(88,10) 28%, #163 e1@(89,14) 100%, #164 e1@(89,14) 100%, #167 e1@(87,14) 100%, #168 e1@(87,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Economy starved: send harv #132 mining, cancel surplus harv queue. proc@24% building. Enemy e1 scouts at (89,10-14). Need ore income before more production.", "raw": "{\"thoughts\": \"Economy is starved with $0 cash and only one harvester. Enemy rifle scouts are poking near my base (87-89,10-14). Priority is getting ore income flowing and keeping my weak units alive rather than feeding them into a fight they'll lose.\", \"notes\": \"Send harv #132 back to mining immediately. Pull the two near-dead rifles (#138,#140) back toward the war factory to avoid free kills. proc in Building queue, harv in Vehicle queue - let them finish. Once cash arrives, add a second harvester and more e3/e1.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[138,140],\"x\":96,\"y\":12},{\"do\":\"rally\",\"building\":157,\"x\":93,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":93,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1588, "completion_tokens": 578, "total_tokens": 2166, "cost": 0.000944208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000944208, "upstream_inference_prompt_cost": 0.000250608, "upstream_inference_completions_cost": 0.0006936}, "completion_tokens_details": {"reasoning_tokens": 383, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.05, "thoughts": "Economy is starved with $0 cash and only one harvester. Enemy rifle scouts are poking near my base (87-89,10-14). Priority is getting ore income flowing and keeping my weak units alive rather than feeding them into a fight they'll lose.", "notes": "Send harv #132 back to mining immediately. Pull the two near-dead rifles (#138,#140) back toward the war factory to avoid free kills. proc in Building queue, harv in Vehicle queue - let them finish. Once cash arrives, add a second harvester and more e3/e1.", "commands": [{"do": "harvest", "unit": 132}, {"do": "move", "units": [138, 140], "x": 96, "y": 12}, {"do": "rally", "building": 157, "x": 93, "y": 13}, {"do": "rally", "building": 134, "x": 93, "y": 13}], "feedback": ["move: 2 units", "rally #157: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 2400, "units_killed": 10, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2000, "experience": 18, "order_count": 45}}
{"tick": 6801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $268 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8400, army $2200, killed $2400 (12 units, 0 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: proc 84%; Infantry: e1 56%; 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #155@(59,28)30% #160@(88,9)28% #163@(89,14) #164@(89,14) #167@(88,13) #168@(87,11) #169@(88,12) #170@(73,20) #172@(70,23) #173@(43,24) #174@(16,22)\n  harv (Ore Truck (harvester)) x1: #131@(17,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 4 units\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Enemy base is around (92,11); infantry assault/sweep active there. Proc at 75%, cash empty; place refinery next tick when ready, then powr and fix. War Factory is idle awaiting income.", "raw": "{\"thoughts\":\"The second refinery is nearly ready and will strengthen income; our forward infantry have reached the enemy\u2019s likely start but currently see no structures. Keep pressure and reconnaissance near (95,11), while the harvester mines continuously and the War Factory gets a rally point for upcoming armor.\",\"notes\":\"Place proc immediately when it completes; then build powr/fix as funds allow. Enemy base still unconfirmed around 95,11. Forward infantry at 87-89,11-14 should sweep base area; other infantry advance east.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[160,163,164,167,168,169],\"x\":98,\"y\":11},{\"do\":\"attack_move\",\"units\":[170,172],\"x\":88,\"y\":18},{\"do\":\"attack_move\",\"units\":[155,173],\"x\":75,\"y\":20},{\"do\":\"attack_move\",\"units\":[174],\"x\":45,\"y\":20},{\"do\":\"rally\",\"building\":156,\"x\":70,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1479, "completion_tokens": 309, "total_tokens": 1788, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1477, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00814495, "upstream_inference_prompt_cost": 0.00406615, "upstream_inference_completions_cost": 0.0040788}, "completion_tokens_details": {"reasoning_tokens": 81, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.9, "thoughts": "The second refinery is nearly ready and will strengthen income; our forward infantry have reached the enemy\u2019s likely start but currently see no structures. Keep pressure and reconnaissance near (95,11), while the harvester mines continuously and the War Factory gets a rally point for upcoming armor.", "notes": "Place proc immediately when it completes; then build powr/fix as funds allow. Enemy base still unconfirmed around 95,11. Forward infantry at 87-89,11-14 should sweep base area; other infantry advance east.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [160, 163, 164, 167, 168, 169], "x": 98, "y": 11}, {"do": "attack_move", "units": [170, 172], "x": 88, "y": 18}, {"do": "attack_move", "units": [155, 173], "x": 75, "y": 20}, {"do": "attack_move", "units": [174], "x": 45, "y": 20}, {"do": "rally", "building": 156, "x": 70, "y": 20}], "feedback": ["attack_move: 6 units", "attack_move: 2 units", "attack_move: 2 units", "attack_move: 1 units", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 1800, "units_killed": 12, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8400, "army_value": 1100, "income": 2100, "experience": 24, "order_count": 34}}
{"tick": 6801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $7800, army $1300, killed $1800 (10 units, 0 bldgs), lost $2400 (12 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 36%; Building: powr 0%; Vehicle: harv 61%; Infantry: e3 71%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 41%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #138@(96,13)25%* #140@(96,13)8%*\n  harv (Ore Truck (harvester)) x1: #132@(87,4)97%\nVISIBLE ENEMY UNITS (6):\n  #160 e1@(88,9) 28%, #163 e1@(89,14) 100%, #164 e1@(89,14) 100%, #167 e1@(88,13) 100%, #168 e1@(87,11) 100%, #169 e1@(88,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - rally #157: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Send harv #132 back to mining immediately. Pull the two near-dead rifles (#138,#140) back toward the war factory to avoid free kills. proc in Building queue, harv in Vehicle queue - let them finish. Once cash arrives, add a second harvester and more e3/e1.", "raw": "{\"thoughts\": \"Cash is 0, so all production is stalled - the only way forward is to get harvester #132 actively mining again. Enemy riflemen are creeping toward my base from the west; my two rifles are nearly dead so I'll keep them back rather than feed free kills. Let the existing queues finish once ore flows in.\", \"notes\": \"Harv #132 must keep mining (only income). Enemy e1s massing around (88,11) west of base. Once cash flows: finish e3s, then build flame tower at west approach and a second harv/refinery.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[138,140],\"x\":98,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":14},{\"do\":\"rally\",\"building\":157,\"x\":90,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1653, "completion_tokens": 1026, "total_tokens": 2679, "cost": 0.001501308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001501308, "upstream_inference_prompt_cost": 0.000270108, "upstream_inference_completions_cost": 0.0012312}, "completion_tokens_details": {"reasoning_tokens": 832, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.02, "thoughts": "Cash is 0, so all production is stalled - the only way forward is to get harvester #132 actively mining again. Enemy riflemen are creeping toward my base from the west; my two rifles are nearly dead so I'll keep them back rather than feed free kills. Let the existing queues finish once ore flows in.", "notes": "Harv #132 must keep mining (only income). Enemy e1s massing around (88,11) west of base. Once cash flows: finish e3s, then build flame tower at west approach and a second harv/refinery.", "commands": [{"do": "harvest", "unit": 132}, {"do": "move", "units": [138, 140], "x": 98, "y": 16}, {"do": "rally", "building": 134, "x": 90, "y": 14}, {"do": "rally", "building": 157, "x": 90, "y": 14}], "feedback": ["move: 2 units", "rally #134: ordered", "rally #157: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 2400, "units_killed": 10, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2000, "experience": 18, "order_count": 45}}
{"tick": 7001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2300, killed $2400 (12 units, 0 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: proc 93%; Infantry: e1 88%; 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #155@(69,24)30% #160@(88,9)28% #163@(89,14) #164@(89,14) #167@(88,13) #168@(87,11) #169@(88,12) #170@(81,14) #172@(77,16) #173@(53,27) #174@(25,21) #175@(21,22)\n  harv (Ore Truck (harvester)) x1: #131@(18,6)\nVISIBLE ENEMY UNITS (1):\n  #132 harv@(92,12) 97%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 2 units\n  - attack_move: 2 units\n  - attack_move: 1 units\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Place proc immediately when it completes; then build powr/fix as funds allow. Enemy base still unconfirmed around 95,11. Forward infantry at 87-89,11-14 should sweep base area; other infantry advance east.", "raw": "{\"thoughts\":\"The second refinery and rifleman are nearly complete, which will improve our economy shortly. Forward infantry have reached the enemy start area; eliminate the visible harvester and continue scouting for structures while remaining units advance east.\",\"notes\":\"Place proc as soon as ready. Enemy harvester #132 at 92,12; enemy base likely immediately around 95,11. Forward infantry attacking harvester; rear infantry advancing east.\",\"commands\":[{\"do\":\"attack\",\"units\":[160,163,164,167,168,169,170],\"target\":132},{\"do\":\"attack_move\",\"units\":[172,173],\"x\":91,\"y\":16},{\"do\":\"attack_move\",\"units\":[174,175],\"x\":72,\"y\":22},{\"do\":\"attack_move\",\"units\":[155],\"x\":94,\"y\":10},{\"do\":\"rally\",\"building\":133,\"x\":82,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1512, "completion_tokens": 245, "total_tokens": 1757, "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": 0.0073909, "upstream_inference_prompt_cost": 0.0041569, "upstream_inference_completions_cost": 0.003234}, "completion_tokens_details": {"reasoning_tokens": 52, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.75, "thoughts": "The second refinery and rifleman are nearly complete, which will improve our economy shortly. Forward infantry have reached the enemy start area; eliminate the visible harvester and continue scouting for structures while remaining units advance east.", "notes": "Place proc as soon as ready. Enemy harvester #132 at 92,12; enemy base likely immediately around 95,11. Forward infantry attacking harvester; rear infantry advancing east.", "commands": [{"do": "attack", "units": [160, 163, 164, 167, 168, 169, 170], "target": 132}, {"do": "attack_move", "units": [172, 173], "x": 91, "y": 16}, {"do": "attack_move", "units": [174, 175], "x": 72, "y": 22}, {"do": "attack_move", "units": [155], "x": 94, "y": 10}, {"do": "rally", "building": 133, "x": 82, "y": 16}], "feedback": ["attack: 7 units", "attack_move: 2 units", "attack_move: 2 units", "attack_move: 1 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 1800, "units_killed": 12, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8500, "army_value": 1200, "income": 2100, "experience": 24, "order_count": 34}}
{"tick": 7001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $7800, army $1300, killed $1800 (10 units, 0 bldgs), lost $2400 (12 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 36%; Building: powr 0%; Vehicle: harv 61%; Infantry: e3 71%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 20%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #138@(98,16)25%* #140@(98,16)8%*\n  harv (Ore Truck (harvester)) x1: #132@(92,12)97%\nVISIBLE ENEMY UNITS (6):\n  #160 e1@(88,9) 28%, #163 e1@(89,14) 100%, #164 e1@(89,14) 100%, #167 e1@(88,13) 100%, #168 e1@(87,11) 100%, #169 e1@(88,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - rally #134: ordered\n  - rally #157: ordered\nYOUR NOTES FROM LAST TURN: Harv #132 must keep mining (only income). Enemy e1s massing around (88,11) west of base. Once cash flows: finish e3s, then build flame tower at west approach and a second harv/refinery.", "raw": "{\"thoughts\": \"Economy stalled at $0; only income is harvester #132, so priority one is keeping it mining. My two rifle infantry are nearly dead (8% and 25% hp) and enemy has 6 e1s massing at (88,11) west of my base \u2014 pull the wounded troops back toward the Construction Yard so they don't feed free kills. Production queues (proc, harv, e3) are already running and will complete as ore comes in.\", \"notes\": \"Harv #132 = only income, keep mining. Enemy 6x e1 massing ~(88,11) west approach. Wounded e1s (#138,#140) pulled back to base to heal/garrison. Next: finish proc+harv+e3s, then build ftur at west approach (~91,13) and a 2nd harv/refinery once cash flows.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"move\", \"units\": [138, 140], \"x\": 96, \"y\": 12}, {\"do\": \"stance\", \"units\": [138, 140], \"stance\": \"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1642, "completion_tokens": 662, "total_tokens": 2304, "cost": 0.001061208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001061208, "upstream_inference_prompt_cost": 0.000266808, "upstream_inference_completions_cost": 0.0007944}, "completion_tokens_details": {"reasoning_tokens": 399, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.96, "thoughts": "Economy stalled at $0; only income is harvester #132, so priority one is keeping it mining. My two rifle infantry are nearly dead (8% and 25% hp) and enemy has 6 e1s massing at (88,11) west of my base \u2014 pull the wounded troops back toward the Construction Yard so they don't feed free kills. Production queues (proc, harv, e3) are already running and will complete as ore comes in.", "notes": "Harv #132 = only income, keep mining. Enemy 6x e1 massing ~(88,11) west approach. Wounded e1s (#138,#140) pulled back to base to heal/garrison. Next: finish proc+harv+e3s, then build ftur at west approach (~91,13) and a 2nd harv/refinery once cash flows.", "commands": [{"do": "harvest", "unit": 132}, {"do": "move", "units": [138, 140], "x": 96, "y": 12}, {"do": "stance", "units": [138, 140], "stance": "defend"}], "feedback": ["move: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 2400, "units_killed": 10, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2000, "experience": 18, "order_count": 45}}
{"tick": 7201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2300, killed $2400 (12 units, 0 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: Building: proc 93%; Infantry: e1 88%; 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #155@(73,15)30% #160@(88,9)28% #163@(89,12) #164@(89,12) #167@(88,12) #168@(88,11) #169@(88,12) #170@(86,13) #172@(87,14) #173@(62,27) #174@(35,22) #175@(31,22)\n  harv (Ore Truck (harvester)) x1: #131@(17,6)\nVISIBLE ENEMY UNITS (1):\n  #132 harv@(86,8) 87%\nVISIBLE ENEMY BUILDINGS (1):\n  #130 proc@(92,11) 19%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack_move: 2 units\n  - attack_move: 2 units\n  - attack_move: 1 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place proc as soon as ready. Enemy harvester #132 at 92,12; enemy base likely immediately around 95,11. Forward infantry attacking harvester; rear infantry advancing east.", "raw": "{\"thoughts\":\"Enemy refinery is critically damaged and our forward rifle group is already at their likely base. Finish it immediately while continuing to pressure the exposed harvester; the refinery will be placed as soon as construction completes.\",\"notes\":\"Enemy base confirmed around 92-95,11. Focus forward infantry on refinery #130, then sweep east/northeast for remaining buildings. Proc nearly ready; place next turn.\",\"commands\":[{\"do\":\"attack\",\"units\":[160,163,164,167,168,169,170,172],\"target\":130},{\"do\":\"attack\",\"units\":[155],\"target\":132},{\"do\":\"attack_move\",\"units\":[173],\"x\":89,\"y\":14},{\"do\":\"attack_move\",\"units\":[174,175],\"x\":75,\"y\":16},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1510, "completion_tokens": 245, "total_tokens": 1755, "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": 0.0073854, "upstream_inference_prompt_cost": 0.0041514, "upstream_inference_completions_cost": 0.003234}, "completion_tokens_details": {"reasoning_tokens": 69, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "Enemy refinery is critically damaged and our forward rifle group is already at their likely base. Finish it immediately while continuing to pressure the exposed harvester; the refinery will be placed as soon as construction completes.", "notes": "Enemy base confirmed around 92-95,11. Focus forward infantry on refinery #130, then sweep east/northeast for remaining buildings. Proc nearly ready; place next turn.", "commands": [{"do": "attack", "units": [160, 163, 164, 167, 168, 169, 170, 172], "target": 130}, {"do": "attack", "units": [155], "target": 132}, {"do": "attack_move", "units": [173], "x": 89, "y": 14}, {"do": "attack_move", "units": [174, 175], "x": 75, "y": 16}, {"do": "harvest", "unit": 131}], "feedback": ["attack: 8 units", "attack: 1 units", "attack_move: 1 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 1800, "units_killed": 12, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8500, "army_value": 1200, "income": 2100, "experience": 24, "order_count": 34}}
{"tick": 7201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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 $1800 (10 units, 0 bldgs), lost $2400 (12 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 48%; Building: powr 0%; Vehicle: harv 76%; Infantry: e3 26%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #130 proc@(92,11) 19%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #138@(96,13)25%* #140@(96,13)8%*\n  e3 (Rocket Soldier) x1: #176@(92,16)\n  harv (Ore Truck (harvester)) x1: #132@(86,8)87%\nVISIBLE ENEMY UNITS (7):\n  #160 e1@(88,9) 28%, #163 e1@(89,12) 100%, #164 e1@(89,12) 100%, #167 e1@(88,12) 100%, #168 e1@(88,11) 100%, #169 e1@(88,12) 100%, #172 e1@(87,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Harv #132 = only income, keep mining. Enemy 6x e1 massing ~(88,11) west approach. Wounded e1s (#138,#140) pulled back to base to heal/garrison. Next: finish proc+harv+e3s, then build ftur at west approach (~91,13) and a 2nd harv/refinery once cash flows.", "raw": "{\"thoughts\": \"Economy is broke ($0) with only 1 harvester; must keep it mining to fund the half-built refinery (free harvester) and then a flame tower. Enemy has 7 rifle infantry massing at ~(88,11), a direct threat to my base \u2014 I'll queue a defensive Flame Tower and keep my rocket soldier guarding the west approach while pulling the nearly-dead riflemen back.\", \"notes\": \"Still broke, relying on harv #132. Enemy ~7 e1 at (88,11) west approach, no buildings seen yet. Priorities: finish proc (free harv) -> ftur at ~(91,13) -> more harvesters/proc. Wounded e1 #140 (8%) keep at base.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132}, {\"do\":\"build\",\"item\":\"ftur\"}, {\"do\":\"train\",\"item\":\"e3\",\"count\":2}, {\"do\":\"move\",\"units\":[176],\"x\":93,\"y\":13}, {\"do\":\"stance\",\"units\":[138,140],\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1692, "completion_tokens": 1347, "total_tokens": 3039, "cost": 0.001898208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001898208, "upstream_inference_prompt_cost": 0.000281808, "upstream_inference_completions_cost": 0.0016164}, "completion_tokens_details": {"reasoning_tokens": 1111, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.37, "thoughts": "Economy is broke ($0) with only 1 harvester; must keep it mining to fund the half-built refinery (free harvester) and then a flame tower. Enemy has 7 rifle infantry massing at ~(88,11), a direct threat to my base \u2014 I'll queue a defensive Flame Tower and keep my rocket soldier guarding the west approach while pulling the nearly-dead riflemen back.", "notes": "Still broke, relying on harv #132. Enemy ~7 e1 at (88,11) west approach, no buildings seen yet. Priorities: finish proc (free harv) -> ftur at ~(91,13) -> more harvesters/proc. Wounded e1 #140 (8%) keep at base.", "commands": [{"do": "harvest", "unit": 132}, {"do": "build", "item": "ftur"}, {"do": "train", "item": "e3", "count": 2}, {"do": "move", "units": [176], "x": 93, "y": 13}, {"do": "stance", "units": [138, 140], "stance": "defend"}], "feedback": ["build ftur: started", "train 2x e3: queued", "move: 1 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 2400, "units_killed": 10, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 500, "income": 2000, "experience": 18, "order_count": 45}}
{"tick": 7401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2300, killed $3800 (12 units, 1 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 23.4%.\nPRODUCTION: Building: proc 93%; Infantry: e1 88%; 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #155@(81,8)30% #160@(88,9)28%* #163@(88,11)* #164@(89,12)70% #167@(88,12)* #168@(88,11)* #169@(88,11)* #170@(87,11)* #172@(87,14)* #173@(70,19) #174@(45,24) #175@(41,24)\n  harv (Ore Truck (harvester)) x1: #131@(17,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - attack: 1 units\n  - attack_move: 1 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 92-95,11. Focus forward infantry on refinery #130, then sweep east/northeast for remaining buildings. Proc nearly ready; place next turn.", "raw": "{\"thoughts\":\"The second refinery is nearly complete and our forward infantry are already at the enemy start area. Keep pressure on the known base location while reinforcing from the west and preserve the badly damaged scout.\",\"notes\":\"Place proc immediately when ready; enemy base remains around 92-95,11. Forward infantry sweep enemy start; rear infantry advancing east.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":82,\"y\":12},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"move\",\"units\":[155],\"x\":70,\"y\":19},{\"do\":\"attack_move\",\"units\":[160,163,164,167,168,169,170,172],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[173],\"x\":88,\"y\":14},{\"do\":\"attack_move\",\"units\":[174,175],\"x\":75,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1483, "completion_tokens": 273, "total_tokens": 1756, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1481, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00768075, "upstream_inference_prompt_cost": 0.00407715, "upstream_inference_completions_cost": 0.0036036}, "completion_tokens_details": {"reasoning_tokens": 83, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.12, "thoughts": "The second refinery is nearly complete and our forward infantry are already at the enemy start area. Keep pressure on the known base location while reinforcing from the west and preserve the badly damaged scout.", "notes": "Place proc immediately when ready; enemy base remains around 92-95,11. Forward infantry sweep enemy start; rear infantry advancing east.", "commands": [{"do": "rally", "building": 133, "x": 82, "y": 12}, {"do": "harvest", "unit": 131}, {"do": "move", "units": [155], "x": 70, "y": 19}, {"do": "attack_move", "units": [160, 163, 164, 167, 168, 169, 170, 172], "x": 95, "y": 11}, {"do": "attack_move", "units": [173], "x": 88, "y": 14}, {"do": "attack_move", "units": [174, 175], "x": 75, "y": 18}], "feedback": ["rally #133: ordered", "move: 1 units", "attack_move: 8 units", "attack_move: 1 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3800, "deaths_cost": 1800, "units_killed": 12, "units_lost": 10, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 8500, "army_value": 1200, "income": 1600, "experience": 38, "order_count": 34}}
{"tick": 7401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6700, army $1600, killed $1800 (10 units, 0 bldgs), lost $3800 (12 units, 1 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 48%; Building: powr 0%; Defense: ftur 0%; Infantry: e3 26%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(94,15) 100%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #138@(96,13)25%* #140@(96,13)8%*\n  e3 (Rocket Soldier) x1: #176@(93,13)66%\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\nVISIBLE ENEMY UNITS (1):\n  #164 e1@(89,12) 70%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build ftur: started\n  - train 2x e3: queued\n  - move: 1 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Still broke, relying on harv #132. Enemy ~7 e1 at (88,11) west approach, no buildings seen yet. Priorities: finish proc (free harv) -> ftur at ~(91,13) -> more harvesters/proc. Wounded e1 #140 (8%) keep at base.", "raw": "{\"thoughts\": \"Broke and relying on the single harvester; enemy scout e1 at (89,12) is poking our west approach. I'll keep the harvester mining, kill the intruder with my rocket soldier + rifleman, and leave the 8% rifleman at home. Nothing affordable to queue until ore comes in.\", \"notes\": \"proc still building (~48%). Enemy scout e1 at (89,12). Harv #132 mining at (85,3). Wounded e1 #140 stay home. Next: finish proc -> place, then ftur west, more e3; spend any cash on second harv/proc.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack\",\"units\":[176,138],\"target\":164},{\"do\":\"stance\",\"units\":[140],\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1587, "completion_tokens": 746, "total_tokens": 2333, "cost": 0.001145508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001145508, "upstream_inference_prompt_cost": 0.000250308, "upstream_inference_completions_cost": 0.0008952}, "completion_tokens_details": {"reasoning_tokens": 563, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.25, "thoughts": "Broke and relying on the single harvester; enemy scout e1 at (89,12) is poking our west approach. I'll keep the harvester mining, kill the intruder with my rocket soldier + rifleman, and leave the 8% rifleman at home. Nothing affordable to queue until ore comes in.", "notes": "proc still building (~48%). Enemy scout e1 at (89,12). Harv #132 mining at (85,3). Wounded e1 #140 stay home. Next: finish proc -> place, then ftur west, more e3; spend any cash on second harv/proc.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack", "units": [176, 138], "target": 164}, {"do": "stance", "units": [140], "stance": "defend"}], "feedback": ["attack: 2 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 3800, "units_killed": 10, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 6700, "army_value": 500, "income": 2000, "experience": 18, "order_count": 48}}
{"tick": 7601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $300 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8700, army $2500, killed $4200 (14 units, 1 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc READY TO PLACE\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #155@(73,15)30% #160@(91,10)28% #163@(90,11) #164@(90,12)55% #167@(90,12)70% #168@(91,11) #169@(91,11) #170@(90,11) #172@(89,14) #173@(78,15) #174@(54,28) #175@(51,26) #177@(20,21) #180@(18,20)\n  harv (Ore Truck (harvester)) x1: #131@(19,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(95,11) 93%\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - move: 1 units\n  - attack_move: 8 units\n  - attack_move: 1 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Place proc immediately when ready; enemy base remains around 92-95,11. Forward infantry sweep enemy start; rear infantry advancing east.", "raw": "{\"thoughts\":\"A second refinery is ready and must be placed to accelerate income. Our forward infantry are already surrounding the exposed enemy Construction Yard, so they should focus it down while rear infantry advance to reinforce.\",\"notes\":\"Place proc; enemy fact #122 at 95,11 is the current decisive target. Forward infantry #160,#163,#164,#167-170,#172 attack it; send rear infantry east.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":78,\"y\":15},{\"do\":\"attack\",\"units\":[160,163,164,167,168,169,170,172],\"target\":122},{\"do\":\"attack_move\",\"units\":[155,173],\"x\":92,\"y\":11},{\"do\":\"attack_move\",\"units\":[174,175,177,180],\"x\":82,\"y\":15},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1494, "completion_tokens": 297, "total_tokens": 1791, "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": 0.0080278, "upstream_inference_prompt_cost": 0.0041074, "upstream_inference_completions_cost": 0.0039204}, "completion_tokens_details": {"reasoning_tokens": 80, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.8, "thoughts": "A second refinery is ready and must be placed to accelerate income. Our forward infantry are already surrounding the exposed enemy Construction Yard, so they should focus it down while rear infantry advance to reinforce.", "notes": "Place proc; enemy fact #122 at 95,11 is the current decisive target. Forward infantry #160,#163,#164,#167-170,#172 attack it; send rear infantry east.", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 18}, {"do": "rally", "building": 133, "x": 78, "y": 15}, {"do": "attack", "units": [160, 163, 164, 167, 168, 169, 170, 172], "target": 122}, {"do": "attack_move", "units": [155, 173], "x": 92, "y": 11}, {"do": "attack_move", "units": [174, 175, 177, 180], "x": 82, "y": 15}, {"do": "harvest", "unit": 131}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "rally #133: ordered", "attack: 8 units", "attack_move: 2 units", "attack_move: 4 units", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 1800, "units_killed": 14, "units_lost": 10, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 8700, "army_value": 1400, "income": 2100, "experience": 42, "order_count": 34}}
{"tick": 7601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 174 made / 50 used, harvesters 1.\nSCORE: assets $6300, army $1200, killed $1800 (10 units, 0 bldgs), lost $4200 (14 units, 1 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 48%; Building: powr 0%; Defense: ftur 0%; Infantry: e3 26%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 93%, #124 powr@(94,15) 74%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #140@(96,13)8%*\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\nVISIBLE ENEMY UNITS (8):\n  #160 e1@(91,10) 28%, #163 e1@(90,11) 100%, #164 e1@(90,12) 55%, #167 e1@(90,12) 70%, #168 e1@(91,11) 100%, #169 e1@(91,11) 100%, #170 e1@(90,11) 100%, #172 e1@(89,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: proc still building (~48%). Enemy scout e1 at (89,12). Harv #132 mining at (85,3). Wounded e1 #140 stay home. Next: finish proc -> place, then ftur west, more e3; spend any cash on second harv/proc.", "raw": "{\"thoughts\": \"Economy is starved at $0 with only 1 harvester, and 8 enemy rifle infantry are poking my west side. I need the ore truck mining ASAP, keep the refinery/defense queues rolling, and not over-commit cash to infantry. Defenses (flame tower) and a couple cheap rifles will hold the western approach.\", \"notes\": \"proc ~48% building. Enemy scout infantry cluster at (89-91,11-14). Harv #132 mining. Priorities: finish proc -> place -> new harv; ftur west of base near (93,13); keep e3/e1 trickle. Don't waste cash; watch for enemy push on powr #124.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"build\", \"item\": \"ftur\"}, {\"do\": \"rally\", \"building\": 134, \"x\": 93, \"y\": 13}, {\"do\": \"train\", \"item\": \"e1\", \"count\": 2}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1619, "completion_tokens": 872, "total_tokens": 2491, "cost": 0.001306308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001306308, "upstream_inference_prompt_cost": 0.000259908, "upstream_inference_completions_cost": 0.0010464}, "completion_tokens_details": {"reasoning_tokens": 624, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.15, "thoughts": "Economy is starved at $0 with only 1 harvester, and 8 enemy rifle infantry are poking my west side. I need the ore truck mining ASAP, keep the refinery/defense queues rolling, and not over-commit cash to infantry. Defenses (flame tower) and a couple cheap rifles will hold the western approach.", "notes": "proc ~48% building. Enemy scout infantry cluster at (89-91,11-14). Harv #132 mining. Priorities: finish proc -> place -> new harv; ftur west of base near (93,13); keep e3/e1 trickle. Don't waste cash; watch for enemy push on powr #124.", "commands": [{"do": "harvest", "unit": 132}, {"do": "build", "item": "ftur"}, {"do": "rally", "building": 134, "x": 93, "y": 13}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["build ftur: started", "rally #134: ordered", "train 2x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 4200, "units_killed": 10, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 6300, "army_value": 100, "income": 2000, "experience": 18, "order_count": 48}}
{"tick": 7801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $191 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11300, army $3700, killed $4200 (14 units, 1 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 25%.\nPRODUCTION: Infantry: e1 10%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #155@(83,14)30% #160@(91,10)28% #163@(90,11) #164@(90,12)55% #167@(90,12)70% #168@(91,11) #169@(91,11) #170@(90,11) #172@(91,14) #173@(89,14) #174@(64,27) #175@(61,27) #177@(30,24) #180@(26,25) #183@(15,22)\n  harv (Ore Truck (harvester)) x2: #131@(25,8) #182@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #122 fact@(95,11) 76%, #124 powr@(94,15) 73%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - rally #133: ordered\n  - attack: 8 units\n  - attack_move: 2 units\n  - attack_move: 4 units\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Place proc; enemy fact #122 at 95,11 is the current decisive target. Forward infantry #160,#163,#164,#167-170,#172 attack it; send rear infantry east.", "raw": "{\"thoughts\":\"Our forward rifle squads are already inside the enemy start and can finish the damaged Construction Yard. Power is low, so begin a power plant immediately while keeping infantry pressure focused on the enemy base.\",\"notes\":\"Enemy base confirmed at 95,11: fact #122 at 76%, power #124 at 73%. Forward infantry around 89-91,10-14 should destroy fact then power. Build power when funds arrive.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"rally\",\"building\":133,\"x\":85,\"y\":14},{\"do\":\"attack\",\"units\":[155,160,163,164,167,168,169,170,172,173],\"target\":122},{\"do\":\"attack_move\",\"units\":[174,175],\"x\":88,\"y\":14},{\"do\":\"attack_move\",\"units\":[177,180,183],\"x\":70,\"y\":20},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":182}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1590, "completion_tokens": 325, "total_tokens": 1915, "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": 0.0086614, "upstream_inference_prompt_cost": 0.0043714, "upstream_inference_completions_cost": 0.00429}, "completion_tokens_details": {"reasoning_tokens": 111, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.4, "thoughts": "Our forward rifle squads are already inside the enemy start and can finish the damaged Construction Yard. Power is low, so begin a power plant immediately while keeping infantry pressure focused on the enemy base.", "notes": "Enemy base confirmed at 95,11: fact #122 at 76%, power #124 at 73%. Forward infantry around 89-91,10-14 should destroy fact then power. Build power when funds arrive.", "commands": [{"do": "build", "item": "powr"}, {"do": "rally", "building": 133, "x": 85, "y": 14}, {"do": "attack", "units": [155, 160, 163, 164, 167, 168, 169, 170, 172, 173], "target": 122}, {"do": "attack_move", "units": [174, 175], "x": 88, "y": 14}, {"do": "attack_move", "units": [177, 180, 183], "x": 70, "y": 20}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 182}], "feedback": ["build powr: started", "rally #133: ordered", "attack: 10 units", "attack_move: 2 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 1800, "units_killed": 14, "units_lost": 10, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11300, "army_value": 1500, "income": 2100, "experience": 42, "order_count": 40}}
{"tick": 7801, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 173 made / 50 used, harvesters 1.\nSCORE: assets $6300, army $1200, killed $1800 (10 units, 0 bldgs), lost $4200 (14 units, 1 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 48%; Building: powr 0%; Defense: ftur 0%; Defense: ftur 0%; Infantry: e3 26%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 76%, #124 powr@(94,15) 73%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #140@(96,13)8%*\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\nVISIBLE ENEMY UNITS (9):\n  #160 e1@(91,10) 28%, #163 e1@(90,11) 100%, #164 e1@(90,12) 55%, #167 e1@(90,12) 70%, #168 e1@(91,11) 100%, #169 e1@(91,11) 100%, #170 e1@(90,11) 100%, #172 e1@(91,14) 100%, #173 e1@(89,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build ftur: started\n  - rally #134: ordered\n  - train 2x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: proc ~48% building. Enemy scout infantry cluster at (89-91,11-14). Harv #132 mining. Priorities: finish proc -> place -> new harv; ftur west of base near (93,13); keep e3/e1 trickle. Don't waste cash; watch for enemy push on powr #124.", "raw": "{\"thoughts\": \"Cash is at $0 so nothing can progress until the harvester delivers ore; there's a 9-strong enemy rifle blob sitting just west of my base at (89-91,10-14) that has been shredding my units. I'll keep the harvester mining, pull my 8%-hp rifleman back out of contact, and let the queued proc/flame tower finish once income arrives.\", \"notes\": \"proc ~48% in building queue, ftur queued. Enemy infantry blob holding at (89-91,10-14) near base west side \u2014 do NOT send lone infantry. Harv #132 mining NW at (85,3). When proc done: place near ore, get free harv. Keep e3 trickle to counter infantry, but currently $0.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132}, {\"do\":\"move\",\"units\":[140],\"x\":96,\"y\":17}, {\"do\":\"stance\",\"units\":[140],\"stance\":\"hold_fire\"}, {\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1701, "completion_tokens": 1147, "total_tokens": 2848, "cost": 0.001660908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001660908, "upstream_inference_prompt_cost": 0.000284508, "upstream_inference_completions_cost": 0.0013764}, "completion_tokens_details": {"reasoning_tokens": 910, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.87, "thoughts": "Cash is at $0 so nothing can progress until the harvester delivers ore; there's a 9-strong enemy rifle blob sitting just west of my base at (89-91,10-14) that has been shredding my units. I'll keep the harvester mining, pull my 8%-hp rifleman back out of contact, and let the queued proc/flame tower finish once income arrives.", "notes": "proc ~48% in building queue, ftur queued. Enemy infantry blob holding at (89-91,10-14) near base west side \u2014 do NOT send lone infantry. Harv #132 mining NW at (85,3). When proc done: place near ore, get free harv. Keep e3 trickle to counter infantry, but currently $0.", "commands": [{"do": "harvest", "unit": 132}, {"do": "move", "units": [140], "x": 96, "y": 17}, {"do": "stance", "units": [140], "stance": "hold_fire"}, {"do": "rally", "building": 134, "x": 95, "y": 14}], "feedback": ["move: 1 units", "stance: 1 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 4200, "units_killed": 10, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 6300, "army_value": 100, "income": 1500, "experience": 18, "order_count": 53}}
{"tick": 8001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11400, army $3800, killed $4200 (14 units, 1 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 25%.\nPRODUCTION: Building: powr 31%; Infantry: e1 8%; 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #155@(91,14)30% #160@(91,10)28% #163@(90,11) #164@(90,12)55% #167@(90,12)70% #168@(91,11) #169@(91,11) #170@(90,11) #172@(91,14) #173@(91,14) #174@(70,19) #175@(68,21) #177@(40,22) #180@(36,25) #183@(23,24) #184@(16,22)\n  harv (Ore Truck (harvester)) x2: #131@(20,13) #182@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #122 fact@(95,11) 56%, #124 powr@(94,15) 73%\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - rally #133: ordered\n  - attack: 10 units\n  - attack_move: 2 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy base confirmed at 95,11: fact #122 at 76%, power #124 at 73%. Forward infantry around 89-91,10-14 should destroy fact then power. Build power when funds arrive.", "raw": "{\"thoughts\":\"Our forward infantry are inside the exposed enemy base and should finish the damaged Construction Yard immediately. Power plant construction is underway; keep pressure on the enemy\u2019s remaining visible infrastructure while reinforcements march east.\",\"notes\":\"Enemy base at 95,11. Focus fire fact #122 (56%), then powr #124 (73%). Power plant building is 31%; cash currently empty, 2 harvesters active.\",\"commands\":[{\"do\":\"attack\",\"units\":[163,164,167,168,169,170,172,173],\"target\":122},{\"do\":\"attack\",\"units\":[155,160],\"target\":124},{\"do\":\"attack_move\",\"units\":[174,175,177,180,183,184],\"x\":90,\"y\":12},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":12},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1582, "completion_tokens": 277, "total_tokens": 1859, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1580, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0080058, "upstream_inference_prompt_cost": 0.0043494, "upstream_inference_completions_cost": 0.0036564}, "completion_tokens_details": {"reasoning_tokens": 80, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.11, "thoughts": "Our forward infantry are inside the exposed enemy base and should finish the damaged Construction Yard immediately. Power plant construction is underway; keep pressure on the enemy\u2019s remaining visible infrastructure while reinforcements march east.", "notes": "Enemy base at 95,11. Focus fire fact #122 (56%), then powr #124 (73%). Power plant building is 31%; cash currently empty, 2 harvesters active.", "commands": [{"do": "attack", "units": [163, 164, 167, 168, 169, 170, 172, 173], "target": 122}, {"do": "attack", "units": [155, 160], "target": 124}, {"do": "attack_move", "units": [174, 175, 177, 180, 183, 184], "x": 90, "y": 12}, {"do": "rally", "building": 133, "x": 88, "y": 12}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack: 8 units", "attack: 2 units", "attack_move: 6 units", "rally #133: ordered", "stance: 16 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 1800, "units_killed": 14, "units_lost": 10, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11400, "army_value": 1600, "income": 1600, "experience": 42, "order_count": 41}}
{"tick": 8001, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 173 made / 50 used, harvesters 1.\nSCORE: assets $6300, army $1200, killed $1800 (10 units, 0 bldgs), lost $4200 (14 units, 1 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 48%; Building: powr 0%; Defense: ftur 0%; Defense: ftur 0%; Infantry: e3 26%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 56%, #124 powr@(94,15) 73%, #134 barr@(98,14) 100%, #157 weap@(95,8) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #140@(96,17)8%*\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\nVISIBLE ENEMY UNITS (10):\n  #155 e1@(91,14) 30%, #160 e1@(91,10) 28%, #163 e1@(90,11) 100%, #164 e1@(90,12) 55%, #167 e1@(90,12) 70%, #168 e1@(91,11) 100%, #169 e1@(91,11) 100%, #170 e1@(90,11) 100%, #172 e1@(91,14) 100%, #173 e1@(91,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - stance: 1 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: proc ~48% in building queue, ftur queued. Enemy infantry blob holding at (89-91,10-14) near base west side \u2014 do NOT send lone infantry. Harv #132 mining NW at (85,3). When proc done: place near ore, get free harv. Keep e3 trickle to counter infantry, but currently $0.", "raw": "{\"thoughts\": \"We're broke with the refinery destroyed \u2014 the stalled proc is our lifeline, but $0 means it never finishes. Sell the War Factory for cash, cancel the queued Flame Tower so it can't steal the money, and get the refinery up to restart income.\", \"notes\": \"Sold weap #157 to fund proc (~$728 left needed). Cancelled ftur queue. Enemy 10-inf blob at (90-91,10-14) west of fact #122 (56%hp). Next: place proc near harv #132 at (85,3) ore, then rebuild weap and add ftur defense vs the infantry blob. Keep e1/e3 trickle to defend.\", \"commands\": [{\"do\": \"cancel\", \"item\": \"ftur\"}, {\"do\": \"cancel\", \"item\": \"ftur\"}, {\"do\": \"sell\", \"building\": 157}, {\"do\": \"stance\", \"units\": [140], \"stance\": \"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1703, "completion_tokens": 2591, "total_tokens": 4294, "cost": 0.003394308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003394308, "upstream_inference_prompt_cost": 0.000285108, "upstream_inference_completions_cost": 0.0031092}, "completion_tokens_details": {"reasoning_tokens": 2379, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 14.53, "thoughts": "We're broke with the refinery destroyed \u2014 the stalled proc is our lifeline, but $0 means it never finishes. Sell the War Factory for cash, cancel the queued Flame Tower so it can't steal the money, and get the refinery up to restart income.", "notes": "Sold weap #157 to fund proc (~$728 left needed). Cancelled ftur queue. Enemy 10-inf blob at (90-91,10-14) west of fact #122 (56%hp). Next: place proc near harv #132 at (85,3) ore, then rebuild weap and add ftur defense vs the infantry blob. Keep e1/e3 trickle to defend.", "commands": [{"do": "cancel", "item": "ftur"}, {"do": "cancel", "item": "ftur"}, {"do": "sell", "building": 157}, {"do": "stance", "units": [140], "stance": "defend"}], "feedback": ["sell #157: ordered", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 4200, "units_killed": 10, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 6300, "army_value": 100, "income": 1500, "experience": 18, "order_count": 53}}
{"tick": 8201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $825 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11000, army $3400, killed $4200 (14 units, 1 bldgs), lost $2200 (14 units, 0 bldgs). Map explored 25%.\nPRODUCTION: Building: powr 60%; Infantry: e1 96%; 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #155@(91,14)30% #164@(90,12)55% #167@(90,12)70% #170@(90,11) #172@(91,14) #173@(91,14) #174@(79,14) #175@(76,13) #177@(49,26) #180@(47,24) #183@(34,24) #184@(24,24)\n  harv (Ore Truck (harvester)) x2: #131@(17,18) #182@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #124 powr@(94,15) 63%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - attack: 2 units\n  - attack_move: 6 units\n  - rally #133: ordered\n  - stance: 16 units\nYOUR NOTES FROM LAST TURN: Enemy base at 95,11. Focus fire fact #122 (56%), then powr #124 (73%). Power plant building is 31%; cash currently empty, 2 harvesters active.", "raw": "{\"thoughts\":\"Power plant is nearing completion and our infantry are inside the enemy base area. Finish off the visible enemy power plant while maintaining infantry production, then restore power and expand ore income.\",\"notes\":\"Enemy base around 95,11; visible enemy powr #124 at 94,15. Current powr is 60% complete; place it immediately next turn, then queue refinery. Forward infantry attacking base.\",\"commands\":[{\"do\":\"attack\",\"units\":[155,164,167,170,172,173,174,175],\"target\":124},{\"do\":\"attack_move\",\"units\":[177,180,183,184],\"x\":94,\"y\":15},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":14},{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1535, "completion_tokens": 422, "total_tokens": 1957, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1533, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00979055, "upstream_inference_prompt_cost": 0.00422015, "upstream_inference_completions_cost": 0.0055704}, "completion_tokens_details": {"reasoning_tokens": 219, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.49, "thoughts": "Power plant is nearing completion and our infantry are inside the enemy base area. Finish off the visible enemy power plant while maintaining infantry production, then restore power and expand ore income.", "notes": "Enemy base around 95,11; visible enemy powr #124 at 94,15. Current powr is 60% complete; place it immediately next turn, then queue refinery. Forward infantry attacking base.", "commands": [{"do": "attack", "units": [155, 164, 167, 170, 172, 173, 174, 175], "target": 124}, {"do": "attack_move", "units": [177, 180, 183, 184], "x": 94, "y": 15}, {"do": "rally", "building": 133, "x": 88, "y": 14}, {"do": "train", "item": "e1", "count": 10}, {"do": "train", "item": "e3", "count": 4}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack: 8 units", "attack_move: 4 units", "rally #133: ordered", "train 10x e1: queued", "train 4x e3: queued", "stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 2200, "units_killed": 14, "units_lost": 14, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11000, "army_value": 1200, "income": 2600, "experience": 42, "order_count": 41}}
{"tick": 8201, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $398 + stored ore $0 (storage 0), power 163 made / 20 used, harvesters 1.\nSCORE: assets $5200, army $2130, killed $2200 (14 units, 0 bldgs), lost $4200 (14 units, 1 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 70%; Building: powr 0%; Infantry: e3 26%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #124 powr@(94,15) 63%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #140@(96,17)8%* #185@(95,7)* #186@(96,9)* #187@(94,9) #188@(94,8)* #189@(94,7)* #193@(95,8)*\n  e3 (Rocket Soldier) x1: #194@(96,15)\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x3: #190@(96,8)* #191@(96,7)* #192@(95,9)*\nVISIBLE ENEMY UNITS (6):\n  #155 e1@(91,14) 30%, #164 e1@(90,12) 55%, #167 e1@(90,12) 70%, #170 e1@(90,11) 100%, #172 e1@(91,14) 100%, #173 e1@(91,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - sell #157: ordered\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Sold weap #157 to fund proc (~$728 left needed). Cancelled ftur queue. Enemy 10-inf blob at (90-91,10-14) west of fact #122 (56%hp). Next: place proc near harv #132 at (85,3) ore, then rebuild weap and add ftur defense vs the infantry blob. Keep e1/e3 trickle to defend.", "raw": "{\"thoughts\": \"Enemy infantry blob sits at (91,10-14) right on my doorstep threatening the Construction Yard (41% hp). Low on cash ($398) but proc is 70% done. I'll push my idle units to clear the blob, trickle cheap riflemen to reinforce, and repair the fact so I can keep producing.\", \"notes\": \"Enemy 10-inf blob at (90-91,10-14) west of fact #122. proc ~70% (place at 85,3 ore near harv #132). After proc: rebuild weap, add ftur. Cash tight, rely on e1 trickle. Enemy main base likely (12,16).\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":90,\"y\":12},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"repair\",\"building\":122},{\"do\":\"rally\",\"building\":134,\"x\":93,\"y\":12},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1678, "completion_tokens": 1065, "total_tokens": 2743, "cost": 0.001555608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001555608, "upstream_inference_prompt_cost": 0.000277608, "upstream_inference_completions_cost": 0.001278}, "completion_tokens_details": {"reasoning_tokens": 840, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.07, "thoughts": "Enemy infantry blob sits at (91,10-14) right on my doorstep threatening the Construction Yard (41% hp). Low on cash ($398) but proc is 70% done. I'll push my idle units to clear the blob, trickle cheap riflemen to reinforce, and repair the fact so I can keep producing.", "notes": "Enemy 10-inf blob at (90-91,10-14) west of fact #122. proc ~70% (place at 85,3 ore near harv #132). After proc: rebuild weap, add ftur. Cash tight, rely on e1 trickle. Enemy main base likely (12,16).", "commands": [{"do": "attack_move", "units": "idle_army", "x": 90, "y": 12}, {"do": "train", "item": "e1", "count": 5}, {"do": "repair", "building": 122}, {"do": "rally", "building": 134, "x": 93, "y": 12}, {"do": "build", "item": "weap"}], "feedback": ["attack_move: 9 units", "train 5x e1: queued", "repair #122: ordered", "rally #134: ordered", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 4200, "units_killed": 14, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5200, "army_value": 1000, "income": 2500, "experience": 22, "order_count": 55}}
{"tick": 8401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $603 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10400, army $2800, killed $4200 (14 units, 1 bldgs), lost $2900 (21 units, 0 bldgs). Map explored 25.1%.\nPRODUCTION: Building: powr 97%; Infantry: e3 36%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #175@(86,13) #177@(59,28) #180@(55,28) #183@(44,25) #184@(34,23) #195@(22,23)\n  harv (Ore Truck (harvester)) x2: #131@(24,7) #182@(3,26)\nVISIBLE ENEMY UNITS (6):\n  #185 e1@(90,12) 100%, #188 e1@(90,12) 100%, #189 e1@(90,12) 100%, #190 tecn@(90,12) 100%, #192 tecn@(87,9) 100%, #193 e1@(90,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - attack_move: 4 units\n  - rally #133: ordered\n  - train 10x e1: queued\n  - train 4x e3: queued\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Enemy base around 95,11; visible enemy powr #124 at 94,15. Current powr is 60% complete; place it immediately next turn, then queue refinery. Forward infantry attacking base.", "raw": "{\"thoughts\":\"Power plant is nearly complete and low power is slowing everything; place it as soon as it becomes ready, then expand ore income. Our scattered infantry should converge aggressively on the exposed enemy start while new infantry rallies east.\",\"notes\":\"Place ready powr next turn, then build proc. Enemy base around 95,11; infantry converging there. Keep barracks queues running and get second war factory when economy recovers.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":94,\"y\":12},{\"do\":\"rally\",\"building\":133,\"x\":82,\"y\":14},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1655, "completion_tokens": 282, "total_tokens": 1937, "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": 0.00827255, "upstream_inference_prompt_cost": 0.00455015, "upstream_inference_completions_cost": 0.0037224}, "completion_tokens_details": {"reasoning_tokens": 114, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.81, "thoughts": "Power plant is nearly complete and low power is slowing everything; place it as soon as it becomes ready, then expand ore income. Our scattered infantry should converge aggressively on the exposed enemy start while new infantry rallies east.", "notes": "Place ready powr next turn, then build proc. Enemy base around 95,11; infantry converging there. Keep barracks queues running and get second war factory when economy recovers.", "commands": [{"do": "attack_move", "units": "all_army", "x": 94, "y": 12}, {"do": "rally", "building": 133, "x": 82, "y": 14}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 182}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 6 units", "rally #133: ordered", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 2900, "units_killed": 14, "units_lost": 21, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10400, "army_value": 600, "income": 2600, "experience": 42, "order_count": 55}}
{"tick": 8401, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 144 made / 20 used, harvesters 1.\nSCORE: assets $5200, army $2130, killed $2900 (21 units, 0 bldgs), lost $4200 (14 units, 1 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 84%; Building: powr 0%; Infantry: e3 92%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #124 powr@(94,15) 44%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #140@(92,13)8% #185@(90,12) #186@(91,11) #187@(94,9)* #188@(90,12) #189@(90,12) #193@(90,12)*\n  e3 (Rocket Soldier) x1: #194@(95,14)*\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x3: #190@(90,12)* #191@(91,11)* #192@(87,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - train 5x e1: queued\n  - repair #122: ordered\n  - rally #134: ordered\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy 10-inf blob at (90-91,10-14) west of fact #122. proc ~70% (place at 85,3 ore near harv #132). After proc: rebuild weap, add ftur. Cash tight, rely on e1 trickle. Enemy main base likely (12,16).", "raw": "{\"thoughts\": \"No enemies visible; my 10-inf blob must have retreated or died. I'm broke ($0) so income is the priority: get harv #132 mining and repair damaged power/fact. Queue stays busy with existing infantry orders; nothing new to build without cash. Consolidate the scattered infantry near the base as a defensive screen until the proc finishes and cash flows.\", \"notes\": \"Enemy main base likely (12,16) far WSW. proc 84% will finish soon -> place near ore at ~(85,3) where harv #132 mines. fact repairing. No enemy visible this turn; infantry gathered ~(91,12).\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"repair\",\"building\":124},{\"do\":\"repair\",\"building\":122},{\"do\":\"move\",\"units\":\"idle_army\",\"x\":90,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1658, "completion_tokens": 1173, "total_tokens": 2831, "cost": 0.001679208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001679208, "upstream_inference_prompt_cost": 0.000271608, "upstream_inference_completions_cost": 0.0014076}, "completion_tokens_details": {"reasoning_tokens": 962, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.69, "thoughts": "No enemies visible; my 10-inf blob must have retreated or died. I'm broke ($0) so income is the priority: get harv #132 mining and repair damaged power/fact. Queue stays busy with existing infantry orders; nothing new to build without cash. Consolidate the scattered infantry near the base as a defensive screen until the proc finishes and cash flows.", "notes": "Enemy main base likely (12,16) far WSW. proc 84% will finish soon -> place near ore at ~(85,3) where harv #132 mines. fact repairing. No enemy visible this turn; infantry gathered ~(91,12).", "commands": [{"do": "harvest", "unit": 132}, {"do": "repair", "building": 124}, {"do": "repair", "building": 122}, {"do": "move", "units": "idle_army", "x": 90, "y": 12}, {"do": "rally", "building": 134, "x": 90, "y": 12}], "feedback": ["repair #124: ordered", "repair #122: ordered", "move: 5 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2900, "deaths_cost": 4200, "units_killed": 21, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5200, "army_value": 1000, "income": 2500, "experience": 29, "order_count": 60}}
{"tick": 8601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $481 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10300, army $2700, killed $4200 (14 units, 1 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 25.1%.\nPRODUCTION: Building: powr READY TO PLACE; Infantry: e3 73%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #177@(67,22) #180@(64,25) #183@(53,27) #184@(44,24) #195@(32,24)\n  harv (Ore Truck (harvester)) x2: #131@(20,10) #182@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - rally #133: ordered\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Place ready powr next turn, then build proc. Enemy base around 95,11; infantry converging there. Keep barracks queues running and get second war factory when economy recovers.", "raw": "{\"thoughts\":\"Power is ready and must be placed immediately to restore production speed. I will expand ore income with another refinery while the infantry mass continues advancing toward the likely enemy start.\",\"notes\":\"Enemy base still expected near 95,11. Place power, start refinery, keep infantry rallying east and attack-moving as a group.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":8,\"y\":14},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":17},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":88,\"y\":14},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1546, "completion_tokens": 200, "total_tokens": 1746, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1544, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0068904, "upstream_inference_prompt_cost": 0.0042504, "upstream_inference_completions_cost": 0.00264}, "completion_tokens_details": {"reasoning_tokens": 46, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.34, "thoughts": "Power is ready and must be placed immediately to restore production speed. I will expand ore income with another refinery while the infantry mass continues advancing toward the likely enemy start.", "notes": "Enemy base still expected near 95,11. Place power, start refinery, keep infantry rallying east and attack-moving as a group.", "commands": [{"do": "place", "item": "powr", "x": 8, "y": 14}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 133, "x": 75, "y": 17}, {"do": "attack_move", "units": "all_army", "x": 88, "y": 14}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "rally #133: ordered", "attack_move: 5 units", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 3000, "units_killed": 14, "units_lost": 22, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10300, "army_value": 500, "income": 2100, "experience": 42, "order_count": 55}}
{"tick": 8601, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 144 made / 20 used, harvesters 1.\nSCORE: assets $5200, army $2130, killed $3000 (22 units, 0 bldgs), lost $4200 (14 units, 1 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 84%; Building: powr 0%; Infantry: e3 92%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #124 powr@(94,15) 44%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #140@(91,13)8%* #185@(90,12)* #186@(91,11)* #187@(91,11)* #188@(90,12)* #189@(90,12)* #193@(90,12)*\n  e3 (Rocket Soldier) x1: #194@(91,13)*\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x3: #190@(90,12)* #191@(91,11)* #192@(87,8)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #124: ordered\n  - repair #122: ordered\n  - move: 5 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy main base likely (12,16) far WSW. proc 84% will finish soon -> place near ore at ~(85,3) where harv #132 mines. fact repairing. No enemy visible this turn; infantry gathered ~(91,12).", "raw": "{\"thoughts\": \"Economy is stalled at $0 with a nearly complete refinery. I'll place the refinery near ore, cancel the flood of queued infantry to stop cash drain, and keep harvesters mining. Base buildings are repairing.\", \"notes\": \"Enemy base likely (12,16) WSW. proc ~84% -> place at ore field (85,3). Cancelled excess infantry queue. Need powr + proc #2 next once cash flows. Army: ~7 e1 + 1 e3 near base.\", \"commands\": [{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e2\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"place\",\"item\":\"proc\",\"x\":85,\"y\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1624, "completion_tokens": 1021, "total_tokens": 2645, "cost": 0.001486608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001486608, "upstream_inference_prompt_cost": 0.000261408, "upstream_inference_completions_cost": 0.0012252}, "completion_tokens_details": {"reasoning_tokens": 678, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.02, "thoughts": "Economy is stalled at $0 with a nearly complete refinery. I'll place the refinery near ore, cancel the flood of queued infantry to stop cash drain, and keep harvesters mining. Base buildings are repairing.", "notes": "Enemy base likely (12,16) WSW. proc ~84% -> place at ore field (85,3). Cancelled excess infantry queue. Need powr + proc #2 next once cash flows. Army: ~7 e1 + 1 e3 near base.", "commands": [{"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e2"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "harvest", "unit": 132}, {"do": "place", "item": "proc", "x": 85, "y": 3}], "feedback": ["place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 4200, "units_killed": 22, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5200, "army_value": 1000, "income": 2000, "experience": 30, "order_count": 60}}
{"tick": 8801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $832 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10900, army $3000, killed $4200 (14 units, 1 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 25.1%.\nPRODUCTION: Building: proc 23%; Infantry: e3 81%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #177@(74,15) #180@(72,17) #183@(63,26) #184@(53,27) #195@(43,24)\n  e3 (Rocket Soldier) x1: #197@(20,21)\n  harv (Ore Truck (harvester)) x2: #131@(16,18) #182@(3,26)\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: started\n  - rally #133: ordered\n  - attack_move: 5 units\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Enemy base still expected near 95,11. Place power, start refinery, keep infantry rallying east and attack-moving as a group.", "raw": "{\"thoughts\":\"The second refinery is underway and power is ample. Infantry is already streaming east toward the expected enemy base; keep them advancing while saving for a Service Depot and tank production.\",\"notes\":\"Enemy base remains unscouted but expected around 95,11. Second refinery building at 23%; barracks has rocket then many riflemen queued. Existing rifles are advancing east; rocket #197 near base.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":17},{\"do\":\"attack_move\",\"units\":[177,180,183,184,195],\"x\":92,\"y\":12},{\"do\":\"attack_move\",\"units\":[197],\"x\":55,\"y\":20},{\"do\":\"stance\",\"units\":[177,180,183,184,195,197],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":182}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1573, "completion_tokens": 313, "total_tokens": 1886, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1571, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00845625, "upstream_inference_prompt_cost": 0.00432465, "upstream_inference_completions_cost": 0.0041316}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.66, "thoughts": "The second refinery is underway and power is ample. Infantry is already streaming east toward the expected enemy base; keep them advancing while saving for a Service Depot and tank production.", "notes": "Enemy base remains unscouted but expected around 95,11. Second refinery building at 23%; barracks has rocket then many riflemen queued. Existing rifles are advancing east; rocket #197 near base.", "commands": [{"do": "rally", "building": 133, "x": 70, "y": 17}, {"do": "attack_move", "units": [177, 180, 183, 184, 195], "x": 92, "y": 12}, {"do": "attack_move", "units": [197], "x": 55, "y": 20}, {"do": "stance", "units": [177, 180, 183, 184, 195, 197], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 182}], "feedback": ["rally #133: ordered", "attack_move: 5 units", "attack_move: 1 units", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 3000, "units_killed": 14, "units_lost": 22, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10900, "army_value": 800, "income": 3100, "experience": 42, "order_count": 57}}
{"tick": 8801, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 144 made / 20 used, harvesters 1.\nSCORE: assets $5300, army $2230, killed $3000 (22 units, 0 bldgs), lost $4200 (14 units, 1 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Infantry: e1 38%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #124 powr@(94,15) 44%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #140@(91,13)8%* #185@(90,12)* #186@(91,11)* #187@(91,11)* #188@(90,12)* #189@(90,12)* #193@(90,12)* #198@(91,13)\n  e3 (Rocket Soldier) x1: #194@(91,13)*\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x3: #190@(89,12)* #191@(91,11)* #192@(87,8)*\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: Enemy base likely (12,16) WSW. proc ~84% -> place at ore field (85,3). Cancelled excess infantry queue. Need powr + proc #2 next once cash flows. Army: ~7 e1 + 1 e3 near base.", "raw": "{\"thoughts\": \"Cash is zero, so everything hinges on the harvester delivering ore and the proc finishing (94%). Construction Yard at 41% is critical - start repairing it. Gather idle infantry west to screen the harvester and base approach from the enemy's WSW base.\", \"notes\": \"Enemy base ~(12,16) WSW. proc at ~94% -> PLACE next turn at ore field near (85,3). Repairing fact (41%). Infantry rally west (88,8). Need powr/proc #2 when cash allows.\", \"commands\": [{\"do\":\"repair\",\"building\":122},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":8},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":88,\"y\":8},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1490, "completion_tokens": 1230, "total_tokens": 2720, "cost": 0.001697208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001697208, "upstream_inference_prompt_cost": 0.000221208, "upstream_inference_completions_cost": 0.001476}, "completion_tokens_details": {"reasoning_tokens": 1047, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.92, "thoughts": "Cash is zero, so everything hinges on the harvester delivering ore and the proc finishing (94%). Construction Yard at 41% is critical - start repairing it. Gather idle infantry west to screen the harvester and base approach from the enemy's WSW base.", "notes": "Enemy base ~(12,16) WSW. proc at ~94% -> PLACE next turn at ore field near (85,3). Repairing fact (41%). Infantry rally west (88,8). Need powr/proc #2 when cash allows.", "commands": [{"do": "repair", "building": 122}, {"do": "rally", "building": 134, "x": 88, "y": 8}, {"do": "attack_move", "units": "idle_army", "x": 88, "y": 8}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["repair #122: ordered", "rally #134: ordered", "attack_move: 11 units", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 4200, "units_killed": 22, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5300, "army_value": 1100, "income": 2000, "experience": 30, "order_count": 79}}
{"tick": 9001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $168 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11200, army $3300, killed $4200 (14 units, 1 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 25.2%.\nPRODUCTION: Building: proc 47%; Infantry: e3 92%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #177@(85,14) #180@(81,14) #183@(70,19) #184@(63,26) #195@(52,27)\n  e3 (Rocket Soldier) x2: #197@(30,21) #199@(21,22)\n  harv (Ore Truck (harvester)) x2: #131@(19,8) #182@(8,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - attack_move: 5 units\n  - attack_move: 1 units\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Enemy base remains unscouted but expected around 95,11. Second refinery building at 23%; barracks has rocket then many riflemen queued. Existing rifles are advancing east; rocket #197 near base.", "raw": "{\"thoughts\":\"Second refinery is nearing completion and infantry production is queued. Continue advancing the scattered rifle screen toward the likely enemy base while moving rocket soldiers up to support and keeping the barracks rally forward.\",\"notes\":\"Enemy still unscouted, likely base at 95,11. Refinery is 47%; current rifles advancing east, rockets moving to central forward position. Keep saving/spending refinery income on power/depot/heavy tanks.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":20},{\"do\":\"attack_move\",\"units\":[177,180,183,184,195],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[197,199],\"x\":55,\"y\":20},{\"do\":\"stance\",\"units\":[177,180,183,184,195,197,199],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1571, "completion_tokens": 270, "total_tokens": 1841, "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": 0.00788315, "upstream_inference_prompt_cost": 0.00431915, "upstream_inference_completions_cost": 0.003564}, "completion_tokens_details": {"reasoning_tokens": 84, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.23, "thoughts": "Second refinery is nearing completion and infantry production is queued. Continue advancing the scattered rifle screen toward the likely enemy base while moving rocket soldiers up to support and keeping the barracks rally forward.", "notes": "Enemy still unscouted, likely base at 95,11. Refinery is 47%; current rifles advancing east, rockets moving to central forward position. Keep saving/spending refinery income on power/depot/heavy tanks.", "commands": [{"do": "rally", "building": 133, "x": 55, "y": 20}, {"do": "attack_move", "units": [177, 180, 183, 184, 195], "x": 95, "y": 11}, {"do": "attack_move", "units": [197, 199], "x": 55, "y": 20}, {"do": "stance", "units": [177, 180, 183, 184, 195, 197, 199], "stance": "attack_anything"}], "feedback": ["rally #133: ordered", "attack_move: 5 units", "attack_move: 2 units", "stance: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 3000, "units_killed": 14, "units_lost": 22, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11200, "army_value": 1100, "income": 3100, "experience": 42, "order_count": 57}}
{"tick": 9001, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 144 made / 20 used, harvesters 1.\nSCORE: assets $5300, army $2230, killed $3000 (22 units, 0 bldgs), lost $4200 (14 units, 1 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Infantry: e1 38%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #124 powr@(94,15) 44%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #140@(89,9)8%* #185@(89,9)* #186@(88,8)* #187@(88,8)* #188@(90,9)* #189@(89,9)* #193@(88,8)* #198@(90,12)*\n  e3 (Rocket Soldier) x1: #194@(89,9)*\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x3: #190@(89,9)* #191@(88,8)* #192@(88,8)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - rally #134: ordered\n  - attack_move: 11 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16) WSW. proc at ~94% -> PLACE next turn at ore field near (85,3). Repairing fact (41%). Infantry rally west (88,8). Need powr/proc #2 when cash allows.", "raw": "{\"thoughts\": \"Refinery is nearly finished at 94% but waiting on funds/ticks; harvester will deposit soon. Repairing damaged power plant and positioning infantry near harvester at (85,6) to secure our income.\", \"notes\": \"Place proc as soon as ready near (88, 10). Keep infantry protecting harvester #132. Once proc places, build war factory (weap) or second proc.\", \"commands\": [{\"do\": \"repair\", \"building\": 124}, {\"do\": \"attack_move\", \"units\": [140, 185, 186, 187, 188, 189, 193, 194, 198], \"x\": 86, \"y\": 6}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1615, "completion_tokens": 505, "total_tokens": 2120, "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": 0.00621, "upstream_inference_prompt_cost": 0.0024225, "upstream_inference_completions_cost": 0.0037875}, "completion_tokens_details": {"reasoning_tokens": 328, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.99, "thoughts": "Refinery is nearly finished at 94% but waiting on funds/ticks; harvester will deposit soon. Repairing damaged power plant and positioning infantry near harvester at (85,6) to secure our income.", "notes": "Place proc as soon as ready near (88, 10). Keep infantry protecting harvester #132. Once proc places, build war factory (weap) or second proc.", "commands": [{"do": "repair", "building": 124}, {"do": "attack_move", "units": [140, 185, 186, 187, 188, 189, 193, 194, 198], "x": 86, "y": 6}], "feedback": ["repair #124: ordered", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 4200, "units_killed": 22, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5300, "army_value": 1100, "income": 2000, "experience": 30, "order_count": 81}}
{"tick": 9201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $141 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $4300 (15 units, 1 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 25.3%.\nPRODUCTION: Building: proc 65%; Infantry: e3 79%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #177@(89,14)10% #180@(89,14) #183@(78,11) #184@(70,19) #195@(62,27)\n  e3 (Rocket Soldier) x3: #197@(41,21) #199@(31,21) #200@(22,23)\n  harv (Ore Truck (harvester)) x2: #131@(18,8) #182@(6,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - attack_move: 5 units\n  - attack_move: 2 units\n  - stance: 7 units\nYOUR NOTES FROM LAST TURN: Enemy still unscouted, likely base at 95,11. Refinery is 47%; current rifles advancing east, rockets moving to central forward position. Keep saving/spending refinery income on power/depot/heavy tanks.", "raw": "{\"thoughts\":\"The second refinery is nearly complete and will strengthen income; current infantry is spread across the map with a few scouts near the likely enemy approach. I will consolidate the healthier force toward the eastern enemy start while withdrawing the critically damaged rifleman, then convert new income into a Service Depot and tank production.\",\"notes\":\"Refinery building is 65%; place immediately when ready, then build Service Depot. Enemy base remains unspotted but likely around 95,11. Consolidate army east/center; #177 is critically damaged.\",\"commands\":[{\"do\":\"move\",\"units\":[177],\"x\":20,\"y\":20},{\"do\":\"attack_move\",\"units\":[180,183,184,195],\"x\":88,\"y\":13},{\"do\":\"attack_move\",\"units\":[197,199,200],\"x\":63,\"y\":20},{\"do\":\"rally\",\"building\":133,\"x\":60,\"y\":20},{\"do\":\"rally\",\"building\":156,\"x\":60,\"y\":20},{\"do\":\"stance\",\"units\":[180,183,184,195,197,199,200],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1576, "completion_tokens": 362, "total_tokens": 1938, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1574, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0091113, "upstream_inference_prompt_cost": 0.0043329, "upstream_inference_completions_cost": 0.0047784}, "completion_tokens_details": {"reasoning_tokens": 123, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.71, "thoughts": "The second refinery is nearly complete and will strengthen income; current infantry is spread across the map with a few scouts near the likely enemy approach. I will consolidate the healthier force toward the eastern enemy start while withdrawing the critically damaged rifleman, then convert new income into a Service Depot and tank production.", "notes": "Refinery building is 65%; place immediately when ready, then build Service Depot. Enemy base remains unspotted but likely around 95,11. Consolidate army east/center; #177 is critically damaged.", "commands": [{"do": "move", "units": [177], "x": 20, "y": 20}, {"do": "attack_move", "units": [180, 183, 184, 195], "x": 88, "y": 13}, {"do": "attack_move", "units": [197, 199, 200], "x": 63, "y": 20}, {"do": "rally", "building": 133, "x": 60, "y": 20}, {"do": "rally", "building": 156, "x": 60, "y": 20}, {"do": "stance", "units": [180, 183, 184, 195, 197, 199, 200], "stance": "attack_anything"}], "feedback": ["move: 1 units", "attack_move: 4 units", "attack_move: 3 units", "rally #133: ordered", "rally #156: ordered", "stance: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 3000, "units_killed": 15, "units_lost": 22, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11500, "army_value": 1400, "income": 3600, "experience": 43, "order_count": 57}}
{"tick": 9201, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 141 made / 20 used, harvesters 1.\nSCORE: assets $5200, army $2130, killed $3000 (22 units, 0 bldgs), lost $4300 (15 units, 1 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Infantry: e1 38%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #124 powr@(94,15) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #140@(86,6)8%* #185@(87,7)* #186@(86,6)* #187@(86,6)* #188@(87,7)* #189@(86,6)* #193@(86,6)*\n  e3 (Rocket Soldier) x1: #194@(87,7)*\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x3: #190@(89,9)* #191@(88,8)* #192@(88,7)*\nVISIBLE ENEMY UNITS (2):\n  #177 e1@(89,14) 10%, #180 e1@(89,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #124: ordered\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Place proc as soon as ready near (88, 10). Keep infantry protecting harvester #132. Once proc places, build war factory (weap) or second proc.", "raw": "{\"thoughts\": \"Cash is at $0 so I can't build; proc at 94% will finish this turn. Main priority is keeping the harvester mining and clearing the two enemy riflemen near my base. My base buildings are badly damaged (fact/powr at 41%) so I'm vulnerable \u2014 need to get the proc placed fast and rebuild economy.\", \"notes\": \"Proc almost ready - place near (88,10). Enemy infantry at (89,14) near my barracks. Base very weak, economy critical (1 harvester, $0). Once proc placed, focus on harvesters and power.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":89,\"y\":14},{\"do\":\"repair\",\"building\":122}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1503, "completion_tokens": 764, "total_tokens": 2267, "cost": 0.001141908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001141908, "upstream_inference_prompt_cost": 0.000225108, "upstream_inference_completions_cost": 0.0009168}, "completion_tokens_details": {"reasoning_tokens": 589, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.92, "thoughts": "Cash is at $0 so I can't build; proc at 94% will finish this turn. Main priority is keeping the harvester mining and clearing the two enemy riflemen near my base. My base buildings are badly damaged (fact/powr at 41%) so I'm vulnerable \u2014 need to get the proc placed fast and rebuild economy.", "notes": "Proc almost ready - place near (88,10). Enemy infantry at (89,14) near my barracks. Base very weak, economy critical (1 harvester, $0). Once proc placed, focus on harvesters and power.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": "idle_army", "x": 89, "y": 14}, {"do": "repair", "building": 122}], "feedback": ["attack_move: 11 units", "repair #122: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 4300, "units_killed": 22, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5200, "army_value": 1000, "income": 2000, "experience": 30, "order_count": 81}}
{"tick": 9401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11600, army $3700, killed $4300 (15 units, 1 bldgs), lost $3200 (24 units, 0 bldgs). Map explored 25.7%.\nPRODUCTION: Building: proc 71%; Infantry: e1 6%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #177@(80,14)10% #184@(79,14) #195@(69,20)\n  e3 (Rocket Soldier) x4: #197@(49,26) #199@(41,20) #200@(32,23) #201@(21,22)\n  harv (Ore Truck (harvester)) x2: #131@(16,18) #182@(7,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 4 units\n  - attack_move: 3 units\n  - rally #133: ordered\n  - rally #156: ordered\n  - stance: 7 units\nYOUR NOTES FROM LAST TURN: Refinery building is 65%; place immediately when ready, then build Service Depot. Enemy base remains unspotted but likely around 95,11. Consolidate army east/center; #177 is critically damaged.", "raw": "{\"thoughts\":\"The refinery is still constructing and cash is exhausted, so I will preserve the wounded scout while consolidating the dispersed infantry and rockets toward the likely enemy base. Once income resumes, place the refinery and immediately pursue a Service Depot for tank production.\",\"notes\":\"Proc #2 is 71% at 6:16. Enemy remains unspotted; likely base is 95,11. Retreat #177; send #184/#195 east and rockets toward central-east staging.\",\"commands\":[{\"do\":\"move\",\"units\":[177],\"x\":16,\"y\":20},{\"do\":\"attack_move\",\"units\":[184,195],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[197,199,200,201],\"x\":72,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":72,\"y\":18},{\"do\":\"rally\",\"building\":156,\"x\":72,\"y\":18},{\"do\":\"stance\",\"units\":[184,195,197,199,200,201],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1576, "completion_tokens": 327, "total_tokens": 1903, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1574, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0086493, "upstream_inference_prompt_cost": 0.0043329, "upstream_inference_completions_cost": 0.0043164}, "completion_tokens_details": {"reasoning_tokens": 103, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "The refinery is still constructing and cash is exhausted, so I will preserve the wounded scout while consolidating the dispersed infantry and rockets toward the likely enemy base. Once income resumes, place the refinery and immediately pursue a Service Depot for tank production.", "notes": "Proc #2 is 71% at 6:16. Enemy remains unspotted; likely base is 95,11. Retreat #177; send #184/#195 east and rockets toward central-east staging.", "commands": [{"do": "move", "units": [177], "x": 16, "y": 20}, {"do": "attack_move", "units": [184, 195], "x": 95, "y": 11}, {"do": "attack_move", "units": [197, 199, 200, 201], "x": 72, "y": 18}, {"do": "rally", "building": 133, "x": 72, "y": 18}, {"do": "rally", "building": 156, "x": 72, "y": 18}, {"do": "stance", "units": [184, 195, 197, 199, 200, 201], "stance": "attack_anything"}], "feedback": ["move: 1 units", "attack_move: 2 units", "attack_move: 4 units", "rally #133: ordered", "rally #156: ordered", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 3200, "units_killed": 15, "units_lost": 24, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11600, "army_value": 1500, "income": 3500, "experience": 43, "order_count": 57}}
{"tick": 9401, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 138 made / 20 used, harvesters 1.\nSCORE: assets $5200, army $2130, killed $3200 (24 units, 0 bldgs), lost $4300 (15 units, 1 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Infantry: e1 38%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #124 powr@(94,15) 38%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #140@(89,14)8%* #185@(89,13)* #186@(89,14)* #187@(88,13)* #188@(89,13)* #189@(88,13)* #193@(88,13)*\n  e3 (Rocket Soldier) x1: #194@(89,14)*\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x3: #190@(88,13) #191@(89,14)* #192@(89,14)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - repair #122: ordered\nYOUR NOTES FROM LAST TURN: Proc almost ready - place near (88,10). Enemy infantry at (89,14) near my barracks. Base very weak, economy critical (1 harvester, $0). Once proc placed, focus on harvesters and power.", "raw": "{\"thoughts\": \"Economy is stalled at $0 with only one harvester, so I can't afford new construction right now. The refinery is nearly done (94%) and must be placed near the ore at (88,10) next turn. For now I'll keep the barracks queued with cheap infantry so it resumes the moment ore comes in, and consolidate my battered infantry near the base on defend stance instead of throwing 7 rifles at an unknown enemy.\", \"notes\": \"Place proc near (88,10) AS SOON as it's ready. Base buildings damaged (fact 41%, powr 38%) - repair when cash allows. 1 harvester mining at (85,3). Enemy start (12,16); no enemies visible. Army staged near base on defend.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":88,\"y\":10}, {\"do\":\"rally\",\"building\":134,\"x\":91,\"y\":14}, {\"do\":\"train\",\"item\":\"e1\",\"count\":3}, {\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}, {\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1491, "completion_tokens": 1318, "total_tokens": 2809, "cost": 0.001803108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001803108, "upstream_inference_prompt_cost": 0.000221508, "upstream_inference_completions_cost": 0.0015816}, "completion_tokens_details": {"reasoning_tokens": 1072, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.46, "thoughts": "Economy is stalled at $0 with only one harvester, so I can't afford new construction right now. The refinery is nearly done (94%) and must be placed near the ore at (88,10) next turn. For now I'll keep the barracks queued with cheap infantry so it resumes the moment ore comes in, and consolidate my battered infantry near the base on defend stance instead of throwing 7 rifles at an unknown enemy.", "notes": "Place proc near (88,10) AS SOON as it's ready. Base buildings damaged (fact 41%, powr 38%) - repair when cash allows. 1 harvester mining at (85,3). Enemy start (12,16); no enemies visible. Army staged near base on defend.", "commands": [{"do": "place", "item": "proc", "x": 88, "y": 10}, {"do": "rally", "building": 134, "x": 91, "y": 14}, {"do": "train", "item": "e1", "count": 3}, {"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "harvest", "unit": 132}], "feedback": ["place proc: nothing READY TO PLACE with that type", "rally #134: ordered", "train 3x e1: queued", "stance: 10 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3200, "deaths_cost": 4300, "units_killed": 24, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5200, "army_value": 1000, "income": 2000, "experience": 32, "order_count": 81}}
{"tick": 9601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11700, army $3800, killed $4300 (15 units, 1 bldgs), lost $3300 (25 units, 0 bldgs). Map explored 25.8%.\nPRODUCTION: Building: proc 89%; Infantry: e1 53%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #177@(72,21)10% #195@(77,12) #202@(20,21) #203@(17,21)\n  e3 (Rocket Soldier) x4: #197@(59,28) #199@(49,26) #200@(43,24) #201@(31,24)\n  harv (Ore Truck (harvester)) x2: #131@(19,10) #182@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 2 units\n  - attack_move: 4 units\n  - rally #133: ordered\n  - rally #156: ordered\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Proc #2 is 71% at 6:16. Enemy remains unspotted; likely base is 95,11. Retreat #177; send #184/#195 east and rockets toward central-east staging.", "raw": "{\"thoughts\":\"Second refinery is nearly complete and will strengthen our economy shortly. Regroup the scattered infantry and rocket soldiers toward the likely enemy approach while withdrawing the critically damaged rifleman.\",\"notes\":\"Place proc immediately when ready; then save for Service Depot/heavy tanks. Army staging toward east at 85,16; enemy base still likely 95,11.\",\"commands\":[{\"do\":\"move\",\"units\":[177],\"x\":15,\"y\":21},{\"do\":\"attack_move\",\"units\":[195,202,203,197,199,200,201],\"x\":85,\"y\":16},{\"do\":\"stance\",\"units\":[195,202,203,197,199,200,201],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":182}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1569, "completion_tokens": 297, "total_tokens": 1866, "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": 0.00823405, "upstream_inference_prompt_cost": 0.00431365, "upstream_inference_completions_cost": 0.0039204}, "completion_tokens_details": {"reasoning_tokens": 125, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.31, "thoughts": "Second refinery is nearly complete and will strengthen our economy shortly. Regroup the scattered infantry and rocket soldiers toward the likely enemy approach while withdrawing the critically damaged rifleman.", "notes": "Place proc immediately when ready; then save for Service Depot/heavy tanks. Army staging toward east at 85,16; enemy base still likely 95,11.", "commands": [{"do": "move", "units": [177], "x": 15, "y": 21}, {"do": "attack_move", "units": [195, 202, 203, 197, 199, 200, 201], "x": 85, "y": 16}, {"do": "stance", "units": [195, 202, 203, 197, 199, 200, 201], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 182}], "feedback": ["move: 1 units", "attack_move: 7 units", "stance: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 3300, "units_killed": 15, "units_lost": 25, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11700, "army_value": 1600, "income": 4000, "experience": 43, "order_count": 57}}
{"tick": 9601, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 138 made / 20 used, harvesters 1.\nSCORE: assets $5200, army $2120, killed $3300 (25 units, 0 bldgs), lost $4300 (15 units, 1 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Infantry: e1 38%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #124 powr@(94,15) 38%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #140@(89,14)8%* #185@(89,13)* #186@(89,14)* #187@(88,13)* #188@(89,13)* #189@(88,13)* #193@(88,13)*\n  e3 (Rocket Soldier) x1: #194@(89,14)*\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(89,14)* #192@(89,14)\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  - rally #134: ordered\n  - train 3x e1: queued\n  - stance: 10 units\nYOUR NOTES FROM LAST TURN: Place proc near (88,10) AS SOON as it's ready. Base buildings damaged (fact 41%, powr 38%) - repair when cash allows. 1 harvester mining at (85,3). Enemy start (12,16); no enemies visible. Army staged near base on defend.", "raw": "{\"thoughts\": \"Our Refinery is stalled at 94% because cash is $0 and our previous refinery was destroyed, leaving the harvester unable to unload. Selling damaged Power Plant #124 and canceling infantry will inject instant cash to finish the Refinery and restart our economy.\", \"notes\": \"Sold #124 powr to unfreeze proc at 94%. Harv #132 is full and ready to unload as soon as proc is placed. Once proc is placed, build war factory (weap) and repair fact #122.\", \"commands\": [{\"do\": \"sell\", \"building\": 124}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"place\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1638, "completion_tokens": 2017, "total_tokens": 3655, "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": 0.0175845, "upstream_inference_prompt_cost": 0.002457, "upstream_inference_completions_cost": 0.0151275}, "completion_tokens_details": {"reasoning_tokens": 1860, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 19.46, "thoughts": "Our Refinery is stalled at 94% because cash is $0 and our previous refinery was destroyed, leaving the harvester unable to unload. Selling damaged Power Plant #124 and canceling infantry will inject instant cash to finish the Refinery and restart our economy.", "notes": "Sold #124 powr to unfreeze proc at 94%. Harv #132 is full and ready to unload as soon as proc is placed. Once proc is placed, build war factory (weap) and repair fact #122.", "commands": [{"do": "sell", "building": 124}, {"do": "cancel", "item": "e1"}, {"do": "place", "item": "proc"}], "feedback": ["sell #124: ordered", "place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3300, "deaths_cost": 4300, "units_killed": 25, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5200, "army_value": 1000, "income": 1500, "experience": 33, "order_count": 84}}
{"tick": 9801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $61 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12000, army $4100, killed $4300 (15 units, 1 bldgs), lost $3300 (25 units, 0 bldgs). Map explored 25.9%.\nPRODUCTION: Building: proc READY TO PLACE; Infantry: e1 39%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #177@(63,25)10% #195@(85,16)* #202@(29,24) #203@(26,25) #205@(20,21) #206@(18,20) #207@(15,22)\n  e3 (Rocket Soldier) x4: #197@(67,22) #199@(59,28) #200@(52,27) #201@(41,24)\n  harv (Ore Truck (harvester)) x2: #131@(21,6) #182@(6,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 7 units\n  - stance: 7 units\nYOUR NOTES FROM LAST TURN: Place proc immediately when ready; then save for Service Depot/heavy tanks. Army staging toward east at 85,16; enemy base still likely 95,11.", "raw": "{\"thoughts\":\"A refinery is ready and must be placed immediately to expand income and add a third harvester. Our scattered infantry should continue concentrating toward the likely enemy start in the northeast while the barracks rallies reinforcements there.\",\"notes\":\"Placed third refinery; keep saving for Service Depot then Heavy Tanks. Scout/army converging on enemy likely at 95,11; no enemy currently visible.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":8,\"y\":14},{\"do\":\"rally\",\"building\":133,\"x\":85,\"y\":16},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":91,\"y\":13},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":182}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1535, "completion_tokens": 300, "total_tokens": 1835, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1533, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00818015, "upstream_inference_prompt_cost": 0.00422015, "upstream_inference_completions_cost": 0.00396}, "completion_tokens_details": {"reasoning_tokens": 123, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.94, "thoughts": "A refinery is ready and must be placed immediately to expand income and add a third harvester. Our scattered infantry should continue concentrating toward the likely enemy start in the northeast while the barracks rallies reinforcements there.", "notes": "Placed third refinery; keep saving for Service Depot then Heavy Tanks. Scout/army converging on enemy likely at 95,11; no enemy currently visible.", "commands": [{"do": "place", "item": "proc", "x": 8, "y": 14}, {"do": "rally", "building": 133, "x": 85, "y": 16}, {"do": "attack_move", "units": "all_army", "x": 91, "y": 13}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 182}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "rally #133: ordered", "attack_move: 11 units", "stance: 11 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 3300, "units_killed": 15, "units_lost": 25, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12000, "army_value": 1900, "income": 4000, "experience": 43, "order_count": 57}}
{"tick": 9801, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $5000, army $2220, killed $3300 (25 units, 0 bldgs), lost $4300 (15 units, 1 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #140@(89,14)8%* #185@(89,13)* #186@(89,14)* #187@(88,13)* #188@(89,13)* #189@(88,13)* #193@(88,13)* #204@(94,14)*\n  e3 (Rocket Soldier) x1: #194@(89,14)*\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(90,14)* #192@(89,13)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - sell #124: ordered\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Sold #124 powr to unfreeze proc at 94%. Harv #132 is full and ready to unload as soon as proc is placed. Once proc is placed, build war factory (weap) and repair fact #122.", "raw": "{\"thoughts\": \"Economy is stalled at $1 with no refinery; proc is 96% done and will finish soon, so I'll place it next turn. Meanwhile repair the damaged Construction Yard and scout toward the likely enemy start (12,16). Can't afford new builds yet, so focus on getting income online.\", \"notes\": \"proc nearly done -> place ASAP next turn; harv #132 full at (85,3) waiting to unload. fact #122 at 41% hp needs repair. Scouting west with rifles toward (12,16). After proc, build weap.\", \"commands\": [{\"do\":\"repair\",\"building\":122},{\"do\":\"move\",\"units\":[185,186],\"x\":72,\"y\":15},{\"do\":\"move\",\"units\":[187,188],\"x\":90,\"y\":25},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1499, "completion_tokens": 1213, "total_tokens": 2712, "cost": 0.001679508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001679508, "upstream_inference_prompt_cost": 0.000223908, "upstream_inference_completions_cost": 0.0014556}, "completion_tokens_details": {"reasoning_tokens": 1027, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.57, "thoughts": "Economy is stalled at $1 with no refinery; proc is 96% done and will finish soon, so I'll place it next turn. Meanwhile repair the damaged Construction Yard and scout toward the likely enemy start (12,16). Can't afford new builds yet, so focus on getting income online.", "notes": "proc nearly done -> place ASAP next turn; harv #132 full at (85,3) waiting to unload. fact #122 at 41% hp needs repair. Scouting west with rifles toward (12,16). After proc, build weap.", "commands": [{"do": "repair", "building": 122}, {"do": "move", "units": [185, 186], "x": 72, "y": 15}, {"do": "move", "units": [187, 188], "x": 90, "y": 25}, {"do": "harvest", "unit": 132}], "feedback": ["repair #122: ordered", "move: 2 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3300, "deaths_cost": 4300, "units_killed": 25, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5000, "army_value": 1100, "income": 1557, "experience": 33, "order_count": 85}}
{"tick": 10001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14500, army $5200, killed $4300 (15 units, 1 bldgs), lost $3400 (26 units, 0 bldgs). Map explored 26.4%.\nPRODUCTION: Infantry: e1 1%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #177@(70,19)10% #202@(40,24) #203@(35,24) #205@(30,24) #206@(26,25) #207@(23,24) #210@(21,22)\n  e3 (Rocket Soldier) x4: #197@(75,14) #199@(67,22) #200@(62,27) #201@(51,26)\n  harv (Ore Truck (harvester)) x3: #131@(18,15) #182@(8,24) #209@(2,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - rally #133: ordered\n  - attack_move: 11 units\n  - stance: 11 units\nYOUR NOTES FROM LAST TURN: Placed third refinery; keep saving for Service Depot then Heavy Tanks. Scout/army converging on enemy likely at 95,11; no enemy currently visible.", "raw": "{\"thoughts\":\"Three refineries are established but cash is currently exhausted, so the priority is letting harvesters fund a Service Depot for heavy tanks. The forward infantry and rockets should continue scouting toward the likely enemy base while the badly damaged rifleman retreats.\",\"notes\":\"Economy: 3 refineries/3 harvesters, cash zero; save next income for fix then nonstop 3tnk. Army scouting east-northeast; likely enemy base 95,11. #177 is critically damaged and retreating.\",\"commands\":[{\"do\":\"move\",\"units\":[177],\"x\":18,\"y\":20},{\"do\":\"attack_move\",\"units\":[202,203,205,206,207,210,197,199,200,201],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[202,203,205,206,207,210,197,199,200,201],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":209}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1556, "completion_tokens": 343, "total_tokens": 1899, "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": 0.0088055, "upstream_inference_prompt_cost": 0.0042779, "upstream_inference_completions_cost": 0.0045276}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.11, "thoughts": "Three refineries are established but cash is currently exhausted, so the priority is letting harvesters fund a Service Depot for heavy tanks. The forward infantry and rockets should continue scouting toward the likely enemy base while the badly damaged rifleman retreats.", "notes": "Economy: 3 refineries/3 harvesters, cash zero; save next income for fix then nonstop 3tnk. Army scouting east-northeast; likely enemy base 95,11. #177 is critically damaged and retreating.", "commands": [{"do": "move", "units": [177], "x": 18, "y": 20}, {"do": "attack_move", "units": [202, 203, 205, 206, 207, 210, 197, 199, 200, 201], "x": 95, "y": 11}, {"do": "stance", "units": [202, 203, 205, 206, 207, 210, 197, 199, 200, 201], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 209}], "feedback": ["move: 1 units", "attack_move: 10 units", "stance: 10 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 3400, "units_killed": 15, "units_lost": 26, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 14500, "army_value": 1900, "income": 4000, "experience": 43, "order_count": 58}}
{"tick": 10001, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $5000, army $2220, killed $3400 (26 units, 0 bldgs), lost $4300 (15 units, 1 bldgs). Map explored 17.1%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #140@(89,14)1%* #185@(79,13) #186@(80,14)59% #187@(90,23) #188@(90,23) #189@(88,13)* #193@(88,13)* #204@(94,14)*\n  e3 (Rocket Soldier) x1: #194@(89,14)95%*\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(90,14)* #192@(89,13)*\nVISIBLE ENEMY UNITS (1):\n  #197 e3@(75,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - move: 2 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: proc nearly done -> place ASAP next turn; harv #132 full at (85,3) waiting to unload. fact #122 at 41% hp needs repair. Scouting west with rifles toward (12,16). After proc, build weap.", "raw": "{\"thoughts\": \"Cash is basically zero and the refinery is at 96%, so economy is the bottleneck. I'll keep the harvester on ore, push my western rifles to clear the lone enemy rocket soldier, and pull the near-dead rifle back to base. Can't afford new construction with $1, so next turn I place the refinery and start the war factory.\", \"notes\": \"proc at 96% -> place ASAP next turn for income. harv #132 idle near (85,3) on ore. Scouting west toward enemy (12,16). Rifle #140 at 1% hp retreating. After proc: weap or second proc. Enemy e3 spotted at (75,14).\", \"commands\": [{\"do\":\"move\",\"units\":[140],\"x\":94,\"y\":13},{\"do\":\"attack_move\",\"units\":[185,186,187,188],\"x\":70,\"y\":15},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"stance\",\"units\":[191,192],\"stance\":\"hold_fire\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1519, "completion_tokens": 982, "total_tokens": 2501, "cost": 0.001408308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001408308, "upstream_inference_prompt_cost": 0.000229908, "upstream_inference_completions_cost": 0.0011784}, "completion_tokens_details": {"reasoning_tokens": 761, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.2, "thoughts": "Cash is basically zero and the refinery is at 96%, so economy is the bottleneck. I'll keep the harvester on ore, push my western rifles to clear the lone enemy rocket soldier, and pull the near-dead rifle back to base. Can't afford new construction with $1, so next turn I place the refinery and start the war factory.", "notes": "proc at 96% -> place ASAP next turn for income. harv #132 idle near (85,3) on ore. Scouting west toward enemy (12,16). Rifle #140 at 1% hp retreating. After proc: weap or second proc. Enemy e3 spotted at (75,14).", "commands": [{"do": "move", "units": [140], "x": 94, "y": 13}, {"do": "attack_move", "units": [185, 186, 187, 188], "x": 70, "y": 15}, {"do": "harvest", "unit": 132}, {"do": "stance", "units": [191, 192], "stance": "hold_fire"}], "feedback": ["move: 1 units", "attack_move: 4 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3400, "deaths_cost": 4300, "units_killed": 26, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5000, "army_value": 1100, "income": 1557, "experience": 34, "order_count": 85}}
{"tick": 10201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $818 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14000, army $4700, killed $4300 (15 units, 1 bldgs), lost $4000 (28 units, 0 bldgs). Map explored 26.4%.\nPRODUCTION: Infantry: e1 83%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #177@(64,24)10% #202@(50,26) #203@(46,24) #205@(40,24) #206@(36,24) #207@(34,24) #210@(31,24) #211@(17,21)\n  e3 (Rocket Soldier) x2: #200@(69,20) #201@(61,27)\n  harv (Ore Truck (harvester)) x3: #131@(19,16) #182@(10,24) #209@(4,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 10 units\n  - stance: 10 units\nYOUR NOTES FROM LAST TURN: Economy: 3 refineries/3 harvesters, cash zero; save next income for fix then nonstop 3tnk. Army scouting east-northeast; likely enemy base 95,11. #177 is critically damaged and retreating.", "raw": "{\"thoughts\":\"Our three-refinery economy is established but funds are currently tied up in infantry production. Continue the eastern reconnaissance toward the likely enemy start, preserve the critically damaged scout, and bank the next income for a Service Depot so heavy tanks can begin production.\",\"notes\":\"Enemy still unseen; likely base near 95,11. Main infantry/rocket scouting force is advancing east-northeast. #177 is critically damaged and should retreat. Build fix immediately when funds reach $1200, then produce 3tnk continuously.\",\"commands\":[{\"do\":\"move\",\"units\":[177],\"x\":15,\"y\":21},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":209},{\"do\":\"attack_move\",\"units\":[200,201,202,203,205,206,207,210,211],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[200,201,202,203,205,206,207,210,211],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1541, "completion_tokens": 347, "total_tokens": 1888, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1539, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00881705, "upstream_inference_prompt_cost": 0.00423665, "upstream_inference_completions_cost": 0.0045804}, "completion_tokens_details": {"reasoning_tokens": 107, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.2, "thoughts": "Our three-refinery economy is established but funds are currently tied up in infantry production. Continue the eastern reconnaissance toward the likely enemy start, preserve the critically damaged scout, and bank the next income for a Service Depot so heavy tanks can begin production.", "notes": "Enemy still unseen; likely base near 95,11. Main infantry/rocket scouting force is advancing east-northeast. #177 is critically damaged and should retreat. Build fix immediately when funds reach $1200, then produce 3tnk continuously.", "commands": [{"do": "move", "units": [177], "x": 15, "y": 21}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 209}, {"do": "attack_move", "units": [200, 201, 202, 203, 205, 206, 207, 210, 211], "x": 95, "y": 11}, {"do": "stance", "units": [200, 201, 202, 203, 205, 206, 207, 210, 211], "stance": "attack_anything"}, {"do": "rally", "building": 133, "x": 70, "y": 20}], "feedback": ["move: 1 units", "attack_move: 9 units", "stance: 9 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 4000, "units_killed": 15, "units_lost": 28, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 14000, "army_value": 1400, "income": 5000, "experience": 43, "order_count": 58}}
{"tick": 10201, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $5000, army $2220, killed $4000 (28 units, 0 bldgs), lost $4300 (15 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #140@(94,13)1%* #185@(72,13) #186@(74,15)41% #187@(83,17) #188@(83,18) #189@(88,13)* #193@(88,13)* #204@(94,14)*\n  e3 (Rocket Soldier) x1: #194@(89,14)95%*\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(90,14)* #192@(90,13)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 4 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: proc at 96% -> place ASAP next turn for income. harv #132 idle near (85,3) on ore. Scouting west toward enemy (12,16). Rifle #140 at 1% hp retreating. After proc: weap or second proc. Enemy e3 spotted at (75,14).", "raw": "{\"thoughts\": \"Cash is essentially zero, so I need the refinery placed immediately to start income. Send the idle harvester back to mining and keep a small group scouting west while the rest guard the base.\", \"notes\": \"Placing proc for income. Harv #132 to mine. Scout group west toward enemy (12,16). Next: power/barracks, train e3 vs tanks.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[140],\"x\":93,\"y\":16},{\"do\":\"attack_move\",\"units\":[185,186,187,188,194],\"x\":78,\"y\":16},{\"do\":\"stance\",\"units\":[189,193,204],\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1522, "completion_tokens": 431, "total_tokens": 1953, "cost": 0.000748008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000748008, "upstream_inference_prompt_cost": 0.000230808, "upstream_inference_completions_cost": 0.0005172}, "completion_tokens_details": {"reasoning_tokens": 262, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Cash is essentially zero, so I need the refinery placed immediately to start income. Send the idle harvester back to mining and keep a small group scouting west while the rest guard the base.", "notes": "Placing proc for income. Harv #132 to mine. Scout group west toward enemy (12,16). Next: power/barracks, train e3 vs tanks.", "commands": [{"do": "place", "item": "proc"}, {"do": "harvest", "unit": 132}, {"do": "move", "units": [140], "x": 93, "y": 16}, {"do": "attack_move", "units": [185, 186, 187, 188, 194], "x": 78, "y": 16}, {"do": "stance", "units": [189, 193, 204], "stance": "defend"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "move: 1 units", "attack_move: 5 units", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4000, "deaths_cost": 4300, "units_killed": 28, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5000, "army_value": 1100, "income": 1057, "experience": 40, "order_count": 85}}
{"tick": 10401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $991 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14100, army $4800, killed $4300 (15 units, 1 bldgs), lost $4300 (29 units, 0 bldgs). Map explored 26.7%.\nPRODUCTION: Infantry: e1 10%\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #177@(55,28)10% #202@(59,28) #203@(55,28) #205@(50,26) #206@(47,24) #207@(45,24) #210@(41,24) #211@(25,25) #212@(22,23) #213@(20,21) #214@(17,20) #215@(15,22)\n  e3 (Rocket Soldier) x1: #201@(68,21)\n  harv (Ore Truck (harvester)) x3: #131@(23,7) #182@(6,28) #209@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 9 units\n  - stance: 9 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy still unseen; likely base near 95,11. Main infantry/rocket scouting force is advancing east-northeast. #177 is critically damaged and should retreat. Build fix immediately when funds reach $1200, then produce 3tnk continuously.", "raw": "{\"thoughts\":\"Our forward infantry screen is nearing the likely enemy side while the economy has three refineries and harvesters. Keep scouting pressure east, withdraw the critically damaged rifle, and save incoming funds for a Service Depot so heavy tanks can begin production.\",\"notes\":\"Enemy base still not visible; likely around 95,11. Forward force #201,202,203,205,206,207,210 advancing east; #177 retreating. Build Service Depot immediately once $1200 is available, then train 3tnk continuously.\",\"commands\":[{\"do\":\"move\",\"units\":[177],\"x\":14,\"y\":20},{\"do\":\"attack_move\",\"units\":[201,202,203,205,206,207,210],\"x\":94,\"y\":12},{\"do\":\"attack_move\",\"units\":[211,212,213,214,215],\"x\":70,\"y\":18},{\"do\":\"stance\",\"units\":[201,202,203,205,206,207,210,211,212,213,214,215],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":18},{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1544, "completion_tokens": 397, "total_tokens": 1941, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1542, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0094853, "upstream_inference_prompt_cost": 0.0042449, "upstream_inference_completions_cost": 0.0052404}, "completion_tokens_details": {"reasoning_tokens": 147, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.6, "thoughts": "Our forward infantry screen is nearing the likely enemy side while the economy has three refineries and harvesters. Keep scouting pressure east, withdraw the critically damaged rifle, and save incoming funds for a Service Depot so heavy tanks can begin production.", "notes": "Enemy base still not visible; likely around 95,11. Forward force #201,202,203,205,206,207,210 advancing east; #177 retreating. Build Service Depot immediately once $1200 is available, then train 3tnk continuously.", "commands": [{"do": "move", "units": [177], "x": 14, "y": 20}, {"do": "attack_move", "units": [201, 202, 203, 205, 206, 207, 210], "x": 94, "y": 12}, {"do": "attack_move", "units": [211, 212, 213, 214, 215], "x": 70, "y": 18}, {"do": "stance", "units": [201, 202, 203, 205, 206, 207, 210, 211, 212, 213, 214, 215], "stance": "attack_anything"}, {"do": "rally", "building": 133, "x": 70, "y": 18}, {"do": "build", "item": "fix"}], "feedback": ["move: 1 units", "attack_move: 7 units", "attack_move: 5 units", "stance: 12 units", "rally #133: ordered", "build fix: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 4300, "units_killed": 15, "units_lost": 29, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 14100, "army_value": 1500, "income": 5500, "experience": 43, "order_count": 58}}
{"tick": 10401, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $5000, army $2220, killed $4300 (29 units, 0 bldgs), lost $4300 (15 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #140@(93,16)1%* #185@(75,14)91% #186@(78,16)41%* #187@(78,16)* #188@(78,16)* #189@(88,13)* #193@(88,13)* #204@(94,14)*\n  e3 (Rocket Soldier) x1: #194@(79,14)95%\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(90,14)* #192@(90,13)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - move: 1 units\n  - attack_move: 5 units\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Placing proc for income. Harv #132 to mine. Scout group west toward enemy (12,16). Next: power/barracks, train e3 vs tanks.", "raw": "{\"thoughts\": \"I'm broke ($1) with my Construction Yard at 41% HP and proc 96% done. Repair the fact to keep building production alive, let the proc finish for economy, and gather idle units to defend near base since the enemy has been raiding (I lost 15 units/1 building).\", \"notes\": \"Repairing fact #122; proc almost done for income. Idle units gathered to defend near (88,13). Enemy likely west (12,16). Next: finish proc, add power, defend.\", \"commands\": [{\"do\":\"repair\",\"building\":122},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":88,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1509, "completion_tokens": 1041, "total_tokens": 2550, "cost": 0.001476108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001476108, "upstream_inference_prompt_cost": 0.000226908, "upstream_inference_completions_cost": 0.0012492}, "completion_tokens_details": {"reasoning_tokens": 862, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.04, "thoughts": "I'm broke ($1) with my Construction Yard at 41% HP and proc 96% done. Repair the fact to keep building production alive, let the proc finish for economy, and gather idle units to defend near base since the enemy has been raiding (I lost 15 units/1 building).", "notes": "Repairing fact #122; proc almost done for income. Idle units gathered to defend near (88,13). Enemy likely west (12,16). Next: finish proc, add power, defend.", "commands": [{"do": "repair", "building": 122}, {"do": "harvest", "unit": 132}, {"do": "attack_move", "units": "idle_army", "x": 88, "y": 14}, {"do": "rally", "building": 134, "x": 88, "y": 14}], "feedback": ["repair #122: ordered", "attack_move: 9 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 4300, "units_killed": 29, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5000, "army_value": 1100, "income": 1057, "experience": 43, "order_count": 85}}
{"tick": 10601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $575 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14200, army $4900, killed $4300 (15 units, 1 bldgs), lost $4300 (29 units, 0 bldgs). Map explored 26.7%.\nPRODUCTION: Building: fix 27%\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #177@(46,24)10% #202@(67,22) #203@(64,25) #205@(60,28) #206@(56,28) #207@(54,28) #210@(51,26) #211@(34,24) #212@(32,24) #213@(29,24) #214@(25,25) #215@(23,24) #216@(20,21)\n  e3 (Rocket Soldier) x1: #201@(75,14)22%\n  harv (Ore Truck (harvester)) x3: #131@(22,10) #182@(10,20) #209@(4,27)\nVISIBLE ENEMY UNITS (2):\n  #185 e1@(78,16) 91%, #194 e3@(78,16) 95%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 7 units\n  - attack_move: 5 units\n  - stance: 12 units\n  - rally #133: ordered\n  - build fix: started\nYOUR NOTES FROM LAST TURN: Enemy base still not visible; likely around 95,11. Forward force #201,202,203,205,206,207,210 advancing east; #177 retreating. Build Service Depot immediately once $1200 is available, then train 3tnk continuously.", "raw": "{\"thoughts\":\"Service Depot is progressing and the infantry screen is nearing the enemy approach. Push the main force toward the likely enemy base while the wounded rifle retreats, and keep barracks production active until heavy tanks unlock.\",\"notes\":\"Service Depot 27%; enemy scouts at 78,16; assault force advancing toward likely base 95,11. Train 3tnk immediately once depot completes.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[201,202,203,205,206,207,210],\"x\":94,\"y\":12},{\"do\":\"attack_move\",\"units\":[211,212,213,214,215,216],\"x\":85,\"y\":16},{\"do\":\"move\",\"units\":[177],\"x\":17,\"y\":20},{\"do\":\"stance\",\"units\":[201,202,203,205,206,207,210,211,212,213,214,215,216],\"stance\":\"attack_anything\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":72,\"y\":18},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":209}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1594, "completion_tokens": 412, "total_tokens": 2006, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1592, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0098208, "upstream_inference_prompt_cost": 0.0043824, "upstream_inference_completions_cost": 0.0054384}, "completion_tokens_details": {"reasoning_tokens": 155, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.18, "thoughts": "Service Depot is progressing and the infantry screen is nearing the enemy approach. Push the main force toward the likely enemy base while the wounded rifle retreats, and keep barracks production active until heavy tanks unlock.", "notes": "Service Depot 27%; enemy scouts at 78,16; assault force advancing toward likely base 95,11. Train 3tnk immediately once depot completes.", "commands": [{"do": "attack_move", "units": [201, 202, 203, 205, 206, 207, 210], "x": 94, "y": 12}, {"do": "attack_move", "units": [211, 212, 213, 214, 215, 216], "x": 85, "y": 16}, {"do": "move", "units": [177], "x": 17, "y": 20}, {"do": "stance", "units": [201, 202, 203, 205, 206, 207, 210, 211, 212, 213, 214, 215, 216], "stance": "attack_anything"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 72, "y": 18}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 209}], "feedback": ["attack_move: 7 units", "attack_move: 6 units", "move: 1 units", "stance: 13 units", "train 5x e1: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 4300, "units_killed": 15, "units_lost": 29, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 14200, "army_value": 1600, "income": 5000, "experience": 43, "order_count": 59}}
{"tick": 10601, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $5000, army $2220, killed $4300 (29 units, 0 bldgs), lost $4300 (15 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #140@(88,14)1%* #185@(78,16)91% #186@(87,14)41%* #187@(87,14)* #188@(87,14) #189@(88,14)* #193@(88,14)* #204@(89,14)*\n  e3 (Rocket Soldier) x1: #194@(78,16)95%\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(88,14)* #192@(88,14)*\nVISIBLE ENEMY UNITS (1):\n  #201 e3@(75,14) 22%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - attack_move: 9 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Repairing fact #122; proc almost done for income. Idle units gathered to defend near (88,13). Enemy likely west (12,16). Next: finish proc, add power, defend.", "raw": "{\"thoughts\":\"Finish proc and power plant, keep training infantry, and attack the weakened enemy rocket soldier near our base with idle units to secure the area.\",\"notes\":\"Proc almost done, powr building. Fact repairing. Enemy weak e3 near (75,14) - engaging with idle army. Enemy base likely at (12,16), west side, not yet scouted. Plan: build 2nd proc/war factory once income flows, keep training e1/e3, then push west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":75,\"y\":14},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"repair\",\"building\":122}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2152, "completion_tokens": 285, "total_tokens": 2437, "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": 0.007154, "upstream_inference_prompt_cost": 0.004304, "upstream_inference_completions_cost": 0.00285}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.46, "thoughts": "Finish proc and power plant, keep training infantry, and attack the weakened enemy rocket soldier near our base with idle units to secure the area.", "notes": "Proc almost done, powr building. Fact repairing. Enemy weak e3 near (75,14) - engaging with idle army. Enemy base likely at (12,16), west side, not yet scouted. Plan: build 2nd proc/war factory once income flows, keep training e1/e3, then push west.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 75, "y": 14}, {"do": "train", "item": "e1", "count": 3}, {"do": "repair", "building": 122}], "feedback": ["attack_move: 8 units", "train 3x e1: queued", "repair #122: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 4300, "units_killed": 29, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5000, "army_value": 1100, "income": 1057, "experience": 43, "order_count": 85}}
{"tick": 10801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $822 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14100, army $4800, killed $4300 (15 units, 1 bldgs), lost $4700 (31 units, 0 bldgs). Map explored 26.9%.\nPRODUCTION: Building: fix 55%; Infantry: e1 19%; 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #177@(38,20)10% #203@(72,17) #205@(68,21) #206@(65,24) #207@(63,26) #210@(61,27) #211@(45,24) #212@(43,24) #213@(39,24) #214@(35,24) #215@(33,24) #216@(30,24) #219@(20,21) #220@(17,21) #221@(15,22)\n  harv (Ore Truck (harvester)) x3: #131@(16,18) #182@(9,28) #209@(9,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 6 units\n  - move: 1 units\n  - stance: 13 units\n  - train 5x e1: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Service Depot 27%; enemy scouts at 78,16; assault force advancing toward likely base 95,11. Train 3tnk immediately once depot completes.", "raw": "{\"thoughts\":\"Service Depot is nearing completion; infantry assault should continue toward the likely enemy base while the damaged scout retreats. Place the depot immediately when ready, then prioritize heavy tank production and sustained infantry pressure.\",\"notes\":\"Depot 55% at start of turn; likely enemy base 95,11. Main infantry pushing east/northeast; #177 is badly damaged and returning home.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[203,205,206,207,210,211,212,213,214,215,216,219,220,221],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[177],\"x\":15,\"y\":21},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":209},{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":17}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1563, "completion_tokens": 386, "total_tokens": 1949, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1561, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00939235, "upstream_inference_prompt_cost": 0.00429715, "upstream_inference_completions_cost": 0.0050952}, "completion_tokens_details": {"reasoning_tokens": 182, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.32, "thoughts": "Service Depot is nearing completion; infantry assault should continue toward the likely enemy base while the damaged scout retreats. Place the depot immediately when ready, then prioritize heavy tank production and sustained infantry pressure.", "notes": "Depot 55% at start of turn; likely enemy base 95,11. Main infantry pushing east/northeast; #177 is badly damaged and returning home.", "commands": [{"do": "attack_move", "units": [203, 205, 206, 207, 210, 211, 212, 213, 214, 215, 216, 219, 220, 221], "x": 95, "y": 11}, {"do": "move", "units": [177], "x": 15, "y": 21}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 209}, {"do": "train", "item": "e1", "count": 10}, {"do": "rally", "building": 133, "x": 75, "y": 17}], "feedback": ["attack_move: 14 units", "move: 1 units", "train 10x e1: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 4700, "units_killed": 15, "units_lost": 31, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 14100, "army_value": 1500, "income": 5875, "experience": 43, "order_count": 64}}
{"tick": 10801, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $5000, army $2220, killed $4700 (31 units, 0 bldgs), lost $4300 (15 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; 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: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #140@(77,14)1% #185@(78,16)82%* #186@(76,14)41% #187@(76,14) #188@(86,14)* #189@(78,14) #193@(78,14) #204@(79,14)\n  e3 (Rocket Soldier) x1: #194@(78,16)95%*\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(77,14) #192@(78,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - train 3x e1: queued\n  - repair #122: ordered\nYOUR NOTES FROM LAST TURN: Proc almost done, powr building. Fact repairing. Enemy weak e3 near (75,14) - engaging with idle army. Enemy base likely at (12,16), west side, not yet scouted. Plan: build 2nd proc/war factory once income flows, keep training e1/e3, then push west.", "raw": "{\"thoughts\": \"Poor cash ($1) and only one harvester, so economy recovery comes first: finish/place the refinery and keep mining while the rifle blob pushes west toward the enemy base at (12,16). Fact is repairing; no need to over-commit units yet.\", \"notes\": \"Enemy base likely (12,16). Proc 96% -> place ASAP for 2nd harvester. Army pushing west along y~14-16. Need cash before training; queue e1 anyway. Build powr/proc #2 when affordable.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":68,\"y\":15},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"repair\",\"building\":122},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1550, "completion_tokens": 604, "total_tokens": 2154, "cost": 0.000964008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000964008, "upstream_inference_prompt_cost": 0.000239208, "upstream_inference_completions_cost": 0.0007248}, "completion_tokens_details": {"reasoning_tokens": 412, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.43, "thoughts": "Poor cash ($1) and only one harvester, so economy recovery comes first: finish/place the refinery and keep mining while the rifle blob pushes west toward the enemy base at (12,16). Fact is repairing; no need to over-commit units yet.", "notes": "Enemy base likely (12,16). Proc 96% -> place ASAP for 2nd harvester. Army pushing west along y~14-16. Need cash before training; queue e1 anyway. Build powr/proc #2 when affordable.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 68, "y": 15}, {"do": "harvest", "unit": 132}, {"do": "repair", "building": 122}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 134, "x": 80, "y": 15}], "feedback": ["attack_move: 3 units", "repair #122: ordered", "train 3x e1: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4700, "deaths_cost": 4300, "units_killed": 31, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5000, "army_value": 1100, "income": 1057, "experience": 47, "order_count": 88}}
{"tick": 11001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $761 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14300, army $5000, killed $4400 (16 units, 1 bldgs), lost $4800 (32 units, 0 bldgs). Map explored 26.9%.\nPRODUCTION: Building: fix 82%; Infantry: e1 48%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #177@(27,20)10% #205@(71,18)19% #206@(71,17)96% #207@(71,18) #210@(68,21) #211@(54,28) #212@(52,27) #213@(49,26) #214@(46,24) #215@(44,24) #216@(40,24) #219@(29,24) #220@(26,25) #221@(23,24) #222@(21,22) #223@(18,20) #224@(16,22)\n  harv (Ore Truck (harvester)) x3: #131@(10,27) #182@(8,27) #209@(10,23)\nVISIBLE ENEMY UNITS (1):\n  #194 e3@(74,15) 95%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - move: 1 units\n  - train 10x e1: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Depot 55% at start of turn; likely enemy base 95,11. Main infantry pushing east/northeast; #177 is badly damaged and returning home.", "raw": "{\"thoughts\":\"Service Depot is nearly complete, and the main infantry column is approaching the suspected enemy area. Keep pressure eastward while the damaged rifleman retreats; place the depot immediately when ready and transition into tank production.\",\"notes\":\"Enemy rocket soldier spotted at 74,15; likely base remains near 95,11. Main infantry push: 205-216 heading northeast/east. Depot 82% building, barracks has 10 rifle queue.\",\"commands\":[{\"do\":\"attack\",\"units\":[205,206,207,210],\"target\":194},{\"do\":\"attack_move\",\"units\":[205,206,207,210,211,212,213,214,215,216,219,220,221,222],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[177],\"x\":15,\"y\":21},{\"do\":\"stance\",\"units\":[205,206,207,210,211,212,213,214,215,216,219,220,221,222],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1623, "completion_tokens": 357, "total_tokens": 1980, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1621, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00917455, "upstream_inference_prompt_cost": 0.00446215, "upstream_inference_completions_cost": 0.0047124}, "completion_tokens_details": {"reasoning_tokens": 120, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.11, "thoughts": "Service Depot is nearly complete, and the main infantry column is approaching the suspected enemy area. Keep pressure eastward while the damaged rifleman retreats; place the depot immediately when ready and transition into tank production.", "notes": "Enemy rocket soldier spotted at 74,15; likely base remains near 95,11. Main infantry push: 205-216 heading northeast/east. Depot 82% building, barracks has 10 rifle queue.", "commands": [{"do": "attack", "units": [205, 206, 207, 210], "target": 194}, {"do": "attack_move", "units": [205, 206, 207, 210, 211, 212, 213, 214, 215, 216, 219, 220, 221, 222], "x": 95, "y": 11}, {"do": "move", "units": [177], "x": 15, "y": 21}, {"do": "stance", "units": [205, 206, 207, 210, 211, 212, 213, 214, 215, 216, 219, 220, 221, 222], "stance": "attack_anything"}, {"do": "rally", "building": 133, "x": 70, "y": 18}], "feedback": ["attack: 4 units", "attack_move: 14 units", "move: 1 units", "stance: 14 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4400, "deaths_cost": 4800, "units_killed": 16, "units_lost": 32, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 14300, "army_value": 1700, "income": 6500, "experience": 44, "order_count": 74}}
{"tick": 11001, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $4900, army $2120, killed $4800 (32 units, 0 bldgs), lost $4400 (16 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #140@(75,14)1%* #186@(75,14)41%* #187@(75,14)* #188@(76,15) #189@(76,14)* #193@(76,14)* #204@(76,14)*\n  e3 (Rocket Soldier) x1: #194@(74,15)95%\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(75,14)* #192@(75,14)*\nVISIBLE ENEMY UNITS (1):\n  #206 e1@(71,17) 96%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - repair #122: ordered\n  - train 3x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base likely (12,16). Proc 96% -> place ASAP for 2nd harvester. Army pushing west along y~14-16. Need cash before training; queue e1 anyway. Build powr/proc #2 when affordable.", "raw": "{\"thoughts\": \"Economy is starving ($1) with only one harvester, and the proc is nearly done building so I should place it next turn. My idle infantry cluster near (75,14) should clear the lone enemy rifleman to the west. Keep harvester mining and hold production.\", \"notes\": \"Enemy base ~(12,16). Proc 96% ready to place next turn for 2nd harvester. Army pushing west along y14-16. Cancel e1 spam, prefer e3. Fact repairing at 41%.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack\",\"units\":[140,186,187,188,189,193,194,204],\"target\":206},{\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":14},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"train\",\"item\":\"e1\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1565, "completion_tokens": 1105, "total_tokens": 2670, "cost": 0.001569708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001569708, "upstream_inference_prompt_cost": 0.000243708, "upstream_inference_completions_cost": 0.001326}, "completion_tokens_details": {"reasoning_tokens": 904, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.56, "thoughts": "Economy is starving ($1) with only one harvester, and the proc is nearly done building so I should place it next turn. My idle infantry cluster near (75,14) should clear the lone enemy rifleman to the west. Keep harvester mining and hold production.", "notes": "Enemy base ~(12,16). Proc 96% ready to place next turn for 2nd harvester. Army pushing west along y14-16. Cancel e1 spam, prefer e3. Fact repairing at 41%.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack", "units": [140, 186, 187, 188, 189, 193, 194, 204], "target": 206}, {"do": "rally", "building": 134, "x": 85, "y": 14}, {"do": "train", "item": "e3", "count": 1}, {"do": "train", "item": "e1", "count": 1}], "feedback": ["attack: 8 units", "rally #134: ordered", "train 1x e3: queued", "train 1x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4800, "deaths_cost": 4400, "units_killed": 32, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 4900, "army_value": 1000, "income": 1057, "experience": 48, "order_count": 91}}
{"tick": 11201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $725 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14200, army $4900, killed $4700 (17 units, 1 bldgs), lost $5200 (36 units, 0 bldgs). Map explored 27.3%.\nPRODUCTION: Building: fix READY TO PLACE; Infantry: e1 76%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #177@(16,20)10% #211@(64,25) #212@(62,27) #213@(59,28) #214@(55,28) #215@(53,27) #216@(50,26) #219@(40,24) #220@(35,24) #221@(33,24) #222@(30,24) #223@(26,25) #224@(24,24) #225@(21,22) #226@(19,20) #227@(16,22)\n  harv (Ore Truck (harvester)) x3: #131@(12,31) #182@(10,20) #209@(4,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - attack_move: 14 units\n  - move: 1 units\n  - stance: 14 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy rocket soldier spotted at 74,15; likely base remains near 95,11. Main infantry push: 205-216 heading northeast/east. Depot 82% building, barracks has 10 rifle queue.", "raw": "{\"thoughts\":\"Place the completed Service Depot and keep the infantry pressure moving toward the likely enemy base in the northeast. Continue rifle production as ore income arrives, then prioritize a second War Factory for armor production.\",\"notes\":\"Service Depot placed; 16 rifles advancing east/northeast toward enemy start near 95,11. No enemy currently visible; 3 harvesters active and power surplus.\",\"commands\":[{\"do\":\"place\",\"item\":\"fix\",\"x\":18,\"y\":13},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":20},{\"do\":\"attack_move\",\"units\":[211,212,213,214,215,216,219,220,221,222,223,224,225,226,227],\"x\":88,\"y\":14},{\"do\":\"move\",\"units\":[177],\"x\":16,\"y\":22},{\"do\":\"stance\",\"units\":[211,212,213,214,215,216,219,220,221,222,223,224,225,226,227],\"stance\":\"attack_anything\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1599, "completion_tokens": 308, "total_tokens": 1907, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1597, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00846175, "upstream_inference_prompt_cost": 0.00439615, "upstream_inference_completions_cost": 0.0040656}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.25, "thoughts": "Place the completed Service Depot and keep the infantry pressure moving toward the likely enemy base in the northeast. Continue rifle production as ore income arrives, then prioritize a second War Factory for armor production.", "notes": "Service Depot placed; 16 rifles advancing east/northeast toward enemy start near 95,11. No enemy currently visible; 3 harvesters active and power surplus.", "commands": [{"do": "place", "item": "fix", "x": 18, "y": 13}, {"do": "rally", "building": 133, "x": 70, "y": 20}, {"do": "attack_move", "units": [211, 212, 213, 214, 215, 216, 219, 220, 221, 222, 223, 224, 225, 226, 227], "x": 88, "y": 14}, {"do": "move", "units": [177], "x": 16, "y": 22}, {"do": "stance", "units": [211, 212, 213, 214, 215, 216, 219, 220, 221, 222, 223, 224, 225, 226, 227], "stance": "attack_anything"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "rally #133: ordered", "attack_move: 15 units", "move: 1 units", "stance: 15 units", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4700, "deaths_cost": 5200, "units_killed": 17, "units_lost": 36, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 14200, "army_value": 1600, "income": 6000, "experience": 47, "order_count": 74}}
{"tick": 11201, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $4600, army $1820, killed $5200 (36 units, 0 bldgs), lost $4700 (17 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #140@(74,14)1%* #186@(75,14)41%* #187@(75,14)* #188@(76,15)* #189@(75,15)* #193@(75,15)* #204@(75,15)*\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(75,14)* #192@(75,14)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - rally #134: ordered\n  - train 1x e3: queued\n  - train 1x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Proc 96% ready to place next turn for 2nd harvester. Army pushing west along y14-16. Cancel e1 spam, prefer e3. Fact repairing at 41%.", "raw": "{\"thoughts\": \"Proc is almost complete at 96% and will give us a second harvester. Construction yard needs urgent repair. Pushing our infantry squad west towards the enemy base.\", \"notes\": \"Enemy base likely (12,16). Proc at 96%, place it as soon as ready to get 2nd harvester. Push army west.\", \"commands\": [{\"do\": \"repair\", \"building\": 122}, {\"do\": \"attack_move\", \"units\": [140, 186, 187, 188, 189, 193, 204], \"x\": 55, \"y\": 15}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1631, "completion_tokens": 588, "total_tokens": 2219, "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": 0.0068565, "upstream_inference_prompt_cost": 0.0024465, "upstream_inference_completions_cost": 0.00441}, "completion_tokens_details": {"reasoning_tokens": 436, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.99, "thoughts": "Proc is almost complete at 96% and will give us a second harvester. Construction yard needs urgent repair. Pushing our infantry squad west towards the enemy base.", "notes": "Enemy base likely (12,16). Proc at 96%, place it as soon as ready to get 2nd harvester. Push army west.", "commands": [{"do": "repair", "building": 122}, {"do": "attack_move", "units": [140, 186, 187, 188, 189, 193, 204], "x": 55, "y": 15}], "feedback": ["repair #122: ordered", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5200, "deaths_cost": 4700, "units_killed": 36, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 4600, "army_value": 700, "income": 57, "experience": 52, "order_count": 93}}
{"tick": 11401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $398 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $15600, army $5100, killed $4800 (18 units, 1 bldgs), lost $5400 (38 units, 0 bldgs). Map explored 27.4%.\nPRODUCTION: Infantry: e1 3%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%, #228 fix@(19,14) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x18: #177@(16,22)10%* #213@(67,22) #214@(64,25) #215@(62,27) #216@(60,28) #219@(50,26) #220@(46,24) #221@(44,24) #222@(41,24) #223@(36,24) #224@(34,24) #225@(31,24) #226@(28,24) #227@(24,24) #229@(22,23) #230@(20,21) #231@(17,20) #232@(14,21)\n  harv (Ore Truck (harvester)) x3: #131@(11,22) #182@(6,29) #209@(8,22)\nVISIBLE ENEMY UNITS (1):\n  #204 e1@(67,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - rally #133: ordered\n  - attack_move: 15 units\n  - move: 1 units\n  - stance: 15 units\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Service Depot placed; 16 rifles advancing east/northeast toward enemy start near 95,11. No enemy currently visible; 3 harvesters active and power surplus.", "raw": "{\"thoughts\":\"Our rifle column is already deep across the map and should keep pressing toward the likely Allied base. Cash is tied up in infantry production, so I will focus on maintaining the advance while withdrawing the critically damaged rifle.\",\"notes\":\"Rifle force advancing northeast/east toward likely enemy start (95,11); one enemy rifle seen at 67,18. Three harvesters active; infantry queue filled.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[213,214,215,216,219,220,221,222,223,224,225,226,227,229,230,231,232],\"x\":95,\"y\":11},{\"do\":\"attack\",\"units\":[213,214,215,216],\"target\":204},{\"do\":\"move\",\"units\":[177],\"x\":15,\"y\":21},{\"do\":\"stance\",\"units\":[213,214,215,216,219,220,221,222,223,224,225,226,227,229,230,231,232],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1678, "completion_tokens": 324, "total_tokens": 2002, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1676, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0088902, "upstream_inference_prompt_cost": 0.0046134, "upstream_inference_completions_cost": 0.0042768}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.63, "thoughts": "Our rifle column is already deep across the map and should keep pressing toward the likely Allied base. Cash is tied up in infantry production, so I will focus on maintaining the advance while withdrawing the critically damaged rifle.", "notes": "Rifle force advancing northeast/east toward likely enemy start (95,11); one enemy rifle seen at 67,18. Three harvesters active; infantry queue filled.", "commands": [{"do": "attack_move", "units": [213, 214, 215, 216, 219, 220, 221, 222, 223, 224, 225, 226, 227, 229, 230, 231, 232], "x": 95, "y": 11}, {"do": "attack", "units": [213, 214, 215, 216], "target": 204}, {"do": "move", "units": [177], "x": 15, "y": 21}, {"do": "stance", "units": [213, 214, 215, 216, 219, 220, 221, 222, 223, 224, 225, 226, 227, 229, 230, 231, 232], "stance": "attack_anything"}, {"do": "rally", "building": 133, "x": 70, "y": 18}], "feedback": ["attack_move: 17 units", "attack: 4 units", "move: 1 units", "stance: 17 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4800, "deaths_cost": 5400, "units_killed": 18, "units_lost": 38, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15600, "army_value": 1800, "income": 6000, "experience": 48, "order_count": 80}}
{"tick": 11401, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $4500, army $1720, killed $5400 (38 units, 0 bldgs), lost $4800 (18 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #186@(66,18)41% #187@(66,18) #188@(67,16) #189@(67,17) #193@(66,17) #204@(67,18)\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(75,15)* #192@(75,15)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Enemy base likely (12,16). Proc at 96%, place it as soon as ready to get 2nd harvester. Push army west.", "raw": "{\"thoughts\": \"Economy is starved at $1 \u2014 I must get the refinery placed the moment it finishes to start income again. Army is already pushing west toward the likely enemy base; keep them advancing and add the idle technicians going nowhere useful. Power is fine, so focus on income and pressure.\", \"notes\": \"Enemy base likely (12,16). Proc ~96% -> PLACE immediately for 2nd harvester. 6x e1 pushing west at (66,18). Keep harvester mining. Cash $1, no production possible until ore flows.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[186,187,188,189,193,204],\"x\":30,\"y\":16},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1493, "completion_tokens": 770, "total_tokens": 2263, "cost": 0.001146108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001146108, "upstream_inference_prompt_cost": 0.000222108, "upstream_inference_completions_cost": 0.000924}, "completion_tokens_details": {"reasoning_tokens": 606, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.98, "thoughts": "Economy is starved at $1 \u2014 I must get the refinery placed the moment it finishes to start income again. Army is already pushing west toward the likely enemy base; keep them advancing and add the idle technicians going nowhere useful. Power is fine, so focus on income and pressure.", "notes": "Enemy base likely (12,16). Proc ~96% -> PLACE immediately for 2nd harvester. 6x e1 pushing west at (66,18). Keep harvester mining. Cash $1, no production possible until ore flows.", "commands": [{"do": "attack_move", "units": [186, 187, 188, 189, 193, 204], "x": 30, "y": 16}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5400, "deaths_cost": 4800, "units_killed": 38, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 4500, "army_value": 600, "income": 57, "experience": 54, "order_count": 93}}
{"tick": 11601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1070 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $15500, army $5000, killed $4800 (18 units, 1 bldgs), lost $5800 (42 units, 0 bldgs). Map explored 27.6%.\nPRODUCTION: Infantry: e1 31%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%, #228 fix@(19,14) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #177@(14,22)10%* #219@(59,28) #220@(55,28) #221@(53,27) #222@(50,26) #223@(47,24) #224@(45,24) #225@(42,24) #226@(38,24) #227@(34,24) #229@(32,24) #230@(29,24) #231@(25,25) #232@(22,23) #233@(20,21) #234@(18,20) #235@(15,22)\n  harv (Ore Truck (harvester)) x3: #131@(10,27) #182@(9,23) #209@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - attack: 4 units\n  - move: 1 units\n  - stance: 17 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Rifle force advancing northeast/east toward likely enemy start (95,11); one enemy rifle seen at 67,18. Three harvesters active; infantry queue filled.", "raw": "{\"thoughts\":\"Our rifle column is nearing the likely enemy approach but has not found the base yet. Keep scouting aggressively, preserve the wounded rifle, and save income for Heavy Tanks while maintaining infantry production.\",\"notes\":\"Rifle column advancing east/northeast toward enemy start 95,11; no current visual contact. Three refineries/harvesters, Service Depot and War Factory ready; prioritize Heavy Tanks as cash arrives.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[219,220,221,222,223,224,225,226,227,229,230,231,232,233,234,235],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[177],\"x\":14,\"y\":22},{\"do\":\"stance\",\"units\":[219,220,221,222,223,224,225,226,227,229,230,231,232,233,234,235],\"stance\":\"attack_anything\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":156,\"x\":50,\"y\":24},{\"do\":\"rally\",\"building\":133,\"x\":50,\"y\":24}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1619, "completion_tokens": 460, "total_tokens": 2079, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1617, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.01052315, "upstream_inference_prompt_cost": 0.00445115, "upstream_inference_completions_cost": 0.006072}, "completion_tokens_details": {"reasoning_tokens": 210, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.06, "thoughts": "Our rifle column is nearing the likely enemy approach but has not found the base yet. Keep scouting aggressively, preserve the wounded rifle, and save income for Heavy Tanks while maintaining infantry production.", "notes": "Rifle column advancing east/northeast toward enemy start 95,11; no current visual contact. Three refineries/harvesters, Service Depot and War Factory ready; prioritize Heavy Tanks as cash arrives.", "commands": [{"do": "attack_move", "units": [219, 220, 221, 222, 223, 224, 225, 226, 227, 229, 230, 231, 232, 233, 234, 235], "x": 95, "y": 11}, {"do": "move", "units": [177], "x": 14, "y": 22}, {"do": "stance", "units": [219, 220, 221, 222, 223, 224, 225, 226, 227, 229, 230, 231, 232, 233, 234, 235], "stance": "attack_anything"}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 156, "x": 50, "y": 24}, {"do": "rally", "building": 133, "x": 50, "y": 24}], "feedback": ["attack_move: 16 units", "move: 1 units", "stance: 16 units", "train 3x e3: queued", "rally #156: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4800, "deaths_cost": 5800, "units_killed": 18, "units_lost": 42, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15500, "army_value": 1700, "income": 7000, "experience": 48, "order_count": 80}}
{"tick": 11601, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $4500, army $1720, killed $5800 (42 units, 0 bldgs), lost $4800 (18 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #186@(64,24)38% #187@(63,25) #188@(64,22)96% #189@(64,21)95% #193@(63,24) #204@(64,22)14%\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(75,15)* #192@(75,15)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Enemy base likely (12,16). Proc ~96% -> PLACE immediately for 2nd harvester. 6x e1 pushing west at (66,18). Keep harvester mining. Cash $1, no production possible until ore flows.", "raw": "{\"thoughts\": \"Cash is $1 so nothing new can start; focus on getting the 2nd refinery placed and harvesters mining to restart income. Push the rifle squad west toward the enemy base while it's still alive.\", \"notes\": \"Placing 2nd proc ASAP for extra harvester. 6x e1 pushing west toward enemy base (12,16). Harvester #132 mining. Cash will stay ~$0 until ore arrives.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"}, {\"do\":\"harvest\",\"unit\":132}, {\"do\":\"attack_move\",\"units\":[186,187,188,189,193,204],\"x\":40,\"y\":18}, {\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1512, "completion_tokens": 675, "total_tokens": 2187, "cost": 0.001037808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001037808, "upstream_inference_prompt_cost": 0.000227808, "upstream_inference_completions_cost": 0.00081}, "completion_tokens_details": {"reasoning_tokens": 513, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.55, "thoughts": "Cash is $1 so nothing new can start; focus on getting the 2nd refinery placed and harvesters mining to restart income. Push the rifle squad west toward the enemy base while it's still alive.", "notes": "Placing 2nd proc ASAP for extra harvester. 6x e1 pushing west toward enemy base (12,16). Harvester #132 mining. Cash will stay ~$0 until ore arrives.", "commands": [{"do": "place", "item": "proc"}, {"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [186, 187, 188, 189, 193, 204], "x": 40, "y": 18}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["place proc: nothing READY TO PLACE with that type", "attack_move: 6 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5800, "deaths_cost": 4800, "units_killed": 42, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 4500, "army_value": 600, "income": 57, "experience": 58, "order_count": 93}}
{"tick": 11801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1238 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $15200, army $4700, killed $4900 (19 units, 1 bldgs), lost $6200 (46 units, 0 bldgs). Map explored 27.7%.\nPRODUCTION: Infantry: e3 87%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%, #228 fix@(19,14) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #177@(14,22)10%* #223@(56,28) #224@(54,28) #225@(51,26) #226@(48,25) #227@(45,24) #229@(43,24) #230@(39,24) #231@(35,24) #232@(33,24) #233@(30,24) #234@(26,25) #235@(23,24) #236@(21,22)\n  harv (Ore Truck (harvester)) x3: #131@(9,30) #182@(9,24) #209@(3,27)\nVISIBLE ENEMY UNITS (2):\n  #187 e1@(60,28) 17%, #188 e1@(60,28) 69%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 16 units\n  - move: 1 units\n  - stance: 16 units\n  - train 3x e3: queued\n  - rally #156: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Rifle column advancing east/northeast toward enemy start 95,11; no current visual contact. Three refineries/harvesters, Service Depot and War Factory ready; prioritize Heavy Tanks as cash arrives.", "raw": "{\"thoughts\":\"The rifle column is advancing toward the likely enemy base and has encountered two enemy riflemen. Keep pressure east while the wounded rifle retreats; spend incoming refinery income on heavy tanks as soon as available.\",\"notes\":\"Rifle column advancing from x21-56 along y24-28 toward enemy start (95,11). Enemy rifles spotted at (60,28); 3 harvesters/refineries operational; War Factory and Service Depot ready for heavy tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[223,224,225,226,227,229,230,231,232,233,234,235,236],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[177],\"x\":15,\"y\":21},{\"do\":\"stance\",\"units\":[223,224,225,226,227,229,230,231,232,233,234,235,236],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":209}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1653, "completion_tokens": 345, "total_tokens": 1998, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1651, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00909865, "upstream_inference_prompt_cost": 0.00454465, "upstream_inference_completions_cost": 0.004554}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.0, "thoughts": "The rifle column is advancing toward the likely enemy base and has encountered two enemy riflemen. Keep pressure east while the wounded rifle retreats; spend incoming refinery income on heavy tanks as soon as available.", "notes": "Rifle column advancing from x21-56 along y24-28 toward enemy start (95,11). Enemy rifles spotted at (60,28); 3 harvesters/refineries operational; War Factory and Service Depot ready for heavy tanks.", "commands": [{"do": "attack_move", "units": [223, 224, 225, 226, 227, 229, 230, 231, 232, 233, 234, 235, 236], "x": 95, "y": 11}, {"do": "move", "units": [177], "x": 15, "y": 21}, {"do": "stance", "units": [223, 224, 225, 226, 227, 229, 230, 231, 232, 233, 234, 235, 236], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 209}], "feedback": ["attack_move: 13 units", "move: 1 units", "stance: 13 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4900, "deaths_cost": 6200, "units_killed": 19, "units_lost": 46, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15200, "army_value": 1400, "income": 6500, "experience": 49, "order_count": 83}}
{"tick": 11801, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $4400, army $1620, killed $6200 (46 units, 0 bldgs), lost $4900 (19 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #187@(60,28)17% #188@(60,28)69% #189@(61,27)95% #193@(60,27)96% #204@(61,28)12%\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(75,15)* #192@(75,15)*\nVISIBLE ENEMY UNITS (1):\n  #223 e1@(56,28) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - attack_move: 6 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Placing 2nd proc ASAP for extra harvester. 6x e1 pushing west toward enemy base (12,16). Harvester #132 mining. Cash will stay ~$0 until ore arrives.", "raw": "{\"thoughts\": \"Construction Yard is at 41% HP \u2014 critical to repair before it dies. Combat group of 5 e1 is right next to an enemy rifle at (56,28); push them west toward the enemy base. Cash is $1 so nothing can be built until the harvester delivers ore.\", \"notes\": \"Repairing fact. Pushing 5x e1 west to kill enemy rifle at (56,28) and scout toward enemy base (12,16). Proc at 96% - place next turn. Harvester #132 mining at (85,3). 2 tecn idle at (75,15).\", \"commands\": [{\"do\":\"repair\",\"building\":122}, {\"do\":\"attack_move\",\"units\":[187,188,189,193,204],\"x\":54,\"y\":28}, {\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1556, "completion_tokens": 732, "total_tokens": 2288, "cost": 0.001119408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001119408, "upstream_inference_prompt_cost": 0.000241008, "upstream_inference_completions_cost": 0.0008784}, "completion_tokens_details": {"reasoning_tokens": 541, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.87, "thoughts": "Construction Yard is at 41% HP \u2014 critical to repair before it dies. Combat group of 5 e1 is right next to an enemy rifle at (56,28); push them west toward the enemy base. Cash is $1 so nothing can be built until the harvester delivers ore.", "notes": "Repairing fact. Pushing 5x e1 west to kill enemy rifle at (56,28) and scout toward enemy base (12,16). Proc at 96% - place next turn. Harvester #132 mining at (85,3). 2 tecn idle at (75,15).", "commands": [{"do": "repair", "building": 122}, {"do": "attack_move", "units": [187, 188, 189, 193, 204], "x": 54, "y": 28}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["repair #122: ordered", "attack_move: 5 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 4900, "units_killed": 46, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 4400, "army_value": 500, "income": 57, "experience": 62, "order_count": 96}}
{"tick": 12001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $906 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $15100, army $4600, killed $5100 (21 units, 1 bldgs), lost $6600 (50 units, 0 bldgs). Map explored 27.7%.\nPRODUCTION: Infantry: e3 98%; 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, 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: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%, #228 fix@(19,14) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #177@(15,22)10%* #227@(54,28)67% #229@(52,27) #230@(49,26) #231@(46,24) #232@(44,24) #233@(40,24) #234@(36,24) #235@(34,24) #236@(31,24)\n  e3 (Rocket Soldier) x1: #237@(22,22)\n  harv (Ore Truck (harvester)) x3: #131@(10,20) #182@(5,29) #209@(6,26)\nVISIBLE ENEMY UNITS (3):\n  #188 e1@(57,28) 64%, #189 e1@(57,28) 63%, #204 e1@(57,28) 10%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - move: 1 units\n  - stance: 13 units\nYOUR NOTES FROM LAST TURN: Rifle column advancing from x21-56 along y24-28 toward enemy start (95,11). Enemy rifles spotted at (60,28); 3 harvesters/refineries operational; War Factory and Service Depot ready for heavy tanks.", "raw": "{\"thoughts\":\"Our rifle screen has reached enemy contact but lacks armor. Keep all production queues active, send the advancing force through the enemy infantry toward the likely base, and begin heavy tank production as funds arrive.\",\"notes\":\"Infantry column engaging around (57,28), advancing toward enemy start (95,11). Three refineries/harvesters active; War Factory and Service Depot available for heavy tanks.\",\"commands\":[{\"do\":\"train\",\"item\":\"3tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":156,\"x\":50,\"y\":25},{\"do\":\"rally\",\"building\":133,\"x\":50,\"y\":25},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1627, "completion_tokens": 302, "total_tokens": 1929, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1625, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00845955, "upstream_inference_prompt_cost": 0.00447315, "upstream_inference_completions_cost": 0.0039864}, "completion_tokens_details": {"reasoning_tokens": 113, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.11, "thoughts": "Our rifle screen has reached enemy contact but lacks armor. Keep all production queues active, send the advancing force through the enemy infantry toward the likely base, and begin heavy tank production as funds arrive.", "notes": "Infantry column engaging around (57,28), advancing toward enemy start (95,11). Three refineries/harvesters active; War Factory and Service Depot available for heavy tanks.", "commands": [{"do": "train", "item": "3tnk", "count": 3}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 156, "x": 50, "y": 25}, {"do": "rally", "building": 133, "x": 50, "y": 25}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["train 3x 3tnk: queued", "train 3x e3: queued", "rally #156: ordered", "rally #133: ordered", "attack_move: 11 units", "stance: 11 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5100, "deaths_cost": 6600, "units_killed": 21, "units_lost": 50, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15100, "army_value": 1300, "income": 6500, "experience": 51, "order_count": 83}}
{"tick": 12001, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $4200, army $1420, killed $6600 (50 units, 0 bldgs), lost $5100 (21 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #188@(57,28)64% #189@(57,28)63% #204@(57,28)10%\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(74,15)* #192@(74,16)*\nVISIBLE ENEMY UNITS (1):\n  #227 e1@(54,28) 67%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - attack_move: 5 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Repairing fact. Pushing 5x e1 west to kill enemy rifle at (56,28) and scout toward enemy base (12,16). Proc at 96% - place next turn. Harvester #132 mining at (85,3). 2 tecn idle at (75,15).", "raw": "{\"thoughts\": \"Proc is at 96% and will finish shortly. Micro our 3 rifle infantry to eliminate enemy rifle #227 at (54,28) and continue scouting west toward (12,16).\", \"notes\": \"Proc will be ready to place next turn for income + second harvester. Scouting west toward (12,16). Fact #122 repairing.\", \"commands\": [{\"do\": \"attack\", \"units\": [188, 189, 204], \"target\": 227}, {\"do\": \"repair\", \"building\": 122}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1658, "completion_tokens": 496, "total_tokens": 2154, "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": 0.006207, "upstream_inference_prompt_cost": 0.002487, "upstream_inference_completions_cost": 0.00372}, "completion_tokens_details": {"reasoning_tokens": 361, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.02, "thoughts": "Proc is at 96% and will finish shortly. Micro our 3 rifle infantry to eliminate enemy rifle #227 at (54,28) and continue scouting west toward (12,16).", "notes": "Proc will be ready to place next turn for income + second harvester. Scouting west toward (12,16). Fact #122 repairing.", "commands": [{"do": "attack", "units": [188, 189, 204], "target": 227}, {"do": "repair", "building": 122}], "feedback": ["attack: 3 units", "repair #122: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6600, "deaths_cost": 5100, "units_killed": 50, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 4200, "army_value": 300, "income": 57, "experience": 66, "order_count": 99}}
{"tick": 12201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1254 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $15600, army $5100, killed $5400 (24 units, 1 bldgs), lost $6700 (51 units, 0 bldgs). Map explored 27.7%.\nPRODUCTION: Vehicle: 3tnk 28%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 8%; Infantry: e3 0%; 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, 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: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%, #228 fix@(19,14) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #177@(21,22)10% #229@(55,28)68% #230@(56,28)34% #231@(55,28) #232@(53,27) #233@(50,26) #234@(47,24) #235@(44,24) #236@(41,24)\n  e3 (Rocket Soldier) x3: #237@(31,24) #238@(23,22) #239@(15,22)\n  harv (Ore Truck (harvester)) x3: #131@(9,29) #182@(6,25) #209@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x 3tnk: queued\n  - train 3x e3: queued\n  - rally #156: ordered\n  - rally #133: ordered\n  - attack_move: 11 units\n  - stance: 11 units\nYOUR NOTES FROM LAST TURN: Infantry column engaging around (57,28), advancing toward enemy start (95,11). Three refineries/harvesters active; War Factory and Service Depot available for heavy tanks.", "raw": "{\"thoughts\":\"Heavy tanks and infantry are already queued while ore is being processed. The scouting column should keep pressing northeast toward the likely enemy base, while the badly damaged rifleman retreats.\",\"notes\":\"Infantry advance route is along (55,28) toward likely enemy start (95,11). Three heavy tanks and rocket/rifle reinforcements queued; save incoming cash for radar or an additional war factory.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[229,230,231,232,233,234,235,236,237,238,239],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[177],\"x\":15,\"y\":21},{\"do\":\"stance\",\"units\":[229,230,231,232,233,234,235,236,237,238,239],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":209}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1657, "completion_tokens": 444, "total_tokens": 2101, "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": 0.01041645, "upstream_inference_prompt_cost": 0.00455565, "upstream_inference_completions_cost": 0.0058608}, "completion_tokens_details": {"reasoning_tokens": 237, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.24, "thoughts": "Heavy tanks and infantry are already queued while ore is being processed. The scouting column should keep pressing northeast toward the likely enemy base, while the badly damaged rifleman retreats.", "notes": "Infantry advance route is along (55,28) toward likely enemy start (95,11). Three heavy tanks and rocket/rifle reinforcements queued; save incoming cash for radar or an additional war factory.", "commands": [{"do": "attack_move", "units": [229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239], "x": 95, "y": 11}, {"do": "move", "units": [177], "x": 15, "y": 21}, {"do": "stance", "units": [229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 209}], "feedback": ["attack_move: 11 units", "move: 1 units", "stance: 11 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5400, "deaths_cost": 6700, "units_killed": 24, "units_lost": 51, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15600, "army_value": 1800, "income": 7000, "experience": 54, "order_count": 89}}
{"tick": 12201, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $3900, army $1120, killed $6700 (51 units, 0 bldgs), lost $5400 (24 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(74,15)* #192@(74,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - repair #122: ordered\nYOUR NOTES FROM LAST TURN: Proc will be ready to place next turn for income + second harvester. Scouting west toward (12,16). Fact #122 repairing.", "raw": "{\"thoughts\": \"Economy is critical: only $1 cash and 1 harvester. The proc is nearly done and will complete next turn, so placing it is the immediate income fix. My 2 engineers were accidentally sent into combat last turn - pull them back to base and set them to hold fire so I don't lose them. No cash means production is stalled until the refinery is placed.\", \"notes\": \"Next turn: PLACE proc immediately for income + free harvester. Keep engineers (191,192) safe near base at ~(93,15) as capture units. Fact #122 repairing. Scout west toward (12,16) once income starts.\", \"commands\": [{\"do\":\"move\",\"units\":[191,192],\"x\":93,\"y\":15},{\"do\":\"stance\",\"units\":[191,192],\"stance\":\"hold_fire\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":93,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1470, "completion_tokens": 1175, "total_tokens": 2645, "cost": 0.001625208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001625208, "upstream_inference_prompt_cost": 0.000215208, "upstream_inference_completions_cost": 0.00141}, "completion_tokens_details": {"reasoning_tokens": 969, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.69, "thoughts": "Economy is critical: only $1 cash and 1 harvester. The proc is nearly done and will complete next turn, so placing it is the immediate income fix. My 2 engineers were accidentally sent into combat last turn - pull them back to base and set them to hold fire so I don't lose them. No cash means production is stalled until the refinery is placed.", "notes": "Next turn: PLACE proc immediately for income + free harvester. Keep engineers (191,192) safe near base at ~(93,15) as capture units. Fact #122 repairing. Scout west toward (12,16) once income starts.", "commands": [{"do": "move", "units": [191, 192], "x": 93, "y": 15}, {"do": "stance", "units": [191, 192], "stance": "hold_fire"}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 93, "y": 14}], "feedback": ["move: 2 units", "stance: 2 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6700, "deaths_cost": 5400, "units_killed": 51, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 3900, "army_value": 0, "income": 57, "experience": 67, "order_count": 99}}
{"tick": 12401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1090 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $15900, army $5400, killed $5400 (24 units, 1 bldgs), lost $6700 (51 units, 0 bldgs). Map explored 27.7%.\nPRODUCTION: Vehicle: 3tnk 57%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 18%; 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, 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: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%, #228 fix@(19,14) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #177@(15,22)10%* #229@(65,24)68% #230@(65,24)34% #231@(64,25) #232@(62,27) #233@(60,28) #234@(56,28) #235@(53,27) #236@(51,26)\n  e3 (Rocket Soldier) x4: #237@(42,24) #238@(32,24) #239@(23,24) #240@(16,22)\n  harv (Ore Truck (harvester)) x3: #131@(8,28) #182@(9,21) #209@(9,31)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - move: 1 units\n  - stance: 11 units\nYOUR NOTES FROM LAST TURN: Infantry advance route is along (55,28) toward likely enemy start (95,11). Three heavy tanks and rocket/rifle reinforcements queued; save incoming cash for radar or an additional war factory.", "raw": "{\"thoughts\":\"Our infantry column is advancing through the center and heavy tanks are already queued. Keep all production focused on the tank/rocket push, rally reinforcements forward, and send the wounded rifleman home rather than losing it.\",\"notes\":\"Enemy still unscouted; likely base at (95,11). Infantry column moving northeast via (65,24); tank queues active. Rally barracks and war factory to forward route.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[229,230,231,232,233,234,235,236,237,238,239,240],\"x\":82,\"y\":18},{\"do\":\"move\",\"units\":[177],\"x\":15,\"y\":21},{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":26},{\"do\":\"rally\",\"building\":156,\"x\":55,\"y\":26},{\"do\":\"stance\",\"units\":[229,230,231,232,233,234,235,236,237,238,239,240],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1631, "completion_tokens": 459, "total_tokens": 2090, "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": 0.01054295, "upstream_inference_prompt_cost": 0.00448415, "upstream_inference_completions_cost": 0.0060588}, "completion_tokens_details": {"reasoning_tokens": 236, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.73, "thoughts": "Our infantry column is advancing through the center and heavy tanks are already queued. Keep all production focused on the tank/rocket push, rally reinforcements forward, and send the wounded rifleman home rather than losing it.", "notes": "Enemy still unscouted; likely base at (95,11). Infantry column moving northeast via (65,24); tank queues active. Rally barracks and war factory to forward route.", "commands": [{"do": "attack_move", "units": [229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240], "x": 82, "y": 18}, {"do": "move", "units": [177], "x": 15, "y": 21}, {"do": "rally", "building": 133, "x": 55, "y": 26}, {"do": "rally", "building": 156, "x": 55, "y": 26}, {"do": "stance", "units": [229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240], "stance": "attack_anything"}], "feedback": ["attack_move: 12 units", "move: 1 units", "rally #133: ordered", "rally #156: ordered", "stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5400, "deaths_cost": 6700, "units_killed": 24, "units_lost": 51, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15900, "army_value": 2100, "income": 7500, "experience": 54, "order_count": 89}}
{"tick": 12401, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $3900, army $1120, killed $6700 (51 units, 0 bldgs), lost $5400 (24 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(84,14) #192@(83,14)\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 #134: ordered\nYOUR NOTES FROM LAST TURN: Next turn: PLACE proc immediately for income + free harvester. Keep engineers (191,192) safe near base at ~(93,15) as capture units. Fact #122 repairing. Scout west toward (12,16) once income starts.", "raw": "{\"thoughts\": \"Economy is starved: $1 cash, one harvester. Priority is placing the nearly-done Ore Refinery to get income and a free harvester, and sending the existing harvester back to mining. Engineers stay parked near base as capture units.\", \"notes\": \"Proc ~96%, place ASAP for income+harvester. Keep engineers 191/192 safe at ~(93,15). Fact #122 repairing. Once income flows: build powr then 2nd proc or war factory. Scout west toward (12,16).\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"}, {\"do\":\"harvest\",\"unit\":132}, {\"do\":\"repair\",\"building\":122}, {\"do\":\"rally\",\"building\":134,\"x\":94,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1500, "completion_tokens": 601, "total_tokens": 2101, "cost": 0.000945408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000945408, "upstream_inference_prompt_cost": 0.000224208, "upstream_inference_completions_cost": 0.0007212}, "completion_tokens_details": {"reasoning_tokens": 431, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.75, "thoughts": "Economy is starved: $1 cash, one harvester. Priority is placing the nearly-done Ore Refinery to get income and a free harvester, and sending the existing harvester back to mining. Engineers stay parked near base as capture units.", "notes": "Proc ~96%, place ASAP for income+harvester. Keep engineers 191/192 safe at ~(93,15). Fact #122 repairing. Once income flows: build powr then 2nd proc or war factory. Scout west toward (12,16).", "commands": [{"do": "place", "item": "proc"}, {"do": "harvest", "unit": 132}, {"do": "repair", "building": 122}, {"do": "rally", "building": 134, "x": 94, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type", "repair #122: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6700, "deaths_cost": 5400, "units_killed": 51, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 3900, "army_value": 0, "income": 57, "experience": 67, "order_count": 99}}
{"tick": 12601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $924 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $16200, army $5700, killed $5400 (24 units, 1 bldgs), lost $6700 (51 units, 0 bldgs). Map explored 27.7%.\nPRODUCTION: Vehicle: 3tnk 86%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 29%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%, #228 fix@(19,14) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #177@(16,22)10%* #229@(74,19)68% #230@(74,19)34% #231@(73,20) #232@(70,19) #233@(67,22) #234@(65,24) #235@(63,26) #236@(60,28)\n  e3 (Rocket Soldier) x5: #237@(52,27) #238@(43,24) #239@(33,24) #240@(24,24) #241@(17,21)\n  harv (Ore Truck (harvester)) x3: #131@(10,20) #182@(2,27) #209@(9,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - move: 1 units\n  - rally #133: ordered\n  - rally #156: ordered\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Enemy still unscouted; likely base at (95,11). Infantry column moving northeast via (65,24); tank queues active. Rally barracks and war factory to forward route.", "raw": "{\"thoughts\":\"Our infantry spearhead is advancing toward the likely enemy start while three heavy tanks are already queued. Keep the forward force moving northeast, preserve the damaged rifleman at home, and maintain aggressive production/rallies as income arrives.\",\"notes\":\"Enemy base still unseen, likely around (95,11). Infantry column is spread from (17,21) to (74,19), advancing toward northeast; #177 is badly damaged at base. Heavy tank queues are active.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[229,230,231,232,233,234,235,236,237,238,239,240,241],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[177],\"x\":15,\"y\":21},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":20},{\"do\":\"rally\",\"building\":156,\"x\":70,\"y\":20},{\"do\":\"stance\",\"units\":[229,230,231,232,233,234,235,236,237,238,239,240,241],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":209}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1642, "completion_tokens": 510, "total_tokens": 2152, "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": 0.0112464, "upstream_inference_prompt_cost": 0.0045144, "upstream_inference_completions_cost": 0.006732}, "completion_tokens_details": {"reasoning_tokens": 247, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.96, "thoughts": "Our infantry spearhead is advancing toward the likely enemy start while three heavy tanks are already queued. Keep the forward force moving northeast, preserve the damaged rifleman at home, and maintain aggressive production/rallies as income arrives.", "notes": "Enemy base still unseen, likely around (95,11). Infantry column is spread from (17,21) to (74,19), advancing toward northeast; #177 is badly damaged at base. Heavy tank queues are active.", "commands": [{"do": "attack_move", "units": [229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 241], "x": 95, "y": 11}, {"do": "move", "units": [177], "x": 15, "y": 21}, {"do": "rally", "building": 133, "x": 70, "y": 20}, {"do": "rally", "building": 156, "x": 70, "y": 20}, {"do": "stance", "units": [229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 241], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 209}], "feedback": ["attack_move: 13 units", "move: 1 units", "rally #133: ordered", "rally #156: ordered", "stance: 13 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5400, "deaths_cost": 6700, "units_killed": 24, "units_lost": 51, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 16200, "army_value": 2400, "income": 7500, "experience": 54, "order_count": 89}}
{"tick": 12601, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $3900, army $1120, killed $6700 (51 units, 0 bldgs), lost $5400 (24 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(93,15)* #192@(93,15)*\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  - repair #122: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Proc ~96%, place ASAP for income+harvester. Keep engineers 191/192 safe at ~(93,15). Fact #122 repairing. Once income flows: build powr then 2nd proc or war factory. Scout west toward (12,16).", "raw": "{\"thoughts\": \"Nearly broke ($1) with proc at 96% - the key is to place it the moment it finishes so the free harvester starts income. Fact is repairing. Engineers should stay home out of danger.\", \"notes\": \"Place proc ASAP for 2nd harvester. Fact #122 repairing from 41%. Engineers 191/192 at (93,15) keep safe. Next: powr then 2nd proc/war factory once income flows. Scout west toward (12,16) later.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1511, "completion_tokens": 713, "total_tokens": 2224, "cost": 0.001083108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001083108, "upstream_inference_prompt_cost": 0.000227508, "upstream_inference_completions_cost": 0.0008556}, "completion_tokens_details": {"reasoning_tokens": 562, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.99, "thoughts": "Nearly broke ($1) with proc at 96% - the key is to place it the moment it finishes so the free harvester starts income. Fact is repairing. Engineers should stay home out of danger.", "notes": "Place proc ASAP for 2nd harvester. Fact #122 repairing from 41%. Engineers 191/192 at (93,15) keep safe. Next: powr then 2nd proc/war factory once income flows. Scout west toward (12,16) later.", "commands": [{"do": "place", "item": "proc"}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 92, "y": 20}], "feedback": ["place proc: nothing READY TO PLACE with that type", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6700, "deaths_cost": 5400, "units_killed": 51, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 3900, "army_value": 0, "income": 57, "experience": 67, "order_count": 99}}
{"tick": 12801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $763 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $17750, army $7250, killed $5400 (24 units, 1 bldgs), lost $6700 (51 units, 0 bldgs). Map explored 27.7%.\nPRODUCTION: Vehicle: 3tnk 14%; Vehicle: 3tnk 0%; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%, #228 fix@(19,14) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #242@(16,14)\n  e1 (Rifle Infantry) x10: #177@(16,22)10%* #229@(82,11)68% #230@(82,14)34% #231@(80,13) #232@(77,12) #233@(75,14) #234@(72,17) #235@(70,19) #236@(68,21) #244@(15,22)\n  e3 (Rocket Soldier) x6: #237@(61,27) #238@(52,27) #239@(44,24) #240@(33,24) #241@(25,25) #243@(17,20)\n  harv (Ore Truck (harvester)) x3: #131@(2,28) #182@(6,26) #209@(10,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - move: 1 units\n  - rally #133: ordered\n  - rally #156: ordered\n  - stance: 13 units\nYOUR NOTES FROM LAST TURN: Enemy base still unseen, likely around (95,11). Infantry column is spread from (17,21) to (74,19), advancing toward northeast; #177 is badly damaged at base. Heavy tank queues are active.", "raw": "{\"thoughts\":\"Our forward infantry is nearing the likely enemy start but has not made contact, while the heavy tank is still back at base. Keep production running, push the combat force into the enemy corner, and pull the critically damaged rifleman away.\",\"notes\":\"Attack force advancing on likely enemy base at (95,11); #177 is retreating/repairing at home. Heavy tank production remains queued.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[242,229,230,231,232,233,234,235,236,237,238,239,240,241,243,244],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[177],\"x\":12,\"y\":20},{\"do\":\"stance\",\"units\":[242,229,230,231,232,233,234,235,236,237,238,239,240,241,243,244],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":156,\"x\":80,\"y\":14},{\"do\":\"rally\",\"building\":133,\"x\":80,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1660, "completion_tokens": 425, "total_tokens": 2085, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1658, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0101739, "upstream_inference_prompt_cost": 0.0045639, "upstream_inference_completions_cost": 0.00561}, "completion_tokens_details": {"reasoning_tokens": 178, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.21, "thoughts": "Our forward infantry is nearing the likely enemy start but has not made contact, while the heavy tank is still back at base. Keep production running, push the combat force into the enemy corner, and pull the critically damaged rifleman away.", "notes": "Attack force advancing on likely enemy base at (95,11); #177 is retreating/repairing at home. Heavy tank production remains queued.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [242, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 241, 243, 244], "x": 95, "y": 11}, {"do": "move", "units": [177], "x": 12, "y": 20}, {"do": "stance", "units": [242, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 241, 243, 244], "stance": "attack_anything"}, {"do": "rally", "building": 156, "x": 80, "y": 14}, {"do": "rally", "building": 133, "x": 80, "y": 14}], "feedback": ["train 2x e3: queued", "attack_move: 16 units", "move: 1 units", "stance: 16 units", "rally #156: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5400, "deaths_cost": 6700, "units_killed": 24, "units_lost": 51, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 17750, "army_value": 3950, "income": 7500, "experience": 54, "order_count": 89}}
{"tick": 12801, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $3900, army $1120, killed $6700 (51 units, 0 bldgs), lost $5400 (24 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 41%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(93,15)* #192@(93,15)*\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  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Place proc ASAP for 2nd harvester. Fact #122 repairing from 41%. Engineers 191/192 at (93,15) keep safe. Next: powr then 2nd proc/war factory once income flows. Scout west toward (12,16) later.", "raw": "{\"thoughts\": \"Cash is near zero and my only income is one harvester, so economy is the priority. The second refinery is 96% done and will be ready to place next turn. Keep the two engineers safe at base and let the harvester mine.\", \"notes\": \"Next turn: PLACE proc (#162 already built) ASAP for 2nd harvester, then build weap or 2nd proc. Fact #122 still repairing (41%). Engineers 191/192 keep at base (93,15). Enemy expected at (12,16) - scout west once I have units.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"rally\", \"building\": 134, \"x\": 93, \"y\": 16}, {\"do\": \"move\", \"units\": [191, 192], \"x\": 94, \"y\": 16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1506, "completion_tokens": 1152, "total_tokens": 2658, "cost": 0.001608408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001608408, "upstream_inference_prompt_cost": 0.000226008, "upstream_inference_completions_cost": 0.0013824}, "completion_tokens_details": {"reasoning_tokens": 957, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.01, "thoughts": "Cash is near zero and my only income is one harvester, so economy is the priority. The second refinery is 96% done and will be ready to place next turn. Keep the two engineers safe at base and let the harvester mine.", "notes": "Next turn: PLACE proc (#162 already built) ASAP for 2nd harvester, then build weap or 2nd proc. Fact #122 still repairing (41%). Engineers 191/192 keep at base (93,15). Enemy expected at (12,16) - scout west once I have units.", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 93, "y": 16}, {"do": "move", "units": [191, 192], "x": 94, "y": 16}], "feedback": ["rally #134: ordered", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6700, "deaths_cost": 5400, "units_killed": 51, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 3900, "army_value": 0, "income": 0, "experience": 67, "order_count": 99}}
{"tick": 13001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $597 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $17850, army $7350, killed $5400 (24 units, 1 bldgs), lost $6700 (51 units, 0 bldgs). Map explored 28%.\nPRODUCTION: Vehicle: 3tnk 43%; Vehicle: 3tnk 0%; Infantry: e3 83%; Infantry: e3 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: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%, #228 fix@(19,14) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #242@(28,20)\n  e1 (Rifle Infantry) x11: #177@(12,20)10%* #229@(91,11)68% #230@(91,13)34% #231@(90,12) #232@(87,11) #233@(85,12) #234@(80,11) #235@(78,11) #236@(76,13) #244@(23,24) #245@(21,22)\n  e3 (Rocket Soldier) x6: #237@(69,20) #238@(62,27) #239@(53,27) #240@(44,24) #241@(34,24) #243@(26,25)\n  harv (Ore Truck (harvester)) x3: #131@(7,26) #182@(10,20) #209@(4,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(95,11) 40%\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - attack_move: 16 units\n  - move: 1 units\n  - stance: 16 units\n  - rally #156: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Attack force advancing on likely enemy base at (95,11); #177 is retreating/repairing at home. Heavy tank production remains queued.", "raw": "{\"thoughts\":\"Enemy Construction Yard is exposed at 40% health and our forward infantry are already at its perimeter. Focus-fire it immediately while the tank and rockets continue advancing to secure the elimination.\",\"notes\":\"Enemy fact #122 at (95,11), 40%; forward rifles at 76-91,11-13. Heavy #242 and rocket column advancing east. Production queues are full.\",\"commands\":[{\"do\":\"attack\",\"units\":[229,230,231,232,233,234,235,236],\"target\":122},{\"do\":\"attack_move\",\"units\":[237,238,239,240,241,242,243,244,245],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[177],\"x\":15,\"y\":21},{\"do\":\"rally\",\"building\":133,\"x\":90,\"y\":12},{\"do\":\"rally\",\"building\":156,\"x\":82,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1676, "completion_tokens": 415, "total_tokens": 2091, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1674, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0100859, "upstream_inference_prompt_cost": 0.0046079, "upstream_inference_completions_cost": 0.005478}, "completion_tokens_details": {"reasoning_tokens": 215, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.15, "thoughts": "Enemy Construction Yard is exposed at 40% health and our forward infantry are already at its perimeter. Focus-fire it immediately while the tank and rockets continue advancing to secure the elimination.", "notes": "Enemy fact #122 at (95,11), 40%; forward rifles at 76-91,11-13. Heavy #242 and rocket column advancing east. Production queues are full.", "commands": [{"do": "attack", "units": [229, 230, 231, 232, 233, 234, 235, 236], "target": 122}, {"do": "attack_move", "units": [237, 238, 239, 240, 241, 242, 243, 244, 245], "x": 95, "y": 11}, {"do": "move", "units": [177], "x": 15, "y": 21}, {"do": "rally", "building": 133, "x": 90, "y": 12}, {"do": "rally", "building": 156, "x": 82, "y": 14}], "feedback": ["attack: 8 units", "attack_move: 9 units", "move: 1 units", "rally #133: ordered", "rally #156: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5400, "deaths_cost": 6700, "units_killed": 24, "units_lost": 51, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 17850, "army_value": 4050, "income": 8000, "experience": 54, "order_count": 91}}
{"tick": 13001, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $3900, army $1120, killed $6700 (51 units, 0 bldgs), lost $5400 (24 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 40%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(85,3)86%\n  tecn (tecn) x2: #191@(94,16)* #192@(94,16)*\nVISIBLE ENEMY UNITS (3):\n  #229 e1@(91,11) 68%, #230 e1@(91,13) 34%, #231 e1@(90,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Next turn: PLACE proc (#162 already built) ASAP for 2nd harvester, then build weap or 2nd proc. Fact #122 still repairing (41%). Engineers 191/192 keep at base (93,15). Enemy expected at (12,16) - scout west once I have units.", "raw": "{\"thoughts\":\"Enemy infantry are attacking Construction Yard #122. Harvester #132 is ordered to crush them. Canceling e1 to refund cash and finish the Refinery, placing it immediately to secure our economy.\",\"notes\":\"Proc at 96% - placing next to base. Harvester crushing enemy infantry at (91,12). Fact #122 repairing. Rebuild barracks/war factory once cash flows.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"place\",\"item\":\"proc\",\"x\":95,\"y\":14},{\"do\":\"repair\",\"building\":122},{\"do\":\"move\",\"units\":[132],\"x\":91,\"y\":11},{\"do\":\"move\",\"units\":[191,192],\"x\":98,\"y\":16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1629, "completion_tokens": 2194, "total_tokens": 3823, "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": 0.0188985, "upstream_inference_prompt_cost": 0.0024435, "upstream_inference_completions_cost": 0.016455}, "completion_tokens_details": {"reasoning_tokens": 2019, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 21.3, "thoughts": "Enemy infantry are attacking Construction Yard #122. Harvester #132 is ordered to crush them. Canceling e1 to refund cash and finish the Refinery, placing it immediately to secure our economy.", "notes": "Proc at 96% - placing next to base. Harvester crushing enemy infantry at (91,12). Fact #122 repairing. Rebuild barracks/war factory once cash flows.", "commands": [{"do": "cancel", "item": "e1"}, {"do": "place", "item": "proc", "x": 95, "y": 14}, {"do": "repair", "building": 122}, {"do": "move", "units": [132], "x": 91, "y": 11}, {"do": "move", "units": [191, 192], "x": 98, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type", "repair #122: ordered", "move: 1 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6700, "deaths_cost": 5400, "units_killed": 51, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 3900, "army_value": 0, "income": 0, "experience": 67, "order_count": 99}}
{"tick": 13201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $433 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $18150, army $7650, killed $5400 (24 units, 1 bldgs), lost $6700 (51 units, 0 bldgs). Map explored 28.3%.\nPRODUCTION: Vehicle: 3tnk 72%; Vehicle: 3tnk 0%; Infantry: e3 93%; 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: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%, #228 fix@(19,14) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #242@(40,23)\n  e1 (Rifle Infantry) x11: #177@(15,22)10%* #229@(92,12)68% #230@(91,13)34% #231@(90,12) #232@(90,11) #233@(90,11) #234@(90,11) #235@(88,11) #236@(86,13) #244@(33,24) #245@(30,24)\n  e3 (Rocket Soldier) x7: #237@(76,13) #238@(70,19) #239@(63,26) #240@(53,27) #241@(45,24) #243@(35,24) #246@(21,22)\n  harv (Ore Truck (harvester)) x3: #131@(10,20) #182@(3,29) #209@(7,25)\nVISIBLE ENEMY UNITS (1):\n  #132 harv@(91,11) 86%\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(95,11) 31%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - attack_move: 9 units\n  - move: 1 units\n  - rally #133: ordered\n  - rally #156: ordered\nYOUR NOTES FROM LAST TURN: Enemy fact #122 at (95,11), 40%; forward rifles at 76-91,11-13. Heavy #242 and rocket column advancing east. Production queues are full.", "raw": "{\"thoughts\":\"The enemy Construction Yard is critically damaged and our forward infantry are already in range. Focus all nearby attackers on it for an immediate elimination while the heavy tank and rocket reinforcements continue east.\",\"notes\":\"Enemy fact #122 at (95,11) is 31% and must be focused immediately. Forward force: rifles #229-236 and rocket #237; heavy #242 and rocket column advancing east.\",\"commands\":[{\"do\":\"attack\",\"units\":[229,230,231,232,233,234,235,236,237],\"target\":122},{\"do\":\"attack_move\",\"units\":[238,239,240,241,242,243,244,245],\"x\":91,\"y\":11},{\"do\":\"attack\",\"units\":[229,230,231,232,233,234,235,236],\"target\":132},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":209}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1686, "completion_tokens": 307, "total_tokens": 1993, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1684, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0086878, "upstream_inference_prompt_cost": 0.0046354, "upstream_inference_completions_cost": 0.0040524}, "completion_tokens_details": {"reasoning_tokens": 99, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.62, "thoughts": "The enemy Construction Yard is critically damaged and our forward infantry are already in range. Focus all nearby attackers on it for an immediate elimination while the heavy tank and rocket reinforcements continue east.", "notes": "Enemy fact #122 at (95,11) is 31% and must be focused immediately. Forward force: rifles #229-236 and rocket #237; heavy #242 and rocket column advancing east.", "commands": [{"do": "attack", "units": [229, 230, 231, 232, 233, 234, 235, 236, 237], "target": 122}, {"do": "attack_move", "units": [238, 239, 240, 241, 242, 243, 244, 245], "x": 91, "y": 11}, {"do": "attack", "units": [229, 230, 231, 232, 233, 234, 235, 236], "target": 132}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 209}], "feedback": ["attack: 9 units", "attack_move: 8 units", "attack: 8 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5400, "deaths_cost": 6700, "units_killed": 24, "units_lost": 51, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 18150, "army_value": 4350, "income": 7500, "experience": 54, "order_count": 91}}
{"tick": 13201, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $3900, army $1120, killed $6700 (51 units, 0 bldgs), lost $5400 (24 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 31%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(91,11)86%*\n  tecn (tecn) x2: #191@(98,16)* #192@(98,16)*\nVISIBLE ENEMY UNITS (7):\n  #229 e1@(92,12) 68%, #230 e1@(91,13) 34%, #231 e1@(90,12) 100%, #232 e1@(90,11) 100%, #233 e1@(90,11) 100%, #234 e1@(90,11) 100%, #235 e1@(88,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - repair #122: ordered\n  - move: 1 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Proc at 96% - placing next to base. Harvester crushing enemy infantry at (91,12). Fact #122 repairing. Rebuild barracks/war factory once cash flows.", "raw": "{\"thoughts\": \"Economy is stalled at $1 with my only harvester idle - must get it mining immediately. Enemy riflemen are swarming my Construction Yard (31% hp, repairing). My two technicians can't fight infantry well, so I'll pull them back and let the harvester crush/avoid.\", \"notes\": \"Proc ~done, powr next. Harvester sent to mine. Fact #122 repairing at 31%. Enemy e1 cluster near (90,12). Need cash to fund barracks units.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[191,192],\"x\":99,\"y\":20},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1584, "completion_tokens": 605, "total_tokens": 2189, "cost": 0.000975408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000975408, "upstream_inference_prompt_cost": 0.000249408, "upstream_inference_completions_cost": 0.000726}, "completion_tokens_details": {"reasoning_tokens": 453, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.35, "thoughts": "Economy is stalled at $1 with my only harvester idle - must get it mining immediately. Enemy riflemen are swarming my Construction Yard (31% hp, repairing). My two technicians can't fight infantry well, so I'll pull them back and let the harvester crush/avoid.", "notes": "Proc ~done, powr next. Harvester sent to mine. Fact #122 repairing at 31%. Enemy e1 cluster near (90,12). Need cash to fund barracks units.", "commands": [{"do": "harvest", "unit": 132}, {"do": "move", "units": [191, 192], "x": 99, "y": 20}, {"do": "build", "item": "proc"}], "feedback": ["move: 2 units", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6700, "deaths_cost": 5400, "units_killed": 51, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 3900, "army_value": 0, "income": 0, "experience": 67, "order_count": 100}}
{"tick": 13401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $481 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $19700, army $9200, killed $5400 (24 units, 1 bldgs), lost $6700 (51 units, 0 bldgs). Map explored 28.8%.\nPRODUCTION: Vehicle: 3tnk 1%\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: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%, #228 fix@(19,14) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #242@(53,27) #249@(12,13)\n  e1 (Rifle Infantry) x12: #177@(16,21)10%* #229@(92,12)68% #230@(91,13)34% #231@(90,12) #232@(90,11) #233@(90,11) #234@(90,11) #235@(89,11) #236@(87,13) #244@(43,25) #245@(40,24) #248@(20,21)\n  e3 (Rocket Soldier) x8: #237@(87,12) #238@(77,12) #239@(70,19) #240@(63,26) #241@(54,28) #243@(45,26) #246@(30,24) #247@(22,23)\n  harv (Ore Truck (harvester)) x3: #131@(7,30) #182@(5,30) #209@(10,22)\nVISIBLE ENEMY UNITS (1):\n  #132 harv@(91,11) 73%\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(95,11) 31%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack_move: 8 units\n  - attack: 8 units\nYOUR NOTES FROM LAST TURN: Enemy fact #122 at (95,11) is 31% and must be focused immediately. Forward force: rifles #229-236 and rocket #237; heavy #242 and rocket column advancing east.", "raw": "{\"thoughts\":\"The enemy Construction Yard is critically damaged and our forward infantry/rocket force is already on top of it. Focus all nearby combat units on #122 for an immediate elimination while the Heavy Tank and reinforcements continue east.\",\"notes\":\"Enemy fact #122 at (95,11) was 31%; forward rifles/rockets are engaging it. Keep direct-firing it until destroyed, then sweep enemy start.\",\"commands\":[{\"do\":\"attack\",\"units\":[229,230,231,232,233,234,235,236,237,238],\"target\":122},{\"do\":\"attack_move\",\"units\":[239,240,241,242,243,244,245,246,247],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":156,\"x\":88,\"y\":12},{\"do\":\"stance\",\"units\":[229,230,231,232,233,234,235,236,237,238,239,240,241,242,243],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1671, "completion_tokens": 307, "total_tokens": 1978, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1669, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00864655, "upstream_inference_prompt_cost": 0.00459415, "upstream_inference_completions_cost": 0.0040524}, "completion_tokens_details": {"reasoning_tokens": 72, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "The enemy Construction Yard is critically damaged and our forward infantry/rocket force is already on top of it. Focus all nearby combat units on #122 for an immediate elimination while the Heavy Tank and reinforcements continue east.", "notes": "Enemy fact #122 at (95,11) was 31%; forward rifles/rockets are engaging it. Keep direct-firing it until destroyed, then sweep enemy start.", "commands": [{"do": "attack", "units": [229, 230, 231, 232, 233, 234, 235, 236, 237, 238], "target": 122}, {"do": "attack_move", "units": [239, 240, 241, 242, 243, 244, 245, 246, 247], "x": 95, "y": 11}, {"do": "rally", "building": 133, "x": 88, "y": 12}, {"do": "rally", "building": 156, "x": 88, "y": 12}, {"do": "stance", "units": [229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 241, 242, 243], "stance": "attack_anything"}], "feedback": ["attack: 10 units", "attack_move: 9 units", "rally #133: ordered", "rally #156: ordered", "stance: 15 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5400, "deaths_cost": 6700, "units_killed": 24, "units_lost": 51, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 19700, "army_value": 5900, "income": 7500, "experience": 54, "order_count": 91}}
{"tick": 13401, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $3900, army $1120, killed $6700 (51 units, 0 bldgs), lost $5400 (24 units, 1 bldgs). Map explored 17.4%.\nPRODUCTION: Building: proc 96%; Building: proc 0%; Building: powr 0%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 31%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(91,11)73%\n  tecn (tecn) x2: #191@(99,20)* #192@(99,20)*\nVISIBLE ENEMY UNITS (7):\n  #229 e1@(92,12) 68%, #230 e1@(91,13) 34%, #231 e1@(90,12) 100%, #232 e1@(90,11) 100%, #233 e1@(90,11) 100%, #234 e1@(90,11) 100%, #235 e1@(89,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Proc ~done, powr next. Harvester sent to mine. Fact #122 repairing at 31%. Enemy e1 cluster near (90,12). Need cash to fund barracks units.", "raw": "{\"thoughts\": \"We're broke ($1) with one harvester at 73% next to an enemy infantry cluster near our base. Need the harvester mining safely and to clear the enemy riflemen threatening us. Proc is nearly done; queue power next so the building queue stays busy.\", \"notes\": \"Proc ~done, powr queued next. Harvester is the only income - keep it alive. Enemy e1 cluster at ~(90,12) near our base; sending 2 tecn to fight them. Barr rally set near enemy approach. Cash 0 - get mining ASAP.\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}, {\"do\":\"move\",\"units\":[132],\"x\":101,\"y\":16}, {\"do\":\"attack_move\",\"units\":[191,192],\"x\":90,\"y\":12}, {\"do\":\"train\",\"item\":\"e3\",\"count\":3}, {\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1567, "completion_tokens": 1647, "total_tokens": 3214, "cost": 0.002220708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002220708, "upstream_inference_prompt_cost": 0.000244308, "upstream_inference_completions_cost": 0.0019764}, "completion_tokens_details": {"reasoning_tokens": 1439, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.03, "thoughts": "We're broke ($1) with one harvester at 73% next to an enemy infantry cluster near our base. Need the harvester mining safely and to clear the enemy riflemen threatening us. Proc is nearly done; queue power next so the building queue stays busy.", "notes": "Proc ~done, powr queued next. Harvester is the only income - keep it alive. Enemy e1 cluster at ~(90,12) near our base; sending 2 tecn to fight them. Barr rally set near enemy approach. Cash 0 - get mining ASAP.", "commands": [{"do": "build", "item": "powr"}, {"do": "move", "units": [132], "x": 101, "y": 16}, {"do": "attack_move", "units": [191, 192], "x": 90, "y": 12}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 134, "x": 92, "y": 13}], "feedback": ["build powr: started", "move: 1 units", "attack_move: 2 units", "train 3x e3: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6700, "deaths_cost": 5400, "units_killed": 51, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 3900, "army_value": 0, "income": 0, "experience": 67, "order_count": 101}}
{"tick": 13601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $148 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $19600, army $9100, killed $5400 (24 units, 1 bldgs), lost $6800 (52 units, 0 bldgs). Map explored 29.5%.\nPRODUCTION: Vehicle: 3tnk 30%\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: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%, #228 fix@(19,14) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #242@(62,27) #249@(22,18)\n  e1 (Rifle Infantry) x11: #177@(16,21)10%* #230@(91,13)27% #231@(90,12) #232@(90,11) #233@(90,11) #234@(90,11) #235@(89,11) #236@(90,11) #244@(53,28) #245@(50,26) #248@(28,25)\n  e3 (Rocket Soldier) x8: #237@(90,11) #238@(87,11) #239@(78,11) #240@(70,19) #241@(64,25) #243@(54,29) #246@(40,24) #247@(32,24)\n  harv (Ore Truck (harvester)) x3: #131@(9,26) #182@(9,24) #209@(6,30)\nVISIBLE ENEMY UNITS (2):\n  #191 tecn@(92,14) 100%, #192 tecn@(91,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 10 units\n  - attack_move: 9 units\n  - rally #133: ordered\n  - rally #156: ordered\n  - stance: 15 units\nYOUR NOTES FROM LAST TURN: Enemy fact #122 at (95,11) was 31%; forward rifles/rockets are engaging it. Keep direct-firing it until destroyed, then sweep enemy start.", "raw": "{\"thoughts\":\"Our forward infantry and rockets are at the enemy start and should finish the exposed Construction Yard area immediately. Reinforcements are moving east to consolidate, while the heavy tank production continues.\",\"notes\":\"Enemy base centered around (95,11); enemy fact was last seen at 31%. Forward group attacks through start, trailing rockets/tanks converge east.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[230,231,232,233,234,235,236,237,238,239],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[240,241,242,243,244,245,246,247,248,249],\"x\":84,\"y\":13},{\"do\":\"stance\",\"units\":[230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":156,\"x\":82,\"y\":14},{\"do\":\"rally\",\"building\":133,\"x\":78,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1673, "completion_tokens": 358, "total_tokens": 2031, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1671, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00932525, "upstream_inference_prompt_cost": 0.00459965, "upstream_inference_completions_cost": 0.0047256}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.99, "thoughts": "Our forward infantry and rockets are at the enemy start and should finish the exposed Construction Yard area immediately. Reinforcements are moving east to consolidate, while the heavy tank production continues.", "notes": "Enemy base centered around (95,11); enemy fact was last seen at 31%. Forward group attacks through start, trailing rockets/tanks converge east.", "commands": [{"do": "attack_move", "units": [230, 231, 232, 233, 234, 235, 236, 237, 238, 239], "x": 95, "y": 11}, {"do": "attack_move", "units": [240, 241, 242, 243, 244, 245, 246, 247, 248, 249], "x": 84, "y": 13}, {"do": "stance", "units": [230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 241, 242, 243, 244, 245, 246, 247, 248, 249], "stance": "attack_anything"}, {"do": "rally", "building": 156, "x": 82, "y": 14}, {"do": "rally", "building": 133, "x": 78, "y": 15}], "feedback": ["attack_move: 10 units", "attack_move: 10 units", "stance: 20 units", "rally #156: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5400, "deaths_cost": 6800, "units_killed": 24, "units_lost": 52, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 19600, "army_value": 5800, "income": 7500, "experience": 54, "order_count": 91}}
{"tick": 13601, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $3900, army $1120, killed $6800 (52 units, 0 bldgs), lost $5400 (24 units, 1 bldgs). Map explored 17.7%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e1 66%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 10%, #134 barr@(98,14) 100%, #162 powr@(98,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(101,16)73%*\n  tecn (tecn) x2: #191@(92,14) #192@(91,14)\nVISIBLE ENEMY UNITS (8):\n  #230 e1@(91,13) 27%, #231 e1@(90,12) 100%, #232 e1@(90,11) 100%, #233 e1@(90,11) 100%, #234 e1@(90,11) 100%, #235 e1@(89,11) 100%, #236 e1@(90,11) 100%, #237 e3@(90,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - move: 1 units\n  - attack_move: 2 units\n  - train 3x e3: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Proc ~done, powr queued next. Harvester is the only income - keep it alive. Enemy e1 cluster at ~(90,12) near our base; sending 2 tecn to fight them. Barr rally set near enemy approach. Cash 0 - get mining ASAP.", "raw": "{\"thoughts\": \"My Construction Yard is at 10% HP with enemy infantry right at my doorstep \u2014 this is critical. Repair the fact, get the harvester mining for income, and have my two tesla/tech units fight the closest threat.\", \"notes\": \"Fact at 10% - repairing. Enemy e1 cluster at ~(90,12) very close. Harvester mining. Proc almost done. Cash near 0.\", \"commands\": [{\"do\":\"repair\",\"building\":122},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack\",\"units\":[191,192],\"target\":237}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1658, "completion_tokens": 701, "total_tokens": 2359, "cost": 0.001112808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001112808, "upstream_inference_prompt_cost": 0.000271608, "upstream_inference_completions_cost": 0.0008412}, "completion_tokens_details": {"reasoning_tokens": 570, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.59, "thoughts": "My Construction Yard is at 10% HP with enemy infantry right at my doorstep \u2014 this is critical. Repair the fact, get the harvester mining for income, and have my two tesla/tech units fight the closest threat.", "notes": "Fact at 10% - repairing. Enemy e1 cluster at ~(90,12) very close. Harvester mining. Proc almost done. Cash near 0.", "commands": [{"do": "repair", "building": 122}, {"do": "harvest", "unit": 132}, {"do": "attack", "units": [191, 192], "target": 237}], "feedback": ["repair #122: ordered", "attack: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6800, "deaths_cost": 5400, "units_killed": 52, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 3900, "army_value": 0, "income": 0, "experience": 68, "order_count": 105}}
{"tick": 13801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $336 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $19500, army $9000, killed $7400 (24 units, 2 bldgs), lost $6900 (53 units, 0 bldgs). Map explored 30%.\nPRODUCTION: Vehicle: 3tnk 57%\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: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%, #228 fix@(19,14) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #242@(71,21) #249@(35,20)\n  e1 (Rifle Infantry) x10: #177@(16,21)10%* #231@(92,12)* #232@(92,12)97% #233@(93,11)97% #234@(92,11)* #235@(93,11)88% #236@(92,11)* #244@(62,29) #245@(60,28) #248@(38,24)\n  e3 (Rocket Soldier) x8: #237@(93,11)66% #238@(93,11) #239@(88,10) #240@(79,14) #241@(71,18) #243@(64,27) #246@(50,26) #247@(43,24)\n  harv (Ore Truck (harvester)) x3: #131@(10,20) #182@(8,24) #209@(9,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack_move: 10 units\n  - stance: 20 units\n  - rally #156: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base centered around (95,11); enemy fact was last seen at 31%. Forward group attacks through start, trailing rockets/tanks converge east.", "raw": "{\"thoughts\":\"Our assault is converging on the known enemy start while the heavy tank finishes. Spend incoming ore on power and cheap infantry, then keep all combat pressure at the enemy base.\",\"notes\":\"Enemy base likely (95,11); current forward infantry/rockets are already near it, tanks and trailing rockets moving east. Heavy tank is 57% complete; 3 harvesters active.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":156,\"x\":78,\"y\":15},{\"do\":\"rally\",\"building\":133,\"x\":78,\"y\":15},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1646, "completion_tokens": 463, "total_tokens": 2109, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1644, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.010637, "upstream_inference_prompt_cost": 0.0045254, "upstream_inference_completions_cost": 0.0061116}, "completion_tokens_details": {"reasoning_tokens": 281, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.38, "thoughts": "Our assault is converging on the known enemy start while the heavy tank finishes. Spend incoming ore on power and cheap infantry, then keep all combat pressure at the enemy base.", "notes": "Enemy base likely (95,11); current forward infantry/rockets are already near it, tanks and trailing rockets moving east. Heavy tank is 57% complete; 3 harvesters active.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 156, "x": 78, "y": 15}, {"do": "rally", "building": 133, "x": 78, "y": 15}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["build powr: started", "train 3x e1: queued", "rally #156: ordered", "rally #133: ordered", "attack_move: 20 units", "stance: 20 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 7400, "deaths_cost": 6900, "units_killed": 24, "units_lost": 53, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 19500, "army_value": 5700, "income": 7125, "experience": 74, "order_count": 91}}
{"tick": 13801, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $504 + stored ore $0 (storage 0), power 65 made / 20 used, harvesters 1.\nSCORE: assets $2000, army $1200, killed $6900 (53 units, 0 bldgs), lost $7400 (24 units, 2 bldgs). Map explored 17.7%.\nPRODUCTION: Infantry: e3 44%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #134 barr@(98,14) 100%, #162 powr@(98,11) 65%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #252@(96,15)\n  harv (Ore Truck (harvester)) x1: #132@(101,16)73%\nVISIBLE ENEMY UNITS (4):\n  #233 e1@(93,11) 97%, #235 e1@(93,11) 88%, #237 e3@(93,11) 66%, #238 e3@(93,11) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - attack: 2 units\nYOUR NOTES FROM LAST TURN: Fact at 10% - repairing. Enemy e1 cluster at ~(90,12) very close. Harvester mining. Proc almost done. Cash near 0.", "raw": "{\"thoughts\": \"I have almost no economy left (only barr + damaged powr visible, no refinery), cash $504. Enemy infantry cluster right next to my base at (93,11). I'll spend remaining cash on defenders and stall.\", \"notes\": \"No fact/proc visible - economy crippled. Enemy infantry at ~(93,11), 5 cells west of powr. Barr@(98,14). Spend cash on e3/e1 to defend.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"repair\",\"building\":162},{\"do\":\"rally\",\"building\":134,\"x\":96,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1438, "completion_tokens": 1102, "total_tokens": 2540, "cost": 0.001528008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001528008, "upstream_inference_prompt_cost": 0.000205608, "upstream_inference_completions_cost": 0.0013224}, "completion_tokens_details": {"reasoning_tokens": 944, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.68, "thoughts": "I have almost no economy left (only barr + damaged powr visible, no refinery), cash $504. Enemy infantry cluster right next to my base at (93,11). I'll spend remaining cash on defenders and stall.", "notes": "No fact/proc visible - economy crippled. Enemy infantry at ~(93,11), 5 cells west of powr. Barr@(98,14). Spend cash on e3/e1 to defend.", "commands": [{"do": "train", "item": "e3", "count": 1}, {"do": "train", "item": "e1", "count": 2}, {"do": "repair", "building": 162}, {"do": "rally", "building": 134, "x": 96, "y": 13}], "feedback": ["train 1x e3: queued", "train 2x e1: queued", "repair #162: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6900, "deaths_cost": 7400, "units_killed": 53, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 2000, "army_value": 100, "income": 0, "experience": 69, "order_count": 105}}
{"tick": 14001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $413 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $19500, army $9000, killed $7800 (25 units, 3 bldgs), lost $7200 (54 units, 0 bldgs). Map explored 30.4%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: 3tnk 85%\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: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%, #228 fix@(19,14) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #242@(81,13) #249@(48,26)\n  e1 (Rifle Infantry) x13: #177@(24,24)10% #231@(94,12)95% #232@(94,12)26% #233@(94,11)94% #234@(94,11)82% #235@(94,11)77% #236@(95,11) #244@(70,21) #245@(68,21) #248@(48,25) #253@(20,21) #255@(17,21) #256@(15,21)\n  e3 (Rocket Soldier) x7: #238@(94,11) #239@(95,11) #240@(90,14) #241@(79,11) #243@(72,21) #246@(60,28) #247@(52,27)\n  harv (Ore Truck (harvester)) x3: #131@(6,29) #182@(4,29) #209@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 3x e1: queued\n  - rally #156: ordered\n  - rally #133: ordered\n  - attack_move: 20 units\n  - stance: 20 units\nYOUR NOTES FROM LAST TURN: Enemy base likely (95,11); current forward infantry/rockets are already near it, tanks and trailing rockets moving east. Heavy tank is 57% complete; 3 harvesters active.", "raw": "{\"thoughts\":\"Forward infantry and rockets are at the likely enemy start but have not revealed structures yet; reinforce immediately with both heavy tanks and keep pressure centered on (95,11). Place the completed power plant and preserve the strong power surplus for refinery expansion once income arrives.\",\"notes\":\"Enemy base still presumed around 95,11. Forward infantry/rockets assaulting there; heavy tanks #242 and #249 moving to join. Place power, then prioritize another refinery when affordable.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":18,\"y\":16},{\"do\":\"attack_move\",\"units\":[231,232,233,234,235,236,238,239,240,241,242],\"x\":96,\"y\":11},{\"do\":\"attack_move\",\"units\":[243,244,245,246,247,248,249],\"x\":90,\"y\":12},{\"do\":\"attack_move\",\"units\":[177,253,255,256],\"x\":72,\"y\":20},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1690, "completion_tokens": 363, "total_tokens": 2053, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1688, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009438, "upstream_inference_prompt_cost": 0.0046464, "upstream_inference_completions_cost": 0.0047916}, "completion_tokens_details": {"reasoning_tokens": 134, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.31, "thoughts": "Forward infantry and rockets are at the likely enemy start but have not revealed structures yet; reinforce immediately with both heavy tanks and keep pressure centered on (95,11). Place the completed power plant and preserve the strong power surplus for refinery expansion once income arrives.", "notes": "Enemy base still presumed around 95,11. Forward infantry/rockets assaulting there; heavy tanks #242 and #249 moving to join. Place power, then prioritize another refinery when affordable.", "commands": [{"do": "place", "item": "powr", "x": 18, "y": 16}, {"do": "attack_move", "units": [231, 232, 233, 234, 235, 236, 238, 239, 240, 241, 242], "x": 96, "y": 11}, {"do": "attack_move", "units": [243, 244, 245, 246, 247, 248, 249], "x": 90, "y": 12}, {"do": "attack_move", "units": [177, 253, 255, 256], "x": 72, "y": 20}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 11 units", "attack_move: 7 units", "attack_move: 4 units", "stance: 22 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 7800, "deaths_cost": 7200, "units_killed": 25, "units_lost": 54, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 19500, "army_value": 5700, "income": 7500, "experience": 78, "order_count": 95}}
{"tick": 14001, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $292 + stored ore $0 (storage 0), power 0 made / 20 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $1900, army $1400, killed $7200 (54 units, 0 bldgs), lost $7800 (25 units, 3 bldgs). Map explored 17.7%.\nPRODUCTION: Infantry: e1 45%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #134 barr@(98,14) 81%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #254@(97,15)\n  harv (Ore Truck (harvester)) x1: #132@(101,16)73%\nVISIBLE ENEMY UNITS (8):\n  #231 e1@(94,12) 95%, #232 e1@(94,12) 26%, #233 e1@(94,11) 94%, #234 e1@(94,11) 82%, #235 e1@(94,11) 77%, #236 e1@(95,11) 100%, #238 e3@(94,11) 99%, #239 e3@(95,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x e3: queued\n  - train 2x e1: queued\n  - repair #162: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: No fact/proc visible - economy crippled. Enemy infantry at ~(93,11), 5 cells west of powr. Barr@(98,14). Spend cash on e3/e1 to defend.", "raw": "{\"thoughts\": \"I'm in a badly crippled state: no Construction Yard, no refinery, no power plant, just a barracks and one harvester. Eight enemy infantry are sitting 3-4 cells from my barracks. I can't build structures, so my only play is to pump cheap infantry from the barracks and defend, while the e3 helps.\", \"notes\": \"NO fact/proc/powr - only barr@(98,14). Enemy blob (8 infantry) at (94,11)-(95,11) attacking. Train e1 swarm, defend barr. Harvester useless without refinery.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"rally\",\"building\":134,\"x\":96,\"y\":13},{\"do\":\"attack_move\",\"units\":[254],\"x\":95,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1531, "completion_tokens": 869, "total_tokens": 2400, "cost": 0.001276308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001276308, "upstream_inference_prompt_cost": 0.000233508, "upstream_inference_completions_cost": 0.0010428}, "completion_tokens_details": {"reasoning_tokens": 676, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.79, "thoughts": "I'm in a badly crippled state: no Construction Yard, no refinery, no power plant, just a barracks and one harvester. Eight enemy infantry are sitting 3-4 cells from my barracks. I can't build structures, so my only play is to pump cheap infantry from the barracks and defend, while the e3 helps.", "notes": "NO fact/proc/powr - only barr@(98,14). Enemy blob (8 infantry) at (94,11)-(95,11) attacking. Train e1 swarm, defend barr. Harvester useless without refinery.", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 1}, {"do": "rally", "building": 134, "x": 96, "y": 13}, {"do": "attack_move", "units": [254], "x": 95, "y": 13}], "feedback": ["train 3x e1: queued", "train 1x e3: queued", "rally #134: ordered", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 7200, "deaths_cost": 7800, "units_killed": 54, "units_lost": 25, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 1900, "army_value": 300, "income": 0, "experience": 72, "order_count": 108}}
{"tick": 14201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $250 (storage 6000), power 300 made / 170 used, harvesters 3.\nSCORE: assets $20850, army $10050, killed $8300 (25 units, 4 bldgs), lost $7300 (55 units, 0 bldgs). Map explored 31%.\nPRODUCTION: all queues idle\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: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #133 barr@(15,21) 100%, #156 weap@(12,13) 100%, #181 proc@(10,19) 100%, #196 powr@(15,15) 100%, #208 proc@(7,16) 100%, #228 fix@(19,14) 100%, #257 powr@(19,17) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x3: #242@(93,13) #249@(57,28) #258@(16,14)\n  e1 (Rifle Infantry) x12: #177@(33,22)10% #231@(95,12)91%* #233@(95,11)94%* #234@(96,11)82% #235@(96,11)77% #236@(96,11)* #244@(75,14) #245@(75,14) #248@(58,28) #253@(29,23) #255@(26,25) #256@(23,24)\n  e3 (Rocket Soldier) x7: #238@(96,11) #239@(96,11)* #240@(94,13)44% #241@(89,11) #243@(80,14) #246@(68,21) #247@(62,27)\n  harv (Ore Truck (harvester)) x3: #131@(5,30) #182@(8,28) #209@(7,31)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 11 units\n  - attack_move: 7 units\n  - attack_move: 4 units\n  - stance: 22 units\nYOUR NOTES FROM LAST TURN: Enemy base still presumed around 95,11. Forward infantry/rockets assaulting there; heavy tanks #242 and #249 moving to join. Place power, then prioritize another refinery when affordable.", "raw": "{\"thoughts\":\"Our forward force is already at the likely enemy start but has no current vision, so keep pressure there while the scattered reinforcements converge. Economy has three harvesters and strong power; spend new income on a fourth refinery and continuous infantry/tank production.\",\"notes\":\"Enemy base presumed 95,11; forward infantry/rockets already searching there. Heavy #242 is at enemy approach, #249 mid-map, #258 home. Build refinery as soon as income permits; keep assault moving east.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":14},{\"do\":\"rally\",\"building\":156,\"x\":75,\"y\":14},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":209}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1691, "completion_tokens": 379, "total_tokens": 2070, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1689, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00965195, "upstream_inference_prompt_cost": 0.00464915, "upstream_inference_completions_cost": 0.0050028}, "completion_tokens_details": {"reasoning_tokens": 150, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.33, "thoughts": "Our forward force is already at the likely enemy start but has no current vision, so keep pressure there while the scattered reinforcements converge. Economy has three harvesters and strong power; spend new income on a fourth refinery and continuous infantry/tank production.", "notes": "Enemy base presumed 95,11; forward infantry/rockets already searching there. Heavy #242 is at enemy approach, #249 mid-map, #258 home. Build refinery as soon as income permits; keep assault moving east.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "rally", "building": 133, "x": 75, "y": 14}, {"do": "rally", "building": 156, "x": 75, "y": 14}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 209}], "feedback": ["build proc: started", "train 5x e1: queued", "train 2x 3tnk: queued", "rally #133: ordered", "rally #156: ordered", "attack_move: 22 units"], "stats": {"win_state": "Won", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 8300, "deaths_cost": 7300, "units_killed": 25, "units_lost": 55, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 20850, "army_value": 6750, "income": 7000, "experience": 83, "order_count": 96}}
{"tick": 14201, "slot": "Multi1", "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: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $236 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $0, army $0, killed $7300 (55 units, 0 bldgs), lost $8300 (25 units, 4 bldgs). Map explored 24.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (25):\n  #131 harv@(5,30) 100%, #177 e1@(33,22) 10%, #182 harv@(8,28) 100%, #209 harv@(7,31) 100%, #231 e1@(95,12) 91%, #233 e1@(95,11) 94%, #234 e1@(96,11) 82%, #235 e1@(96,11) 77%, #236 e1@(96,11) 100%, #238 e3@(96,11) 99%, #239 e3@(96,11) 100%, #240 e3@(94,13) 44%, #241 e3@(89,11) 100%, #242 3tnk@(93,13) 100%, #243 e3@(80,14) 100%, #244 e1@(75,14) 100%, #245 e1@(75,14) 100%, #246 e3@(68,21) 100%, #247 e3@(62,27) 100%, #248 e1@(58,28) 100%, #249 3tnk@(57,28) 100%, #253 e1@(29,23) 100%, #255 e1@(26,25) 100%, #256 e1@(23,24) 100%, #258 3tnk@(16,14) 100%\nVISIBLE ENEMY BUILDINGS (7):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(16,17) 100%, #156 weap@(12,13) 100%, #196 powr@(15,15) 100%, #228 fix@(19,14) 100%, #257 powr@(19,17) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - train 1x e3: queued\n  - rally #134: ordered\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: NO fact/proc/powr - only barr@(98,14). Enemy blob (8 infantry) at (94,11)-(95,11) attacking. Train e1 swarm, defend barr. Harvester useless without refinery.", "raw": "{\"thoughts\": \"My base and army are gone - no buildings and no units remain, so there is nothing to produce or command this turn. I have no way to recover without a Construction Yard or any units, so I'll pass and hold.\", \"notes\": \"Dead state: 0 buildings, 0 units, $236. Enemy blob controls (94-96,11) and enemy base is at west (~12,16) with fact/powr/proc/weap/fix. Nothing actionable.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1601, "completion_tokens": 962, "total_tokens": 2563, "cost": 0.001408908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001408908, "upstream_inference_prompt_cost": 0.000254508, "upstream_inference_completions_cost": 0.0011544}, "completion_tokens_details": {"reasoning_tokens": 849, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.98, "thoughts": "My base and army are gone - no buildings and no units remain, so there is nothing to produce or command this turn. I have no way to recover without a Construction Yard or any units, so I'll pass and hold.", "notes": "Dead state: 0 buildings, 0 units, $236. Enemy blob controls (94-96,11) and enemy base is at west (~12,16) with fact/powr/proc/weap/fix. Nothing actionable.", "commands": [], "feedback": [], "stats": {"win_state": "Lost", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 7300, "deaths_cost": 8300, "units_killed": 55, "units_lost": 25, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 0, "army_value": 0, "income": 0, "experience": 73, "order_count": 112}}
