{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #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 powered refinery opening. Preserve cash for rapid economic expansion.\",\"notes\":\"Home base at 12,16; enemy likely at 95,11. Opening: CY -> power -> refinery -> barracks -> second refinery/war factory.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1096, "completion_tokens": 99, "total_tokens": 1195, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1094, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0043197, "upstream_inference_prompt_cost": 0.0030129, "upstream_inference_completions_cost": 0.0013068}, "completion_tokens_details": {"reasoning_tokens": 16, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.34, "thoughts": "Deploy immediately and begin the standard powered refinery opening. Preserve cash for rapid economic expansion.", "notes": "Home base at 12,16; enemy likely at 95,11. Opening: CY -> power -> refinery -> barracks -> second refinery/war factory.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\": \"Deploy the MCV immediately to get the Construction Yard up, then start the typical opening with a Power Plant so the economy and production can ramp up.\", \"notes\": \"Opening: deploy MCV at (95,11), then powr -> proc -> barr -> weap. Enemy likely at (12,16).\", \"commands\": [{\"do\": \"deploy\", \"unit\": 120}, {\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 189, "total_tokens": 1334, "cost": 0.000344508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000344508, "upstream_inference_prompt_cost": 0.000117708, "upstream_inference_completions_cost": 0.0002268}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.29, "thoughts": "Deploy the MCV immediately to get the Construction Yard up, then start the typical opening with a Power Plant so the economy and production can ramp up.", "notes": "Opening: deploy MCV at (95,11), then powr -> proc -> barr -> weap. Enemy likely at (12,16).", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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. Opening: CY -> power -> refinery -> barracks -> second refinery/war factory.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the initial power plant should be ready for placement. Establish power and refinery income immediately, then unlock infantry production.\",\"notes\":\"Home at 12,16; enemy likely 95,11. Place initial power, build refinery, then barracks and war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1137, "completion_tokens": 152, "total_tokens": 1289, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1135, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00513205, "upstream_inference_prompt_cost": 0.00312565, "upstream_inference_completions_cost": 0.0020064}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.18, "thoughts": "Construction Yard is deployed and the initial power plant should be ready for placement. Establish power and refinery income immediately, then unlock infantry production.", "notes": "Home at 12,16; enemy likely 95,11. Place initial power, build refinery, then barracks and war factory.", "commands": [{"do": "place", "item": "powr", "x": 15, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: deploy MCV at (95,11), then powr -> proc -> barr -> weap. Enemy likely at (12,16).", "raw": "{\"thoughts\":\"Opening: powr is building. Will follow with proc, barracks, war factory. Enemy likely at (12,16).\",\"notes\":\"After powr, build proc. Then barr, then weap. Keep power positive.\",\"commands\":[]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1180, "completion_tokens": 628, "total_tokens": 1808, "cost": 0.000881808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000881808, "upstream_inference_prompt_cost": 0.000128208, "upstream_inference_completions_cost": 0.0007536}, "completion_tokens_details": {"reasoning_tokens": 572, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.53, "thoughts": "Opening: powr is building. Will follow with proc, barracks, war factory. Enemy likely at (12,16).", "notes": "After powr, build proc. Then barr, then weap. Keep power positive.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home at 12,16; enemy likely 95,11. Place initial power, build refinery, then barracks and war factory.", "raw": "{\"thoughts\":\"Construction Yard is deployed; begin the standard economy opening immediately. Start power first, then place it and rush a refinery.\",\"notes\":\"Home 12,16. Enemy likely 95,11. Opening: power -> refinery -> barracks/second refinery -> war factory.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1145, "completion_tokens": 90, "total_tokens": 1235, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1143, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00433565, "upstream_inference_prompt_cost": 0.00314765, "upstream_inference_completions_cost": 0.001188}, "completion_tokens_details": {"reasoning_tokens": 13, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.51, "thoughts": "Construction Yard is deployed; begin the standard economy opening immediately. Start power first, then place it and rush a refinery.", "notes": "Home 12,16. Enemy likely 95,11. Opening: power -> refinery -> barracks/second refinery -> war factory.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: After powr, build proc. Then barr, then weap. Keep power positive.", "raw": "{\"thoughts\": \"Game just started; I have a Construction Yard but no power or economy. Standard opening: build a power plant first, then ore refinery for income.\", \"notes\": \"Opening build: powr -> proc -> barr -> weap. Keep power positive. Enemy likely at (12,16), scout later.\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 214, "total_tokens": 1359, "cost": 0.000374508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000374508, "upstream_inference_prompt_cost": 0.000117708, "upstream_inference_completions_cost": 0.0002568}, "completion_tokens_details": {"reasoning_tokens": 130, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.13, "thoughts": "Game just started; I have a Construction Yard but no power or economy. Standard opening: build a power plant first, then ore refinery for income.", "notes": "Opening build: powr -> proc -> barr -> weap. Keep power positive. Enemy likely at (12,16), scout later.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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: Home 12,16. Enemy likely 95,11. Opening: power -> refinery -> barracks/second refinery -> war factory.", "raw": "{\"thoughts\":\"Deploy the initial power immediately, then start the first refinery for income. We need establish a stable economy before infantry and vehicle production.\",\"notes\":\"Home 12,16; enemy likely 95,11. Place power, build refinery next.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1128, "completion_tokens": 103, "total_tokens": 1231, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1126, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0044605, "upstream_inference_prompt_cost": 0.0031009, "upstream_inference_completions_cost": 0.0013596}, "completion_tokens_details": {"reasoning_tokens": 16, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.0, "thoughts": "Deploy the initial power immediately, then start the first refinery for income. We need establish a stable economy before infantry and vehicle production.", "notes": "Home 12,16; enemy likely 95,11. Place power, build refinery next.", "commands": [{"do": "place", "item": "powr", "x": 15, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening build: powr -> proc -> barr -> weap. Keep power positive. Enemy likely at (12,16), scout later.", "raw": "{\"thoughts\":\"Power plant is ready; placing it and immediately queuing an Ore Refinery to get our economy rolling. Next will be a barracks and war factory.\",\"notes\":\"Opening: placed powr, building proc. Next: tent (barracks) then weap (war factory). Scout enemy at (12,16) once infantry arrives.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1187, "completion_tokens": 184, "total_tokens": 1371, "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": 0.0031605, "upstream_inference_prompt_cost": 0.0017805, "upstream_inference_completions_cost": 0.00138}, "completion_tokens_details": {"reasoning_tokens": 93, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.82, "thoughts": "Power plant is ready; placing it and immediately queuing an Ore Refinery to get our economy rolling. Next will be a barracks and war factory.", "notes": "Opening: placed powr, building proc. Next: tent (barracks) then weap (war factory). Scout enemy at (12,16) once infantry arrives.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home 12,16; enemy likely 95,11. Place power, build refinery next.", "raw": "{\"thoughts\":\"Power is established and the refinery is now available. I will start the first refinery immediately, then expand into infantry and vehicle production.\",\"notes\":\"Home 12,16. First refinery building; place immediately next turn, then barracks and second refinery/war factory.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1177, "completion_tokens": 103, "total_tokens": 1280, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1175, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00459525, "upstream_inference_prompt_cost": 0.00323565, "upstream_inference_completions_cost": 0.0013596}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.4, "thoughts": "Power is established and the refinery is now available. I will start the first refinery immediately, then expand into infantry and vehicle production.", "notes": "Home 12,16. First refinery building; place immediately next turn, then barracks and second refinery/war factory.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening: placed powr, building proc. Next: tent (barracks) then weap (war factory). Scout enemy at (12,16) once infantry arrives.", "raw": "{\"thoughts\": \"Power is up and building queue is now free. I need economy first: start the Ore Refinery. Keep cash spending going with infantry/vehicle production later.\", \"notes\": \"Opening: fact+powr placed. Building proc now. Next: tent then weap, then scout toward enemy start (12,16).\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1241, "completion_tokens": 280, "total_tokens": 1521, "cost": 0.000482508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000482508, "upstream_inference_prompt_cost": 0.000146508, "upstream_inference_completions_cost": 0.000336}, "completion_tokens_details": {"reasoning_tokens": 193, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.04, "thoughts": "Power is up and building queue is now free. I need economy first: start the Ore Refinery. Keep cash spending going with infantry/vehicle production later.", "notes": "Opening: fact+powr placed. Building proc now. Next: tent then weap, then scout toward enemy start (12,16).", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Home 12,16. First refinery building; place immediately next turn, then barracks and second refinery/war factory.", "raw": "{\"thoughts\":\"The first refinery is still under construction, so I will preserve cash and place it as soon as it completes. The immediate follow-up is barracks, then a second refinery and war factory for sustained unit production.\",\"notes\":\"Home 12,16. Proc is 23% complete; place next turn when ready. Follow with tent, proc #2, then weap; enemy likely 95,11.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1158, "completion_tokens": 132, "total_tokens": 1290, "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": 0.0049258, "upstream_inference_prompt_cost": 0.0031834, "upstream_inference_completions_cost": 0.0017424}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.98, "thoughts": "The first refinery is still under construction, so I will preserve cash and place it as soon as it completes. The immediate follow-up is barracks, then a second refinery and war factory for sustained unit production.", "notes": "Home 12,16. Proc is 23% complete; place next turn when ready. Follow with tent, proc #2, then weap; enemy likely 95,11.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Opening: fact+powr placed. Building proc now. Next: tent then weap, then scout toward enemy start (12,16).", "raw": "{\"thoughts\": \"Opening is on track: Construction Yard and Power Plant are up, Ore Refinery at 23%. With $4375 banked and no other queued production available, I just wait for the refinery to finish, then place it and immediately start the barracks.\",\"notes\": \"fact@95,11 + powr@93,11 done. proc building (~23%). Cash $4375. Next after proc: place it, then tent (barracks), then weap (war factory), then second powr/proc. Scout toward enemy start (12,16) once barracks ready.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1209, "completion_tokens": 313, "total_tokens": 1522, "cost": 0.000512508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000512508, "upstream_inference_prompt_cost": 0.000136908, "upstream_inference_completions_cost": 0.0003756}, "completion_tokens_details": {"reasoning_tokens": 182, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.43, "thoughts": "Opening is on track: Construction Yard and Power Plant are up, Ore Refinery at 23%. With $4375 banked and no other queued production available, I just wait for the refinery to finish, then place it and immediately start the barracks.", "notes": "fact@95,11 + powr@93,11 done. proc building (~23%). Cash $4375. Next after proc: place it, then tent (barracks), then weap (war factory), then second powr/proc. Scout toward enemy start (12,16) once barracks ready.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home 12,16. Proc is 23% complete; place next turn when ready. Follow with tent, proc #2, then weap; enemy likely 95,11.", "raw": "{\"thoughts\":\"First refinery is still building. Place it immediately when ready, then establish infantry production and expand economy toward a War Factory.\",\"notes\":\"Home 12,16. Proc at 47%; next: place proc, build tent, then second proc and weap. Enemy likely 95,11.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1156, "completion_tokens": 106, "total_tokens": 1262, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1154, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0045771, "upstream_inference_prompt_cost": 0.0031779, "upstream_inference_completions_cost": 0.0013992}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.76, "thoughts": "First refinery is still building. Place it immediately when ready, then establish infantry production and expand economy toward a War Factory.", "notes": "Home 12,16. Proc at 47%; next: place proc, build tent, then second proc and weap. Enemy likely 95,11.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: fact@95,11 + powr@93,11 done. proc building (~23%). Cash $4375. Next after proc: place it, then tent (barracks), then weap (war factory), then second powr/proc. Scout toward enemy start (12,16) once barracks ready.", "raw": "{\"thoughts\": \"Opening underway: Construction Yard + Power Plant up, Ore Refinery at 47%. Nothing else can be queued in the Building queue while the refinery builds, and we have no barracks yet, so no units can be trained. Just keep watching and let the refinery finish.\", \"notes\": \"fact@95,11 + powr@93,11. proc building ~47%. Cash ~$4041. Next: place proc when ready, then build tent (barracks), then weap (war factory), add second powr/proc as cash allows. Scout toward enemy start (12,16) once barracks ready.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1230, "completion_tokens": 344, "total_tokens": 1574, "cost": 0.000556008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000556008, "upstream_inference_prompt_cost": 0.000143208, "upstream_inference_completions_cost": 0.0004128}, "completion_tokens_details": {"reasoning_tokens": 206, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.63, "thoughts": "Opening underway: Construction Yard + Power Plant up, Ore Refinery at 47%. Nothing else can be queued in the Building queue while the refinery builds, and we have no barracks yet, so no units can be trained. Just keep watching and let the refinery finish.", "notes": "fact@95,11 + powr@93,11. proc building ~47%. Cash ~$4041. Next: place proc when ready, then build tent (barracks), then weap (war factory), add second powr/proc as cash allows. Scout toward enemy start (12,16) once barracks ready.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "model": "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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home 12,16. Proc at 47%; next: place proc, build tent, then second proc and weap. Enemy likely 95,11.", "raw": "{\"thoughts\":\"The first refinery is nearly complete, giving us our first harvester and income shortly. I will immediately transition into barracks infantry production, then expand into a second refinery and vehicle production.\",\"notes\":\"Home 12,16; first proc is 70% and should be placed next turn. Build tent immediately after placement; scout/pressure toward enemy start 95,11 once infantry exist.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1151, "completion_tokens": 119, "total_tokens": 1270, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1149, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00473495, "upstream_inference_prompt_cost": 0.00316415, "upstream_inference_completions_cost": 0.0015708}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.71, "thoughts": "The first refinery is nearly complete, giving us our first harvester and income shortly. I will immediately transition into barracks infantry production, then expand into a second refinery and vehicle production.", "notes": "Home 12,16; first proc is 70% and should be placed next turn. Build tent immediately after placement; scout/pressure toward enemy start 95,11 once infantry exist.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: fact@95,11 + powr@93,11. proc building ~47%. Cash ~$4041. Next: place proc when ready, then build tent (barracks), then weap (war factory), add second powr/proc as cash allows. Scout toward enemy start (12,16) once barracks ready.", "raw": "{\"thoughts\": \"Opening still in progress: proc at 70%, no army yet, cash healthy at $3708. Nothing to place or train until proc completes; I'll continue the build order (tent then weap) next turn when the queue frees up.\", \"notes\": \"fact@95,11 + powr@93,11. proc ~70% in Building queue. Next: place proc when ready, then queue tent (barracks), then weap (war factory). Then scout toward enemy start (12,16) with an infantry unit.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1234, "completion_tokens": 284, "total_tokens": 1518, "cost": 0.000485208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000485208, "upstream_inference_prompt_cost": 0.000144408, "upstream_inference_completions_cost": 0.0003408}, "completion_tokens_details": {"reasoning_tokens": 161, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.9, "thoughts": "Opening still in progress: proc at 70%, no army yet, cash healthy at $3708. Nothing to place or train until proc completes; I'll continue the build order (tent then weap) next turn when the queue frees up.", "notes": "fact@95,11 + powr@93,11. proc ~70% in Building queue. Next: place proc when ready, then queue tent (barracks), then weap (war factory). Then scout toward enemy start (12,16) with an infantry unit.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home 12,16; first proc is 70% and should be placed next turn. Build tent immediately after placement; scout/pressure toward enemy start 95,11 once infantry exist.", "raw": "{\"thoughts\":\"First refinery is nearly complete; place it immediately and start barracks production. Then use infantry to scout the eastern approach toward the likely enemy base.\",\"notes\":\"Home 12,16. Place proc, build tent; train scouts when barracks completes. Enemy likely 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":19,\"y\":14},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1157, "completion_tokens": 118, "total_tokens": 1275, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1155, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00473825, "upstream_inference_prompt_cost": 0.00318065, "upstream_inference_completions_cost": 0.0015576}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.75, "thoughts": "First refinery is nearly complete; place it immediately and start barracks production. Then use infantry to scout the eastern approach toward the likely enemy base.", "notes": "Home 12,16. Place proc, build tent; train scouts when barracks completes. Enemy likely 95,11.", "commands": [{"do": "place", "item": "proc", "x": 19, "y": 14}, {"do": "build", "item": "tent"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: fact@95,11 + powr@93,11. proc ~70% in Building queue. Next: place proc when ready, then queue tent (barracks), then weap (war factory). Then scout toward enemy start (12,16) with an infantry unit.", "raw": "{\"thoughts\": \"Opening is on track: fact + powr built, proc almost done. Nothing actionable this tick since the Building queue is busy and proc isn't placeable yet. Next turn I'll place proc, then queue barracks and war factory.\", \"notes\": \"fact@95,11 + powr@93,11. proc at 94% -> place next turn. Then build tent (barracks), then weap (war factory). Scout toward enemy start (12,16) once an infantry unit is out. Cash ~$3.4k.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1223, "completion_tokens": 597, "total_tokens": 1820, "cost": 0.000857508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000857508, "upstream_inference_prompt_cost": 0.000141108, "upstream_inference_completions_cost": 0.0007164}, "completion_tokens_details": {"reasoning_tokens": 474, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.01, "thoughts": "Opening is on track: fact + powr built, proc almost done. Nothing actionable this tick since the Building queue is busy and proc isn't placeable yet. Next turn I'll place proc, then queue barracks and war factory.", "notes": "fact@95,11 + powr@93,11. proc at 94% -> place next turn. Then build tent (barracks), then weap (war factory). Scout toward enemy start (12,16) once an infantry unit is out. Cash ~$3.4k.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Home 12,16. Place proc, build tent; train scouts when barracks completes. Enemy likely 95,11.", "raw": "{\"thoughts\":\"The first refinery is ready and the barracks is underway. Place the refinery immediately, then use the early barracks for scouts while saving toward a second refinery and war factory.\",\"notes\":\"Home 12,16; enemy likely 95,11. Proc ready, tent constructing. Need place proc and train infantry once tent ready.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":20,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1179, "completion_tokens": 159, "total_tokens": 1338, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1177, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00533995, "upstream_inference_prompt_cost": 0.00324115, "upstream_inference_completions_cost": 0.0020988}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.15, "thoughts": "The first refinery is ready and the barracks is underway. Place the refinery immediately, then use the early barracks for scouts while saving toward a second refinery and war factory.", "notes": "Home 12,16; enemy likely 95,11. Proc ready, tent constructing. Need place proc and train infantry once tent ready.", "commands": [{"do": "place", "item": "proc", "x": 20, "y": 16}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: fact@95,11 + powr@93,11. proc at 94% -> place next turn. Then build tent (barracks), then weap (war factory). Scout toward enemy start (12,16) once an infantry unit is out. Cash ~$3.4k.", "raw": "{\"thoughts\": \"Deploy the ready Ore Refinery near base to start income, queue the barracks next, and keep cash flowing into production. No enemy visible yet; will scout after infantry is available.\", \"notes\": \"fact@95,11, powr@93,11. Placing proc this turn. Next: tent (barracks) -> weap -> powr. Scout toward enemy start (12,16) once e1 out. Cash ~$3.3k.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":95,\"y\":14},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1230, "completion_tokens": 234, "total_tokens": 1464, "cost": 0.000424008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000424008, "upstream_inference_prompt_cost": 0.000143208, "upstream_inference_completions_cost": 0.0002808}, "completion_tokens_details": {"reasoning_tokens": 100, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Deploy the ready Ore Refinery near base to start income, queue the barracks next, and keep cash flowing into production. No enemy visible yet; will scout after infantry is available.", "notes": "fact@95,11, powr@93,11. Placing proc this turn. Next: tent (barracks) -> weap -> powr. Scout toward enemy start (12,16) once e1 out. Cash ~$3.3k.", "commands": [{"do": "place", "item": "proc", "x": 95, "y": 14}, {"do": "build", "item": "tent"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(2,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Home 12,16; enemy likely 95,11. Proc ready, tent constructing. Need place proc and train infantry once tent ready.", "raw": "{\"thoughts\":\"The first refinery is established and the barracks is nearly complete. I will keep the harvester mining, place the barracks as soon as it is ready, then open vehicle production with a War Factory while building an infantry screen.\",\"notes\":\"Home base 12,16. Enemy presumed east/northeast around 95,11. Barracks at 64%; place next tick if not ready this tick, then train infantry and build War Factory.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1225, "completion_tokens": 197, "total_tokens": 1422, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1223, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00596805, "upstream_inference_prompt_cost": 0.00336765, "upstream_inference_completions_cost": 0.0026004}, "completion_tokens_details": {"reasoning_tokens": 67, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.14, "thoughts": "The first refinery is established and the barracks is nearly complete. I will keep the harvester mining, place the barracks as soon as it is ready, then open vehicle production with a War Factory while building an infantry screen.", "notes": "Home base 12,16. Enemy presumed east/northeast around 95,11. Barracks at 64%; place next tick if not ready this tick, then train infantry and build War Factory.", "commands": [{"do": "harvest", "unit": 131}, {"do": "place", "item": "tent"}, {"do": "build", "item": "weap"}], "feedback": ["place tent: nothing READY TO PLACE with that type", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.1%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(104,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build tent: started\nYOUR NOTES FROM LAST TURN: fact@95,11, powr@93,11. Placing proc this turn. Next: tent (barracks) -> weap -> powr. Scout toward enemy start (12,16) once e1 out. Cash ~$3.3k.", "raw": "{\"thoughts\": \"Barracks (tent) is 64% done; nothing to train until it's up. Economy is fine with one refinery and cash flowing. Keep harvester mining and wait for tent to finish, then build war factory and train scouts/units.\", \"notes\": \"fact@95,11 powr@93,11 proc@96,15. tent building ~64%. Order after tent: weap (War Factory). Then more powr/proc. Train e1 to scout toward enemy (12,16). Cash ~$3k.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1308, "completion_tokens": 410, "total_tokens": 1718, "cost": 0.000658608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000658608, "upstream_inference_prompt_cost": 0.000166608, "upstream_inference_completions_cost": 0.000492}, "completion_tokens_details": {"reasoning_tokens": 274, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.98, "thoughts": "Barracks (tent) is 64% done; nothing to train until it's up. Economy is fine with one refinery and cash flowing. Keep harvester mining and wait for tent to finish, then build war factory and train scouts/units.", "notes": "fact@95,11 powr@93,11 proc@96,15. tent building ~64%. Order after tent: weap (War Factory). Then more powr/proc. Train e1 to scout toward enemy (12,16). Cash ~$3k.", "commands": [{"do": "harvest", "unit": 132}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.7%.\nPRODUCTION: Building: tent READY TO PLACE; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(4,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: nothing READY TO PLACE with that type\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Home base 12,16. Enemy presumed east/northeast around 95,11. Barracks at 64%; place next tick if not ready this tick, then train infantry and build War Factory.", "raw": "{\"thoughts\":\"Barracks is ready while the War Factory is underway. I will place it, begin infantry scouting toward the likely enemy position, and keep the ore truck mining.\",\"notes\":\"Base 12,16; enemy likely 95,11. War Factory construction active; place barracks and scout east/northeast.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":15,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":132,\"x\":45,\"y\":14},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1249, "completion_tokens": 199, "total_tokens": 1448, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1247, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00606045, "upstream_inference_prompt_cost": 0.00343365, "upstream_inference_completions_cost": 0.0026268}, "completion_tokens_details": {"reasoning_tokens": 55, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.35, "thoughts": "Barracks is ready while the War Factory is underway. I will place it, begin infantry scouting toward the likely enemy position, and keep the ore truck mining.", "notes": "Base 12,16; enemy likely 95,11. War Factory construction active; place barracks and scout east/northeast.", "commands": [{"do": "place", "item": "tent", "x": 15, "y": 13}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 132, "x": 45, "y": 14}, {"do": "harvest", "unit": 131}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally: #132 is not your building"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: tent READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(100,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: fact@95,11 powr@93,11 proc@96,15. tent building ~64%. Order after tent: weap (War Factory). Then more powr/proc. Train e1 to scout toward enemy (12,16). Cash ~$3k.", "raw": "{\"thoughts\": \"Barracks is ready; place it, start War Factory next, and train a few riflemen to scout toward the enemy start at (12,16). Cash is healthy so keep production rolling.\", \"notes\": \"fact@95,11 powr@93,11 proc@96,15. Placing tent, then weap. Training e1 scouts west toward enemy (12,16). Next: second proc + powr, then tanks.\", \"commands\": [{\"do\":\"place\",\"item\":\"tent\",\"x\":97,\"y\":12},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"rally\",\"building\":130,\"x\":95,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1281, "completion_tokens": 366, "total_tokens": 1647, "cost": 0.000597708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000597708, "upstream_inference_prompt_cost": 0.000158508, "upstream_inference_completions_cost": 0.0004392}, "completion_tokens_details": {"reasoning_tokens": 207, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.46, "thoughts": "Barracks is ready; place it, start War Factory next, and train a few riflemen to scout toward the enemy start at (12,16). Cash is healthy so keep production rolling.", "notes": "fact@95,11 powr@93,11 proc@96,15. Placing tent, then weap. Training e1 scouts west toward enemy (12,16). Next: second proc + powr, then tanks.", "commands": [{"do": "place", "item": "tent", "x": 97, "y": 12}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 4}, {"do": "rally", "building": 130, "x": 95, "y": 20}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #130: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2548 + stored ore $430 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(9,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally: #132 is not your building\nYOUR NOTES FROM LAST TURN: Base 12,16; enemy likely 95,11. War Factory construction active; place barracks and scout east/northeast.", "raw": "{\"thoughts\":\"War Factory is under construction and the base has adequate power. Begin infantry production and send the free harvester mining while preparing a scout route toward the likely enemy position.\",\"notes\":\"Base at 12,16. War Factory construction 16%; barracks #133. Enemy likely at 95,11; scout east/northeast once infantry emerge.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":42,\"y\":14},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1329, "completion_tokens": 245, "total_tokens": 1574, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1327, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00688765, "upstream_inference_prompt_cost": 0.00365365, "upstream_inference_completions_cost": 0.003234}, "completion_tokens_details": {"reasoning_tokens": 109, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.9, "thoughts": "War Factory is under construction and the base has adequate power. Begin infantry production and send the free harvester mining while preparing a scout route toward the likely enemy position.", "notes": "Base at 12,16. War Factory construction 16%; barracks #133. Enemy likely at 95,11; scout east/northeast once infantry emerge.", "commands": [{"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 42, "y": 14}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["rally #133: ordered", "train 5x e1: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2618 + stored ore $360 (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 4.4%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #130: ordered\nYOUR NOTES FROM LAST TURN: fact@95,11 powr@93,11 proc@96,15. Placing tent, then weap. Training e1 scouts west toward enemy (12,16). Next: second proc + powr, then tanks.", "raw": "{\"thoughts\": \"Weap is 16% done, economy healthy at $2618. Barracks (tent) is up, so I'll start producing infantry for scouting and defense while the War Factory finishes. Adding a pillbox for base defense in the idle Defense queue.\", \"notes\": \"fact@95,11 powr@93,11 proc@96,15 tent@98,13. Weap building. Training e1 scouts + e3. Next: second proc + powr after weap, then tanks (2tnk/3tnk). Enemy suspected at (12,16) - scout west.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"build\",\"item\":\"pbox\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1389, "completion_tokens": 496, "total_tokens": 1885, "cost": 0.000786108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000786108, "upstream_inference_prompt_cost": 0.000190908, "upstream_inference_completions_cost": 0.0005952}, "completion_tokens_details": {"reasoning_tokens": 322, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.51, "thoughts": "Weap is 16% done, economy healthy at $2618. Barracks (tent) is up, so I'll start producing infantry for scouting and defense while the War Factory finishes. Adding a pillbox for base defense in the idle Defense queue.", "notes": "fact@95,11 powr@93,11 proc@96,15 tent@98,13. Weap building. Training e1 scouts + e3. Next: second proc + powr after weap, then tanks (2tnk/3tnk). Enemy suspected at (12,16) - scout west.", "commands": [{"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "e3", "count": 2}, {"do": "build", "item": "pbox"}], "feedback": ["train 4x e1: queued", "train 2x e3: queued", "build pbox: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2325 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\nPRODUCTION: Building: weap 32%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(22,14)\n  harv (Ore Truck (harvester)) x1: #131@(4,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - train 5x e1: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base at 12,16. War Factory construction 16%; barracks #133. Enemy likely at 95,11; scout east/northeast once infantry emerge.", "raw": "{\"thoughts\":\"War Factory is progressing and infantry are queued. I will scout toward the likely enemy start while preparing to expand ore income immediately after the factory completes.\",\"notes\":\"War Factory 32% underway; place it then build second refinery. Scout #135 east/northeast; enemy likely 95,11.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[135],\"x\":70,\"y\":12},{\"do\":\"rally\",\"building\":133,\"x\":35,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1372, "completion_tokens": 180, "total_tokens": 1552, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1370, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0061479, "upstream_inference_prompt_cost": 0.0037719, "upstream_inference_completions_cost": 0.002376}, "completion_tokens_details": {"reasoning_tokens": 72, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.46, "thoughts": "War Factory is progressing and infantry are queued. I will scout toward the likely enemy start while preparing to expand ore income immediately after the factory completes.", "notes": "War Factory 32% underway; place it then build second refinery. Scout #135 east/northeast; enemy likely 95,11.", "commands": [{"do": "attack_move", "units": [135], "x": 70, "y": 12}, {"do": "rally", "building": 133, "x": 35, "y": 14}], "feedback": ["attack_move: 1 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 16}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2003 + 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 4.4%.\nPRODUCTION: Building: weap 32%; Defense: pbox 53%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(98,14)*\n  harv (Ore Truck (harvester)) x1: #132@(103,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e1: queued\n  - train 2x e3: queued\n  - build pbox: started\nYOUR NOTES FROM LAST TURN: fact@95,11 powr@93,11 proc@96,15 tent@98,13. Weap building. Training e1 scouts + e3. Next: second proc + powr after weap, then tanks (2tnk/3tnk). Enemy suspected at (12,16) - scout west.", "raw": "{\"thoughts\": \"Economy is stable with power 100/50 and $2003 cash. War Factory is at 32%; I'll keep infantry producing and send my idle rifleman to scout west toward the suspected enemy base. Once weap finishes I'll add a second refinery and more power.\", \"notes\": \"fact@95,11 powr@93,11 proc@96,15 tent@98,13. weap 32% building. Enemy suspected (12,16). Scouting west with e1 #136. Next after weap: proc #2 + powr.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"move\",\"units\":[136],\"x\":70,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1453, "completion_tokens": 567, "total_tokens": 2020, "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": 0.000210108, "upstream_inference_completions_cost": 0.0006804}, "completion_tokens_details": {"reasoning_tokens": 397, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.77, "thoughts": "Economy is stable with power 100/50 and $2003 cash. War Factory is at 32%; I'll keep infantry producing and send my idle rifleman to scout west toward the suspected enemy base. Once weap finishes I'll add a second refinery and more power.", "notes": "fact@95,11 powr@93,11 proc@96,15 tent@98,13. weap 32% building. Enemy suspected (12,16). Scouting west with e1 #136. Next after weap: proc #2 + powr.", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}, {"do": "move", "units": [136], "x": 70, "y": 18}], "feedback": ["train 3x e3: queued", "train 3x e1: queued", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1659 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.6%.\nPRODUCTION: Building: weap 49%; Infantry: e3 84%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(29,21)\n  e3 (Rocket Soldier) x1: #137@(23,14)\n  harv (Ore Truck (harvester)) x1: #131@(8,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: War Factory 32% underway; place it then build second refinery. Scout #135 east/northeast; enemy likely 95,11.", "raw": "{\"thoughts\":\"War Factory is nearly complete; I will place it immediately when ready and follow with a second refinery. Infantry production is already queued, while current scouts advance east toward the likely enemy base.\",\"notes\":\"Place weap next turn, start proc #2. Scout east/northeast; enemy likely near 95,11.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[135],\"x\":72,\"y\":14},{\"do\":\"attack_move\",\"units\":[137],\"x\":58,\"y\":12},{\"do\":\"rally\",\"building\":133,\"x\":35,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1363, "completion_tokens": 200, "total_tokens": 1563, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1361, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00638715, "upstream_inference_prompt_cost": 0.00374715, "upstream_inference_completions_cost": 0.00264}, "completion_tokens_details": {"reasoning_tokens": 71, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.71, "thoughts": "War Factory is nearly complete; I will place it immediately when ready and follow with a second refinery. Infantry production is already queued, while current scouts advance east toward the likely enemy base.", "notes": "Place weap next turn, start proc #2. Scout east/northeast; enemy likely near 95,11.", "commands": [{"do": "attack_move", "units": [135], "x": 72, "y": 14}, {"do": "attack_move", "units": [137], "x": 58, "y": 12}, {"do": "rally", "building": 133, "x": 35, "y": 16}], "feedback": ["attack_move: 1 units", "attack_move: 1 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 16}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1062 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\nPRODUCTION: Building: weap 49%; Defense: pbox READY TO PLACE; Infantry: e1 50%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #136@(88,14) #139@(98,14)* #140@(97,14)*\n  e3 (Rocket Soldier) x1: #138@(98,15)*\n  harv (Ore Truck (harvester)) x1: #132@(97,17)\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  - move: 1 units\nYOUR NOTES FROM LAST TURN: fact@95,11 powr@93,11 proc@96,15 tent@98,13. weap 32% building. Enemy suspected (12,16). Scouting west with e1 #136. Next after weap: proc #2 + powr.", "raw": "{\"thoughts\": \"War factory nearly done, pillbox ready. Place pillbox west of base toward suspected enemy, keep infantry queue full, and send the idle rifle west to scout while economy runs.\", \"notes\": \"fact@95,11 powr@93,11 proc@96,15 tent@98,13. weap 49%->next proc #2 + powr. Place pbox west. Scout west with e1 #136. Enemy suspected (12,16).\", \"commands\": [{\"do\":\"place\",\"item\":\"pbox\",\"x\":90,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":14},{\"do\":\"move\",\"units\":[136],\"x\":78,\"y\":15},{\"do\":\"attack_move\",\"units\":[138],\"x\":88,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1501, "completion_tokens": 423, "total_tokens": 1924, "cost": 0.000732108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000732108, "upstream_inference_prompt_cost": 0.000224508, "upstream_inference_completions_cost": 0.0005076}, "completion_tokens_details": {"reasoning_tokens": 235, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.94, "thoughts": "War factory nearly done, pillbox ready. Place pillbox west of base toward suspected enemy, keep infantry queue full, and send the idle rifle west to scout while economy runs.", "notes": "fact@95,11 powr@93,11 proc@96,15 tent@98,13. weap 49%->next proc #2 + powr. Place pbox west. Scout west with e1 #136. Enemy suspected (12,16).", "commands": [{"do": "place", "item": "pbox", "x": 90, "y": 13}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 134, "x": 92, "y": 14}, {"do": "move", "units": [136], "x": 78, "y": 15}, {"do": "attack_move", "units": [138], "x": 88, "y": 14}], "feedback": ["place pbox: ordered (auto-relocated near base if the spot was invalid)", "train 3x e1: queued", "rally #134: ordered", "move: 1 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5900, "army_value": 600, "income": 500, "experience": 0, "order_count": 21}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1344 + stored ore $150 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.3%.\nPRODUCTION: Building: weap 66%; Infantry: e3 95%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(39,24)\n  e3 (Rocket Soldier) x2: #137@(31,21) #143@(24,16)\n  harv (Ore Truck (harvester)) x1: #131@(6,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 1 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place weap next turn, start proc #2. Scout east/northeast; enemy likely near 95,11.", "raw": "{\"thoughts\":\"War Factory is nearly complete, after which I will place it and expand with a second refinery. Infantry will scout east toward the expected Soviet start while the harvester continues mining.\",\"notes\":\"Place weap when ready; build proc #2 then powr. Scout force advancing east/northeast toward enemy likely at 95,11.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[135,137,143],\"x\":70,\"y\":15},{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":17}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1368, "completion_tokens": 275, "total_tokens": 1643, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1366, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0073909, "upstream_inference_prompt_cost": 0.0037609, "upstream_inference_completions_cost": 0.00363}, "completion_tokens_details": {"reasoning_tokens": 147, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.32, "thoughts": "War Factory is nearly complete, after which I will place it and expand with a second refinery. Infantry will scout east toward the expected Soviet start while the harvester continues mining.", "notes": "Place weap when ready; build proc #2 then powr. Scout force advancing east/northeast toward enemy likely at 95,11.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [135, 137, 143], "x": 70, "y": 15}, {"do": "rally", "building": 133, "x": 55, "y": 17}], "feedback": ["attack_move: 3 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 16}}
{"tick": 3001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $894 + stored ore $7 (storage 2000), power 100 made / 70 used, harvesters 1.\nSCORE: assets $6900, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.7%.\nPRODUCTION: Building: weap 66%; Infantry: e1 78%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #136@(78,15) #139@(98,14)* #140@(96,13)* #144@(92,14)* #145@(93,14) #146@(96,13)\n  e3 (Rocket Soldier) x1: #138@(89,14)\n  harv (Ore Truck (harvester)) x1: #132@(101,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place pbox: ordered (auto-relocated near base if the spot was invalid)\n  - train 3x e1: queued\n  - rally #134: ordered\n  - move: 1 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: fact@95,11 powr@93,11 proc@96,15 tent@98,13. weap 49%->next proc #2 + powr. Place pbox west. Scout west with e1 #136. Enemy suspected (12,16).", "raw": "{\"thoughts\": \"War Factory is 66% done, economy is thin with 1 harvester and $894. Keep barracks producing, scout west toward suspected enemy base (12,16), and prepare to build a second refinery once the War Factory completes.\", \"notes\": \"fact@95,11. weap 66% -> proc#2 next. Scout west: e1 #136. pbox guards west at 90,13. Enemy suspected (12,16).\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"move\",\"units\":[136],\"x\":70,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":16},{\"do\":\"rally\",\"building\":141,\"x\":88,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1549, "completion_tokens": 675, "total_tokens": 2224, "cost": 0.001048908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001048908, "upstream_inference_prompt_cost": 0.000238908, "upstream_inference_completions_cost": 0.00081}, "completion_tokens_details": {"reasoning_tokens": 507, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.11, "thoughts": "War Factory is 66% done, economy is thin with 1 harvester and $894. Keep barracks producing, scout west toward suspected enemy base (12,16), and prepare to build a second refinery once the War Factory completes.", "notes": "fact@95,11. weap 66% -> proc#2 next. Scout west: e1 #136. pbox guards west at 90,13. Enemy suspected (12,16).", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "move", "units": [136], "x": 70, "y": 16}, {"do": "rally", "building": 134, "x": 88, "y": 16}, {"do": "rally", "building": 141, "x": 88, "y": 15}], "feedback": ["train 3x e1: queued", "move: 1 units", "rally #134: ordered", "rally #141: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1000, "income": 1000, "experience": 0, "order_count": 25}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $835 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.3%.\nPRODUCTION: Building: weap 82%; Infantry: e1 11%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(49,26) #149@(22,18) #151@(19,16) #153@(16,15)\n  e3 (Rocket Soldier) x3: #137@(40,24) #143@(32,23) #147@(24,20)\n  harv (Ore Truck (harvester)) x1: #131@(4,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place weap when ready; build proc #2 then powr. Scout force advancing east/northeast toward enemy likely at 95,11.", "raw": "{\"thoughts\":\"War Factory is nearly ready; infantry scouts are advancing toward the enemy start while we prepare continuous vehicle production. I will reinforce scouting and keep the barracks queue active.\",\"notes\":\"Place War Factory next turn, then immediately start refinery #2; set War Factory rally east/northeast and produce tanks/scouts. Enemy likely around 95,11.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":6},{\"do\":\"attack_move\",\"units\":[135,137,143,147,149,151,153],\"x\":78,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1363, "completion_tokens": 217, "total_tokens": 1580, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1361, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00661155, "upstream_inference_prompt_cost": 0.00374715, "upstream_inference_completions_cost": 0.0028644}, "completion_tokens_details": {"reasoning_tokens": 91, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.99, "thoughts": "War Factory is nearly ready; infantry scouts are advancing toward the enemy start while we prepare continuous vehicle production. I will reinforce scouting and keep the barracks queue active.", "notes": "Place War Factory next turn, then immediately start refinery #2; set War Factory rally east/northeast and produce tanks/scouts. Enemy likely around 95,11.", "commands": [{"do": "train", "item": "e1", "count": 6}, {"do": "attack_move", "units": [135, 137, 143, 147, 149, 151, 153], "x": 78, "y": 16}], "feedback": ["train 6x e1: queued", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 16}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $241 + stored ore $0 (storage 2000), power 100 made / 70 used, harvesters 1.\nSCORE: assets $7300, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.1%.\nPRODUCTION: Building: weap 82%; Infantry: e3 1%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #136@(70,16)* #139@(98,14)* #140@(96,13)* #144@(92,14)* #145@(92,14)* #146@(92,14)* #148@(89,15) #150@(92,15) #152@(95,14) #154@(97,13)\n  e3 (Rocket Soldier) x1: #138@(88,14)*\n  harv (Ore Truck (harvester)) x1: #132@(103,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - move: 1 units\n  - rally #134: ordered\n  - rally #141: ordered\nYOUR NOTES FROM LAST TURN: fact@95,11. weap 66% -> proc#2 next. Scout west: e1 #136. pbox guards west at 90,13. Enemy suspected (12,16).", "raw": "{\"thoughts\": \"Weap nearly done, infantry queue busy. Cash is low so I need ore income. Scout #136 continues west toward suspected enemy base at (12,16).\", \"notes\": \"fact@95,11. weap 82% -> proc#2 next. Scouting west with e1 #136. Enemy suspected (12,16).\", \"commands\": [{\"do\":\"move\",\"units\":[136],\"x\":50,\"y\":18},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1541, "completion_tokens": 470, "total_tokens": 2011, "cost": 0.000800508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000800508, "upstream_inference_prompt_cost": 0.000236508, "upstream_inference_completions_cost": 0.000564}, "completion_tokens_details": {"reasoning_tokens": 345, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.87, "thoughts": "Weap nearly done, infantry queue busy. Cash is low so I need ore income. Scout #136 continues west toward suspected enemy base at (12,16).", "notes": "fact@95,11. weap 82% -> proc#2 next. Scouting west with e1 #136. Enemy suspected (12,16).", "commands": [{"do": "move", "units": [136], "x": 50, "y": 18}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 80, "y": 16}], "feedback": ["move: 1 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 1400, "income": 1000, "experience": 0, "order_count": 28}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\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 11.9%.\nPRODUCTION: Building: weap 99%; Infantry: e1 39%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(59,28) #149@(30,23) #151@(28,21) #153@(25,20) #155@(22,18) #156@(20,16) #157@(16,15)\n  e3 (Rocket Soldier) x3: #137@(50,26) #143@(42,24) #147@(33,24)\n  harv (Ore Truck (harvester)) x1: #131@(9,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 6x e1: queued\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Place War Factory next turn, then immediately start refinery #2; set War Factory rally east/northeast and produce tanks/scouts. Enemy likely around 95,11.", "raw": "{\"thoughts\":\"War Factory is ready and must be placed immediately; a second refinery will stabilize income for continuous vehicle production. Infantry and rockets are advancing east to scout toward the expected enemy start.\",\"notes\":\"Place weap, build proc #2, rally factory east; infantry/rockets continue attack-move toward enemy at 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":18,\"y\":19},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":24},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":82,\"y\":17}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1413, "completion_tokens": 235, "total_tokens": 1648, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1411, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00698665, "upstream_inference_prompt_cost": 0.00388465, "upstream_inference_completions_cost": 0.003102}, "completion_tokens_details": {"reasoning_tokens": 94, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.6, "thoughts": "War Factory is ready and must be placed immediately; a second refinery will stabilize income for continuous vehicle production. Infantry and rockets are advancing east to scout toward the expected enemy start.", "notes": "Place weap, build proc #2, rally factory east; infantry/rockets continue attack-move toward enemy at 95,11.", "commands": [{"do": "place", "item": "weap", "x": 18, "y": 19}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 133, "x": 55, "y": 24}, {"do": "attack_move", "units": "all_army", "x": 82, "y": 17}], "feedback": ["place weap: nothing READY TO PLACE with that type", "build proc: started", "rally #133: ordered", "attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 70 used, harvesters 1.\nSCORE: assets $7300, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.5%.\nPRODUCTION: Building: weap 88%; Infantry: e3 42%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #136@(64,24) #139@(98,14)* #140@(96,13)* #144@(92,14)* #145@(92,14)* #146@(92,14)* #148@(88,16)* #150@(88,16)* #152@(88,16)* #154@(88,16)\n  e3 (Rocket Soldier) x1: #138@(88,14)*\n  harv (Ore Truck (harvester)) x1: #132@(96,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: fact@95,11. weap 82% -> proc#2 next. Scouting west with e1 #136. Enemy suspected (12,16).", "raw": "{\"thoughts\": \"War factory nearly done; cash is zero so I need more income. Queue a second refinery, place the war factory, keep scouting west toward the suspected enemy base, and hold infantry near base.\", \"notes\": \"fact@95,11. weap done -> place, then proc#2. Scouting west with e1 #136 toward (12,16). Allies: build 2tnk/grizzly from weap next.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"move\",\"units\":[136],\"x\":50,\"y\":22}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1512, "completion_tokens": 591, "total_tokens": 2103, "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": 0.000227808, "upstream_inference_completions_cost": 0.0007092}, "completion_tokens_details": {"reasoning_tokens": 456, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.68, "thoughts": "War factory nearly done; cash is zero so I need more income. Queue a second refinery, place the war factory, keep scouting west toward the suspected enemy base, and hold infantry near base.", "notes": "fact@95,11. weap done -> place, then proc#2. Scouting west with e1 #136 toward (12,16). Allies: build 2tnk/grizzly from weap next.", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "proc"}, {"do": "move", "units": [136], "x": 50, "y": 22}], "feedback": ["place weap: nothing READY TO PLACE with that type", "build proc: started", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 1400, "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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $73 + stored ore $260 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $7200, army $3000, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.5%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e1 68%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #135@(63,26) #149@(41,24) #151@(37,24) #153@(34,24) #155@(31,24) #156@(29,22) #157@(26,20) #158@(23,19) #159@(20,16) #161@(17,16)\n  e3 (Rocket Soldier) x3: #137@(60,28) #143@(52,27) #147@(44,24)\n  harv (Ore Truck (harvester)) x1: #131@(6,23)\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: 10 units\nYOUR NOTES FROM LAST TURN: Place weap, build proc #2, rally factory east; infantry/rockets continue attack-move toward enemy at 95,11.", "raw": "{\"thoughts\":\"War Factory is ready and must be placed to begin vehicle production. Our scouting infantry column is advancing east toward the likely enemy start while the second refinery is underway.\",\"notes\":\"Place #2 War Factory now; refinery construction in progress. Infantry/rockets scouting east along y~20-25 toward enemy start (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":18,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":20},{\"do\":\"attack_move\",\"units\":[135,137,143,147,149,151,153,155,156,157,158,159,161],\"x\":82,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1432, "completion_tokens": 239, "total_tokens": 1671, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1430, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0070917, "upstream_inference_prompt_cost": 0.0039369, "upstream_inference_completions_cost": 0.0031548}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.02, "thoughts": "War Factory is ready and must be placed to begin vehicle production. Our scouting infantry column is advancing east toward the likely enemy start while the second refinery is underway.", "notes": "Place #2 War Factory now; refinery construction in progress. Infantry/rockets scouting east along y~20-25 toward enemy start (95,11).", "commands": [{"do": "place", "item": "weap", "x": 18, "y": 20}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 133, "x": 70, "y": 20}, {"do": "attack_move", "units": [135, 137, 143, 147, 149, 151, 153, 155, 156, 157, 158, 159, 161], "x": 82, "y": 18}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "train 3x e3: queued", "rally #133: ordered", "attack_move: 13 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7200, "army_value": 1900, "income": 1500, "experience": 1, "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 70 used, harvesters 1.\nSCORE: assets $7500, army $2600, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 10.1%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #139@(98,14)* #140@(96,13)* #144@(92,14)* #145@(92,14)* #146@(92,14)* #148@(88,16)* #150@(88,16)* #152@(88,16)* #154@(88,16)*\n  e3 (Rocket Soldier) x2: #138@(88,14)* #160@(95,14)\n  harv (Ore Truck (harvester)) x1: #132@(102,22)\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  - move: 1 units\nYOUR NOTES FROM LAST TURN: fact@95,11. weap done -> place, then proc#2. Scouting west with e1 #136 toward (12,16). Allies: build 2tnk/grizzly from weap next.", "raw": "{\"thoughts\": \"Cash is 0 so I can only spend once harvesters deliver ore. Place the War Factory, keep the barracks training, and send idle infantry west to scout toward the likely enemy base at (12,16) while the harvester keeps mining.\", \"notes\": \"fact@95,11. Place weap now, rally forward. Scouting west toward (12,16) with e1s. Need $ for 2tnk from weap next. Harv #132 mining east side.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\",\"x\":91,\"y\":17},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[148,150,152,154],\"x\":70,\"y\":16},{\"do\":\"attack_move\",\"units\":[144,145,146],\"x\":80,\"y\":14},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1539, "completion_tokens": 549, "total_tokens": 2088, "cost": 0.000894708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000894708, "upstream_inference_prompt_cost": 0.000235908, "upstream_inference_completions_cost": 0.0006588}, "completion_tokens_details": {"reasoning_tokens": 337, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.35, "thoughts": "Cash is 0 so I can only spend once harvesters deliver ore. Place the War Factory, keep the barracks training, and send idle infantry west to scout toward the likely enemy base at (12,16) while the harvester keeps mining.", "notes": "fact@95,11. Place weap now, rally forward. Scouting west toward (12,16) with e1s. Need $ for 2tnk from weap next. Harv #132 mining east side.", "commands": [{"do": "place", "item": "weap", "x": 91, "y": 17}, {"do": "rally", "building": 134, "x": 80, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [148, 150, 152, 154], "x": 70, "y": 16}, {"do": "attack_move", "units": [144, 145, 146], "x": 80, "y": 14}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "rally #134: ordered", "attack_move: 4 units", "attack_move: 3 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7500, "army_value": 1600, "income": 1500, "experience": 0, "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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $3100, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.5%.\nPRODUCTION: Building: proc 11%; Infantry: e3 47%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #135@(72,21) #149@(51,26) #151@(48,25) #153@(45,24) #155@(42,24) #156@(38,24) #157@(35,24) #158@(32,24) #159@(29,22) #161@(27,20) #164@(24,20)\n  e3 (Rocket Soldier) x3: #137@(67,22) #143@(61,27) #147@(53,27)\n  harv (Ore Truck (harvester)) x1: #131@(3,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - train 3x e3: queued\n  - rally #133: ordered\n  - attack_move: 13 units\nYOUR NOTES FROM LAST TURN: Place #2 War Factory now; refinery construction in progress. Infantry/rockets scouting east along y~20-25 toward enemy start (95,11).", "raw": "{\"thoughts\":\"Second refinery is under construction and the forward infantry/rocket screen is approaching the enemy side without contacts. Keep scouting aggressively toward the likely northeast base while income ramps up.\",\"notes\":\"Refinery #2 building at 11%; infantry/rockets spread along eastward scout route y20-27. Enemy likely at 95,11; send scout force northeast and rally future vehicles there.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[135,137,143,147,149,151,153,155,156,157,158,159,161,164],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":45,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1512, "completion_tokens": 234, "total_tokens": 1746, "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": 0.0072457, "upstream_inference_prompt_cost": 0.0041569, "upstream_inference_completions_cost": 0.0030888}, "completion_tokens_details": {"reasoning_tokens": 74, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.94, "thoughts": "Second refinery is under construction and the forward infantry/rocket screen is approaching the enemy side without contacts. Keep scouting aggressively toward the likely northeast base while income ramps up.", "notes": "Refinery #2 building at 11%; infantry/rockets spread along eastward scout route y20-27. Enemy likely at 95,11; send scout force northeast and rally future vehicles there.", "commands": [{"do": "attack_move", "units": [135, 137, 143, 147, 149, 151, 153, 155, 156, 157, 158, 159, 161, 164], "x": 95, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 45, "y": 20}], "feedback": ["attack_move: 14 units", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 1500, "experience": 1, "order_count": 27}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9500, army $2600, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 10.6%.\nPRODUCTION: Building: proc 0%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #139@(98,14)* #140@(96,13)* #144@(82,14) #145@(82,14) #146@(82,14) #148@(79,14) #150@(78,14) #152@(79,14) #154@(78,15)\n  e3 (Rocket Soldier) x2: #138@(88,14)* #160@(85,15)\n  harv (Ore Truck (harvester)) x1: #132@(104,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - rally #134: ordered\n  - attack_move: 4 units\n  - attack_move: 3 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: fact@95,11. Place weap now, rally forward. Scouting west toward (12,16) with e1s. Need $ for 2tnk from weap next. Harv #132 mining east side.", "raw": "{\"thoughts\": \"War Factory is placed. Cash is currently zero, so we wait for Harvester #132 to unload. Scouting west towards (12, 16) with our forward infantry squad.\", \"notes\": \"War Factory #163 up. Cash 0, awaiting ore dump. Need proc #2 and powr. Scouting west towards enemy base at (12,16).\", \"commands\": [{\"do\": \"rally\", \"building\": 163, \"x\": 85, \"y\": 14}, {\"do\": \"attack_move\", \"units\": [144, 145, 146, 148, 150, 152, 154], \"x\": 55, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [138, 139, 140, 160], \"x\": 78, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1755, "completion_tokens": 763, "total_tokens": 2518, "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": 0.008355, "upstream_inference_prompt_cost": 0.0026325, "upstream_inference_completions_cost": 0.0057225}, "completion_tokens_details": {"reasoning_tokens": 541, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.82, "thoughts": "War Factory is placed. Cash is currently zero, so we wait for Harvester #132 to unload. Scouting west towards (12, 16) with our forward infantry squad.", "notes": "War Factory #163 up. Cash 0, awaiting ore dump. Need proc #2 and powr. Scouting west towards enemy base at (12,16).", "commands": [{"do": "rally", "building": 163, "x": 85, "y": 14}, {"do": "attack_move", "units": [144, 145, 146, 148, 150, 152, 154], "x": 55, "y": 15}, {"do": "attack_move", "units": [138, 139, 140, 160], "x": 78, "y": 14}], "feedback": ["rally #163: ordered", "attack_move: 7 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 1600, "income": 1500, "experience": 0, "order_count": 32}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2700, killed $100 (1 units, 0 bldgs), lost $400 (2 units, 0 bldgs). Map explored 15.2%.\nPRODUCTION: Building: proc 11%; Infantry: e3 47%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #149@(60,28) #151@(57,28) #153@(54,28) #155@(51,26) #156@(48,25) #157@(46,24) #158@(43,24) #159@(39,24) #161@(36,24) #164@(33,24)\n  e3 (Rocket Soldier) x2: #143@(69,20) #147@(63,26)\n  harv (Ore Truck (harvester)) x1: #131@(7,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Refinery #2 building at 11%; infantry/rockets spread along eastward scout route y20-27. Enemy likely at 95,11; send scout force northeast and rally future vehicles there.", "raw": "{\"thoughts\":\"Second refinery is underway and the scouting infantry column is advancing east. Once it completes, add power immediately to support it, then resume vehicle production and keep pressure toward the likely enemy base.\",\"notes\":\"Proc #2 at 11%; current infantry/rocket scout force moving east from y20-28, enemy likely NE near (95,11). Need powr after refinery placement, then tanks/harvesters.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[143,147,149,151,153,155,156,157,158,159,161,164],\"x\":92,\"y\":14},{\"do\":\"rally\",\"building\":133,\"x\":80,\"y\":18},{\"do\":\"rally\",\"building\":162,\"x\":80,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1478, "completion_tokens": 243, "total_tokens": 1721, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1476, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007271, "upstream_inference_prompt_cost": 0.0040634, "upstream_inference_completions_cost": 0.0032076}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.0, "thoughts": "Second refinery is underway and the scouting infantry column is advancing east. Once it completes, add power immediately to support it, then resume vehicle production and keep pressure toward the likely enemy base.", "notes": "Proc #2 at 11%; current infantry/rocket scout force moving east from y20-28, enemy likely NE near (95,11). Need powr after refinery placement, then tanks/harvesters.", "commands": [{"do": "attack_move", "units": [143, 147, 149, 151, 153, 155, 156, 157, 158, 159, 161, 164], "x": 92, "y": 14}, {"do": "rally", "building": 133, "x": 80, "y": 18}, {"do": "rally", "building": 162, "x": 80, "y": 18}], "feedback": ["attack_move: 12 units", "rally #133: ordered", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 400, "units_killed": 1, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1600, "income": 1500, "experience": 1, "order_count": 27}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9500, army $2600, killed $400 (2 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 10.8%.\nPRODUCTION: Building: proc 0%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #139@(88,14) #140@(86,14) #144@(71,14) #145@(72,15) #146@(73,15) #148@(72,15)98% #150@(72,15) #152@(71,15) #154@(72,15)85%\n  e3 (Rocket Soldier) x2: #138@(78,14)* #160@(78,14)*\n  harv (Ore Truck (harvester)) x1: #132@(97,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #163: ordered\n  - attack_move: 7 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: War Factory #163 up. Cash 0, awaiting ore dump. Need proc #2 and powr. Scouting west towards enemy base at (12,16).", "raw": "{\"thoughts\": \"Cash is 0 and economy is tight with only one harvester. I'll keep production queued and push my idle Rocket Soldiers west to find the enemy base while the rest of the army holds a line.\",\"notes\": \"War Factory #163 and proc building. Cash 0, need harvester income. Scouting west toward enemy (12,16) with e3 pair.\",\"commands\": [{\"do\":\"attack_move\",\"units\":[138,160],\"x\":40,\"y\":16},{\"do\":\"attack_move\",\"units\":[139,140,144,145,146,148,150,152,154],\"x\":70,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":15},{\"do\":\"rally\",\"building\":163,\"x\":85,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1591, "completion_tokens": 415, "total_tokens": 2006, "cost": 0.000749508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000749508, "upstream_inference_prompt_cost": 0.000251508, "upstream_inference_completions_cost": 0.000498}, "completion_tokens_details": {"reasoning_tokens": 240, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.82, "thoughts": "Cash is 0 and economy is tight with only one harvester. I'll keep production queued and push my idle Rocket Soldiers west to find the enemy base while the rest of the army holds a line.", "notes": "War Factory #163 and proc building. Cash 0, need harvester income. Scouting west toward enemy (12,16) with e3 pair.", "commands": [{"do": "attack_move", "units": [138, 160], "x": 40, "y": 16}, {"do": "attack_move", "units": [139, 140, 144, 145, 146, 148, 150, 152, 154], "x": 70, "y": 16}, {"do": "rally", "building": 134, "x": 85, "y": 15}, {"do": "rally", "building": 163, "x": 85, "y": 16}], "feedback": ["attack_move: 2 units", "attack_move: 9 units", "rally #134: ordered", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 100, "units_killed": 2, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 1600, "income": 1500, "experience": 4, "order_count": 32}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $302 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $2100, killed $100 (1 units, 0 bldgs), lost $1000 (4 units, 0 bldgs). Map explored 15.2%.\nPRODUCTION: Building: proc 18%; Infantry: e3 80%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #149@(68,21) #151@(66,23) #153@(63,26) #155@(61,27) #156@(58,28) #157@(55,28) #158@(52,27) #159@(49,26) #161@(47,24) #164@(44,24)\n  harv (Ore Truck (harvester)) x1: #131@(9,18)\nVISIBLE ENEMY UNITS (2):\n  #138 e3@(71,21) 100%, #160 e3@(71,21) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - rally #133: ordered\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Proc #2 at 11%; current infantry/rocket scout force moving east from y20-28, enemy likely NE near (95,11). Need powr after refinery placement, then tanks/harvesters.", "raw": "{\"thoughts\":\"Second refinery is nearing completion; the rifle scout column has encountered enemy rocket soldiers en route east. Keep pressure on them while expanding ore income, then add power for sustained vehicle production.\",\"notes\":\"Place proc #2 immediately when ready, then build powr. Rifle column is around x44-68,y21-28 engaging enemy rockets at 71,21; enemy base likely NE at 95,11.\",\"commands\":[{\"do\":\"attack\",\"units\":[149,151,153,155,156,157,158,159,161,164],\"target\":138},{\"do\":\"attack\",\"units\":[149,151,153,155,156,157,158,159,161,164],\"target\":160},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":21},{\"do\":\"rally\",\"building\":162,\"x\":70,\"y\":21}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1487, "completion_tokens": 281, "total_tokens": 1768, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1485, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00779735, "upstream_inference_prompt_cost": 0.00408815, "upstream_inference_completions_cost": 0.0037092}, "completion_tokens_details": {"reasoning_tokens": 82, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.17, "thoughts": "Second refinery is nearing completion; the rifle scout column has encountered enemy rocket soldiers en route east. Keep pressure on them while expanding ore income, then add power for sustained vehicle production.", "notes": "Place proc #2 immediately when ready, then build powr. Rifle column is around x44-68,y21-28 engaging enemy rockets at 71,21; enemy base likely NE at 95,11.", "commands": [{"do": "attack", "units": [149, 151, 153, 155, 156, 157, 158, 159, 161, 164], "target": 138}, {"do": "attack", "units": [149, 151, 153, 155, 156, 157, 158, 159, 161, 164], "target": 160}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 70, "y": 21}, {"do": "rally", "building": 162, "x": 70, "y": 21}], "feedback": ["attack: 10 units", "attack: 10 units", "rally #133: ordered", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 1000, "units_killed": 1, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8300, "army_value": 1000, "income": 2000, "experience": 1, "order_count": 27}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9800, army $2900, killed $1000 (4 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 11.4%.\nPRODUCTION: Building: proc 17%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #139@(78,15) #140@(76,15) #144@(70,15)* #145@(70,16)* #146@(70,16)* #148@(70,16)98%* #150@(70,16)* #152@(70,16)* #154@(71,15)85%*\n  e3 (Rocket Soldier) x3: #138@(71,21) #160@(71,21) #165@(96,13)\n  harv (Ore Truck (harvester)) x1: #132@(102,22)\nVISIBLE ENEMY UNITS (1):\n  #149 e1@(68,21) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - attack_move: 9 units\n  - rally #134: ordered\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: War Factory #163 and proc building. Cash 0, need harvester income. Scouting west toward enemy (12,16) with e3 pair.", "raw": "{\"thoughts\": \"Cash is $0 so production is stalled until the harvester delivers ore. My rifle group is already west near an enemy scout; push them toward the enemy base direction while the rocket soldiers scout south-west. Keep everything moving productively.\", \"notes\": \"Economy stalled at $0, waiting on harv #132. 9x e1 + 3x e3 pushing west toward enemy (~12,16). Enemy scout #149 e1 at (68,21).\", \"commands\": [{\"do\":\"attack_move\",\"units\":[139,140,144,145,146,148,150,152,154],\"x\":60,\"y\":18},{\"do\":\"attack_move\",\"units\":[138,160],\"x\":55,\"y\":21},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1611, "completion_tokens": 523, "total_tokens": 2134, "cost": 0.000885108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000885108, "upstream_inference_prompt_cost": 0.000257508, "upstream_inference_completions_cost": 0.0006276}, "completion_tokens_details": {"reasoning_tokens": 351, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.03, "thoughts": "Cash is $0 so production is stalled until the harvester delivers ore. My rifle group is already west near an enemy scout; push them toward the enemy base direction while the rocket soldiers scout south-west. Keep everything moving productively.", "notes": "Economy stalled at $0, waiting on harv #132. 9x e1 + 3x e3 pushing west toward enemy (~12,16). Enemy scout #149 e1 at (68,21).", "commands": [{"do": "attack_move", "units": [139, 140, 144, 145, 146, 148, 150, 152, 154], "x": 60, "y": 18}, {"do": "attack_move", "units": [138, 160], "x": 55, "y": 21}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 9 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 100, "units_killed": 4, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 1900, "income": 2000, "experience": 10, "order_count": 32}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8400, army $2200, killed $700 (3 units, 0 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 15.6%.\nPRODUCTION: Building: proc 29%; Infantry: e3 30%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #153@(67,24)* #155@(65,26)* #156@(62,27)* #157@(59,28)* #158@(56,28)* #159@(53,27)* #161@(51,26)* #164@(48,25)*\n  e3 (Rocket Soldier) x1: #166@(23,19)\n  harv (Ore Truck (harvester)) x1: #131@(6,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 10 units\n  - attack: 10 units\n  - rally #133: ordered\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Place proc #2 immediately when ready, then build powr. Rifle column is around x44-68,y21-28 engaging enemy rockets at 71,21; enemy base likely NE at 95,11.", "raw": "{\"thoughts\":\"The second refinery is nearly ready and the rifle column has cleared forward contact. Keep the infantry advancing northeast toward the suspected enemy base while income unlocks more production.\",\"notes\":\"Place proc #2 as soon as ready, then build power. Rifle column advancing NE toward enemy start (95,11); rocket remains near base/ore.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[153,155,156,157,158,159,161,164],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[166],\"x\":18,\"y\":20},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":22},{\"do\":\"rally\",\"building\":162,\"x\":70,\"y\":22}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1469, "completion_tokens": 234, "total_tokens": 1703, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1467, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00712745, "upstream_inference_prompt_cost": 0.00403865, "upstream_inference_completions_cost": 0.0030888}, "completion_tokens_details": {"reasoning_tokens": 64, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "The second refinery is nearly ready and the rifle column has cleared forward contact. Keep the infantry advancing northeast toward the suspected enemy base while income unlocks more production.", "notes": "Place proc #2 as soon as ready, then build power. Rifle column advancing NE toward enemy start (95,11); rocket remains near base/ore.", "commands": [{"do": "attack_move", "units": [153, 155, 156, 157, 158, 159, 161, 164], "x": 95, "y": 11}, {"do": "move", "units": [166], "x": 18, "y": 20}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 70, "y": 22}, {"do": "rally", "building": 162, "x": 70, "y": 22}], "feedback": ["attack_move: 8 units", "move: 1 units", "rally #133: ordered", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 1200, "units_killed": 3, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8400, "army_value": 1100, "income": 2000, "experience": 7, "order_count": 27}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9200, army $2300, killed $1200 (6 units, 0 bldgs), lost $700 (3 units, 0 bldgs). Map explored 11.9%.\nPRODUCTION: Building: proc 17%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #139@(68,16) #140@(66,17) #144@(63,20)96% #145@(63,20) #146@(64,20)70% #148@(63,20)93% #150@(63,20) #152@(64,20)98% #154@(65,19)85%\n  e3 (Rocket Soldier) x1: #165@(86,15)\n  harv (Ore Truck (harvester)) x1: #132@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Economy stalled at $0, waiting on harv #132. 9x e1 + 3x e3 pushing west toward enemy (~12,16). Enemy scout #149 e1 at (68,21).", "raw": "{\"thoughts\": \"Cash is empty and only one harvester is mining, so economy is the bottleneck. I'll keep the harvester mining, queue a second harvester, and keep pushing the infantry west toward the enemy base.\", \"notes\": \"Enemy base ~(12,16). Army of 9 e1 + 1 e3 pushing west. Need 2nd harvester + more power after current proc finishes.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":30,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1585, "completion_tokens": 1048, "total_tokens": 2633, "cost": 0.001507308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001507308, "upstream_inference_prompt_cost": 0.000249708, "upstream_inference_completions_cost": 0.0012576}, "completion_tokens_details": {"reasoning_tokens": 910, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.56, "thoughts": "Cash is empty and only one harvester is mining, so economy is the bottleneck. I'll keep the harvester mining, queue a second harvester, and keep pushing the infantry west toward the enemy base.", "notes": "Enemy base ~(12,16). Army of 9 e1 + 1 e3 pushing west. Need 2nd harvester + more power after current proc finishes.", "commands": [{"do": "harvest", "unit": 132}, {"do": "train", "item": "harv", "count": 1}, {"do": "attack_move", "units": "all_army", "x": 30, "y": 16}], "feedback": ["train 1x harv: queued", "attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 700, "units_killed": 6, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1300, "income": 2000, "experience": 12, "order_count": 32}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1600, killed $800 (4 units, 0 bldgs), lost $1800 (12 units, 0 bldgs). Map explored 15.9%.\nPRODUCTION: Building: proc 29%; Infantry: e3 30%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #161@(60,28) #164@(57,28)\n  e3 (Rocket Soldier) x1: #166@(18,20)*\n  harv (Ore Truck (harvester)) x1: #131@(9,21)\nVISIBLE ENEMY UNITS (5):\n  #140 e1@(63,25) 100%, #144 e1@(63,25) 96%, #145 e1@(63,25) 19%, #146 e1@(63,25) 65%, #148 e1@(63,25) 93%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - move: 1 units\n  - rally #133: ordered\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Place proc #2 as soon as ready, then build power. Rifle column advancing NE toward enemy start (95,11); rocket remains near base/ore.", "raw": "{\"thoughts\":\"Our forward rifles have encountered an enemy infantry group near the center, so they should engage while the second refinery completes. The rocket soldier stays home to protect the ore truck and base.\",\"notes\":\"Proc #2 is 29% and must be placed when ready; then build power. Rifles fighting at 63,25; enemy base likely 95,11. Rocket guards home ore.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[161,164],\"x\":63,\"y\":25},{\"do\":\"move\",\"units\":[166],\"x\":12,\"y\":20},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":58,\"y\":27},{\"do\":\"rally\",\"building\":162,\"x\":58,\"y\":27}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1474, "completion_tokens": 273, "total_tokens": 1747, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1472, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007656, "upstream_inference_prompt_cost": 0.0040524, "upstream_inference_completions_cost": 0.0036036}, "completion_tokens_details": {"reasoning_tokens": 103, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.39, "thoughts": "Our forward rifles have encountered an enemy infantry group near the center, so they should engage while the second refinery completes. The rocket soldier stays home to protect the ore truck and base.", "notes": "Proc #2 is 29% and must be placed when ready; then build power. Rifles fighting at 63,25; enemy base likely 95,11. Rocket guards home ore.", "commands": [{"do": "attack_move", "units": [161, 164], "x": 63, "y": 25}, {"do": "move", "units": [166], "x": 12, "y": 20}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 58, "y": 27}, {"do": "rally", "building": 162, "x": 58, "y": 27}], "feedback": ["attack_move: 2 units", "move: 1 units", "rally #133: ordered", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 1800, "units_killed": 4, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 500, "income": 2000, "experience": 8, "order_count": 27}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9100, army $2200, killed $1800 (12 units, 0 bldgs), lost $800 (4 units, 0 bldgs). Map explored 12.2%.\nPRODUCTION: Building: proc 17%; Vehicle: harv 0%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #139@(64,24) #140@(63,25) #144@(63,25)96% #145@(63,25)19% #146@(63,25)65% #148@(63,25)93% #150@(64,24)97% #154@(64,24)37%\n  e3 (Rocket Soldier) x1: #165@(77,16)\n  harv (Ore Truck (harvester)) x1: #132@(96,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Army of 9 e1 + 1 e3 pushing west. Need 2nd harvester + more power after current proc finishes.", "raw": "{\"thoughts\": \"Bank is empty ($0) so economy must catch up; keep harvester mining and let the queued refinery/harvester finish. My army (8 e1 + 1 e3) is already pushing west with no enemy in sight, so continue the advance while pulling the two nearly-dead rifles back to avoid feeding kills.\", \"notes\": \"Enemy base ~(12,16). Army pushing west toward it; 2 wounded e1 held back at base. Need power + 2nd harvester once cash returns. Keep infantry queue full of e3/e1.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[139,140,148,150,165],\"x\":45,\"y\":20},{\"do\":\"move\",\"units\":[145,154],\"x\":90,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":18},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1580, "completion_tokens": 738, "total_tokens": 2318, "cost": 0.001133808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001133808, "upstream_inference_prompt_cost": 0.000248208, "upstream_inference_completions_cost": 0.0008856}, "completion_tokens_details": {"reasoning_tokens": 513, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.12, "thoughts": "Bank is empty ($0) so economy must catch up; keep harvester mining and let the queued refinery/harvester finish. My army (8 e1 + 1 e3) is already pushing west with no enemy in sight, so continue the advance while pulling the two nearly-dead rifles back to avoid feeding kills.", "notes": "Enemy base ~(12,16). Army pushing west toward it; 2 wounded e1 held back at base. Need power + 2nd harvester once cash returns. Keep infantry queue full of e3/e1.", "commands": [{"do": "attack_move", "units": [139, 140, 148, 150, 165], "x": 45, "y": 20}, {"do": "move", "units": [145, 154], "x": 90, "y": 20}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 134, "x": 80, "y": 18}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 5 units", "move: 2 units", "train 3x e3: queued", "train 3x e1: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 800, "units_killed": 12, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1200, "income": 2000, "experience": 18, "order_count": 33}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $192 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $800 (4 units, 0 bldgs), lost $2000 (14 units, 0 bldgs). Map explored 16.1%.\nPRODUCTION: Building: proc 40%; Infantry: e3 81%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #166@(12,20)*\n  harv (Ore Truck (harvester)) x1: #131@(8,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - move: 1 units\n  - rally #133: ordered\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Proc #2 is 29% and must be placed when ready; then build power. Rifles fighting at 63,25; enemy base likely 95,11. Rocket guards home ore.", "raw": "{\"thoughts\":\"Second refinery is still under construction, and cash is constrained, so preserve the lone harvester while the queued rocket soldiers finish. Send the current rocket soldier scouting east toward the enemy approach rather than committing directly into the likely base.\",\"notes\":\"Proc #2 at 40%; place immediately once ready, then build powr. Rocket #166 scouting east; harvester mining. Enemy base likely 95,11.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[166],\"x\":48,\"y\":15},{\"do\":\"rally\",\"building\":133,\"x\":28,\"y\":16},{\"do\":\"rally\",\"building\":162,\"x\":28,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1399, "completion_tokens": 401, "total_tokens": 1800, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1397, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00913935, "upstream_inference_prompt_cost": 0.00384615, "upstream_inference_completions_cost": 0.0052932}, "completion_tokens_details": {"reasoning_tokens": 245, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.16, "thoughts": "Second refinery is still under construction, and cash is constrained, so preserve the lone harvester while the queued rocket soldiers finish. Send the current rocket soldier scouting east toward the enemy approach rather than committing directly into the likely base.", "notes": "Proc #2 at 40%; place immediately once ready, then build powr. Rocket #166 scouting east; harvester mining. Enemy base likely 95,11.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [166], "x": 48, "y": 15}, {"do": "rally", "building": 133, "x": 28, "y": 16}, {"do": "rally", "building": 162, "x": 28, "y": 16}], "feedback": ["attack_move: 1 units", "rally #133: ordered", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 2000, "units_killed": 4, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 8, "order_count": 27}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9100, army $2200, killed $2000 (14 units, 0 bldgs), lost $800 (4 units, 0 bldgs). Map explored 13.8%.\nPRODUCTION: Building: proc 29%; Vehicle: harv 15%; Infantry: e3 72%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #139@(57,28) #140@(56,28) #144@(57,28)36% #145@(72,25)19% #146@(57,28)62% #148@(57,28)85% #150@(57,28)97% #154@(73,25)37%\n  e3 (Rocket Soldier) x1: #165@(69,23)\n  harv (Ore Truck (harvester)) x1: #132@(102,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - move: 2 units\n  - train 3x e3: queued\n  - train 3x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Army pushing west toward it; 2 wounded e1 held back at base. Need power + 2nd harvester once cash returns. Keep infantry queue full of e3/e1.", "raw": "{\"thoughts\": \"Cash is at $0 so I can't queue new production; focus on pushing healthy infantry west toward the enemy base at (12,16) while pulling the badly wounded e1 back to defend. Keep the harvester mining and let existing queues finish.\", \"notes\": \"Army split: healthy group (#139,#140,#148,#150,#165) pushing west to ~(20,16); wounded (#144,#145,#146,#154) retreating to base (95,11). Need cash for 2nd harv + power once mining resumes. Enemy base ~(12,16).\", \"commands\": [{\"do\":\"attack_move\",\"units\":[139,140,148,150,165],\"x\":20,\"y\":16},{\"do\":\"move\",\"units\":[144,145,146,154],\"x\":93,\"y\":13},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":163,\"x\":40,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1660, "completion_tokens": 742, "total_tokens": 2402, "cost": 0.001162608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001162608, "upstream_inference_prompt_cost": 0.000272208, "upstream_inference_completions_cost": 0.0008904}, "completion_tokens_details": {"reasoning_tokens": 518, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.22, "thoughts": "Cash is at $0 so I can't queue new production; focus on pushing healthy infantry west toward the enemy base at (12,16) while pulling the badly wounded e1 back to defend. Keep the harvester mining and let existing queues finish.", "notes": "Army split: healthy group (#139,#140,#148,#150,#165) pushing west to ~(20,16); wounded (#144,#145,#146,#154) retreating to base (95,11). Need cash for 2nd harv + power once mining resumes. Enemy base ~(12,16).", "commands": [{"do": "attack_move", "units": [139, 140, 148, 150, 165], "x": 20, "y": 16}, {"do": "move", "units": [144, 145, 146, 154], "x": 93, "y": 13}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 163, "x": 40, "y": 16}, {"do": "rally", "building": 134, "x": 70, "y": 18}], "feedback": ["attack_move: 5 units", "move: 4 units", "rally #163: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 800, "units_killed": 14, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1200, "income": 2500, "experience": 20, "order_count": 39}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1700, killed $800 (4 units, 0 bldgs), lost $2000 (14 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: Building: proc 47%; Infantry: e3 13%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #166@(21,17) #169@(24,16)\n  harv (Ore Truck (harvester)) x1: #131@(7,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #133: ordered\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Proc #2 at 40%; place immediately once ready, then build powr. Rocket #166 scouting east; harvester mining. Enemy base likely 95,11.", "raw": "{\"thoughts\":\"Second refinery is nearly complete and will improve income; keep the rocket soldiers scouting east toward the likely enemy position while preserving them. Place the refinery immediately when ready, then add power for future production.\",\"notes\":\"Proc #2 47% at 3:20; rockets scouting east from 21-24,16. Enemy likely near 95,11. Build power after refinery placement.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[166,169],\"x\":55,\"y\":14},{\"do\":\"rally\",\"building\":133,\"x\":30,\"y\":16},{\"do\":\"rally\",\"building\":162,\"x\":30,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1385, "completion_tokens": 190, "total_tokens": 1575, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1383, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00631565, "upstream_inference_prompt_cost": 0.00380765, "upstream_inference_completions_cost": 0.002508}, "completion_tokens_details": {"reasoning_tokens": 45, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.59, "thoughts": "Second refinery is nearly complete and will improve income; keep the rocket soldiers scouting east toward the likely enemy position while preserving them. Place the refinery immediately when ready, then add power for future production.", "notes": "Proc #2 47% at 3:20; rockets scouting east from 21-24,16. Enemy likely near 95,11. Build power after refinery placement.", "commands": [{"do": "attack_move", "units": [166, 169], "x": 55, "y": 14}, {"do": "rally", "building": 133, "x": 30, "y": 16}, {"do": "rally", "building": 162, "x": 30, "y": 16}], "feedback": ["attack_move: 2 units", "rally #133: ordered", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 2000, "units_killed": 4, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2500, "experience": 8, "order_count": 27}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9100, army $2200, killed $2000 (14 units, 0 bldgs), lost $800 (4 units, 0 bldgs). Map explored 16.8%.\nPRODUCTION: Building: proc 29%; Vehicle: harv 15%; Infantry: e3 72%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #139@(46,28) #140@(46,28) #144@(64,25)36% #145@(77,17)19% #146@(65,24)62% #148@(46,28)85% #150@(46,28)97% #154@(83,27)37%\n  e3 (Rocket Soldier) x1: #165@(60,27)\n  harv (Ore Truck (harvester)) x1: #132@(105,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - move: 4 units\n  - rally #163: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Army split: healthy group (#139,#140,#148,#150,#165) pushing west to ~(20,16); wounded (#144,#145,#146,#154) retreating to base (95,11). Need cash for 2nd harv + power once mining resumes. Enemy base ~(12,16).", "raw": "{\"thoughts\":\"Economy is extremely tight ($0 cash), so let priority go to finishing proc and harvester before training more infantry. Push healthy army group toward enemy base while wounded units retreat and heal.\",\"notes\":\"Army split: healthy group (#139,#140,#148,#150,#165) pushing west toward enemy base ~(12,16); wounded (#144,#145,#146,#154) retreating to base (95,11) to heal. Economy critical - only 1 harvester, need 2nd ASAP once cash allows. Enemy base likely at (12,16), not yet scouted directly.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[139,140,148,150,165],\"x\":20,\"y\":16},{\"do\":\"move\",\"units\":[144,145,146,154],\"x\":95,\"y\":11}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2385, "completion_tokens": 451, "total_tokens": 2836, "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": 0.00928, "upstream_inference_prompt_cost": 0.00477, "upstream_inference_completions_cost": 0.00451}, "completion_tokens_details": {"reasoning_tokens": 183, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 16.48, "thoughts": "Economy is extremely tight ($0 cash), so let priority go to finishing proc and harvester before training more infantry. Push healthy army group toward enemy base while wounded units retreat and heal.", "notes": "Army split: healthy group (#139,#140,#148,#150,#165) pushing west toward enemy base ~(12,16); wounded (#144,#145,#146,#154) retreating to base (95,11) to heal. Economy critical - only 1 harvester, need 2nd ASAP once cash allows. Enemy base likely at (12,16), not yet scouted directly.", "commands": [{"do": "attack_move", "units": [139, 140, 148, 150, 165], "x": 20, "y": 16}, {"do": "move", "units": [144, 145, 146, 154], "x": 95, "y": 11}], "feedback": ["attack_move: 5 units", "move: 4 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 800, "units_killed": 14, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1200, "income": 2500, "experience": 20, "order_count": 39}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1700, killed $800 (4 units, 0 bldgs), lost $2000 (14 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: Building: proc 47%; Infantry: e3 13%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #166@(22,17)* #169@(25,16)*\n  harv (Ore Truck (harvester)) x1: #131@(9,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #133: ordered\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Proc #2 47% at 3:20; rockets scouting east from 21-24,16. Enemy likely near 95,11. Build power after refinery placement.", "raw": "{\"thoughts\":\"Second refinery is nearing completion; the two rocket soldiers should keep scouting east toward the likely enemy approach while our economy expands. Once the refinery places, immediately add power and resume vehicle production.\",\"notes\":\"Proc #2 at 47% at 3:28; rockets #166/#169 scouting east. Enemy start likely 95,11; need power after refinery placement and build tanks/harvesters.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[166,169],\"x\":55,\"y\":14},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":15},{\"do\":\"rally\",\"building\":162,\"x\":45,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1388, "completion_tokens": 202, "total_tokens": 1590, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1386, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0064823, "upstream_inference_prompt_cost": 0.0038159, "upstream_inference_completions_cost": 0.0026664}, "completion_tokens_details": {"reasoning_tokens": 54, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.43, "thoughts": "Second refinery is nearing completion; the two rocket soldiers should keep scouting east toward the likely enemy approach while our economy expands. Once the refinery places, immediately add power and resume vehicle production.", "notes": "Proc #2 at 47% at 3:28; rockets #166/#169 scouting east. Enemy start likely 95,11; need power after refinery placement and build tanks/harvesters.", "commands": [{"do": "attack_move", "units": [166, 169], "x": 55, "y": 14}, {"do": "rally", "building": 133, "x": 45, "y": 15}, {"do": "rally", "building": 162, "x": 45, "y": 15}], "feedback": ["attack_move: 2 units", "rally #133: ordered", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 2000, "units_killed": 4, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2500, "experience": 8, "order_count": 27}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9100, army $2200, killed $2000 (14 units, 0 bldgs), lost $800 (4 units, 0 bldgs). Map explored 19.9%.\nPRODUCTION: Building: proc 29%; Vehicle: harv 15%; Infantry: e3 72%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #139@(36,27) #140@(38,21) #144@(72,18)36% #145@(87,14)19% #146@(72,17)62% #148@(37,20)85% #150@(37,20)97% #154@(85,18)37%\n  e3 (Rocket Soldier) x1: #165@(51,26)\n  harv (Ore Truck (harvester)) x1: #132@(98,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - move: 4 units\nYOUR NOTES FROM LAST TURN: Army split: healthy group (#139,#140,#148,#150,#165) pushing west toward enemy base ~(12,16); wounded (#144,#145,#146,#154) retreating to base (95,11) to heal. Economy critical - only 1 harvester, need 2nd ASAP once cash allows. Enemy base likely at (12,16), not yet scouted directly.", "raw": "{\"thoughts\": \"Cash is $0 with only 1 harvester, so economy is the bottleneck - the proc (with free harvester) and 2nd harv already queued are the right calls. Army is scattered; push the healthy squad west toward the suspected enemy base to scout/fight while wounded units fall back to base.\", \"notes\": \"Econ starved ($0): finish proc(29%) + harv(15%). Healthy group #139,#140,#148,#150,#165 pushing west to find enemy base ~(12,16). Wounded #144,#145,#146,#154 retreating to base.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132}, {\"do\":\"attack_move\",\"units\":[139,140,148,150,165],\"x\":22,\"y\":18}, {\"do\":\"move\",\"units\":[144,145,146,154],\"x\":92,\"y\":16}, {\"do\":\"rally\",\"building\":163,\"x\":88,\"y\":20}, {\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1664, "completion_tokens": 1022, "total_tokens": 2686, "cost": 0.001499808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001499808, "upstream_inference_prompt_cost": 0.000273408, "upstream_inference_completions_cost": 0.0012264}, "completion_tokens_details": {"reasoning_tokens": 791, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.4, "thoughts": "Cash is $0 with only 1 harvester, so economy is the bottleneck - the proc (with free harvester) and 2nd harv already queued are the right calls. Army is scattered; push the healthy squad west toward the suspected enemy base to scout/fight while wounded units fall back to base.", "notes": "Econ starved ($0): finish proc(29%) + harv(15%). Healthy group #139,#140,#148,#150,#165 pushing west to find enemy base ~(12,16). Wounded #144,#145,#146,#154 retreating to base.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [139, 140, 148, 150, 165], "x": 22, "y": 18}, {"do": "move", "units": [144, 145, 146, 154], "x": 92, "y": 16}, {"do": "rally", "building": 163, "x": 88, "y": 20}, {"do": "rally", "building": 134, "x": 88, "y": 20}], "feedback": ["attack_move: 5 units", "move: 4 units", "rally #163: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 800, "units_killed": 14, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1200, "income": 2500, "experience": 20, "order_count": 39}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $146 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1700, killed $800 (4 units, 0 bldgs), lost $2000 (14 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: Building: proc 59%; Infantry: e3 72%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #166@(22,17) #169@(25,16)30%\n  harv (Ore Truck (harvester)) x1: #131@(8,21)\nVISIBLE ENEMY UNITS (1):\n  #150 e1@(25,20) 97%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #133: ordered\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Proc #2 at 47% at 3:28; rockets #166/#169 scouting east. Enemy start likely 95,11; need power after refinery placement and build tanks/harvesters.", "raw": "{\"thoughts\":\"Second refinery is still building and cash is exhausted, so the priority is completing the economic expansion and keeping the existing harvester mining. The two damaged rockets will continue scouting east while engaging the visible rifleman if possible.\",\"notes\":\"Proc #2 building 59%; place immediately when ready, then add power and begin vehicle production. Rockets scouting from x25 toward enemy likely at 95,11; one enemy rifle at 25,20.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack\",\"units\":[166,169],\"target\":150},{\"do\":\"attack_move\",\"units\":[166,169],\"x\":45,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1404, "completion_tokens": 210, "total_tokens": 1614, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1402, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0066319, "upstream_inference_prompt_cost": 0.0038599, "upstream_inference_completions_cost": 0.002772}, "completion_tokens_details": {"reasoning_tokens": 66, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.58, "thoughts": "Second refinery is still building and cash is exhausted, so the priority is completing the economic expansion and keeping the existing harvester mining. The two damaged rockets will continue scouting east while engaging the visible rifleman if possible.", "notes": "Proc #2 building 59%; place immediately when ready, then add power and begin vehicle production. Rockets scouting from x25 toward enemy likely at 95,11; one enemy rifle at 25,20.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack", "units": [166, 169], "target": 150}, {"do": "attack_move", "units": [166, 169], "x": 45, "y": 15}], "feedback": ["attack: 2 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 2000, "units_killed": 4, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2500, "experience": 8, "order_count": 27}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9400, army $2500, killed $2000 (14 units, 0 bldgs), lost $800 (4 units, 0 bldgs). Map explored 22.1%.\nPRODUCTION: Building: proc 41%; Vehicle: harv 30%; Infantry: e1 81%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #139@(28,21) #140@(27,20) #144@(81,15)36% #145@(92,16)19%* #146@(82,14)62% #148@(27,20)85% #150@(25,20)97% #154@(92,16)37%*\n  e3 (Rocket Soldier) x2: #165@(41,26) #170@(95,14)\n  harv (Ore Truck (harvester)) x1: #132@(97,21)\nVISIBLE ENEMY UNITS (1):\n  #169 e3@(25,16) 30%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - move: 4 units\n  - rally #163: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Econ starved ($0): finish proc(29%) + harv(15%). Healthy group #139,#140,#148,#150,#165 pushing west to find enemy base ~(12,16). Wounded #144,#145,#146,#154 retreating to base.", "raw": "{\"thoughts\": \"Economy is fully starved at $0 so no new builds possible; proc/harq production will fix that. Keep the healthy western group pushing toward the enemy base at ~(12,16) and hold the wounded units back near base.\", \"notes\": \"Econ starved, waiting on proc(41%)+harv(30%). West group #139,#140,#148,#150,#165 attacking toward enemy base (12,16). Wounded #144,#145,#146,#154 staying at base to heal.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[139,140,148,150,165],\"x\":14,\"y\":16}, {\"do\":\"stop\",\"units\":[145,154]}, {\"do\":\"rally\",\"building\":163,\"x\":92,\"y\":20}, {\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1668, "completion_tokens": 527, "total_tokens": 2195, "cost": 0.000907008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000907008, "upstream_inference_prompt_cost": 0.000274608, "upstream_inference_completions_cost": 0.0006324}, "completion_tokens_details": {"reasoning_tokens": 335, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.12, "thoughts": "Economy is fully starved at $0 so no new builds possible; proc/harq production will fix that. Keep the healthy western group pushing toward the enemy base at ~(12,16) and hold the wounded units back near base.", "notes": "Econ starved, waiting on proc(41%)+harv(30%). West group #139,#140,#148,#150,#165 attacking toward enemy base (12,16). Wounded #144,#145,#146,#154 staying at base to heal.", "commands": [{"do": "attack_move", "units": [139, 140, 148, 150, 165], "x": 14, "y": 16}, {"do": "stop", "units": [145, 154]}, {"do": "rally", "building": 163, "x": 92, "y": 20}, {"do": "rally", "building": 134, "x": 95, "y": 16}], "feedback": ["attack_move: 5 units", "stop: 2 units", "rally #163: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 800, "units_killed": 14, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 1500, "income": 2500, "experience": 20, "order_count": 39}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 94 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $800 (4 units, 0 bldgs), lost $2600 (16 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: Building: proc 65%; Infantry: e3 97%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 94%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(4,27)\nVISIBLE ENEMY UNITS (4):\n  #139 e1@(20,16) 100%, #140 e1@(20,16) 100%, #148 e1@(20,16) 85%, #150 e1@(20,16) 79%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Proc #2 building 59%; place immediately when ready, then add power and begin vehicle production. Rockets scouting from x25 toward enemy likely at 95,11; one enemy rifle at 25,20.", "raw": "{\"thoughts\":\"Second refinery is nearly complete but we are currently broke and have no visible combat units remaining. Keep the harvester mining while the refinery finishes; immediately place it next turn and use the income to rebuild infantry and vehicles.\",\"notes\":\"Proc #2 at 65%, rocket at 97%; only visible friendly unit is harvester #131 mining near (4,27). Four enemy rifles at (20,16), close to base; urgently rebuild defense/army after refinery placement.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":14,\"y\":16},{\"do\":\"rally\",\"building\":162,\"x\":16,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1407, "completion_tokens": 266, "total_tokens": 1673, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1405, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00737935, "upstream_inference_prompt_cost": 0.00386815, "upstream_inference_completions_cost": 0.0035112}, "completion_tokens_details": {"reasoning_tokens": 114, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "Second refinery is nearly complete but we are currently broke and have no visible combat units remaining. Keep the harvester mining while the refinery finishes; immediately place it next turn and use the income to rebuild infantry and vehicles.", "notes": "Proc #2 at 65%, rocket at 97%; only visible friendly unit is harvester #131 mining near (4,27). Four enemy rifles at (20,16), close to base; urgently rebuild defense/army after refinery placement.", "commands": [{"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 14, "y": 16}, {"do": "rally", "building": 162, "x": 16, "y": 16}], "feedback": ["rally #133: ordered", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 2600, "units_killed": 4, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 8, "order_count": 27}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9400, army $2500, killed $2600 (16 units, 0 bldgs), lost $800 (4 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: proc 41%; Vehicle: harv 30%; Infantry: e1 81%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #139@(20,16) #140@(20,16) #144@(91,16)36% #145@(92,16)19%* #146@(92,16)62%* #148@(20,16)85% #150@(20,16)79% #154@(92,16)37%*\n  e3 (Rocket Soldier) x2: #165@(33,19) #170@(88,20)*\n  harv (Ore Truck (harvester)) x1: #132@(102,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - stop: 2 units\n  - rally #163: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Econ starved, waiting on proc(41%)+harv(30%). West group #139,#140,#148,#150,#165 attacking toward enemy base (12,16). Wounded #144,#145,#146,#154 staying at base to heal.", "raw": "{\"thoughts\": \"Economy is starved at $0, so nothing can progress until the harvester delivers; proc(41%) and harv(30%) already queued. West scouting/attack group should push toward the enemy base at (12,16) while wounded units stay home to heal. Queue a few infantry so production resumes the instant cash arrives.\", \"notes\": \"Econ: proc 41% + harv 30% building, $0 cash. West group #139,#140,#148,#150,#165 pushing to enemy base (12,16). Wounded #144,#145,#146,#154 healing at base (92,16). Weap#163 + tent#134 rally set.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[139,140,148,150,165],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1656, "completion_tokens": 900, "total_tokens": 2556, "cost": 0.001351008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001351008, "upstream_inference_prompt_cost": 0.000271008, "upstream_inference_completions_cost": 0.00108}, "completion_tokens_details": {"reasoning_tokens": 683, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.37, "thoughts": "Economy is starved at $0, so nothing can progress until the harvester delivers; proc(41%) and harv(30%) already queued. West scouting/attack group should push toward the enemy base at (12,16) while wounded units stay home to heal. Queue a few infantry so production resumes the instant cash arrives.", "notes": "Econ: proc 41% + harv 30% building, $0 cash. West group #139,#140,#148,#150,#165 pushing to enemy base (12,16). Wounded #144,#145,#146,#154 healing at base (92,16). Weap#163 + tent#134 rally set.", "commands": [{"do": "attack_move", "units": [139, 140, 148, 150, 165], "x": 12, "y": 16}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 5 units", "train 3x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 800, "units_killed": 16, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 1500, "income": 2500, "experience": 26, "order_count": 39}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 60 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7300, army $1100, killed $800 (4 units, 0 bldgs), lost $2600 (16 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: Building: proc 65%; Infantry: e3 97%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 60%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(9,20)\nVISIBLE ENEMY UNITS (4):\n  #139 e1@(20,16) 100%, #140 e1@(20,16) 100%, #148 e1@(20,16) 85%, #150 e1@(20,16) 79%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Proc #2 at 65%, rocket at 97%; only visible friendly unit is harvester #131 mining near (4,27). Four enemy rifles at (20,16), close to base; urgently rebuild defense/army after refinery placement.", "raw": "{\"thoughts\":\"A second refinery is nearly complete but the base is critically low on power and four enemy rifles are close. Place the refinery immediately when ready, keep mining, and use any completed rocket soldier to clear the infantry while saving for a power plant.\",\"notes\":\"Proc #2 is 65% and must be placed next turn; power is 60/80. Enemy rifles are at (20,16), adjacent east of base. Harvester #131 should keep mining.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":20,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":18,\"y\":16},{\"do\":\"rally\",\"building\":162,\"x\":18,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1421, "completion_tokens": 287, "total_tokens": 1708, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1419, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00769505, "upstream_inference_prompt_cost": 0.00390665, "upstream_inference_completions_cost": 0.0037884}, "completion_tokens_details": {"reasoning_tokens": 118, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.46, "thoughts": "A second refinery is nearly complete but the base is critically low on power and four enemy rifles are close. Place the refinery immediately when ready, keep mining, and use any completed rocket soldier to clear the infantry while saving for a power plant.", "notes": "Proc #2 is 65% and must be placed next turn; power is 60/80. Enemy rifles are at (20,16), adjacent east of base. Harvester #131 should keep mining.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": "idle_army", "x": 20, "y": 16}, {"do": "rally", "building": 133, "x": 18, "y": 16}, {"do": "rally", "building": 162, "x": 18, "y": 16}], "feedback": ["attack_move: no valid unit ids of yours", "rally #133: ordered", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 2600, "units_killed": 4, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 8, "order_count": 27}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9400, army $2500, killed $2600 (16 units, 0 bldgs), lost $800 (4 units, 0 bldgs). Map explored 24%.\nPRODUCTION: Building: proc 41%; Vehicle: harv 30%; Infantry: e1 81%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #139@(20,16) #140@(20,16) #144@(92,16)36%* #145@(92,16)19%* #146@(92,16)62%* #148@(20,16)85% #150@(20,16)79% #154@(92,16)37%*\n  e3 (Rocket Soldier) x2: #165@(24,14) #170@(88,20)*\n  harv (Ore Truck (harvester)) x1: #132@(97,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - train 3x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Econ: proc 41% + harv 30% building, $0 cash. West group #139,#140,#148,#150,#165 pushing to enemy base (12,16). Wounded #144,#145,#146,#154 healing at base (92,16). Weap#163 + tent#134 rally set.", "raw": "{\"thoughts\": \"West group is at (20,16), right next to the enemy start (12,16) with nothing visible - push in and scout. Cash is $0, so we're waiting on the refinery/harvester; keep queues minimal until income arrives.\", \"notes\": \"West group #139,#140,#148,#150,#165 + rocket #170 pushing enemy base (12,16). Wounded #144,#145,#146,#154 at base (92,16). proc 41%, harv 30%. $0 cash, spend nothing extra.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[139,140,148,150,165],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[170],\"x\":30,\"y\":18},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1705, "completion_tokens": 519, "total_tokens": 2224, "cost": 0.000908508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000908508, "upstream_inference_prompt_cost": 0.000285708, "upstream_inference_completions_cost": 0.0006228}, "completion_tokens_details": {"reasoning_tokens": 328, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "West group is at (20,16), right next to the enemy start (12,16) with nothing visible - push in and scout. Cash is $0, so we're waiting on the refinery/harvester; keep queues minimal until income arrives.", "notes": "West group #139,#140,#148,#150,#165 + rocket #170 pushing enemy base (12,16). Wounded #144,#145,#146,#154 at base (92,16). proc 41%, harv 30%. $0 cash, spend nothing extra.", "commands": [{"do": "attack_move", "units": [139, 140, 148, 150, 165], "x": 12, "y": 16}, {"do": "attack_move", "units": [170], "x": 30, "y": 18}, {"do": "harvest", "unit": 132}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 5 units", "attack_move: 1 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 800, "units_killed": 16, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 1500, "income": 2500, "experience": 26, "order_count": 44}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $426 (storage 2000), power 7 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7600, army $1400, killed $800 (4 units, 0 bldgs), lost $2600 (16 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: Building: proc 69%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 7%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #172@(16,15)\n  harv (Ore Truck (harvester)) x1: #131@(9,22)\nVISIBLE ENEMY UNITS (5):\n  #139 e1@(20,16) 99%, #140 e1@(20,16) 100%, #148 e1@(20,16) 82%, #150 e1@(20,16) 66%, #165 e3@(20,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: no valid unit ids of yours\n  - rally #133: ordered\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Proc #2 is 65% and must be placed next turn; power is 60/80. Enemy rifles are at (20,16), adjacent east of base. Harvester #131 should keep mining.", "raw": "{\"thoughts\":\"Our severely damaged power plant has caused crippling low power while enemy infantry are threatening the base. Repair power immediately, finish and place the refinery, then add power and infantry while the rocket soldier engages the nearby force.\",\"notes\":\"Enemy infantry group at (20,16) directly east; #172 rocket engaging. Current refinery is 69%; repair #123 and place it when ready, then build powr.\",\"commands\":[{\"do\":\"repair\",\"building\":123},{\"do\":\"attack_move\",\"units\":[172],\"x\":20,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1448, "completion_tokens": 267, "total_tokens": 1715, "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": 0.0075053, "upstream_inference_prompt_cost": 0.0039809, "upstream_inference_completions_cost": 0.0035244}, "completion_tokens_details": {"reasoning_tokens": 124, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "Our severely damaged power plant has caused crippling low power while enemy infantry are threatening the base. Repair power immediately, finish and place the refinery, then add power and infantry while the rocket soldier engages the nearby force.", "notes": "Enemy infantry group at (20,16) directly east; #172 rocket engaging. Current refinery is 69%; repair #123 and place it when ready, then build powr.", "commands": [{"do": "repair", "building": 123}, {"do": "attack_move", "units": [172], "x": 20, "y": 16}, {"do": "train", "item": "e1", "count": 4}, {"do": "harvest", "unit": 131}], "feedback": ["repair #123: ordered", "attack_move: 1 units", "train 4x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 2600, "units_killed": 4, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 8, "order_count": 27}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9600, army $2700, killed $2600 (16 units, 0 bldgs), lost $800 (4 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: proc 53%; Vehicle: harv 45%; Infantry: e1 45%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #139@(20,16) #140@(20,16) #144@(92,16)36%* #145@(92,16)19%* #146@(92,16)62%* #148@(20,16)82% #150@(20,16)66% #154@(92,16)37%* #171@(94,16)* #173@(95,14)\n  e3 (Rocket Soldier) x2: #165@(20,15) #170@(82,27)\n  harv (Ore Truck (harvester)) x1: #132@(100,20)\nVISIBLE ENEMY UNITS (1):\n  #172 e3@(16,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - attack_move: 1 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: West group #139,#140,#148,#150,#165 + rocket #170 pushing enemy base (12,16). Wounded #144,#145,#146,#154 at base (92,16). proc 41%, harv 30%. $0 cash, spend nothing extra.", "raw": "{\"thoughts\": \"Cash is $0 so no new production is possible; power is maxed at 100/100 and cannot be expanded. My west strike group is already near the enemy base at (16,15), so I'll keep the pressure on with an attack_move toward the enemy start, and consolidate my wounded base defenders into a second wave.\", \"notes\": \"West group pushing (12,16). Wounded e1s at (92,16) hold at base. $0 cash, proc ~53%, harv ~45%. Need power/proc income before more units.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[139,140,148,150,165,170],\"x\":14,\"y\":15},{\"do\":\"stop\",\"units\":[144,145,146,154]},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1727, "completion_tokens": 340, "total_tokens": 2067, "cost": 0.000700308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000700308, "upstream_inference_prompt_cost": 0.000292308, "upstream_inference_completions_cost": 0.000408}, "completion_tokens_details": {"reasoning_tokens": 155, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.65, "thoughts": "Cash is $0 so no new production is possible; power is maxed at 100/100 and cannot be expanded. My west strike group is already near the enemy base at (16,15), so I'll keep the pressure on with an attack_move toward the enemy start, and consolidate my wounded base defenders into a second wave.", "notes": "West group pushing (12,16). Wounded e1s at (92,16) hold at base. $0 cash, proc ~53%, harv ~45%. Need power/proc income before more units.", "commands": [{"do": "attack_move", "units": [139, 140, 148, 150, 165, 170], "x": 14, "y": 15}, {"do": "stop", "units": [144, 145, 146, 154]}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["attack_move: 6 units", "stop: 4 units", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 800, "units_killed": 16, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 1700, "income": 2500, "experience": 26, "order_count": 47}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $35 + stored ore $1258 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7100, army $1200, killed $800 (4 units, 0 bldgs), lost $3200 (17 units, 1 bldgs). Map explored 16.6%.\nPRODUCTION: Infantry: e1 8%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 63%, #162 weap@(12,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #174@(16,15)\n  harv (Ore Truck (harvester)) x1: #131@(7,29)\nVISIBLE ENEMY UNITS (5):\n  #139 e1@(19,16) 98%, #140 e1@(19,16) 100%, #148 e1@(19,16) 80%, #150 e1@(20,16) 57%, #165 e3@(20,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #123: ordered\n  - attack_move: 1 units\n  - train 4x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry group at (20,16) directly east; #172 rocket engaging. Current refinery is 69%; repair #123 and place it when ready, then build powr.", "raw": "{\"thoughts\":\"We are critically low power and enemy infantry are at the eastern edge of our base. Start power immediately, repair the damaged barracks, keep the harvester mining, and produce anti-infantry/armor units while our rifleman engages.\",\"notes\":\"Emergency: enemy infantry cluster at (19-20,16), no enemy structures scouted. Build/place power ASAP; defend home and restore production.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"pbox\"},{\"do\":\"repair\",\"building\":133},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[174],\"x\":20,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},{\"do\":\"rally\",\"building\":162,\"x\":16,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1424, "completion_tokens": 346, "total_tokens": 1770, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1422, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0084821, "upstream_inference_prompt_cost": 0.0039149, "upstream_inference_completions_cost": 0.0045672}, "completion_tokens_details": {"reasoning_tokens": 156, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.46, "thoughts": "We are critically low power and enemy infantry are at the eastern edge of our base. Start power immediately, repair the damaged barracks, keep the harvester mining, and produce anti-infantry/armor units while our rifleman engages.", "notes": "Emergency: enemy infantry cluster at (19-20,16), no enemy structures scouted. Build/place power ASAP; defend home and restore production.", "commands": [{"do": "build", "item": "powr"}, {"do": "build", "item": "pbox"}, {"do": "repair", "building": 133}, {"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [174], "x": 20, "y": 16}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "rally", "building": 162, "x": 16, "y": 16}], "feedback": ["build powr: started", "build pbox: started", "repair #133: ordered", "attack_move: 1 units", "train 3x e3: queued", "train 2x 1tnk: queued", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 3200, "units_killed": 4, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 7100, "army_value": 100, "income": 2500, "experience": 8, "order_count": 31}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9600, army $2700, killed $3200 (17 units, 1 bldgs), lost $800 (4 units, 0 bldgs). Map explored 24.3%.\nPRODUCTION: Building: proc 53%; Vehicle: harv 45%; Infantry: e1 45%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #139@(19,16)98% #140@(19,16) #144@(92,16)36%* #145@(92,16)19%* #146@(92,16)62%* #148@(19,16)80% #150@(20,16)57% #154@(92,16)37%* #171@(94,16)* #173@(94,16)*\n  e3 (Rocket Soldier) x2: #165@(20,15) #170@(74,25)\n  harv (Ore Truck (harvester)) x1: #132@(104,24)\nVISIBLE ENEMY UNITS (1):\n  #174 e1@(16,15) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #133 tent@(16,14) 63%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - stop: 4 units\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: West group pushing (12,16). Wounded e1s at (92,16) hold at base. $0 cash, proc ~53%, harv ~45%. Need power/proc income before more units.", "raw": "{\"thoughts\": \"Cash is $0 so production is stalled; economy needs to come online (harvester mining, proc at 53%). Meanwhile press the western attack \u2014 the enemy tent is already at 63%, so a focused strike could finish it. Wounded e1s at base stay put.\", \"notes\": \"West group (139,140,148,150,165) hitting enemy tent #133 at (16,14). e3 #170 at (74,25) heads west too. Wounded e1s (144,145,146,154) hold at base (92,16). $0 cash - waiting on harvester #132 income before building more.\", \"commands\": [{\"do\":\"attack\",\"units\":[139,140,148,150,165],\"target\":133},{\"do\":\"attack_move\",\"units\":[170],\"x\":16,\"y\":14},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1761, "completion_tokens": 921, "total_tokens": 2682, "cost": 0.001407708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001407708, "upstream_inference_prompt_cost": 0.000302508, "upstream_inference_completions_cost": 0.0011052}, "completion_tokens_details": {"reasoning_tokens": 726, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.32, "thoughts": "Cash is $0 so production is stalled; economy needs to come online (harvester mining, proc at 53%). Meanwhile press the western attack \u2014 the enemy tent is already at 63%, so a focused strike could finish it. Wounded e1s at base stay put.", "notes": "West group (139,140,148,150,165) hitting enemy tent #133 at (16,14). e3 #170 at (74,25) heads west too. Wounded e1s (144,145,146,154) hold at base (92,16). $0 cash - waiting on harvester #132 income before building more.", "commands": [{"do": "attack", "units": [139, 140, 148, 150, 165], "target": 133}, {"do": "attack_move", "units": [170], "x": 16, "y": 14}, {"do": "harvest", "unit": 132}], "feedback": ["attack: 5 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3200, "deaths_cost": 800, "units_killed": 17, "units_lost": 4, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9600, "army_value": 1700, "income": 2500, "experience": 32, "order_count": 52}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $35 + stored ore $819 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7200, army $1300, killed $1000 (6 units, 0 bldgs), lost $3200 (17 units, 1 bldgs). Map explored 16.6%.\nPRODUCTION: Building: powr 36%; Defense: pbox 18%; Vehicle: 1tnk 15%; Vehicle: 1tnk 0%; Infantry: e3 6%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 18%, #162 weap@(12,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #174@(16,15) #175@(16,15)\n  harv (Ore Truck (harvester)) x1: #131@(9,21)\nVISIBLE ENEMY UNITS (3):\n  #140 e1@(19,16) 70%, #150 e1@(20,16) 57%, #165 e3@(20,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - build pbox: started\n  - repair #133: ordered\n  - attack_move: 1 units\n  - train 3x e3: queued\n  - train 2x 1tnk: queued\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Emergency: enemy infantry cluster at (19-20,16), no enemy structures scouted. Build/place power ASAP; defend home and restore production.", "raw": "{\"thoughts\":\"Power and defenses are underway but low power is crippling production. Keep the harvester mining, hold our infantry near the damaged barracks, and eliminate the nearby exposed enemy infantry if possible.\",\"notes\":\"Power plant 36% and pillbox 18%; tank and rocket queues active. Enemy infantry cluster remains at (19-20,16); no enemy base located.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[174,175],\"x\":20,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":15,\"y\":16},{\"do\":\"rally\",\"building\":162,\"x\":15,\"y\":16},{\"do\":\"repair\",\"building\":133}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1483, "completion_tokens": 256, "total_tokens": 1739, "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": 0.00745635, "upstream_inference_prompt_cost": 0.00407715, "upstream_inference_completions_cost": 0.0033792}, "completion_tokens_details": {"reasoning_tokens": 98, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.25, "thoughts": "Power and defenses are underway but low power is crippling production. Keep the harvester mining, hold our infantry near the damaged barracks, and eliminate the nearby exposed enemy infantry if possible.", "notes": "Power plant 36% and pillbox 18%; tank and rocket queues active. Enemy infantry cluster remains at (19-20,16); no enemy base located.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [174, 175], "x": 20, "y": 16}, {"do": "rally", "building": 133, "x": 15, "y": 16}, {"do": "rally", "building": 162, "x": 15, "y": 16}, {"do": "repair", "building": 133}], "feedback": ["attack_move: 2 units", "rally #133: ordered", "rally #162: ordered", "repair #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 3200, "units_killed": 6, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 7200, "army_value": 200, "income": 2500, "experience": 10, "order_count": 38}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9400, army $2500, killed $3200 (17 units, 1 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 24.3%.\nPRODUCTION: Building: proc 53%; Vehicle: harv 45%; Infantry: e1 45%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #140@(19,16)70% #144@(92,16)36%* #145@(92,16)19%* #146@(92,16)62%* #150@(20,16)57% #154@(92,16)37%* #171@(94,16)* #173@(94,16)*\n  e3 (Rocket Soldier) x2: #165@(20,15) #170@(64,25)\n  harv (Ore Truck (harvester)) x1: #132@(98,21)\nVISIBLE ENEMY UNITS (2):\n  #174 e1@(16,15) 100%, #175 e1@(16,15) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #133 tent@(16,14) 18%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: West group (139,140,148,150,165) hitting enemy tent #133 at (16,14). e3 #170 at (74,25) heads west too. Wounded e1s (144,145,146,154) hold at base (92,16). $0 cash - waiting on harvester #132 income before building more.", "raw": "{\"thoughts\": \"Enemy east tent (#133) is at 18% and about to fall. Economy is starved ($0, 1 harvester), so I must keep the harvester mining and finish the push on the enemy base while queuing power/economy. Wounded e1s stay at base to defend.\", \"notes\": \"West strike group (140,150,165) finishing enemy tent #133 at (16,14). e3 #170 moving west to join. Wounded e1s (144,145,146,154,171,173) hold at base. Building: proc then powr. Harvester #132 mining.\", \"commands\": [{\"do\":\"attack\",\"units\":[140,150,165],\"target\":133},{\"do\":\"attack_move\",\"units\":[170],\"x\":16,\"y\":15},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":16},{\"do\":\"rally\",\"building\":163,\"x\":88,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1775, "completion_tokens": 1109, "total_tokens": 2884, "cost": 0.001637508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001637508, "upstream_inference_prompt_cost": 0.000306708, "upstream_inference_completions_cost": 0.0013308}, "completion_tokens_details": {"reasoning_tokens": 879, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.95, "thoughts": "Enemy east tent (#133) is at 18% and about to fall. Economy is starved ($0, 1 harvester), so I must keep the harvester mining and finish the push on the enemy base while queuing power/economy. Wounded e1s stay at base to defend.", "notes": "West strike group (140,150,165) finishing enemy tent #133 at (16,14). e3 #170 moving west to join. Wounded e1s (144,145,146,154,171,173) hold at base. Building: proc then powr. Harvester #132 mining.", "commands": [{"do": "attack", "units": [140, 150, 165], "target": 133}, {"do": "attack_move", "units": [170], "x": 16, "y": 15}, {"do": "harvest", "unit": 132}, {"do": "build", "item": "powr"}, {"do": "rally", "building": 134, "x": 88, "y": 16}, {"do": "rally", "building": 163, "x": 88, "y": 16}], "feedback": ["attack: 3 units", "attack_move: 1 units", "build powr: started", "rally #134: ordered", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3200, "deaths_cost": 1000, "units_killed": 17, "units_lost": 6, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9400, "army_value": 1500, "income": 2500, "experience": 32, "order_count": 52}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $35 + stored ore $1227 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $6700, army $1300, killed $1500 (9 units, 0 bldgs), lost $3700 (17 units, 2 bldgs). Map explored 16.6%.\nPRODUCTION: Building: powr 73%; Vehicle: 1tnk 31%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #174@(20,16) #175@(19,16)\n  harv (Ore Truck (harvester)) x1: #131@(8,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #133: ordered\n  - rally #162: ordered\n  - repair #133: ordered\nYOUR NOTES FROM LAST TURN: Power plant 36% and pillbox 18%; tank and rocket queues active. Enemy infantry cluster remains at (19-20,16); no enemy base located.", "raw": "{\"thoughts\":\"Power plant is nearly complete and must be placed immediately on readiness to restore production. Keep the harvester mining, rally new tanks forward, and use the surviving infantry to scout eastward without overcommitting.\",\"notes\":\"Place powr when ready; then build another proc or powr depending power. Two light tanks are queued at weap #162; rally toward central-east. Enemy base still likely northeast around 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":15,\"y\":16},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":35,\"y\":16},{\"do\":\"attack_move\",\"units\":[174,175],\"x\":38,\"y\":16},{\"do\":\"stance\",\"units\":[174,175],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1319, "completion_tokens": 340, "total_tokens": 1659, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1317, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00811415, "upstream_inference_prompt_cost": 0.00362615, "upstream_inference_completions_cost": 0.004488}, "completion_tokens_details": {"reasoning_tokens": 162, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.0, "thoughts": "Power plant is nearly complete and must be placed immediately on readiness to restore production. Keep the harvester mining, rally new tanks forward, and use the surviving infantry to scout eastward without overcommitting.", "notes": "Place powr when ready; then build another proc or powr depending power. Two light tanks are queued at weap #162; rally toward central-east. Enemy base still likely northeast around 95,11.", "commands": [{"do": "place", "item": "powr", "x": 15, "y": 16}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 35, "y": 16}, {"do": "attack_move", "units": [174, 175], "x": 38, "y": 16}, {"do": "stance", "units": [174, 175], "stance": "attack_anything"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "rally #162: ordered", "attack_move: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1500, "deaths_cost": 3700, "units_killed": 9, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 6700, "army_value": 200, "income": 2500, "experience": 15, "order_count": 38}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $157 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9000, army $2100, killed $3700 (17 units, 2 bldgs), lost $1500 (9 units, 0 bldgs). Map explored 24.3%.\nPRODUCTION: Building: proc 62%; Building: powr 0%; Vehicle: harv 56%; Infantry: e1 58%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #144@(92,16)36%* #145@(92,16)19%* #146@(92,16)62%* #154@(92,16)37%* #171@(94,16)* #173@(94,16)* #176@(96,13)\n  e3 (Rocket Soldier) x1: #170@(54,28)\n  harv (Ore Truck (harvester)) x1: #132@(96,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack_move: 1 units\n  - build powr: started\n  - rally #134: ordered\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: West strike group (140,150,165) finishing enemy tent #133 at (16,14). e3 #170 moving west to join. Wounded e1s (144,145,146,154,171,173) hold at base. Building: proc then powr. Harvester #132 mining.", "raw": "{\"thoughts\": \"Economy is starved ($0) and my west strike group is gone. I need to rebuild: let the refinery finish, keep the harvester mining, and hold my wounded infantry at base. Scout west with the rocket soldier to find enemy targets.\", \"notes\": \"West strike group destroyed. Building queue: proc (~62%) then powr. Rebuilding economy. e3 #170 scouting west. Wounded e1s holding at base (92,16).\", \"commands\": [{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":16},{\"do\":\"rally\",\"building\":163,\"x\":90,\"y\":18},{\"do\":\"move\",\"units\":[170],\"x\":30,\"y\":20},{\"do\":\"stance\",\"units\":[144,145,146,154,171,173],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1734, "completion_tokens": 1346, "total_tokens": 3080, "cost": 0.001909608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001909608, "upstream_inference_prompt_cost": 0.000294408, "upstream_inference_completions_cost": 0.0016152}, "completion_tokens_details": {"reasoning_tokens": 1155, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.61, "thoughts": "Economy is starved ($0) and my west strike group is gone. I need to rebuild: let the refinery finish, keep the harvester mining, and hold my wounded infantry at base. Scout west with the rocket soldier to find enemy targets.", "notes": "West strike group destroyed. Building queue: proc (~62%) then powr. Rebuilding economy. e3 #170 scouting west. Wounded e1s holding at base (92,16).", "commands": [{"do": "rally", "building": 134, "x": 90, "y": 16}, {"do": "rally", "building": 163, "x": 90, "y": 18}, {"do": "move", "units": [170], "x": 30, "y": 20}, {"do": "stance", "units": [144, 145, 146, 154, 171, 173], "stance": "defend"}, {"do": "harvest", "unit": 132}], "feedback": ["rally #134: ordered", "rally #163: ordered", "move: 1 units", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 1500, "units_killed": 17, "units_lost": 9, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9000, "army_value": 1100, "income": 2500, "experience": 37, "order_count": 53}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $35 + stored ore $1035 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $6700, army $1300, killed $1500 (9 units, 0 bldgs), lost $3700 (17 units, 2 bldgs). Map explored 17.1%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: 1tnk 47%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #174@(31,16) #175@(30,16)\n  harv (Ore Truck (harvester)) x1: #131@(7,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - rally #162: ordered\n  - attack_move: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Place powr when ready; then build another proc or powr depending power. Two light tanks are queued at weap #162; rally toward central-east. Enemy base still likely northeast around 95,11.", "raw": "{\"thoughts\":\"Power is critically low, so immediately place the completed plant and start a second one to restore full production speed. Keep the War Factory queue running and send infantry to probe east toward the enemy start.\",\"notes\":\"Place ready power plant, build second power. War Factory has two light tanks queued; infantry scouting east. Enemy base likely northeast near 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"rally\",\"building\":162,\"x\":55,\"y\":16},{\"do\":\"attack_move\",\"units\":[174,175],\"x\":60,\"y\":16},{\"do\":\"stance\",\"units\":[174,175],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1335, "completion_tokens": 247, "total_tokens": 1582, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1333, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00693055, "upstream_inference_prompt_cost": 0.00367015, "upstream_inference_completions_cost": 0.0032604}, "completion_tokens_details": {"reasoning_tokens": 82, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.17, "thoughts": "Power is critically low, so immediately place the completed plant and start a second one to restore full production speed. Keep the War Factory queue running and send infantry to probe east toward the enemy start.", "notes": "Place ready power plant, build second power. War Factory has two light tanks queued; infantry scouting east. Enemy base likely northeast near 95,11.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "powr"}, {"do": "rally", "building": 162, "x": 55, "y": 16}, {"do": "attack_move", "units": [174, 175], "x": 60, "y": 16}, {"do": "stance", "units": [174, 175], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "rally #162: ordered", "attack_move: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1500, "deaths_cost": 3700, "units_killed": 9, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 6700, "army_value": 200, "income": 2500, "experience": 15, "order_count": 38}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9100, army $2200, killed $3700 (17 units, 2 bldgs), lost $1500 (9 units, 0 bldgs). Map explored 24.5%.\nPRODUCTION: Building: proc 65%; Building: powr 0%; Vehicle: harv 61%; Infantry: e1 8%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #144@(92,16)36%* #145@(92,16)19%* #146@(92,16)62%* #154@(92,16)37%* #171@(94,16)* #173@(94,16)* #176@(88,16)* #177@(90,16)\n  e3 (Rocket Soldier) x1: #170@(46,24)\n  harv (Ore Truck (harvester)) x1: #132@(102,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - rally #163: ordered\n  - move: 1 units\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: West strike group destroyed. Building queue: proc (~62%) then powr. Rebuilding economy. e3 #170 scouting west. Wounded e1s holding at base (92,16).", "raw": "{\"thoughts\": \"Proc is at 65% and Harvester at 61%. Harv #132 is harvesting. Scouting west with rocket soldier to locate the enemy base.\", \"notes\": \"Waiting for proc and 2nd harvester to finish. Scout #170 heading to (25,20). Prepare powr placement after proc.\", \"commands\": [{\"do\": \"move\", \"units\": [170], \"x\": 25, \"y\": 20}, {\"do\": \"move\", \"units\": [144, 145, 146, 154, 171, 173, 176, 177], \"x\": 89, \"y\": 15}, {\"do\": \"stance\", \"units\": [170], \"stance\": \"return_fire\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1829, "completion_tokens": 698, "total_tokens": 2527, "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": 0.0079785, "upstream_inference_prompt_cost": 0.0027435, "upstream_inference_completions_cost": 0.005235}, "completion_tokens_details": {"reasoning_tokens": 507, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.55, "thoughts": "Proc is at 65% and Harvester at 61%. Harv #132 is harvesting. Scouting west with rocket soldier to locate the enemy base.", "notes": "Waiting for proc and 2nd harvester to finish. Scout #170 heading to (25,20). Prepare powr placement after proc.", "commands": [{"do": "move", "units": [170], "x": 25, "y": 20}, {"do": "move", "units": [144, 145, 146, 154, 171, 173, 176, 177], "x": 89, "y": 15}, {"do": "stance", "units": [170], "stance": "return_fire"}], "feedback": ["move: 1 units", "move: 8 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 1500, "units_killed": 17, "units_lost": 9, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9100, "army_value": 1200, "income": 2500, "experience": 37, "order_count": 53}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $35 + stored ore $406 (storage 2000), power 100 made / 60 used, harvesters 1.\nSCORE: assets $7000, army $1300, killed $1800 (10 units, 0 bldgs), lost $3700 (17 units, 2 bldgs). Map explored 17.4%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: 1tnk 94%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #174@(39,22) #175@(38,21)\n  harv (Ore Truck (harvester)) x1: #131@(9,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\n  - rally #162: ordered\n  - attack_move: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Place ready power plant, build second power. War Factory has two light tanks queued; infantry scouting east. Enemy base likely northeast near 95,11.", "raw": "{\"thoughts\":\"The second power plant is ready and our first light tank is nearly complete. I will place power, keep the scout advancing toward the northeast, and use the tank immediately to reinforce the eastern approach while ore income accumulates for a refinery or barracks.\",\"notes\":\"Enemy still unseen; likely base northeast around 95,11. Place ready power; first light tank should emerge shortly and rally east. Need spend incoming ore on proc/tent.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":18,\"y\":16},{\"do\":\"attack_move\",\"units\":[174,175],\"x\":62,\"y\":18},{\"do\":\"stance\",\"units\":[174,175],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":162,\"x\":45,\"y\":19},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1362, "completion_tokens": 314, "total_tokens": 1676, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1360, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0078892, "upstream_inference_prompt_cost": 0.0037444, "upstream_inference_completions_cost": 0.0041448}, "completion_tokens_details": {"reasoning_tokens": 134, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.89, "thoughts": "The second power plant is ready and our first light tank is nearly complete. I will place power, keep the scout advancing toward the northeast, and use the tank immediately to reinforce the eastern approach while ore income accumulates for a refinery or barracks.", "notes": "Enemy still unseen; likely base northeast around 95,11. Place ready power; first light tank should emerge shortly and rally east. Need spend incoming ore on proc/tent.", "commands": [{"do": "place", "item": "powr", "x": 18, "y": 16}, {"do": "attack_move", "units": [174, 175], "x": 62, "y": 18}, {"do": "stance", "units": [174, 175], "stance": "attack_anything"}, {"do": "rally", "building": 162, "x": 45, "y": 19}, {"do": "harvest", "unit": 131}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 2 units", "stance: 2 units", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 3700, "units_killed": 10, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 7000, "army_value": 200, "income": 2500, "experience": 18, "order_count": 40}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $8800, army $1900, killed $3700 (17 units, 2 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 24.8%.\nPRODUCTION: Building: proc 65%; Building: powr 0%; Vehicle: harv 61%; Infantry: e1 8%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #144@(89,15)36%* #145@(89,15)19%* #146@(89,15)62%* #154@(90,15)37%* #171@(90,15)* #173@(90,15)* #176@(89,15)* #177@(89,15)*\n  harv (Ore Truck (harvester)) x1: #132@(103,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 8 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Waiting for proc and 2nd harvester to finish. Scout #170 heading to (25,20). Prepare powr placement after proc.", "raw": "{\"thoughts\": \"Economy is starved at $0 cash with only one harvester; proc and 2nd harvester are still building. Nothing to produce without cash, so focus on getting the harvester mining and keeping damaged infantry on defense while scouting continues.\", \"notes\": \"proc 65%, harv 61% still building. Need powr next after proc. Harvester #132 sent to mine. 8 e1 defending base (all damaged). Continue scouting west toward enemy at (12,16) when units available.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"stance\", \"units\": [144, 145, 146, 154, 171, 173, 176, 177], \"stance\": \"defend\"}, {\"do\": \"rally\", \"building\": 163, \"x\": 88, \"y\": 20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1664, "completion_tokens": 725, "total_tokens": 2389, "cost": 0.001143408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001143408, "upstream_inference_prompt_cost": 0.000273408, "upstream_inference_completions_cost": 0.00087}, "completion_tokens_details": {"reasoning_tokens": 528, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.35, "thoughts": "Economy is starved at $0 cash with only one harvester; proc and 2nd harvester are still building. Nothing to produce without cash, so focus on getting the harvester mining and keeping damaged infantry on defense while scouting continues.", "notes": "proc 65%, harv 61% still building. Need powr next after proc. Harvester #132 sent to mine. 8 e1 defending base (all damaged). Continue scouting west toward enemy at (12,16) when units available.", "commands": [{"do": "harvest", "unit": 132}, {"do": "stance", "units": [144, 145, 146, 154, 171, 173, 176, 177], "stance": "defend"}, {"do": "rally", "building": 163, "x": 88, "y": 20}], "feedback": ["stance: 8 units", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 1800, "units_killed": 17, "units_lost": 10, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 8800, "army_value": 900, "income": 2500, "experience": 37, "order_count": 53}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $35 + stored ore $575 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $8000, army $2000, killed $1800 (10 units, 0 bldgs), lost $3700 (17 units, 2 bldgs). Map explored 17.4%.\nPRODUCTION: Vehicle: 1tnk 41%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #180@(29,18)\n  e1 (Rifle Infantry) x2: #174@(49,26) #175@(49,26)\n  harv (Ore Truck (harvester)) x1: #131@(8,20)\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: 2 units\n  - stance: 2 units\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Enemy still unseen; likely base northeast around 95,11. Place ready power; first light tank should emerge shortly and rally east. Need spend incoming ore on proc/tent.", "raw": "{\"thoughts\":\"Power is secure and the first light tank is finishing. Keep the scout force advancing northeast toward the expected enemy base while saving incoming refinery income for a second refinery.\",\"notes\":\"Enemy remains unseen; likely northeast near 95,11. Tank production 41%; rifle scouts at 49,26 and tank at 29,18 advancing toward enemy.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[180,174,175],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[180,174,175],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":55,\"y\":22}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1373, "completion_tokens": 369, "total_tokens": 1742, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1371, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00864545, "upstream_inference_prompt_cost": 0.00377465, "upstream_inference_completions_cost": 0.0048708}, "completion_tokens_details": {"reasoning_tokens": 221, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.76, "thoughts": "Power is secure and the first light tank is finishing. Keep the scout force advancing northeast toward the expected enemy base while saving incoming refinery income for a second refinery.", "notes": "Enemy remains unseen; likely northeast near 95,11. Tank production 41%; rifle scouts at 49,26 and tank at 29,18 advancing toward enemy.", "commands": [{"do": "attack_move", "units": [180, 174, 175], "x": 95, "y": 11}, {"do": "stance", "units": [180, 174, 175], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 55, "y": 22}], "feedback": ["attack_move: 3 units", "stance: 3 units", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 3700, "units_killed": 10, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8000, "army_value": 900, "income": 2500, "experience": 18, "order_count": 41}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $360 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $8800, army $1900, killed $3700 (17 units, 2 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 24.8%.\nPRODUCTION: Building: proc 69%; Building: powr 0%; Vehicle: harv 65%; Infantry: e1 55%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #144@(89,15)36%* #145@(89,15)19%* #146@(89,15)62%* #154@(90,15)37%* #171@(90,15)* #173@(90,15)* #176@(89,15)* #177@(89,15)*\n  harv (Ore Truck (harvester)) x1: #132@(96,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 8 units\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: proc 65%, harv 61% still building. Need powr next after proc. Harvester #132 sent to mine. 8 e1 defending base (all damaged). Continue scouting west toward enemy at (12,16) when units available.", "raw": "{\"thoughts\": \"Economy is tight ($0 cash) but queues are progressing (proc 69%, harv 65%). Keep production running, send the harvester back to mining, and push a couple of damaged riflemen west to scout toward the enemy start at (12,16). No new spending possible until ore comes in.\", \"notes\": \"proc 69% then powr queued. harv 65%. Sent 2 e1 west to scout (12,16) area. Rest defend base. Need cash before adding units.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[144,145],\"x\":80,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":91,\"y\":15},{\"do\":\"rally\",\"building\":163,\"x\":92,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1680, "completion_tokens": 738, "total_tokens": 2418, "cost": 0.001163808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001163808, "upstream_inference_prompt_cost": 0.000278208, "upstream_inference_completions_cost": 0.0008856}, "completion_tokens_details": {"reasoning_tokens": 558, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.15, "thoughts": "Economy is tight ($0 cash) but queues are progressing (proc 69%, harv 65%). Keep production running, send the harvester back to mining, and push a couple of damaged riflemen west to scout toward the enemy start at (12,16). No new spending possible until ore comes in.", "notes": "proc 69% then powr queued. harv 65%. Sent 2 e1 west to scout (12,16) area. Rest defend base. Need cash before adding units.", "commands": [{"do": "harvest", "unit": 132}, {"do": "move", "units": [144, 145], "x": 80, "y": 14}, {"do": "rally", "building": 134, "x": 91, "y": 15}, {"do": "rally", "building": 163, "x": 92, "y": 16}], "feedback": ["move: 2 units", "rally #134: ordered", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 1800, "units_killed": 17, "units_lost": 10, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 8800, "army_value": 900, "income": 2500, "experience": 37, "order_count": 53}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $35 + stored ore $241 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $8000, army $2000, killed $1800 (10 units, 0 bldgs), lost $3700 (17 units, 2 bldgs). Map explored 18.2%.\nPRODUCTION: Vehicle: 1tnk 89%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #180@(48,28)\n  e1 (Rifle Infantry) x2: #174@(60,28) #175@(59,28)\n  harv (Ore Truck (harvester)) x1: #131@(3,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - stance: 3 units\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Enemy remains unseen; likely northeast near 95,11. Tank production 41%; rifle scouts at 49,26 and tank at 29,18 advancing toward enemy.", "raw": "{\"thoughts\":\"Our forward scouts are nearing the northeast approach but have not located the enemy. The first light tank is nearly complete; keep the army advancing together while the harvester continues mining for a second refinery.\",\"notes\":\"Enemy likely northeast around 95,11. Forward force: tank #180 at 48,28 and rifles #174/#175 around 60,28; vehicle #1tnk nearly ready. Build proc as soon as funds permit.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[180,174,175],\"x\":86,\"y\":16},{\"do\":\"stance\",\"units\":[180,174,175],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":162,\"x\":70,\"y\":22}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1353, "completion_tokens": 248, "total_tokens": 1601, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1351, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00699325, "upstream_inference_prompt_cost": 0.00371965, "upstream_inference_completions_cost": 0.0032736}, "completion_tokens_details": {"reasoning_tokens": 80, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.61, "thoughts": "Our forward scouts are nearing the northeast approach but have not located the enemy. The first light tank is nearly complete; keep the army advancing together while the harvester continues mining for a second refinery.", "notes": "Enemy likely northeast around 95,11. Forward force: tank #180 at 48,28 and rifles #174/#175 around 60,28; vehicle #1tnk nearly ready. Build proc as soon as funds permit.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [180, 174, 175], "x": 86, "y": 16}, {"do": "stance", "units": [180, 174, 175], "stance": "attack_anything"}, {"do": "rally", "building": 162, "x": 70, "y": 22}], "feedback": ["attack_move: 3 units", "stance: 3 units", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 3700, "units_killed": 10, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8000, "army_value": 900, "income": 2500, "experience": 18, "order_count": 41}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $8900, army $2000, killed $3700 (17 units, 2 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 24.8%.\nPRODUCTION: Building: proc 77%; Building: powr 0%; Vehicle: harv 76%; Infantry: e1 73%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #144@(80,14)36%* #145@(80,14)19%* #146@(89,15)62%* #154@(90,15)37%* #171@(90,15)* #173@(90,15)* #176@(89,15)* #177@(89,15)* #181@(91,15)*\n  harv (Ore Truck (harvester)) x1: #132@(103,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - rally #134: ordered\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: proc 69% then powr queued. harv 65%. Sent 2 e1 west to scout (12,16) area. Rest defend base. Need cash before adding units.", "raw": "{\"thoughts\": \"Economy is the bottleneck: $0 cash with only 1 harvester. Keep the harvester mining so income flows, let the queued proc/powr/harv finish, and hold the damaged riflemen on defense while lightly scouting west toward the enemy start.\", \"notes\": \"proc 77%, harv 76% in queues. 9 e1 idle/damaged around base (89-91,15). Sent scouts west earlier. Next: place proc for 2nd harv, keep power up, then mass e3+1tnk for a push at (12,16).\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"stance\",\"units\":[144,145,146,154,171,173,176,177,181],\"stance\":\"defend\"},{\"do\":\"move\",\"units\":[171,173],\"x\":70,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1676, "completion_tokens": 1086, "total_tokens": 2762, "cost": 0.001580208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001580208, "upstream_inference_prompt_cost": 0.000277008, "upstream_inference_completions_cost": 0.0013032}, "completion_tokens_details": {"reasoning_tokens": 877, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.32, "thoughts": "Economy is the bottleneck: $0 cash with only 1 harvester. Keep the harvester mining so income flows, let the queued proc/powr/harv finish, and hold the damaged riflemen on defense while lightly scouting west toward the enemy start.", "notes": "proc 77%, harv 76% in queues. 9 e1 idle/damaged around base (89-91,15). Sent scouts west earlier. Next: place proc for 2nd harv, keep power up, then mass e3+1tnk for a push at (12,16).", "commands": [{"do": "harvest", "unit": 132}, {"do": "stance", "units": [144, 145, 146, 154, 171, 173, 176, 177, 181], "stance": "defend"}, {"do": "move", "units": [171, 173], "x": 70, "y": 16}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["stance: 9 units", "move: 2 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 1800, "units_killed": 17, "units_lost": 10, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 8900, "army_value": 1000, "income": 2500, "experience": 37, "order_count": 53}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $35 + stored ore $165 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $8700, army $2700, killed $1800 (10 units, 0 bldgs), lost $3700 (17 units, 2 bldgs). Map explored 18.9%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #180@(68,24) #182@(26,20)\n  e1 (Rifle Infantry) x2: #174@(68,21) #175@(68,21)\n  harv (Ore Truck (harvester)) x1: #131@(7,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - stance: 3 units\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely northeast around 95,11. Forward force: tank #180 at 48,28 and rifles #174/#175 around 60,28; vehicle #1tnk nearly ready. Build proc as soon as funds permit.", "raw": "{\"thoughts\":\"Funds are too low for production, so the immediate priority is letting the harvester refill the bank while consolidating the scattered combat units toward the northeast approach. The forward scouts should continue probing toward the likely Soviet base.\",\"notes\":\"Enemy still unspotted; likely base NE near 95,11. Consolidate #180, #174, #175, and #182 along NE route; save for refinery then sustained vehicle production.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[180,174,175],\"x\":88,\"y\":16},{\"do\":\"attack_move\",\"units\":[182],\"x\":68,\"y\":24},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"stance\",\"units\":[180,174,175,182],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1368, "completion_tokens": 236, "total_tokens": 1604, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1366, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0068761, "upstream_inference_prompt_cost": 0.0037609, "upstream_inference_completions_cost": 0.0031152}, "completion_tokens_details": {"reasoning_tokens": 69, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.86, "thoughts": "Funds are too low for production, so the immediate priority is letting the harvester refill the bank while consolidating the scattered combat units toward the northeast approach. The forward scouts should continue probing toward the likely Soviet base.", "notes": "Enemy still unspotted; likely base NE near 95,11. Consolidate #180, #174, #175, and #182 along NE route; save for refinery then sustained vehicle production.", "commands": [{"do": "attack_move", "units": [180, 174, 175], "x": 88, "y": 16}, {"do": "attack_move", "units": [182], "x": 68, "y": 24}, {"do": "harvest", "unit": 131}, {"do": "stance", "units": [180, 174, 175, 182], "stance": "attack_anything"}], "feedback": ["attack_move: 3 units", "attack_move: 1 units", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 3700, "units_killed": 10, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8700, "army_value": 1600, "income": 2500, "experience": 18, "order_count": 41}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $8900, army $2000, killed $3700 (17 units, 2 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 24.9%.\nPRODUCTION: Building: proc 77%; Building: powr 0%; Vehicle: harv 76%; Infantry: e1 73%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #144@(80,14)36%* #145@(80,14)19%* #146@(89,15)62%* #154@(90,15)37%* #171@(80,14) #173@(80,14) #176@(89,15)* #177@(89,15)* #181@(91,15)*\n  harv (Ore Truck (harvester)) x1: #132@(104,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 9 units\n  - move: 2 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: proc 77%, harv 76% in queues. 9 e1 idle/damaged around base (89-91,15). Sent scouts west earlier. Next: place proc for 2nd harv, keep power up, then mass e3+1tnk for a push at (12,16).", "raw": "{\"thoughts\": \"Cash is empty so production can't advance quickly, but proc(77%) and harv(76%) are nearly done. Need to finish economy and set up defenses while scouting west toward enemy start (12,16).\", \"notes\": \"proc 77%, harv 76% almost done. powr queued in building queue. 9 e1 mostly damaged at base (80-91,15). Scouting west. Enemy base ~(12,16). Next: place proc when ready, get 2nd harv mining, keep power >= use, then mass e3+1tnk.\", \"commands\": [{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}, {\"do\":\"move\",\"units\":[171,173],\"x\":55,\"y\":16}, {\"do\":\"rally\",\"building\":163,\"x\":88,\"y\":17}, {\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1720, "completion_tokens": 739, "total_tokens": 2459, "cost": 0.001177008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001177008, "upstream_inference_prompt_cost": 0.000290208, "upstream_inference_completions_cost": 0.0008868}, "completion_tokens_details": {"reasoning_tokens": 533, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.96, "thoughts": "Cash is empty so production can't advance quickly, but proc(77%) and harv(76%) are nearly done. Need to finish economy and set up defenses while scouting west toward enemy start (12,16).", "notes": "proc 77%, harv 76% almost done. powr queued in building queue. 9 e1 mostly damaged at base (80-91,15). Scouting west. Enemy base ~(12,16). Next: place proc when ready, get 2nd harv mining, keep power >= use, then mass e3+1tnk.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "move", "units": [171, 173], "x": 55, "y": 16}, {"do": "rally", "building": 163, "x": 88, "y": 17}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["stance: 7 units", "move: 2 units", "rally #163: ordered", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 1800, "units_killed": 17, "units_lost": 10, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 8900, "army_value": 1000, "income": 2500, "experience": 37, "order_count": 55}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $35 + stored ore $665 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $8700, army $2700, killed $2000 (12 units, 0 bldgs), lost $3700 (17 units, 2 bldgs). Map explored 19.7%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #180@(76,17) #182@(48,28)\n  e1 (Rifle Infantry) x2: #174@(75,18) #175@(74,18)\n  harv (Ore Truck (harvester)) x1: #131@(9,17)\nVISIBLE ENEMY UNITS (2):\n  #144 e1@(80,14) 36%, #145 e1@(80,14) 19%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - attack_move: 1 units\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Enemy still unspotted; likely base NE near 95,11. Consolidate #180, #174, #175, and #182 along NE route; save for refinery then sustained vehicle production.", "raw": "{\"thoughts\":\"Economy is the bottleneck with only one harvester, so I will preserve cash for a second refinery while consolidating the scattered force toward the likely northeastern enemy base. The visible enemy infantry can be cleared en route.\",\"notes\":\"Save for proc #2; current force converging NE around x80 then scout/attack toward enemy start 95,11. Existing WF ready for nonstop tanks once refinery income improves.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack\",\"units\":[180,174,175],\"target\":144},{\"do\":\"attack_move\",\"units\":[182],\"x\":78,\"y\":17},{\"do\":\"rally\",\"building\":162,\"x\":78,\"y\":17},{\"do\":\"stance\",\"units\":[180,182,174,175],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1384, "completion_tokens": 263, "total_tokens": 1647, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1382, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0072765, "upstream_inference_prompt_cost": 0.0038049, "upstream_inference_completions_cost": 0.0034716}, "completion_tokens_details": {"reasoning_tokens": 87, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.55, "thoughts": "Economy is the bottleneck with only one harvester, so I will preserve cash for a second refinery while consolidating the scattered force toward the likely northeastern enemy base. The visible enemy infantry can be cleared en route.", "notes": "Save for proc #2; current force converging NE around x80 then scout/attack toward enemy start 95,11. Existing WF ready for nonstop tanks once refinery income improves.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack", "units": [180, 174, 175], "target": 144}, {"do": "attack_move", "units": [182], "x": 78, "y": 17}, {"do": "rally", "building": 162, "x": 78, "y": 17}, {"do": "stance", "units": [180, 182, 174, 175], "stance": "attack_anything"}], "feedback": ["attack: 3 units", "attack_move: 1 units", "rally #162: ordered", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 3700, "units_killed": 12, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8700, "army_value": 1600, "income": 2500, "experience": 20, "order_count": 41}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $8700, army $1800, killed $3700 (17 units, 2 bldgs), lost $2000 (12 units, 0 bldgs). Map explored 24.9%.\nPRODUCTION: Building: proc 77%; Building: powr 0%; Vehicle: harv 76%; Infantry: e1 73%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #144@(80,14)36%* #145@(80,14)19% #146@(89,15)62%* #154@(90,15)37%* #176@(89,15)* #177@(89,15)* #181@(91,15)*\n  harv (Ore Truck (harvester)) x1: #132@(96,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 7 units\n  - move: 2 units\n  - rally #163: ordered\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: proc 77%, harv 76% almost done. powr queued in building queue. 9 e1 mostly damaged at base (80-91,15). Scouting west. Enemy base ~(12,16). Next: place proc when ready, get 2nd harv mining, keep power >= use, then mass e3+1tnk.", "raw": "{\"thoughts\": \"Economy is starved at $0; proc and harv nearly done will fix that. I should keep all production queues loaded and gather the damaged riflemen near the base to defend while the harvester resumes mining.\", \"notes\": \"proc 77%->place when ready, harv 76%, keep powr building after proc. Cash $0 so production stalled until ore flows. Units damaged; hold at base. Enemy base ~(12,16), keep scouting.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1},{\"do\":\"rally\",\"building\":163,\"x\":90,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":14},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1735, "completion_tokens": 974, "total_tokens": 2709, "cost": 0.001463508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001463508, "upstream_inference_prompt_cost": 0.000294708, "upstream_inference_completions_cost": 0.0011688}, "completion_tokens_details": {"reasoning_tokens": 751, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.88, "thoughts": "Economy is starved at $0; proc and harv nearly done will fix that. I should keep all production queues loaded and gather the damaged riflemen near the base to defend while the harvester resumes mining.", "notes": "proc 77%->place when ready, harv 76%, keep powr building after proc. Cash $0 so production stalled until ore flows. Units damaged; hold at base. Enemy base ~(12,16), keep scouting.", "commands": [{"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "1tnk", "count": 1}, {"do": "rally", "building": 163, "x": 90, "y": 16}, {"do": "rally", "building": 134, "x": 90, "y": 14}, {"do": "harvest", "unit": 132}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 4x e3: queued", "train 4x e1: queued", "train 1x harv: queued", "train 1x 1tnk: queued", "rally #163: ordered", "rally #134: ordered", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 2000, "units_killed": 17, "units_lost": 12, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 8700, "army_value": 800, "income": 2000, "experience": 37, "order_count": 57}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $35 + stored ore $665 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $8700, army $2700, killed $2200 (14 units, 0 bldgs), lost $3700 (17 units, 2 bldgs). Map explored 20%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #180@(77,16)96%* #182@(67,22)\n  e1 (Rifle Infantry) x2: #174@(77,18)* #175@(77,18)*\n  harv (Ore Truck (harvester)) x1: #131@(4,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack_move: 1 units\n  - rally #162: ordered\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Save for proc #2; current force converging NE around x80 then scout/attack toward enemy start 95,11. Existing WF ready for nonstop tanks once refinery income improves.", "raw": "{\"thoughts\":\"Our cash is temporarily exhausted despite stored ore, so the priority is getting the harvester mining and returning ore while the forward force scouts the likely enemy start. Keep pressure toward the northeast and use the existing war factory for tanks as soon as funds arrive.\",\"notes\":\"Harvester at 4,27 must mine; forward group near 67-77,16-22 advancing toward likely enemy base 95,11. Build second refinery immediately when funds permit, then nonstop light tanks.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[180,182,174,175],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":162,\"x\":82,\"y\":15},{\"do\":\"stance\",\"units\":[180,182,174,175],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1367, "completion_tokens": 259, "total_tokens": 1626, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1365, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00717695, "upstream_inference_prompt_cost": 0.00375815, "upstream_inference_completions_cost": 0.0034188}, "completion_tokens_details": {"reasoning_tokens": 80, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.25, "thoughts": "Our cash is temporarily exhausted despite stored ore, so the priority is getting the harvester mining and returning ore while the forward force scouts the likely enemy start. Keep pressure toward the northeast and use the existing war factory for tanks as soon as funds arrive.", "notes": "Harvester at 4,27 must mine; forward group near 67-77,16-22 advancing toward likely enemy base 95,11. Build second refinery immediately when funds permit, then nonstop light tanks.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [180, 182, 174, 175], "x": 95, "y": 11}, {"do": "rally", "building": 162, "x": 82, "y": 15}, {"do": "stance", "units": [180, 182, 174, 175], "stance": "attack_anything"}], "feedback": ["attack_move: 4 units", "rally #162: ordered", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 3700, "units_killed": 14, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8700, "army_value": 1600, "income": 2500, "experience": 22, "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $8700, army $1800, killed $3700 (17 units, 2 bldgs), lost $2200 (14 units, 0 bldgs). Map explored 25%.\nPRODUCTION: Building: proc 90%; Building: powr 0%; Vehicle: harv 91%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e1 36%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #146@(89,15)62%* #154@(90,15)37%* #176@(89,15)* #177@(89,15)* #181@(91,15)* #185@(91,14) #186@(94,14)\n  harv (Ore Truck (harvester)) x1: #132@(98,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e3: queued\n  - train 4x e1: queued\n  - train 1x harv: queued\n  - train 1x 1tnk: queued\n  - rally #163: ordered\n  - rally #134: ordered\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: proc 77%->place when ready, harv 76%, keep powr building after proc. Cash $0 so production stalled until ore flows. Units damaged; hold at base. Enemy base ~(12,16), keep scouting.", "raw": "{\"thoughts\": \"Cash is $0 with only one harvester, so production is stalled until ore flows. Get the harvester mining immediately and let the near-complete refinery finish (it brings a free harvester) to fix the economy. Keep the small damaged infantry group defending at base; enemy location unknown beyond the likely start at (12,16).\", \"notes\": \"proc 90% (place ASAP, free harv), harv 91%, powr queued next. Cash $0 -> prioritize economy. Keep defending base, no scouting army yet.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":163,\"x\":92,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":94,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1797, "completion_tokens": 818, "total_tokens": 2615, "cost": 0.001294908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001294908, "upstream_inference_prompt_cost": 0.000313308, "upstream_inference_completions_cost": 0.0009816}, "completion_tokens_details": {"reasoning_tokens": 651, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.52, "thoughts": "Cash is $0 with only one harvester, so production is stalled until ore flows. Get the harvester mining immediately and let the near-complete refinery finish (it brings a free harvester) to fix the economy. Keep the small damaged infantry group defending at base; enemy location unknown beyond the likely start at (12,16).", "notes": "proc 90% (place ASAP, free harv), harv 91%, powr queued next. Cash $0 -> prioritize economy. Keep defending base, no scouting army yet.", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 163, "x": 92, "y": 20}, {"do": "rally", "building": 134, "x": 94, "y": 18}], "feedback": ["rally #163: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 2200, "units_killed": 17, "units_lost": 14, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 8700, "army_value": 800, "income": 2500, "experience": 37, "order_count": 67}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $35 + stored ore $665 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $8700, army $2700, killed $2200 (14 units, 0 bldgs), lost $3700 (17 units, 2 bldgs). Map explored 22.9%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #180@(86,14)61% #182@(83,10)\n  e1 (Rifle Infantry) x2: #174@(84,10) #175@(84,10)\n  harv (Ore Truck (harvester)) x1: #131@(6,27)\nVISIBLE ENEMY UNITS (6):\n  #146 e1@(89,15) 60%, #154 e1@(90,15) 37%, #176 e1@(89,15) 92%, #177 e1@(89,15) 44%, #185 e1@(90,14) 100%, #186 e1@(90,14) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #141 pbox@(90,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - rally #162: ordered\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Harvester at 4,27 must mine; forward group near 67-77,16-22 advancing toward likely enemy base 95,11. Build second refinery immediately when funds permit, then nonstop light tanks.", "raw": "{\"thoughts\":\"Our forward force has reached the enemy approach and is engaging infantry near a pillbox. Income must fund a second refinery, then continuous light-tank production to exploit the open vehicle queue.\",\"notes\":\"Enemy defenses/infantry spotted around (90,13-15); likely base immediately east/northeast. Harvester mining southwest. Save for proc #2, then produce light tanks nonstop.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack\",\"units\":[180,182],\"target\":141},{\"do\":\"attack_move\",\"units\":[174,175],\"x\":94,\"y\":11},{\"do\":\"rally\",\"building\":162,\"x\":84,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1446, "completion_tokens": 214, "total_tokens": 1660, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1444, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0068002, "upstream_inference_prompt_cost": 0.0039754, "upstream_inference_completions_cost": 0.0028248}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "Our forward force has reached the enemy approach and is engaging infantry near a pillbox. Income must fund a second refinery, then continuous light-tank production to exploit the open vehicle queue.", "notes": "Enemy defenses/infantry spotted around (90,13-15); likely base immediately east/northeast. Harvester mining southwest. Save for proc #2, then produce light tanks nonstop.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack", "units": [180, 182], "target": 141}, {"do": "attack_move", "units": [174, 175], "x": 94, "y": 11}, {"do": "rally", "building": 162, "x": 84, "y": 12}], "feedback": ["attack: 2 units", "attack_move: 2 units", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 3700, "units_killed": 14, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8700, "army_value": 1600, "income": 2500, "experience": 22, "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $8700, army $1800, killed $3700 (17 units, 2 bldgs), lost $2200 (14 units, 0 bldgs). Map explored 25.1%.\nPRODUCTION: Building: proc 90%; Building: powr 0%; Vehicle: harv 91%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e1 36%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 100%, #163 weap@(92,18) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #146@(89,15)60% #154@(90,15)37% #176@(89,15)92% #177@(89,15)44% #181@(91,15)* #185@(90,14) #186@(90,14)\n  harv (Ore Truck (harvester)) x1: #132@(100,25)\nVISIBLE ENEMY UNITS (1):\n  #180 1tnk@(86,14) 61%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #163: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: proc 90% (place ASAP, free harv), harv 91%, powr queued next. Cash $0 -> prioritize economy. Keep defending base, no scouting army yet.", "raw": "{\"thoughts\": \"Enemy light tank is poking my base at (86,14) and my rifle squad plus pillbox are right there. Cash is $0 with proc at 90% and harvester at 91%, so production is already queued and I just need to focus fire on the tank. Once the proc finishes I'll place it for a second harvester.\", \"notes\": \"Focus rifles on tank #180. proc 90% (place ASAP), harv 91%. Cash $0, queues busy. No scouting yet; defend base.\", \"commands\": [{\"do\":\"attack\",\"units\":[146,154,176,177,181,185,186],\"target\":180}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1746, "completion_tokens": 781, "total_tokens": 2527, "cost": 0.001235208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001235208, "upstream_inference_prompt_cost": 0.000298008, "upstream_inference_completions_cost": 0.0009372}, "completion_tokens_details": {"reasoning_tokens": 631, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.42, "thoughts": "Enemy light tank is poking my base at (86,14) and my rifle squad plus pillbox are right there. Cash is $0 with proc at 90% and harvester at 91%, so production is already queued and I just need to focus fire on the tank. Once the proc finishes I'll place it for a second harvester.", "notes": "Focus rifles on tank #180. proc 90% (place ASAP), harv 91%. Cash $0, queues busy. No scouting yet; defend base.", "commands": [{"do": "attack", "units": [146, 154, 176, 177, 181, 185, 186], "target": 180}], "feedback": ["attack: 7 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 2200, "units_killed": 17, "units_lost": 14, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 8700, "army_value": 800, "income": 2500, "experience": 37, "order_count": 67}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $35 + stored ore $665 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $8700, army $2700, killed $2200 (14 units, 0 bldgs), lost $3700 (17 units, 2 bldgs). Map explored 23.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #180@(86,14)1% #182@(86,11)\n  e1 (Rifle Infantry) x2: #174@(87,10) #175@(87,10)\n  harv (Ore Truck (harvester)) x1: #131@(9,17)\nVISIBLE ENEMY UNITS (7):\n  #146 e1@(89,15) 60%, #154 e1@(90,15) 37%, #176 e1@(89,15) 92%, #177 e1@(89,15) 44%, #181 e1@(90,15) 100%, #185 e1@(90,14) 100%, #186 e1@(90,14) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #141 pbox@(90,13) 44%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - attack_move: 2 units\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Enemy defenses/infantry spotted around (90,13-15); likely base immediately east/northeast. Harvester mining southwest. Save for proc #2, then produce light tanks nonstop.", "raw": "{\"thoughts\":\"Our forward force is at the enemy perimeter, but one light tank is critically damaged. Retreat it for safety while the healthy tank and infantry clear the exposed pillbox; spend available funds on another tank immediately.\",\"notes\":\"Enemy base entrance is around (90,13-15), with pillbox #141 and infantry. #180 is 1% and retreating; reinforce forward group with light tanks when available.\",\"commands\":[{\"do\":\"move\",\"units\":[180],\"x\":20,\"y\":16},{\"do\":\"attack\",\"units\":[182,174,175],\"target\":141},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":84,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1453, "completion_tokens": 304, "total_tokens": 1757, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1451, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00800745, "upstream_inference_prompt_cost": 0.00399465, "upstream_inference_completions_cost": 0.0040128}, "completion_tokens_details": {"reasoning_tokens": 136, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.05, "thoughts": "Our forward force is at the enemy perimeter, but one light tank is critically damaged. Retreat it for safety while the healthy tank and infantry clear the exposed pillbox; spend available funds on another tank immediately.", "notes": "Enemy base entrance is around (90,13-15), with pillbox #141 and infantry. #180 is 1% and retreating; reinforce forward group with light tanks when available.", "commands": [{"do": "move", "units": [180], "x": 20, "y": 16}, {"do": "attack", "units": [182, 174, 175], "target": 141}, {"do": "train", "item": "1tnk", "count": 1}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 84, "y": 14}], "feedback": ["move: 1 units", "attack: 3 units", "train 1x 1tnk: queued", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 3700, "units_killed": 14, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8700, "army_value": 1600, "income": 2000, "experience": 22, "order_count": 41}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $8700, army $1800, killed $3700 (17 units, 2 bldgs), lost $2200 (14 units, 0 bldgs). Map explored 25.1%.\nPRODUCTION: Building: proc 90%; Building: powr 0%; Vehicle: harv 91%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e1 36%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 44%, #163 weap@(92,18) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #146@(89,15)60% #154@(90,15)37% #176@(89,15)92% #177@(89,15)44% #181@(90,15) #185@(90,14) #186@(90,14)\n  harv (Ore Truck (harvester)) x1: #132@(96,16)\nVISIBLE ENEMY UNITS (4):\n  #174 e1@(87,10) 100%, #175 e1@(87,10) 100%, #180 1tnk@(86,14) 1%, #182 1tnk@(86,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\nYOUR NOTES FROM LAST TURN: Focus rifles on tank #180. proc 90% (place ASAP), harv 91%. Cash $0, queues busy. No scouting yet; defend base.", "raw": "{\"thoughts\": \"Cash is $0 so all queues are stalled; income depends on my lone harvester, so proc must finish and I need more harvesters once cash flows. Enemy 1tnk #180 is at 1% hp and the other units are near (86-87,10-14), so finish them off with my rifles while staying near base defenses.\", \"notes\": \"Kill enemy 1tnk #180 (1% hp) then #182. proc 90%, harv 91%. Cash 0 - all production stalled, don't queue more. Need harvesters/proc placed ASAP for income.\", \"commands\": [{\"do\":\"attack\",\"units\":[146,154,176,177,181,185,186],\"target\":180}, {\"do\":\"rally\",\"building\":163,\"x\":88,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1774, "completion_tokens": 565, "total_tokens": 2339, "cost": 0.000984408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000984408, "upstream_inference_prompt_cost": 0.000306408, "upstream_inference_completions_cost": 0.000678}, "completion_tokens_details": {"reasoning_tokens": 384, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.41, "thoughts": "Cash is $0 so all queues are stalled; income depends on my lone harvester, so proc must finish and I need more harvesters once cash flows. Enemy 1tnk #180 is at 1% hp and the other units are near (86-87,10-14), so finish them off with my rifles while staying near base defenses.", "notes": "Kill enemy 1tnk #180 (1% hp) then #182. proc 90%, harv 91%. Cash 0 - all production stalled, don't queue more. Need harvesters/proc placed ASAP for income.", "commands": [{"do": "attack", "units": [146, 154, 176, 177, 181, 185, 186], "target": 180}, {"do": "rally", "building": 163, "x": 88, "y": 14}], "feedback": ["attack: 7 units", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 2200, "units_killed": 17, "units_lost": 14, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 8700, "army_value": 800, "income": 2000, "experience": 37, "order_count": 67}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $35 + stored ore $843 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7900, army $1900, killed $2200 (14 units, 0 bldgs), lost $4500 (19 units, 2 bldgs). Map explored 23.1%.\nPRODUCTION: Vehicle: 1tnk 46%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #182@(86,11)57%\n  e1 (Rifle Infantry) x1: #175@(87,10)82%\n  harv (Ore Truck (harvester)) x1: #131@(8,25)\nVISIBLE ENEMY UNITS (6):\n  #146 e1@(89,15) 60%, #176 e1@(89,15) 92%, #177 e1@(89,15) 44%, #185 e1@(90,14) 100%, #186 e1@(90,14) 100%, #188 harv@(88,15) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #141 pbox@(90,13) 10%\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack: 3 units\n  - train 1x 1tnk: queued\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Enemy base entrance is around (90,13-15), with pillbox #141 and infantry. #180 is 1% and retreating; reinforce forward group with light tanks when available.", "raw": "{\"thoughts\":\"Our forward tank and rifle are pressuring the exposed enemy entrance while the pillbox is nearly destroyed. Expand infantry production now and keep the War Factory queued for additional armor.\",\"notes\":\"Enemy entrance/base remains around (90,13-15); pillbox #141 is at 10%, enemy harvester #188 exposed. Build barracks, mass rifles and light tanks, then reinforce attack.\",\"commands\":[{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"attack\",\"units\":[182,175],\"target\":141},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":162,\"x\":86,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1446, "completion_tokens": 296, "total_tokens": 1742, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1444, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0078826, "upstream_inference_prompt_cost": 0.0039754, "upstream_inference_completions_cost": 0.0039072}, "completion_tokens_details": {"reasoning_tokens": 138, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.92, "thoughts": "Our forward tank and rifle are pressuring the exposed enemy entrance while the pillbox is nearly destroyed. Expand infantry production now and keep the War Factory queued for additional armor.", "notes": "Enemy entrance/base remains around (90,13-15); pillbox #141 is at 10%, enemy harvester #188 exposed. Build barracks, mass rifles and light tanks, then reinforce attack.", "commands": [{"do": "build", "item": "tent"}, {"do": "attack", "units": [182, 175], "target": 141}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 162, "x": 86, "y": 11}], "feedback": ["build tent: started", "attack: 2 units", "train 2x 1tnk: queued", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 4500, "units_killed": 14, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 7900, "army_value": 800, "income": 2500, "experience": 22, "order_count": 42}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 2.\nSCORE: assets $10000, army $3100, killed $4500 (19 units, 2 bldgs), lost $2200 (14 units, 0 bldgs). Map explored 25.1%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Vehicle: 1tnk 12%; Vehicle: harv 0%; Infantry: e1 16%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #141 pbox@(90,13) 10%, #163 weap@(92,18) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #146@(89,15)60% #154@(90,15)37%* #176@(89,15)92% #177@(89,15)44% #181@(90,15)* #185@(90,14) #186@(90,14) #187@(94,18) #189@(97,16)\n  harv (Ore Truck (harvester)) x2: #132@(100,24) #188@(88,15)\nVISIBLE ENEMY UNITS (2):\n  #175 e1@(87,10) 82%, #182 1tnk@(86,11) 57%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: Kill enemy 1tnk #180 (1% hp) then #182. proc 90%, harv 91%. Cash 0 - all production stalled, don't queue more. Need harvesters/proc placed ASAP for income.", "raw": "{\"thoughts\": \"Cash is 0 and everything is stalled, so my priority is placing the ready Refinery for income and adding power. A few enemy units are poking near my base; my idle rifles can clear them while the harvester keeps mining.\", \"notes\": \"Placed proc for income. Enemy tanks probing around (86,11) and (87,10) - cleared with rifles. Need powr next since 100/100 power. Keep econ focus; enemy start at (12,16).\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":99,\"y\":17},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"attack_move\",\"units\":[146,154,181,185,186,177],\"x\":86,\"y\":10},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1775, "completion_tokens": 353, "total_tokens": 2128, "cost": 0.000730308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000730308, "upstream_inference_prompt_cost": 0.000306708, "upstream_inference_completions_cost": 0.0004236}, "completion_tokens_details": {"reasoning_tokens": 154, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.44, "thoughts": "Cash is 0 and everything is stalled, so my priority is placing the ready Refinery for income and adding power. A few enemy units are poking near my base; my idle rifles can clear them while the harvester keeps mining.", "notes": "Placed proc for income. Enemy tanks probing around (86,11) and (87,10) - cleared with rifles. Need powr next since 100/100 power. Keep econ focus; enemy start at (12,16).", "commands": [{"do": "place", "item": "proc", "x": 99, "y": 17}, {"do": "build", "item": "powr"}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 188}, {"do": "attack_move", "units": [146, 154, 181, 185, 186, 177], "x": 86, "y": 10}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "attack_move: 6 units", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 4500, "deaths_cost": 2200, "units_killed": 19, "units_lost": 14, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10000, "army_value": 1000, "income": 2500, "experience": 45, "order_count": 67}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $35 + stored ore $185 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7800, army $1800, killed $2900 (15 units, 1 bldgs), lost $4600 (20 units, 2 bldgs). Map explored 23.4%.\nPRODUCTION: Building: tent 65%; Vehicle: 1tnk 93%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #182@(87,9)23%\n  harv (Ore Truck (harvester)) x1: #131@(5,29)\nVISIBLE ENEMY UNITS (6):\n  #154 e1@(89,13) 30%, #177 e1@(89,13) 44%, #181 e1@(89,13) 100%, #185 e1@(89,13) 100%, #186 e1@(89,13) 100%, #188 harv@(85,6) 87%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build tent: started\n  - attack: 2 units\n  - train 2x 1tnk: queued\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Enemy entrance/base remains around (90,13-15); pillbox #141 is at 10%, enemy harvester #188 exposed. Build barracks, mass rifles and light tanks, then reinforce attack.", "raw": "{\"thoughts\":\"Barracks is nearly ready while the War Factory has three Light Tanks queued. The lone damaged scout tank should prioritize the exposed enemy harvester, while our ore truck continues mining to fund infantry and a second refinery.\",\"notes\":\"Enemy activity and likely base entrance remain around (85-90,6-13). Tent ready imminently; immediately place and mass e1/e3 next turn. Three 1tnk queued at #162.\",\"commands\":[{\"do\":\"attack\",\"units\":[182],\"target\":188},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":78,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1458, "completion_tokens": 260, "total_tokens": 1718, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1456, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0074404, "upstream_inference_prompt_cost": 0.0040084, "upstream_inference_completions_cost": 0.003432}, "completion_tokens_details": {"reasoning_tokens": 121, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.49, "thoughts": "Barracks is nearly ready while the War Factory has three Light Tanks queued. The lone damaged scout tank should prioritize the exposed enemy harvester, while our ore truck continues mining to fund infantry and a second refinery.", "notes": "Enemy activity and likely base entrance remain around (85-90,6-13). Tent ready imminently; immediately place and mass e1/e3 next turn. Three 1tnk queued at #162.", "commands": [{"do": "attack", "units": [182], "target": 188}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 78, "y": 14}], "feedback": ["attack: 1 units", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2900, "deaths_cost": 4600, "units_killed": 15, "units_lost": 20, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 7800, "army_value": 700, "income": 2500, "experience": 29, "order_count": 45}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $11800, army $4200, killed $4600 (20 units, 2 bldgs), lost $2900 (15 units, 1 bldgs). Map explored 26%.\nPRODUCTION: Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 12%; Vehicle: harv 0%; Infantry: e1 16%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #146@(89,14)60% #154@(89,13)30% #176@(89,15)92%* #177@(89,13)44% #181@(89,13) #185@(89,13) #186@(89,13) #187@(94,18)* #189@(94,18)*\n  harv (Ore Truck (harvester)) x3: #132@(103,25) #188@(85,6)87% #191@(102,26)\nVISIBLE ENEMY UNITS (1):\n  #182 1tnk@(87,9) 23%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\n  - attack_move: 6 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Placed proc for income. Enemy tanks probing around (86,11) and (87,10) - cleared with rifles. Need powr next since 100/100 power. Keep econ focus; enemy start at (12,16).", "raw": "{\"thoughts\": \"Low power (100/110) and $0 cash are stalling everything; two powr are queued which will fix power once ore flows. A nearly-dead enemy light tank (#182, 23%) is near my base at (87,9) \u2014 finish it off with idle infantry. Economy first otherwise.\", \"notes\": \"Enemy start (12,16). Enemy light tank probing (87,9). Powr x2 queued to fix low power. 3 harvesters mining around (102,25). Need cash before more production.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[176,187,189],\"x\":87,\"y\":9},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":18},{\"do\":\"rally\",\"building\":163,\"x\":92,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1821, "completion_tokens": 664, "total_tokens": 2485, "cost": 0.001117308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001117308, "upstream_inference_prompt_cost": 0.000320508, "upstream_inference_completions_cost": 0.0007968}, "completion_tokens_details": {"reasoning_tokens": 475, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "Low power (100/110) and $0 cash are stalling everything; two powr are queued which will fix power once ore flows. A nearly-dead enemy light tank (#182, 23%) is near my base at (87,9) \u2014 finish it off with idle infantry. Economy first otherwise.", "notes": "Enemy start (12,16). Enemy light tank probing (87,9). Powr x2 queued to fix low power. 3 harvesters mining around (102,25). Need cash before more production.", "commands": [{"do": "attack_move", "units": [176, 187, 189], "x": 87, "y": 9}, {"do": "harvest", "unit": 188}, {"do": "rally", "building": 134, "x": 92, "y": 18}, {"do": "rally", "building": 163, "x": 92, "y": 18}], "feedback": ["attack_move: 3 units", "rally #134: ordered", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 2900, "units_killed": 20, "units_lost": 15, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11800, "army_value": 900, "income": 2500, "experience": 46, "order_count": 71}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7800, army $1800, killed $2900 (15 units, 1 bldgs), lost $5300 (21 units, 2 bldgs). Map explored 23.5%.\nPRODUCTION: Building: tent 87%; Vehicle: 1tnk 9%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #192@(29,20)\n  harv (Ore Truck (harvester)) x1: #131@(9,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Enemy activity and likely base entrance remain around (85-90,6-13). Tent ready imminently; immediately place and mass e1/e3 next turn. Three 1tnk queued at #162.", "raw": "{\"thoughts\":\"Barracks is nearly complete while the War Factory is continuously producing light tanks. I will scout toward the likely enemy approach with the current tank, preserving our economic core until infantry production can begin.\",\"notes\":\"Tent at 87%; two light tanks remain in factory queue. Scout/pressure route toward enemy likely base at 95,11 with tank #192; harvester #131 mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[192],\"x\":72,\"y\":14},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":42,\"y\":17}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1342, "completion_tokens": 224, "total_tokens": 1566, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1340, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0066462, "upstream_inference_prompt_cost": 0.0036894, "upstream_inference_completions_cost": 0.0029568}, "completion_tokens_details": {"reasoning_tokens": 90, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Barracks is nearly complete while the War Factory is continuously producing light tanks. I will scout toward the likely enemy approach with the current tank, preserving our economic core until infantry production can begin.", "notes": "Tent at 87%; two light tanks remain in factory queue. Scout/pressure route toward enemy likely base at 95,11 with tank #192; harvester #131 mining.", "commands": [{"do": "attack_move", "units": [192], "x": 72, "y": 14}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 42, "y": 17}], "feedback": ["attack_move: 1 units", "rally #162: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2900, "deaths_cost": 5300, "units_killed": 15, "units_lost": 21, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 7800, "army_value": 700, "income": 2000, "experience": 29, "order_count": 45}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $11800, army $4200, killed $5300 (21 units, 2 bldgs), lost $2900 (15 units, 1 bldgs). Map explored 26.2%.\nPRODUCTION: Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 12%; Vehicle: harv 0%; Infantry: e1 16%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #146@(88,12)60% #154@(87,11)30% #176@(87,11)92% #177@(87,11)44% #181@(87,11) #185@(88,12) #186@(87,11) #187@(89,10) #189@(89,10)\n  harv (Ore Truck (harvester)) x3: #132@(100,19) #188@(89,9)70% #191@(101,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - rally #134: ordered\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: Enemy start (12,16). Enemy light tank probing (87,9). Powr x2 queued to fix low power. 3 harvesters mining around (102,25). Need cash before more production.", "raw": "{\"thoughts\": \"Cash is $0 and power is low (100/110), so production is stalled. My infantry queue is bloated with cheap units that would drain future income, so I'll trim it and let the two queued Power Plants finish, while keeping harvesters mining to rebuild cash.\", \"notes\": \"Enemy start (12,16). Base at (95,11). 3 harvesters near (100-101,20-25). Powr x2 building. Trimmed infantry queue to save cash; keep 1tnk+harv in vehicle queue. 9 riflemen defending base NW.\", \"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\":\"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\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":191}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1781, "completion_tokens": 1241, "total_tokens": 3022, "cost": 0.001797708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001797708, "upstream_inference_prompt_cost": 0.000308508, "upstream_inference_completions_cost": 0.0014892}, "completion_tokens_details": {"reasoning_tokens": 937, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.63, "thoughts": "Cash is $0 and power is low (100/110), so production is stalled. My infantry queue is bloated with cheap units that would drain future income, so I'll trim it and let the two queued Power Plants finish, while keeping harvesters mining to rebuild cash.", "notes": "Enemy start (12,16). Base at (95,11). 3 harvesters near (100-101,20-25). Powr x2 building. Trimmed infantry queue to save cash; keep 1tnk+harv in vehicle queue. 9 riflemen defending base NW.", "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": "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": "harvest", "unit": 188}, {"do": "harvest", "unit": 191}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 2900, "units_killed": 21, "units_lost": 15, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11800, "army_value": 900, "income": 2000, "experience": 53, "order_count": 71}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $213 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7800, army $1800, killed $2900 (15 units, 1 bldgs), lost $5300 (21 units, 2 bldgs). Map explored 23.6%.\nPRODUCTION: Building: tent READY TO PLACE; Vehicle: 1tnk 41%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #192@(51,26)\n  harv (Ore Truck (harvester)) x1: #131@(8,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #162: ordered\nYOUR NOTES FROM LAST TURN: Tent at 87%; two light tanks remain in factory queue. Scout/pressure route toward enemy likely base at 95,11 with tank #192; harvester #131 mining.", "raw": "{\"thoughts\":\"Barracks is ready and must be placed immediately to begin infantry production. Our lone tank should continue scouting toward the likely enemy base while the harvester keeps income flowing; next priority is a second refinery.\",\"notes\":\"Place tent; begin infantry as funds arrive. Tank #192 scouting east/northeast toward enemy start (95,11). Build refinery next when affordable.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":15,\"y\":13},{\"do\":\"rally\",\"building\":162,\"x\":70,\"y\":18},{\"do\":\"attack_move\",\"units\":[192],\"x\":82,\"y\":16},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1338, "completion_tokens": 219, "total_tokens": 1557, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1336, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0065692, "upstream_inference_prompt_cost": 0.0036784, "upstream_inference_completions_cost": 0.0028908}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.39, "thoughts": "Barracks is ready and must be placed immediately to begin infantry production. Our lone tank should continue scouting toward the likely enemy base while the harvester keeps income flowing; next priority is a second refinery.", "notes": "Place tent; begin infantry as funds arrive. Tank #192 scouting east/northeast toward enemy start (95,11). Build refinery next when affordable.", "commands": [{"do": "place", "item": "tent", "x": 15, "y": 13}, {"do": "rally", "building": 162, "x": 70, "y": 18}, {"do": "attack_move", "units": [192], "x": 82, "y": 16}, {"do": "harvest", "unit": 131}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "rally #162: ordered", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2900, "deaths_cost": 5300, "units_killed": 15, "units_lost": 21, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 7800, "army_value": 700, "income": 2500, "experience": 29, "order_count": 45}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $361 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $11800, army $4200, killed $5300 (21 units, 2 bldgs), lost $2900 (15 units, 1 bldgs). Map explored 26.2%.\nPRODUCTION: Building: powr 18%; Building: powr 0%; Vehicle: 1tnk 20%; Vehicle: harv 0%; Infantry: e1 70%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #146@(87,11)60%* #154@(86,10)30%* #176@(87,8)92%* #177@(86,10)44%* #181@(86,10)* #185@(86,10)* #186@(86,10)* #187@(87,8)* #189@(87,8)*\n  harv (Ore Truck (harvester)) x3: #132@(105,20) #188@(96,16)70% #191@(102,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy start (12,16). Base at (95,11). 3 harvesters near (100-101,20-25). Powr x2 building. Trimmed infantry queue to save cash; keep 1tnk+harv in vehicle queue. 9 riflemen defending base NW.", "raw": "{\"thoughts\": \"Low power is slowing everything; the powr under construction (18%) is the priority to finish. Cash is nearly zero so I must keep harvesters mining and avoid over-queuing cheap infantry that will just drain future income. I'll consolidate defenders and push a small scout west toward the enemy start.\", \"notes\": \"Base at (95,11). Enemy start (12,16), unexplored. powr at 18% will fix low power. 3 harvesters active. Keep 1tnk+harv in vehicle queue; trim excess e1 queue. 9 riflemen defending NW at (86-87,8-11).\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"harvest\", \"unit\": 191}, {\"do\": \"harvest\", \"unit\": 188}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"attack_move\", \"units\": [176, 187, 189], \"x\": 70, \"y\": 14}, {\"do\": \"stance\", \"units\": [146, 154, 177, 181, 185, 186], \"stance\": \"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1674, "completion_tokens": 1102, "total_tokens": 2776, "cost": 0.001598808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001598808, "upstream_inference_prompt_cost": 0.000276408, "upstream_inference_completions_cost": 0.0013224}, "completion_tokens_details": {"reasoning_tokens": 799, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.69, "thoughts": "Low power is slowing everything; the powr under construction (18%) is the priority to finish. Cash is nearly zero so I must keep harvesters mining and avoid over-queuing cheap infantry that will just drain future income. I'll consolidate defenders and push a small scout west toward the enemy start.", "notes": "Base at (95,11). Enemy start (12,16), unexplored. powr at 18% will fix low power. 3 harvesters active. Keep 1tnk+harv in vehicle queue; trim excess e1 queue. 9 riflemen defending NW at (86-87,8-11).", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 191}, {"do": "harvest", "unit": 188}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "attack_move", "units": [176, 187, 189], "x": 70, "y": 14}, {"do": "stance", "units": [146, 154, 177, 181, 185, 186], "stance": "defend"}], "feedback": ["attack_move: 3 units", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 2900, "units_killed": 21, "units_lost": 15, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11800, "army_value": 900, "income": 2525, "experience": 53, "order_count": 85}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $1800, killed $2900 (15 units, 1 bldgs), lost $5300 (21 units, 2 bldgs). Map explored 23.6%.\nPRODUCTION: Vehicle: 1tnk 71%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #192@(70,22)\n  harv (Ore Truck (harvester)) x1: #131@(5,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - rally #162: ordered\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Place tent; begin infantry as funds arrive. Tank #192 scouting east/northeast toward enemy start (95,11). Build refinery next when affordable.", "raw": "{\"thoughts\":\"Cash is temporarily exhausted while two Light Tanks are queued. Keep the scout pushing toward the likely enemy start and set infantry rally east for future reinforcement.\",\"notes\":\"Two Light Tanks are in production; only scout tank #192 is active, moving toward enemy northeast start. Need refinery as soon as funds permit, then infantry/tank mass.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[192],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":193,\"x\":70,\"y\":22},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1404, "completion_tokens": 170, "total_tokens": 1574, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1402, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0061039, "upstream_inference_prompt_cost": 0.0038599, "upstream_inference_completions_cost": 0.002244}, "completion_tokens_details": {"reasoning_tokens": 47, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.39, "thoughts": "Cash is temporarily exhausted while two Light Tanks are queued. Keep the scout pushing toward the likely enemy start and set infantry rally east for future reinforcement.", "notes": "Two Light Tanks are in production; only scout tank #192 is active, moving toward enemy northeast start. Need refinery as soon as funds permit, then infantry/tank mass.", "commands": [{"do": "attack_move", "units": [192], "x": 95, "y": 11}, {"do": "rally", "building": 193, "x": 70, "y": 22}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 1 units", "rally #193: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2900, "deaths_cost": 5300, "units_killed": 15, "units_lost": 21, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 8300, "army_value": 700, "income": 2500, "experience": 29, "order_count": 46}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1030 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $11900, army $4300, killed $5300 (21 units, 2 bldgs), lost $2900 (15 units, 1 bldgs). Map explored 26.8%.\nPRODUCTION: Building: powr 55%; Building: powr 0%; Vehicle: 1tnk 35%; Vehicle: harv 0%; Infantry: e1 81%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #146@(87,11)60%* #154@(86,10)30%* #176@(77,9)92% #177@(86,10)44%* #181@(86,10)* #185@(86,10)* #186@(86,10)* #187@(77,9) #189@(77,9) #194@(94,18)\n  harv (Ore Truck (harvester)) x3: #132@(102,20) #188@(101,23)70% #191@(104,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy start (12,16), unexplored. powr at 18% will fix low power. 3 harvesters active. Keep 1tnk+harv in vehicle queue; trim excess e1 queue. 9 riflemen defending NW at (86-87,8-11).", "raw": "{\"thoughts\": \"Low power is the priority (powr building soon). Enemy is west at (12,16), mostly unexplored; I'll push my idle riflemen west to scout and raid while keeping one group home. Cash is essentially 0 so I'll just keep existing queues and set rally points to gather new units.\", \"notes\": \"Base (95,11). Enemy start (12,16). powr 55% (place when ready). Push riflemen west toward (60,14) to scout/raid. New units rally to (90,16).\", \"commands\": [{\"do\":\"set_rally\",\"building\":163,\"x\":90,\"y\":16},{\"do\":\"rally\",\"building\":163,\"x\":90,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":16},{\"do\":\"attack_move\",\"units\":[146,154,176,177,181,185,186,187,189],\"x\":60,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1676, "completion_tokens": 897, "total_tokens": 2573, "cost": 0.001353408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001353408, "upstream_inference_prompt_cost": 0.000277008, "upstream_inference_completions_cost": 0.0010764}, "completion_tokens_details": {"reasoning_tokens": 686, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.53, "thoughts": "Low power is the priority (powr building soon). Enemy is west at (12,16), mostly unexplored; I'll push my idle riflemen west to scout and raid while keeping one group home. Cash is essentially 0 so I'll just keep existing queues and set rally points to gather new units.", "notes": "Base (95,11). Enemy start (12,16). powr 55% (place when ready). Push riflemen west toward (60,14) to scout/raid. New units rally to (90,16).", "commands": [{"do": "set_rally", "building": 163, "x": 90, "y": 16}, {"do": "rally", "building": 163, "x": 90, "y": 16}, {"do": "rally", "building": 134, "x": 90, "y": 16}, {"do": "attack_move", "units": [146, 154, 176, 177, 181, 185, 186, 187, 189], "x": 60, "y": 14}], "feedback": ["unknown command 'set_rally'", "rally #163: ordered", "rally #134: ordered", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 2900, "units_killed": 21, "units_lost": 15, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 11900, "army_value": 1000, "income": 3525, "experience": 53, "order_count": 89}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $1800, killed $2900 (15 units, 1 bldgs), lost $5300 (21 units, 2 bldgs). Map explored 23.7%.\nPRODUCTION: Vehicle: 1tnk 71%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #192@(79,14)86%\n  harv (Ore Truck (harvester)) x1: #131@(9,22)\nVISIBLE ENEMY UNITS (6):\n  #146 e1@(83,14) 60%, #154 e1@(82,14) 30%, #177 e1@(82,14) 41%, #181 e1@(82,14) 54%, #185 e1@(82,14) 87%, #186 e1@(82,14) 96%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #193: ordered\nYOUR NOTES FROM LAST TURN: Two Light Tanks are in production; only scout tank #192 is active, moving toward enemy northeast start. Need refinery as soon as funds permit, then infantry/tank mass.", "raw": "{\"thoughts\":\"Our first Light Tank has reached enemy infantry near the northeast approach while two more are queued. Keep the harvester mining and use the tank to clear scouts while production completes.\",\"notes\":\"Enemy infantry clustered around (82-83,14), likely enemy base further east near (95,11). Tank #192 is forward; two Light Tanks remain in vehicle queue. Need refinery immediately when funds arrive.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[192],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":162,\"x\":78,\"y\":14},{\"do\":\"rally\",\"building\":193,\"x\":78,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1462, "completion_tokens": 228, "total_tokens": 1690, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1460, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007029, "upstream_inference_prompt_cost": 0.0040194, "upstream_inference_completions_cost": 0.0030096}, "completion_tokens_details": {"reasoning_tokens": 75, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.32, "thoughts": "Our first Light Tank has reached enemy infantry near the northeast approach while two more are queued. Keep the harvester mining and use the tank to clear scouts while production completes.", "notes": "Enemy infantry clustered around (82-83,14), likely enemy base further east near (95,11). Tank #192 is forward; two Light Tanks remain in vehicle queue. Need refinery immediately when funds arrive.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [192], "x": 95, "y": 11}, {"do": "rally", "building": 162, "x": 78, "y": 14}, {"do": "rally", "building": 193, "x": 78, "y": 14}], "feedback": ["attack_move: 1 units", "rally #162: ordered", "rally #193: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2900, "deaths_cost": 5300, "units_killed": 15, "units_lost": 21, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 8300, "army_value": 700, "income": 2000, "experience": 29, "order_count": 46}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $694 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $12000, army $4400, killed $5300 (21 units, 2 bldgs), lost $2900 (15 units, 1 bldgs). Map explored 27.5%.\nPRODUCTION: Building: powr 92%; Building: powr 0%; Vehicle: 1tnk 51%; Vehicle: harv 0%; Infantry: e1 93%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #146@(83,14)60% #154@(82,14)30% #176@(69,13)92% #177@(82,14)41% #181@(82,14)54% #185@(82,14)87% #186@(82,14)96% #187@(68,14) #189@(68,13) #194@(92,19)* #195@(90,16)\n  harv (Ore Truck (harvester)) x3: #132@(106,22) #188@(99,27)70% #191@(100,20)\nVISIBLE ENEMY UNITS (1):\n  #192 1tnk@(79,14) 86%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - unknown command 'set_rally'\n  - rally #163: ordered\n  - rally #134: ordered\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Base (95,11). Enemy start (12,16). powr 55% (place when ready). Push riflemen west toward (60,14) to scout/raid. New units rally to (90,16).", "raw": "{\"thoughts\": \"Power is low and cash is empty, so I need the queued power plants placed and harvesters mining. An enemy Light Tank (#192) is pushing at (79,14) into my rifle group; I'll swarm it with my idle infantry while production keeps running.\", \"notes\": \"Base (95,11). Enemy start (12,16). Enemy 1tnk at (79,14) - kill with massed riflemen. Keep powr building, rally new units to (86,15) front. Cash 0 - prioritize harvesters/mining.\", \"commands\": [{\"do\":\"attack\",\"units\":[146,154,176,177,181,185,186,187,189],\"target\":192},{\"do\":\"attack_move\",\"units\":[194,195],\"x\":79,\"y\":14},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":191}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1688, "completion_tokens": 1145, "total_tokens": 2833, "cost": 0.001654608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001654608, "upstream_inference_prompt_cost": 0.000280608, "upstream_inference_completions_cost": 0.001374}, "completion_tokens_details": {"reasoning_tokens": 927, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.36, "thoughts": "Power is low and cash is empty, so I need the queued power plants placed and harvesters mining. An enemy Light Tank (#192) is pushing at (79,14) into my rifle group; I'll swarm it with my idle infantry while production keeps running.", "notes": "Base (95,11). Enemy start (12,16). Enemy 1tnk at (79,14) - kill with massed riflemen. Keep powr building, rally new units to (86,15) front. Cash 0 - prioritize harvesters/mining.", "commands": [{"do": "attack", "units": [146, 154, 176, 177, 181, 185, 186, 187, 189], "target": 192}, {"do": "attack_move", "units": [194, 195], "x": 79, "y": 14}, {"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 3}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 191}], "feedback": ["attack: 9 units", "attack_move: 2 units", "build powr: started", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 2900, "units_killed": 21, "units_lost": 15, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 12000, "army_value": 1100, "income": 3025, "experience": 53, "order_count": 89}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $363 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $1800, killed $3000 (16 units, 1 bldgs), lost $5300 (21 units, 2 bldgs). Map explored 23.7%.\nPRODUCTION: Vehicle: 1tnk 91%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #192@(79,14)54%\n  harv (Ore Truck (harvester)) x1: #131@(9,20)\nVISIBLE ENEMY UNITS (10):\n  #146 e1@(83,14) 60%, #154 e1@(82,14) 29%, #176 e1@(74,14) 92%, #177 e1@(82,14) 39%, #185 e1@(82,14) 77%, #186 e1@(82,14) 77%, #187 e1@(74,14) 100%, #189 e1@(75,14) 100%, #194 e1@(83,16) 100%, #195 e1@(83,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #162: ordered\n  - rally #193: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry clustered around (82-83,14), likely enemy base further east near (95,11). Tank #192 is forward; two Light Tanks remain in vehicle queue. Need refinery immediately when funds arrive.", "raw": "{\"thoughts\":\"Our forward Light Tank is badly damaged and facing a dense infantry screen, so it should withdraw while the existing vehicle queue completes. Income must be converted into a second refinery as soon as possible, with barracks production queued behind it.\",\"notes\":\"Tank #192 retreating home for survival. Harvester #131 mining. Vehicle queue has two Light Tanks underway; queue infantry and start second refinery once funds permit. Enemy infantry at 74-83,14; base likely 95,11.\",\"commands\":[{\"do\":\"move\",\"units\":[192],\"x\":16,\"y\":15},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"e1\",\"count\":8},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":162,\"x\":20,\"y\":14},{\"do\":\"rally\",\"building\":193,\"x\":18,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1526, "completion_tokens": 423, "total_tokens": 1949, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1524, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009779, "upstream_inference_prompt_cost": 0.0041954, "upstream_inference_completions_cost": 0.0055836}, "completion_tokens_details": {"reasoning_tokens": 218, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.48, "thoughts": "Our forward Light Tank is badly damaged and facing a dense infantry screen, so it should withdraw while the existing vehicle queue completes. Income must be converted into a second refinery as soon as possible, with barracks production queued behind it.", "notes": "Tank #192 retreating home for survival. Harvester #131 mining. Vehicle queue has two Light Tanks underway; queue infantry and start second refinery once funds permit. Enemy infantry at 74-83,14; base likely 95,11.", "commands": [{"do": "move", "units": [192], "x": 16, "y": 15}, {"do": "harvest", "unit": 131}, {"do": "train", "item": "e1", "count": 8}, {"do": "train", "item": "e3", "count": 4}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 162, "x": 20, "y": 14}, {"do": "rally", "building": 193, "x": 18, "y": 18}], "feedback": ["move: 1 units", "train 8x e1: queued", "train 4x e3: queued", "build proc: started", "rally #162: ordered", "rally #193: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 5300, "units_killed": 16, "units_lost": 21, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 8300, "army_value": 700, "income": 2500, "experience": 30, "order_count": 46}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1447 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $12100, army $4500, killed $5300 (21 units, 2 bldgs), lost $3000 (16 units, 1 bldgs). Map explored 27.5%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 67%; Vehicle: harv 0%; Infantry: e1 5%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #146@(83,14)60% #154@(82,14)29% #176@(74,14)92% #177@(82,14)39% #185@(82,14)77% #186@(82,14)77% #187@(74,14) #189@(75,14) #194@(83,16) #195@(83,15) #196@(90,16)* #197@(97,14)\n  harv (Ore Truck (harvester)) x3: #132@(101,19) #188@(99,20)70% #191@(103,25)\nVISIBLE ENEMY UNITS (1):\n  #192 1tnk@(79,14) 54%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack_move: 2 units\n  - build powr: started\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Base (95,11). Enemy start (12,16). Enemy 1tnk at (79,14) - kill with massed riflemen. Keep powr building, rally new units to (86,15) front. Cash 0 - prioritize harvesters/mining.", "raw": "{\"thoughts\": \"Low power - place the ready powr immediately. Enemy light tank #192 at (79,14) is harassing my front; mass ~8 riflemen to kill it. Cash is 0 so I must keep harvesters mining and continue cheap infantry/economy builds.\", \"notes\": \"Base (95,11). Placed powr. Enemy 1tnk #192 near (79,14) - focus fire. Build proc for economy. Rally new infantry to (84,14) front.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"}, {\"do\":\"build\",\"item\":\"proc\"}, {\"do\":\"attack\",\"units\":[146,176,177,185,186,187,189,194,195],\"target\":192}, {\"do\":\"train\",\"item\":\"e1\",\"count\":3}, {\"do\":\"train\",\"item\":\"harv\",\"count\":1}, {\"do\":\"harvest\",\"unit\":191}, {\"do\":\"rally\",\"building\":134,\"x\":84,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1726, "completion_tokens": 669, "total_tokens": 2395, "cost": 0.001094808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001094808, "upstream_inference_prompt_cost": 0.000292008, "upstream_inference_completions_cost": 0.0008028}, "completion_tokens_details": {"reasoning_tokens": 450, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "Low power - place the ready powr immediately. Enemy light tank #192 at (79,14) is harassing my front; mass ~8 riflemen to kill it. Cash is 0 so I must keep harvesters mining and continue cheap infantry/economy builds.", "notes": "Base (95,11). Placed powr. Enemy 1tnk #192 near (79,14) - focus fire. Build proc for economy. Rally new infantry to (84,14) front.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}, {"do": "attack", "units": [146, 176, 177, 185, 186, 187, 189, 194, 195], "target": 192}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "harv", "count": 1}, {"do": "harvest", "unit": 191}, {"do": "rally", "building": 134, "x": 84, "y": 14}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "attack: 9 units", "train 3x e1: queued", "train 1x harv: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 3000, "units_killed": 21, "units_lost": 16, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 12100, "army_value": 1200, "income": 4025, "experience": 53, "order_count": 93}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2600, killed $3000 (16 units, 1 bldgs), lost $5300 (21 units, 2 bldgs). Map explored 24%.\nPRODUCTION: Building: proc 8%; Vehicle: 1tnk 9%; Infantry: e3 6%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #192@(64,27)41% #199@(20,14)*\n  e1 (Rifle Infantry) x1: #201@(17,19)\n  harv (Ore Truck (harvester)) x1: #131@(9,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - train 8x e1: queued\n  - train 4x e3: queued\n  - build proc: started\n  - rally #162: ordered\n  - rally #193: ordered\nYOUR NOTES FROM LAST TURN: Tank #192 retreating home for survival. Harvester #131 mining. Vehicle queue has two Light Tanks underway; queue infantry and start second refinery once funds permit. Enemy infantry at 74-83,14; base likely 95,11.", "raw": "{\"thoughts\":\"Second refinery is underway and production queues are stocked despite no current cash. Scout cautiously toward the likely enemy approach while the damaged tank returns to base.\",\"notes\":\"Enemy base likely near 95,11; send healthy tank east to scout, keep #192 safe. Proc building underway; infantry queue deep, vehicle queue needs continued tanks when affordable.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[199,201],\"x\":70,\"y\":18},{\"do\":\"move\",\"units\":[192],\"x\":16,\"y\":15},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"rally\",\"building\":162,\"x\":25,\"y\":17},{\"do\":\"rally\",\"building\":193,\"x\":25,\"y\":17}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1541, "completion_tokens": 323, "total_tokens": 1864, "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": 0.00850025, "upstream_inference_prompt_cost": 0.00423665, "upstream_inference_completions_cost": 0.0042636}, "completion_tokens_details": {"reasoning_tokens": 149, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.2, "thoughts": "Second refinery is underway and production queues are stocked despite no current cash. Scout cautiously toward the likely enemy approach while the damaged tank returns to base.", "notes": "Enemy base likely near 95,11; send healthy tank east to scout, keep #192 safe. Proc building underway; infantry queue deep, vehicle queue needs continued tanks when affordable.", "commands": [{"do": "attack_move", "units": [199, 201], "x": 70, "y": 18}, {"do": "move", "units": [192], "x": 16, "y": 15}, {"do": "harvest", "unit": 131}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "rally", "building": 162, "x": 25, "y": 17}, {"do": "rally", "building": 193, "x": 25, "y": 17}], "feedback": ["attack_move: 2 units", "move: 1 units", "train 3x 1tnk: queued", "rally #162: ordered", "rally #193: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 5300, "units_killed": 16, "units_lost": 21, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 9100, "army_value": 1500, "income": 2500, "experience": 30, "order_count": 59}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $975 (storage 4000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $13400, army $5500, killed $5300 (21 units, 2 bldgs), lost $3000 (16 units, 1 bldgs). Map explored 27.8%.\nPRODUCTION: Building: proc 23%; Building: powr 0%; Building: powr 0%; Vehicle: harv 9%; Vehicle: harv 0%; Infantry: e1 28%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #203@(90,17)*\n  e1 (Rifle Infantry) x15: #146@(76,17)60% #154@(76,17)28% #176@(73,18)90% #177@(75,19)39% #185@(76,17)75% #186@(76,17)61% #187@(72,19) #189@(73,18)76% #194@(77,16) #195@(77,17) #196@(90,16)* #197@(90,16)* #200@(91,14) #202@(94,14) #204@(97,14)\n  harv (Ore Truck (harvester)) x3: #132@(106,23) #188@(100,25)70% #191@(102,24)\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  - attack: 9 units\n  - train 3x e1: queued\n  - train 1x harv: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Base (95,11). Placed powr. Enemy 1tnk #192 near (79,14) - focus fire. Build proc for economy. Rally new infantry to (84,14) front.", "raw": "{\"thoughts\": \"Cash is near zero so stored ore must fund production; queues are already full. No enemies visible now, so consolidate the damaged western infantry group and probe toward the enemy base while keeping harvesters mining.\", \"notes\": \"Base (95,11). Front infantry clump ~(72-77,16). Enemy start (12,16). Push west to probe, keep 3 harvesters mining, let proc/powr finish. Damaged e1s are numerous - pull worst back but keep pressure.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":191},{\"do\":\"attack_move\",\"units\":[146,154,176,177,185,186,187,189,194,195],\"x\":65,\"y\":16},{\"do\":\"attack_move\",\"units\":[203,196,197,200,202,204],\"x\":80,\"y\":15},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":16},{\"do\":\"rally\",\"building\":163,\"x\":80,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1772, "completion_tokens": 818, "total_tokens": 2590, "cost": 0.001287408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001287408, "upstream_inference_prompt_cost": 0.000305808, "upstream_inference_completions_cost": 0.0009816}, "completion_tokens_details": {"reasoning_tokens": 555, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.14, "thoughts": "Cash is near zero so stored ore must fund production; queues are already full. No enemies visible now, so consolidate the damaged western infantry group and probe toward the enemy base while keeping harvesters mining.", "notes": "Base (95,11). Front infantry clump ~(72-77,16). Enemy start (12,16). Push west to probe, keep 3 harvesters mining, let proc/powr finish. Damaged e1s are numerous - pull worst back but keep pressure.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 191}, {"do": "attack_move", "units": [146, 154, 176, 177, 185, 186, 187, 189, 194, 195], "x": 65, "y": 16}, {"do": "attack_move", "units": [203, 196, 197, 200, 202, 204], "x": 80, "y": 15}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 134, "x": 80, "y": 16}, {"do": "rally", "building": 163, "x": 80, "y": 16}], "feedback": ["attack_move: 10 units", "attack_move: 6 units", "train 3x e3: queued", "train 3x e1: queued", "rally #134: ordered", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 3000, "units_killed": 21, "units_lost": 16, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 13400, "army_value": 2200, "income": 4525, "experience": 53, "order_count": 99}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2600, killed $3000 (16 units, 1 bldgs), lost $5300 (21 units, 2 bldgs). Map explored 24.5%.\nPRODUCTION: Building: proc 8%; Vehicle: 1tnk 9%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 6%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #192@(43,25)41% #199@(40,23)\n  e1 (Rifle Infantry) x1: #201@(25,25)\n  harv (Ore Truck (harvester)) x1: #131@(9,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - move: 1 units\n  - train 3x 1tnk: queued\n  - rally #162: ordered\n  - rally #193: ordered\nYOUR NOTES FROM LAST TURN: Enemy base likely near 95,11; send healthy tank east to scout, keep #192 safe. Proc building underway; infantry queue deep, vehicle queue needs continued tanks when affordable.", "raw": "{\"thoughts\":\"Second refinery and deep unit queues are underway, but the current field force is tiny. Preserve the damaged tank, keep harvesting, and have the healthy tank scout east toward the expected enemy side while reinforcements rally forward.\",\"notes\":\"Proc is building; vehicle queue has 4 light tanks total and infantry queue has rockets/rifles. Enemy still unseen, likely east/northeast around 95,11. #192 damaged retreating; #199 scouts east.\",\"commands\":[{\"do\":\"move\",\"units\":[192],\"x\":18,\"y\":19},{\"do\":\"attack_move\",\"units\":[199],\"x\":70,\"y\":18},{\"do\":\"move\",\"units\":[201],\"x\":31,\"y\":23},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":34,\"y\":22},{\"do\":\"rally\",\"building\":193,\"x\":31,\"y\":23}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1549, "completion_tokens": 260, "total_tokens": 1809, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1547, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00769065, "upstream_inference_prompt_cost": 0.00425865, "upstream_inference_completions_cost": 0.003432}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.26, "thoughts": "Second refinery and deep unit queues are underway, but the current field force is tiny. Preserve the damaged tank, keep harvesting, and have the healthy tank scout east toward the expected enemy side while reinforcements rally forward.", "notes": "Proc is building; vehicle queue has 4 light tanks total and infantry queue has rockets/rifles. Enemy still unseen, likely east/northeast around 95,11. #192 damaged retreating; #199 scouts east.", "commands": [{"do": "move", "units": [192], "x": 18, "y": 19}, {"do": "attack_move", "units": [199], "x": 70, "y": 18}, {"do": "move", "units": [201], "x": 31, "y": 23}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 34, "y": 22}, {"do": "rally", "building": 193, "x": 31, "y": 23}], "feedback": ["move: 1 units", "attack_move: 1 units", "move: 1 units", "rally #162: ordered", "rally #193: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 5300, "units_killed": 16, "units_lost": 21, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 9100, "army_value": 1500, "income": 2000, "experience": 30, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $481 (storage 4000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $13700, army $5800, killed $5300 (21 units, 2 bldgs), lost $3000 (16 units, 1 bldgs). Map explored 28%.\nPRODUCTION: Building: proc 47%; Building: powr 0%; Building: powr 0%; Vehicle: harv 39%; Vehicle: harv 0%; Infantry: e1 56%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #203@(80,14)*\n  e1 (Rifle Infantry) x18: #146@(66,17)60% #154@(66,17)28%* #176@(65,16)90%* #177@(65,16)39%* #185@(66,17)75% #186@(66,17)61% #187@(65,16)* #189@(65,16)76%* #194@(67,16) #195@(67,17) #196@(81,15)* #197@(81,15)* #200@(81,14)* #202@(84,14) #204@(87,13) #205@(91,15) #206@(94,15) #207@(96,13)\n  harv (Ore Truck (harvester)) x3: #132@(101,20) #188@(101,27)70% #191@(100,22)\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: 6 units\n  - train 3x e3: queued\n  - train 3x e1: queued\n  - rally #134: ordered\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: Base (95,11). Front infantry clump ~(72-77,16). Enemy start (12,16). Push west to probe, keep 3 harvesters mining, let proc/powr finish. Damaged e1s are numerous - pull worst back but keep pressure.", "raw": "{\"thoughts\": \"Cash is tight ($0/$481) so I can't add buildings this turn; keep queues busy with free-flowing production. My front infantry clump near (65-67,16) is pushing toward the enemy start (12,16) - consolidate and advance west while keeping harvesters mining. Pull the worst-damaged e1s slightly back but keep pressure.\", \"notes\": \"Base (95,11), enemy start (12,16). Front infantry ~(65-67,16) advancing. Light tank #203@(80,14). Push west in two waves; keep 3 harvesters mining. Cash low - rely on queued production, build when cash returns.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[146,154,176,177,185,186,187,189,194,195],\"x\":50,\"y\":16},{\"do\":\"attack_move\",\"units\":[196,197,200,202,204,205,206,207],\"x\":72,\"y\":15},{\"do\":\"attack_move\",\"units\":[203],\"x\":70,\"y\":15},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":16},{\"do\":\"rally\",\"building\":163,\"x\":75,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1826, "completion_tokens": 740, "total_tokens": 2566, "cost": 0.001210008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001210008, "upstream_inference_prompt_cost": 0.000322008, "upstream_inference_completions_cost": 0.000888}, "completion_tokens_details": {"reasoning_tokens": 470, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.93, "thoughts": "Cash is tight ($0/$481) so I can't add buildings this turn; keep queues busy with free-flowing production. My front infantry clump near (65-67,16) is pushing toward the enemy start (12,16) - consolidate and advance west while keeping harvesters mining. Pull the worst-damaged e1s slightly back but keep pressure.", "notes": "Base (95,11), enemy start (12,16). Front infantry ~(65-67,16) advancing. Light tank #203@(80,14). Push west in two waves; keep 3 harvesters mining. Cash low - rely on queued production, build when cash returns.", "commands": [{"do": "attack_move", "units": [146, 154, 176, 177, 185, 186, 187, 189, 194, 195], "x": 50, "y": 16}, {"do": "attack_move", "units": [196, 197, 200, 202, 204, 205, 206, 207], "x": 72, "y": 15}, {"do": "attack_move", "units": [203], "x": 70, "y": 15}, {"do": "rally", "building": 134, "x": 70, "y": 16}, {"do": "rally", "building": 163, "x": 75, "y": 16}], "feedback": ["attack_move: 10 units", "attack_move: 8 units", "attack_move: 1 units", "rally #134: ordered", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 3000, "units_killed": 21, "units_lost": 16, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 13700, "army_value": 2500, "income": 4525, "experience": 53, "order_count": 105}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $276 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2600, killed $3000 (16 units, 1 bldgs), lost $5300 (21 units, 2 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 14%; Vehicle: 1tnk 19%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 31%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #192@(21,19)41% #199@(60,28)\n  e1 (Rifle Infantry) x1: #201@(31,23)*\n  harv (Ore Truck (harvester)) x1: #131@(9,17)\nVISIBLE ENEMY UNITS (9):\n  #146 e1@(64,25) 60%, #154 e1@(63,25) 28%, #176 e1@(64,25) 90%, #177 e1@(63,26) 39%, #185 e1@(63,25) 70%, #186 e1@(63,26) 52%, #187 e1@(64,25) 100%, #194 e1@(64,25) 100%, #195 e1@(63,26) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 1 units\n  - move: 1 units\n  - rally #162: ordered\n  - rally #193: ordered\nYOUR NOTES FROM LAST TURN: Proc is building; vehicle queue has 4 light tanks total and infantry queue has rockets/rifles. Enemy still unseen, likely east/northeast around 95,11. #192 damaged retreating; #199 scouts east.", "raw": "{\"thoughts\":\"Production queues are fully committed and the second refinery is underway. The forward light tank should clear the exposed enemy infantry mass while the damaged tank retreats to safety; keep the harvester mining.\",\"notes\":\"Second proc building at 14%; vehicle queue has 4 light tanks, infantry queue rockets/rifles. #199 engaging enemy infantry at 63-64,25; #192 retreats home. Enemy base likely northeast/east.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[199],\"x\":64,\"y\":25},{\"do\":\"move\",\"units\":[192],\"x\":14,\"y\":18},{\"do\":\"move\",\"units\":[201],\"x\":42,\"y\":24},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1661, "completion_tokens": 269, "total_tokens": 1930, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1659, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00811745, "upstream_inference_prompt_cost": 0.00456665, "upstream_inference_completions_cost": 0.0035508}, "completion_tokens_details": {"reasoning_tokens": 111, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.62, "thoughts": "Production queues are fully committed and the second refinery is underway. The forward light tank should clear the exposed enemy infantry mass while the damaged tank retreats to safety; keep the harvester mining.", "notes": "Second proc building at 14%; vehicle queue has 4 light tanks, infantry queue rockets/rifles. #199 engaging enemy infantry at 63-64,25; #192 retreats home. Enemy base likely northeast/east.", "commands": [{"do": "attack_move", "units": [199], "x": 64, "y": 25}, {"do": "move", "units": [192], "x": 14, "y": 18}, {"do": "move", "units": [201], "x": 42, "y": 24}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 1 units", "move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 5300, "units_killed": 16, "units_lost": 21, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 9100, "army_value": 1500, "income": 2500, "experience": 30, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $13800, army $5900, killed $5300 (21 units, 2 bldgs), lost $3000 (16 units, 1 bldgs). Map explored 28%.\nPRODUCTION: Building: proc 70%; Building: powr 0%; Building: powr 0%; Vehicle: harv 69%; Vehicle: harv 0%; Infantry: e3 93%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #203@(70,15)*\n  e1 (Rifle Infantry) x19: #146@(64,25)60% #154@(63,25)28% #176@(64,25)90% #177@(63,26)39% #185@(63,25)70% #186@(63,26)52% #187@(64,25) #189@(65,24)76% #194@(64,25) #195@(63,26) #196@(73,14) #197@(73,14) #200@(72,15) #202@(74,13) #204@(76,13) #205@(81,14) #206@(83,15) #207@(86,13) #208@(89,14)\n  harv (Ore Truck (harvester)) x3: #132@(105,24) #188@(100,19)70% #191@(102,27)\nVISIBLE ENEMY UNITS (1):\n  #199 1tnk@(60,28) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack_move: 8 units\n  - attack_move: 1 units\n  - rally #134: ordered\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: Base (95,11), enemy start (12,16). Front infantry ~(65-67,16) advancing. Light tank #203@(80,14). Push west in two waves; keep 3 harvesters mining. Cash low - rely on queued production, build when cash returns.", "raw": "{\"thoughts\": \"Enemy Light Tank spotted at (60,28) near our advance infantry. Engaging with forward riflemen and converging our Light Tank #203 and reinforcement line to eliminate it before pushing toward enemy base (12,16).\", \"notes\": \"Engaging enemy 1tnk at (60,28). Once cleared, consolidate army at (55,20) and advance toward (12,16). Proc and harv finishing soon.\", \"commands\": [{\"do\": \"attack\", \"units\": [146, 154, 176, 177, 185, 186, 187, 189, 194, 195], \"target\": 199}, {\"do\": \"attack\", \"units\": [203], \"target\": 199}, {\"do\": \"attack_move\", \"units\": [196, 197, 200, 202, 204, 205, 206, 207, 208], \"x\": 60, \"y\": 25}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 2021, "completion_tokens": 1319, "total_tokens": 3340, "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": 0.012924, "upstream_inference_prompt_cost": 0.0030315, "upstream_inference_completions_cost": 0.0098925}, "completion_tokens_details": {"reasoning_tokens": 1054, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 15.03, "thoughts": "Enemy Light Tank spotted at (60,28) near our advance infantry. Engaging with forward riflemen and converging our Light Tank #203 and reinforcement line to eliminate it before pushing toward enemy base (12,16).", "notes": "Engaging enemy 1tnk at (60,28). Once cleared, consolidate army at (55,20) and advance toward (12,16). Proc and harv finishing soon.", "commands": [{"do": "attack", "units": [146, 154, 176, 177, 185, 186, 187, 189, 194, 195], "target": 199}, {"do": "attack", "units": [203], "target": 199}, {"do": "attack_move", "units": [196, 197, 200, 202, 204, 205, 206, 207, 208], "x": 60, "y": 25}], "feedback": ["attack: 10 units", "attack: 1 units", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 3000, "units_killed": 21, "units_lost": 16, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 13800, "army_value": 2600, "income": 5025, "experience": 53, "order_count": 105}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2600, killed $3100 (17 units, 1 bldgs), lost $5300 (21 units, 2 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 20%; Vehicle: 1tnk 32%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 61%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #192@(14,18)41%* #199@(60,28)37%\n  e1 (Rifle Infantry) x1: #201@(41,24)\n  harv (Ore Truck (harvester)) x1: #131@(6,29)\nVISIBLE ENEMY UNITS (10):\n  #146 e1@(64,25) 60%, #154 e1@(63,26) 28%, #176 e1@(63,25) 90%, #177 e1@(63,26) 29%, #185 e1@(63,26) 67%, #187 e1@(64,25) 100%, #189 e1@(63,25) 76%, #194 e1@(64,25) 100%, #195 e1@(63,26) 97%, #203 1tnk@(63,27) 89%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Second proc building at 14%; vehicle queue has 4 light tanks, infantry queue rockets/rifles. #199 engaging enemy infantry at 63-64,25; #192 retreats home. Enemy base likely northeast/east.", "raw": "{\"thoughts\":\"Our production is fully queued but cash-starved, so preserve the damaged forward units while the refinery completes and restore income. The enemy force is concentrated around 63,25 with a light tank; regroup at home before pushing again.\",\"notes\":\"Refinery is 20% and must be placed when ready. #199 and #201 retreat; enemy infantry blob plus #203 light tank at 63,25-27. Enemy base likely east/northeast.\",\"commands\":[{\"do\":\"move\",\"units\":[199],\"x\":18,\"y\":19},{\"do\":\"move\",\"units\":[201],\"x\":18,\"y\":20},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":18,\"y\":19},{\"do\":\"rally\",\"building\":193,\"x\":18,\"y\":20},{\"do\":\"stance\",\"units\":[192],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1661, "completion_tokens": 297, "total_tokens": 1958, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1659, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00848705, "upstream_inference_prompt_cost": 0.00456665, "upstream_inference_completions_cost": 0.0039204}, "completion_tokens_details": {"reasoning_tokens": 103, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.72, "thoughts": "Our production is fully queued but cash-starved, so preserve the damaged forward units while the refinery completes and restore income. The enemy force is concentrated around 63,25 with a light tank; regroup at home before pushing again.", "notes": "Refinery is 20% and must be placed when ready. #199 and #201 retreat; enemy infantry blob plus #203 light tank at 63,25-27. Enemy base likely east/northeast.", "commands": [{"do": "move", "units": [199], "x": 18, "y": 19}, {"do": "move", "units": [201], "x": 18, "y": 20}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 18, "y": 19}, {"do": "rally", "building": 193, "x": 18, "y": 20}, {"do": "stance", "units": [192], "stance": "defend"}], "feedback": ["move: 1 units", "move: 1 units", "rally #162: ordered", "rally #193: ordered", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3100, "deaths_cost": 5300, "units_killed": 17, "units_lost": 21, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 9100, "army_value": 1500, "income": 2500, "experience": 31, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $14000, army $6100, killed $5300 (21 units, 2 bldgs), lost $3100 (17 units, 1 bldgs). Map explored 28.3%.\nPRODUCTION: Building: proc 82%; Building: powr 0%; Building: powr 0%; Vehicle: harv 84%; Vehicle: harv 0%; Infantry: e3 48%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #203@(63,27)89%\n  e1 (Rifle Infantry) x18: #146@(64,25)60% #154@(63,26)28% #176@(63,25)90% #177@(63,26)29% #185@(63,26)67% #187@(64,25) #189@(63,25)76% #194@(64,25) #195@(63,26)97% #196@(65,21) #197@(66,21) #200@(66,23) #202@(66,21) #204@(69,21) #205@(73,20) #206@(75,18) #207@(77,16) #208@(80,14)\n  e3 (Rocket Soldier) x1: #209@(90,14)\n  harv (Ore Truck (harvester)) x3: #132@(106,24) #188@(101,28)70% #191@(100,20)\nVISIBLE ENEMY UNITS (1):\n  #199 1tnk@(60,28) 37%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 10 units\n  - attack: 1 units\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Engaging enemy 1tnk at (60,28). Once cleared, consolidate army at (55,20) and advance toward (12,16). Proc and harv finishing soon.", "raw": "{\"thoughts\": \"Cash is $0 so I can't produce anything right now \u2014 harv/proc finishing soon will fix that. My main force is engaged with a damaged enemy 1tnk near (60,28); finish it off and consolidate, then push toward the enemy start at (12,16).\", \"notes\": \"Kill enemy 1tnk #199 near (60,28). Consolidate infantry around (60,25). Advance west toward enemy start (12,16). Economy recovering: proc 82%, harv 84%. Queue powr/proc when cash arrives.\", \"commands\": [{\"do\": \"attack\", \"units\": [203, 209], \"target\": 199}, {\"do\": \"attack_move\", \"units\": [146, 154, 176, 177, 185, 187, 189, 194, 195], \"x\": 58, \"y\": 26}, {\"do\": \"move\", \"units\": [154, 177], \"x\": 63, \"y\": 30}, {\"do\": \"attack_move\", \"units\": [196, 197, 200, 202, 204, 205, 206, 207, 208], \"x\": 55, \"y\": 22}, {\"do\": \"build\", \"item\": \"powr\"}, {\"do\": \"rally\", \"building\": 163, \"x\": 60, \"y\": 24}, {\"do\": \"rally\", \"building\": 134, \"x\": 58, \"y\": 25}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1789, "completion_tokens": 903, "total_tokens": 2692, "cost": 0.001394508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001394508, "upstream_inference_prompt_cost": 0.000310908, "upstream_inference_completions_cost": 0.0010836}, "completion_tokens_details": {"reasoning_tokens": 564, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.28, "thoughts": "Cash is $0 so I can't produce anything right now \u2014 harv/proc finishing soon will fix that. My main force is engaged with a damaged enemy 1tnk near (60,28); finish it off and consolidate, then push toward the enemy start at (12,16).", "notes": "Kill enemy 1tnk #199 near (60,28). Consolidate infantry around (60,25). Advance west toward enemy start (12,16). Economy recovering: proc 82%, harv 84%. Queue powr/proc when cash arrives.", "commands": [{"do": "attack", "units": [203, 209], "target": 199}, {"do": "attack_move", "units": [146, 154, 176, 177, 185, 187, 189, 194, 195], "x": 58, "y": 26}, {"do": "move", "units": [154, 177], "x": 63, "y": 30}, {"do": "attack_move", "units": [196, 197, 200, 202, 204, 205, 206, 207, 208], "x": 55, "y": 22}, {"do": "build", "item": "powr"}, {"do": "rally", "building": 163, "x": 60, "y": 24}, {"do": "rally", "building": 134, "x": 58, "y": 25}], "feedback": ["attack: 2 units", "attack_move: 9 units", "move: 2 units", "attack_move: 9 units", "build powr: started", "rally #163: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 3100, "units_killed": 21, "units_lost": 17, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 14000, "army_value": 2800, "income": 5525, "experience": 53, "order_count": 105}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2600, killed $3100 (17 units, 1 bldgs), lost $5300 (21 units, 2 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 20%; Vehicle: 1tnk 32%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 61%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #192@(14,18)41%* #199@(42,25)16%\n  e1 (Rifle Infantry) x1: #201@(33,20)\n  harv (Ore Truck (harvester)) x1: #131@(5,26)\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\n  - rally #162: ordered\n  - rally #193: ordered\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Refinery is 20% and must be placed when ready. #199 and #201 retreat; enemy infantry blob plus #203 light tank at 63,25-27. Enemy base likely east/northeast.", "raw": "{\"thoughts\":\"Our refinery and large unit queues are already consuming all income, while the surviving combat force is too weak to engage the known enemy blob. Preserve the damaged tanks and infantry near base until the second refinery is ready and production restores numbers.\",\"notes\":\"Proc is 20% building queue; place immediately next turn when ready. Retreat #192/#199/#201 to base; enemy force previously around 63,25-27 and base likely northeast/east.\",\"commands\":[{\"do\":\"move\",\"units\":[192],\"x\":16,\"y\":18},{\"do\":\"move\",\"units\":[199],\"x\":18,\"y\":19},{\"do\":\"move\",\"units\":[201],\"x\":17,\"y\":20},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"stance\",\"units\":[192,199,201],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1553, "completion_tokens": 279, "total_tokens": 1832, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1551, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00795245, "upstream_inference_prompt_cost": 0.00426965, "upstream_inference_completions_cost": 0.0036828}, "completion_tokens_details": {"reasoning_tokens": 101, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.02, "thoughts": "Our refinery and large unit queues are already consuming all income, while the surviving combat force is too weak to engage the known enemy blob. Preserve the damaged tanks and infantry near base until the second refinery is ready and production restores numbers.", "notes": "Proc is 20% building queue; place immediately next turn when ready. Retreat #192/#199/#201 to base; enemy force previously around 63,25-27 and base likely northeast/east.", "commands": [{"do": "move", "units": [192], "x": 16, "y": 18}, {"do": "move", "units": [199], "x": 18, "y": 19}, {"do": "move", "units": [201], "x": 17, "y": 20}, {"do": "harvest", "unit": 131}, {"do": "stance", "units": [192, 199, 201], "stance": "defend"}], "feedback": ["move: 1 units", "move: 1 units", "move: 1 units", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3100, "deaths_cost": 5300, "units_killed": 17, "units_lost": 21, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 9100, "army_value": 1500, "income": 2000, "experience": 31, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $14300, army $6400, killed $5300 (21 units, 2 bldgs), lost $3100 (17 units, 1 bldgs). Map explored 28.8%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Vehicle: harv 99%; Vehicle: harv 0%; Infantry: e3 3%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #203@(48,27)68%\n  e1 (Rifle Infantry) x18: #146@(58,28)60% #154@(63,30)28%* #176@(58,28)90% #177@(63,30)29%* #185@(57,28)67% #187@(58,28) #189@(57,28)76% #194@(59,28) #195@(58,28)97% #196@(59,28) #197@(59,28) #200@(58,28) #202@(60,27) #204@(62,27) #205@(65,26) #206@(67,26) #207@(69,24) #208@(72,21)\n  e3 (Rocket Soldier) x2: #209@(79,14) #212@(96,13)\n  harv (Ore Truck (harvester)) x3: #132@(100,19) #188@(101,26)70% #191@(102,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - attack_move: 9 units\n  - move: 2 units\n  - attack_move: 9 units\n  - build powr: started\n  - rally #163: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Kill enemy 1tnk #199 near (60,28). Consolidate infantry around (60,25). Advance west toward enemy start (12,16). Economy recovering: proc 82%, harv 84%. Queue powr/proc when cash arrives.", "raw": "{\"thoughts\": \"Economy stalled at $0 so all queues wait on ore, but I still have 18 rifles, 2 rockets and a light tank in the west. Consolidate that force and push toward the enemy start (12,16), keeping harvesters mining.\", \"notes\": \"Enemy start ~(12,16). Infantry clump near (58,28) advancing west. Cash $0, building proc #94% will boost income. Need powr/proc/weap when cash arrives. Keep harvesters on ore.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":191},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":45,\"y\":22},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1835, "completion_tokens": 636, "total_tokens": 2471, "cost": 0.001087908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001087908, "upstream_inference_prompt_cost": 0.000324708, "upstream_inference_completions_cost": 0.0007632}, "completion_tokens_details": {"reasoning_tokens": 450, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.27, "thoughts": "Economy stalled at $0 so all queues wait on ore, but I still have 18 rifles, 2 rockets and a light tank in the west. Consolidate that force and push toward the enemy start (12,16), keeping harvesters mining.", "notes": "Enemy start ~(12,16). Infantry clump near (58,28) advancing west. Cash $0, building proc #94% will boost income. Need powr/proc/weap when cash arrives. Keep harvesters on ore.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 191}, {"do": "attack_move", "units": "all_army", "x": 45, "y": 22}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 21 units", "stance: 21 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 3100, "units_killed": 21, "units_lost": 17, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 14300, "army_value": 3100, "income": 6025, "experience": 53, "order_count": 106}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2600, killed $3100 (17 units, 1 bldgs), lost $5300 (21 units, 2 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 20%; Vehicle: 1tnk 32%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 61%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #192@(16,18)41%* #199@(22,19)16%\n  e1 (Rifle Infantry) x1: #201@(22,20)\n  harv (Ore Truck (harvester)) x1: #131@(9,17)\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\n  - move: 1 units\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Proc is 20% building queue; place immediately next turn when ready. Retreat #192/#199/#201 to base; enemy force previously around 63,25-27 and base likely northeast/east.", "raw": "{\"thoughts\":\"Our damaged survivors are withdrawing while a second refinery and reinforcements are already queued. Keep the harvester mining, consolidate at the base, and use production to rebuild a tank/rocket force before probing east again.\",\"notes\":\"Proc at 20%; immediately place when ready. Damaged #192/#199 and #201 regroup at base; enemy last encountered around 63,25-27, likely base northeast/east.\",\"commands\":[{\"do\":\"move\",\"units\":[192,199,201],\"x\":14,\"y\":18},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":16,\"y\":18},{\"do\":\"rally\",\"building\":193,\"x\":16,\"y\":18},{\"do\":\"stance\",\"units\":[192,199,201],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1543, "completion_tokens": 233, "total_tokens": 1776, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1541, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00731775, "upstream_inference_prompt_cost": 0.00424215, "upstream_inference_completions_cost": 0.0030756}, "completion_tokens_details": {"reasoning_tokens": 54, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.84, "thoughts": "Our damaged survivors are withdrawing while a second refinery and reinforcements are already queued. Keep the harvester mining, consolidate at the base, and use production to rebuild a tank/rocket force before probing east again.", "notes": "Proc at 20%; immediately place when ready. Damaged #192/#199 and #201 regroup at base; enemy last encountered around 63,25-27, likely base northeast/east.", "commands": [{"do": "move", "units": [192, 199, 201], "x": 14, "y": 18}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 16, "y": 18}, {"do": "rally", "building": 193, "x": 16, "y": 18}, {"do": "stance", "units": [192, 199, 201], "stance": "defend"}], "feedback": ["move: 3 units", "rally #162: ordered", "rally #193: ordered", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3100, "deaths_cost": 5300, "units_killed": 17, "units_lost": 21, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 9100, "army_value": 1500, "income": 2000, "experience": 31, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $368 (storage 4000), power 200 made / 110 used, harvesters 4.\nSCORE: assets $15400, army $7500, killed $5300 (21 units, 2 bldgs), lost $3100 (17 units, 1 bldgs). Map explored 28.8%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: powr 0%; Building: powr 0%; Vehicle: harv 24%; Infantry: e3 96%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #203@(30,21)68%\n  e1 (Rifle Infantry) x18: #146@(49,26)60% #154@(54,28)28% #176@(48,25)90% #177@(53,27)29% #185@(48,25)67% #187@(48,25) #189@(47,24)76% #194@(49,26) #195@(48,26)97% #196@(50,26) #197@(49,26) #200@(49,26) #202@(50,26) #204@(53,27) #205@(56,28) #206@(58,29) #207@(60,28) #208@(63,26)\n  e3 (Rocket Soldier) x2: #209@(71,21) #212@(85,14)\n  harv (Ore Truck (harvester)) x4: #132@(103,25) #188@(100,19)70% #191@(104,24) #213@(84,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 21 units\n  - stance: 21 units\nYOUR NOTES FROM LAST TURN: Enemy start ~(12,16). Infantry clump near (58,28) advancing west. Cash $0, building proc #94% will boost income. Need powr/proc/weap when cash arrives. Keep harvesters on ore.", "raw": "{\"thoughts\": \"Cash is $0 so production is stalled; a proc is ready to place which will boost income immediately. My infantry blob is advancing west toward the known enemy start (12,16). Keep pushing while placing the free refinery and getting the stray harvester back to work.\", \"notes\": \"Enemy start ~(12,16). Army blob of ~20 inf advancing west from (58,28). Placed 3rd proc. Cash $0, 4 harvesters. Need to check ore locations and keep units flowing once income arrives.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"}, {\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":22,\"y\":16}, {\"do\":\"harvest\",\"unit\":213}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1793, "completion_tokens": 1714, "total_tokens": 3507, "cost": 0.002368908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002368908, "upstream_inference_prompt_cost": 0.000312108, "upstream_inference_completions_cost": 0.0020568}, "completion_tokens_details": {"reasoning_tokens": 1552, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.29, "thoughts": "Cash is $0 so production is stalled; a proc is ready to place which will boost income immediately. My infantry blob is advancing west toward the known enemy start (12,16). Keep pushing while placing the free refinery and getting the stray harvester back to work.", "notes": "Enemy start ~(12,16). Army blob of ~20 inf advancing west from (58,28). Placed 3rd proc. Cash $0, 4 harvesters. Need to check ore locations and keep units flowing once income arrives.", "commands": [{"do": "place", "item": "proc"}, {"do": "attack_move", "units": "all_army", "x": 22, "y": 16}, {"do": "harvest", "unit": 213}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 21 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 3100, "units_killed": 21, "units_lost": 17, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 15400, "army_value": 3100, "income": 6525, "experience": 53, "order_count": 106}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8700, army $2200, killed $3100 (17 units, 1 bldgs), lost $6000 (22 units, 2 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 32%; Vehicle: 1tnk 56%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 17%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #192@(14,18)41%\n  e1 (Rifle Infantry) x1: #201@(15,19)81%*\n  e3 (Rocket Soldier) x1: #218@(14,19)89%\n  harv (Ore Truck (harvester)) x1: #131@(6,25)\nVISIBLE ENEMY UNITS (1):\n  #203 1tnk@(18,20) 9%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 3 units\n  - rally #162: ordered\n  - rally #193: ordered\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Proc at 20%; immediately place when ready. Damaged #192/#199 and #201 regroup at base; enemy last encountered around 63,25-27, likely base northeast/east.", "raw": "{\"thoughts\":\"The refinery and queued forces will restore our economy and army shortly. Eliminate the crippled enemy tank at our perimeter, keep the harvester mining, and send the surviving force east to scout toward the enemy start once clear.\",\"notes\":\"Enemy tank #203 is at 18,20 and nearly destroyed. Refinery is 32% in building queue; vehicle and infantry queues are heavily stacked. Enemy base still expected east/northeast near 95,11.\",\"commands\":[{\"do\":\"attack\",\"units\":[192,201,218],\"target\":203},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":22,\"y\":18},{\"do\":\"rally\",\"building\":193,\"x\":22,\"y\":18},{\"do\":\"stance\",\"units\":[192,201,218],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1558, "completion_tokens": 264, "total_tokens": 1822, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1556, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0077682, "upstream_inference_prompt_cost": 0.0042834, "upstream_inference_completions_cost": 0.0034848}, "completion_tokens_details": {"reasoning_tokens": 80, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.23, "thoughts": "The refinery and queued forces will restore our economy and army shortly. Eliminate the crippled enemy tank at our perimeter, keep the harvester mining, and send the surviving force east to scout toward the enemy start once clear.", "notes": "Enemy tank #203 is at 18,20 and nearly destroyed. Refinery is 32% in building queue; vehicle and infantry queues are heavily stacked. Enemy base still expected east/northeast near 95,11.", "commands": [{"do": "attack", "units": [192, 201, 218], "target": 203}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 22, "y": 18}, {"do": "rally", "building": 193, "x": 22, "y": 18}, {"do": "stance", "units": [192, 201, 218], "stance": "attack_anything"}], "feedback": ["attack: 3 units", "rally #162: ordered", "rally #193: ordered", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3100, "deaths_cost": 6000, "units_killed": 17, "units_lost": 22, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 8700, "army_value": 1100, "income": 2500, "experience": 31, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 200 made / 140 used, harvesters 5.\nSCORE: assets $18300, army $9000, killed $6000 (22 units, 2 bldgs), lost $3100 (17 units, 1 bldgs). Map explored 29.8%.\nPRODUCTION: Building: powr 39%; Building: powr 0%; Building: powr 0%; Vehicle: harv 36%; Infantry: e3 3%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%, #214 proc@(93,14) 100%\nYOUR UNITS (28) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #203@(18,20)9%\n  e1 (Rifle Infantry) x19: #146@(38,26)60% #154@(45,27)28% #176@(38,24)90% #177@(42,27)29% #185@(37,24)67% #187@(38,25) #189@(37,24)76% #194@(39,26) #195@(38,25)97% #196@(39,26) #197@(39,25) #200@(39,25) #202@(40,26) #204@(43,27) #205@(46,28) #206@(49,29) #207@(50,28) #208@(54,28) #217@(92,16)\n  e3 (Rocket Soldier) x3: #209@(63,26) #212@(76,17) #216@(90,14)\n  harv (Ore Truck (harvester)) x5: #132@(103,23) #188@(104,27)70% #191@(103,25) #213@(78,18) #215@(102,24)\nVISIBLE ENEMY UNITS (3):\n  #192 1tnk@(14,18) 41%, #201 e1@(15,19) 81%, #218 e3@(14,19) 89%\nVISIBLE ENEMY BUILDINGS (1):\n  #178 powr@(15,16) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 21 units\nYOUR NOTES FROM LAST TURN: Enemy start ~(12,16). Army blob of ~20 inf advancing west from (58,28). Placed 3rd proc. Cash $0, 4 harvesters. Need to check ore locations and keep units flowing once income arrives.", "raw": "{\"thoughts\": \"Army blob of ~20 infantry is pushing west toward the enemy start at (12,16). Cash is $0 so I can't start new production, but I have plenty queued; I'll keep the attack rolling and consolidate units. The light tank at (18,20) is nearly dead\u2014pull it back.\", \"notes\": \"Enemy start ~(12,16). Main inf blob ~(38-54,25-28) attacking west. Trying to reach enemy base. Cash $0; rely on 5 harvesters.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[146,154,176,177,185,187,189,194,195,196,197,200,202,204,205,206,207,208,209],\"x\":14,\"y\":18},{\"do\":\"move\",\"units\":[203],\"x\":90,\"y\":16},{\"do\":\"attack_move\",\"units\":[212,213],\"x\":78,\"y\":17},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":191},{\"do\":\"harvest\",\"unit\":215},{\"do\":\"rally\",\"building\":134,\"x\":60,\"y\":20},{\"do\":\"rally\",\"building\":163,\"x\":60,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1866, "completion_tokens": 823, "total_tokens": 2689, "cost": 0.001321608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001321608, "upstream_inference_prompt_cost": 0.000334008, "upstream_inference_completions_cost": 0.0009876}, "completion_tokens_details": {"reasoning_tokens": 542, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.08, "thoughts": "Army blob of ~20 infantry is pushing west toward the enemy start at (12,16). Cash is $0 so I can't start new production, but I have plenty queued; I'll keep the attack rolling and consolidate units. The light tank at (18,20) is nearly dead\u2014pull it back.", "notes": "Enemy start ~(12,16). Main inf blob ~(38-54,25-28) attacking west. Trying to reach enemy base. Cash $0; rely on 5 harvesters.", "commands": [{"do": "attack_move", "units": [146, 154, 176, 177, 185, 187, 189, 194, 195, 196, 197, 200, 202, 204, 205, 206, 207, 208, 209], "x": 14, "y": 18}, {"do": "move", "units": [203], "x": 90, "y": 16}, {"do": "attack_move", "units": [212, 213], "x": 78, "y": 17}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 191}, {"do": "harvest", "unit": 215}, {"do": "rally", "building": 134, "x": 60, "y": 20}, {"do": "rally", "building": 163, "x": 60, "y": 20}], "feedback": ["attack_move: 19 units", "move: 1 units", "attack_move: 2 units", "rally #134: ordered", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 6000, "deaths_cost": 3100, "units_killed": 22, "units_lost": 17, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 18300, "army_value": 3500, "income": 6525, "experience": 60, "order_count": 107}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8700, army $2200, killed $3800 (18 units, 1 bldgs), lost $6000 (22 units, 2 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 32%; Vehicle: 1tnk 56%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 17%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #192@(15,18)41%*\n  e1 (Rifle Infantry) x1: #201@(15,19)65%*\n  e3 (Rocket Soldier) x1: #218@(14,19)89%*\n  harv (Ore Truck (harvester)) x1: #131@(2,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - rally #162: ordered\n  - rally #193: ordered\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Enemy tank #203 is at 18,20 and nearly destroyed. Refinery is 32% in building queue; vehicle and infantry queues are heavily stacked. Enemy base still expected east/northeast near 95,11.", "raw": "{\"thoughts\":\"The second refinery is progressing and all production queues are committed despite zero cash. Our small, damaged combat group should cautiously clear the nearby area while the harvester keeps income flowing.\",\"notes\":\"Proc at 32%; production queues full. Send the 3-unit group east to scout/clear, then reinforce before major push. Enemy base expected far northeast near 95,11.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[192,201,218],\"x\":30,\"y\":18},{\"do\":\"stance\",\"units\":[192,201,218],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":162,\"x\":25,\"y\":18},{\"do\":\"rally\",\"building\":193,\"x\":25,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1554, "completion_tokens": 263, "total_tokens": 1817, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1552, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007744, "upstream_inference_prompt_cost": 0.0042724, "upstream_inference_completions_cost": 0.0034716}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.4, "thoughts": "The second refinery is progressing and all production queues are committed despite zero cash. Our small, damaged combat group should cautiously clear the nearby area while the harvester keeps income flowing.", "notes": "Proc at 32%; production queues full. Send the 3-unit group east to scout/clear, then reinforce before major push. Enemy base expected far northeast near 95,11.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [192, 201, 218], "x": 30, "y": 18}, {"do": "stance", "units": [192, 201, 218], "stance": "attack_anything"}, {"do": "rally", "building": 162, "x": 25, "y": 18}, {"do": "rally", "building": 193, "x": 25, "y": 18}], "feedback": ["attack_move: 3 units", "stance: 3 units", "rally #162: ordered", "rally #193: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3800, "deaths_cost": 6000, "units_killed": 18, "units_lost": 22, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 8700, "army_value": 1100, "income": 2500, "experience": 38, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $150 (storage 6000), power 200 made / 140 used, harvesters 5.\nSCORE: assets $17600, army $8300, killed $6000 (22 units, 2 bldgs), lost $3800 (18 units, 1 bldgs). Map explored 29.9%.\nPRODUCTION: Building: powr 78%; Building: powr 0%; Building: powr 0%; Vehicle: harv 46%; Infantry: e3 42%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%, #214 proc@(93,14) 100%\nYOUR UNITS (27) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #146@(30,19)60% #154@(36,20)28% #176@(30,18)90% #177@(34,19)29% #185@(29,18)67% #187@(30,18) #189@(29,18)76% #194@(32,19) #195@(30,19)97% #196@(31,19) #197@(31,18) #200@(31,18) #202@(32,19) #204@(35,20) #205@(38,21) #206@(40,23) #207@(41,23) #208@(45,23) #217@(82,15)\n  e3 (Rocket Soldier) x3: #209@(53,27) #212@(76,17)* #216@(80,14)\n  harv (Ore Truck (harvester)) x5: #132@(101,20) #188@(104,23)70% #191@(100,20) #213@(77,17)* #215@(105,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 19 units\n  - move: 1 units\n  - attack_move: 2 units\n  - rally #134: ordered\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: Enemy start ~(12,16). Main inf blob ~(38-54,25-28) attacking west. Trying to reach enemy base. Cash $0; rely on 5 harvesters.", "raw": "{\"thoughts\": \"Cash is at $0 with 5 harvesters, so I need to keep them mining and let existing queues finish. My western infantry blob is still pushing toward the likely enemy base at (12,16); I'll continue the assault while keeping base defenders home.\", \"notes\": \"Enemy start ~(12,16). West inf blob ~(30-54,23-28) attack-moving west to (12,16). Base defenders: #217 e1, #212/#216 e3. Cash $0; harvesters near (100-105,20-23) mining. #213 idle->harvest.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[146,154,176,177,185,187,189,194,195,196,197,200,202,204,205,206,207,208,209],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":213},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":14},{\"do\":\"rally\",\"building\":163,\"x\":90,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1800, "completion_tokens": 832, "total_tokens": 2632, "cost": 0.001011552, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 1792, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001011552, "upstream_inference_prompt_cost": 1.3152e-05, "upstream_inference_completions_cost": 0.0009984}, "completion_tokens_details": {"reasoning_tokens": 584, "image_tokens": 0, "audio_tokens": 0}}, "error": "unparseable response", "latency_s": 22.53, "thoughts": "Cash is at $0 with 5 harvesters, so I need to keep them mining and let existing queues finish. My western infantry blob is still pushing toward the likely enemy base at (12,16); I'll continue the assault while keeping base defenders home.", "notes": "Enemy start ~(12,16). West inf blob ~(30-54,23-28) attack-moving west to (12,16). Base defenders: #217 e1, #212/#216 e3. Cash $0; harvesters near (100-105,20-23) mining. #213 idle->harvest.", "commands": [{"do": "attack_move", "units": [146, 154, 176, 177, 185, 187, 189, 194, 195, 196, 197, 200, 202, 204, 205, 206, 207, 208, 209], "x": 12, "y": 16}, {"do": "harvest", "unit": 213}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 134, "x": 90, "y": 14}, {"do": "rally", "building": 163, "x": 90, "y": 15}], "feedback": ["attack_move: 19 units", "train 3x e1: queued", "rally #134: ordered", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 6000, "deaths_cost": 3800, "units_killed": 22, "units_lost": 18, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 17600, "army_value": 2800, "income": 7025, "experience": 60, "order_count": 107}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8700, army $2200, killed $3900 (19 units, 1 bldgs), lost $6000 (22 units, 2 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 32%; Vehicle: 1tnk 56%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 17%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #192@(22,18)15%\n  e1 (Rifle Infantry) x1: #201@(21,18)65%\n  e3 (Rocket Soldier) x1: #218@(21,18)89%\n  harv (Ore Truck (harvester)) x1: #131@(9,18)\nVISIBLE ENEMY UNITS (10):\n  #146 e1@(26,18) 94%, #176 e1@(26,18) 98%, #177 e1@(25,14) 100%, #185 e1@(26,18) 60%, #187 e1@(26,18) 100%, #194 e1@(26,19) 100%, #195 e1@(26,18) 98%, #197 e1@(27,18) 100%, #200 e1@(26,17) 100%, #202 e1@(24,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - stance: 3 units\n  - rally #162: ordered\n  - rally #193: ordered\nYOUR NOTES FROM LAST TURN: Proc at 32%; production queues full. Send the 3-unit group east to scout/clear, then reinforce before major push. Enemy base expected far northeast near 95,11.", "raw": "{\"thoughts\":\"Our forward trio is being met by a large rifle group, and the damaged light tank should fall back while infantry holds briefly. Refinery and queued reinforcements will improve our economy and allow a stronger armored push east afterward.\",\"notes\":\"Enemy infantry mass currently at x24-27,y14-19; enemy base remains likely northeast. Tank #192 retreating; #201/#218 engage while production queues continue. Place refinery immediately when it completes.\",\"commands\":[{\"do\":\"move\",\"units\":[192],\"x\":14,\"y\":17},{\"do\":\"attack_move\",\"units\":[201,218],\"x\":27,\"y\":18},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":18,\"y\":18},{\"do\":\"rally\",\"building\":193,\"x\":18,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1662, "completion_tokens": 271, "total_tokens": 1933, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1660, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0081466, "upstream_inference_prompt_cost": 0.0045694, "upstream_inference_completions_cost": 0.0035772}, "completion_tokens_details": {"reasoning_tokens": 89, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.77, "thoughts": "Our forward trio is being met by a large rifle group, and the damaged light tank should fall back while infantry holds briefly. Refinery and queued reinforcements will improve our economy and allow a stronger armored push east afterward.", "notes": "Enemy infantry mass currently at x24-27,y14-19; enemy base remains likely northeast. Tank #192 retreating; #201/#218 engage while production queues continue. Place refinery immediately when it completes.", "commands": [{"do": "move", "units": [192], "x": 14, "y": 17}, {"do": "attack_move", "units": [201, 218], "x": 27, "y": 18}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 18, "y": 18}, {"do": "rally", "building": 193, "x": 18, "y": 18}], "feedback": ["move: 1 units", "attack_move: 2 units", "rally #162: ordered", "rally #193: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3900, "deaths_cost": 6000, "units_killed": 19, "units_lost": 22, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 8700, "army_value": 1100, "income": 2000, "experience": 39, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 200 made / 140 used, harvesters 5.\nSCORE: assets $17900, army $8600, killed $6000 (22 units, 2 bldgs), lost $3900 (19 units, 1 bldgs). Map explored 30.4%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Building: powr 0%; Vehicle: harv 73%; Infantry: e1 18%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%, #214 proc@(93,14) 100%\nYOUR UNITS (28) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #146@(26,18)94% #154@(28,14) #176@(26,18)98% #177@(25,14) #185@(26,18)60% #187@(26,18) #194@(26,19) #195@(26,18)98% #196@(27,19) #197@(27,18) #200@(26,17) #202@(24,14) #204@(27,14) #205@(29,14) #206@(32,18) #207@(32,17) #208@(38,16) #217@(74,15) #220@(97,14)\n  e3 (Rocket Soldier) x4: #209@(44,27) #212@(76,17)* #216@(71,18) #219@(94,13)\n  harv (Ore Truck (harvester)) x5: #132@(106,25) #188@(101,20) #191@(104,26) #213@(77,16) #215@(104,23)\nVISIBLE ENEMY UNITS (1):\n  #192 1tnk@(22,18) 15%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 19 units\n  - train 3x e1: queued\n  - rally #134: ordered\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: Enemy start ~(12,16). West inf blob ~(30-54,23-28) attack-moving west to (12,16). Base defenders: #217 e1, #212/#216 e3. Cash $0; harvesters near (100-105,20-23) mining. #213 idle->harvest.", "raw": "{\"thoughts\": \"Cash is dry but production is queued. My west infantry blob is pushing toward the enemy start at (12,16) and there's a nearly-dead enemy tank at (22,18) to finish. Place the ready power plant, keep the push going, and keep harvesters working.\", \"notes\": \"Enemy start ~(12,16). 17-inf blob attack-moving west from ~(27,18) to (12,16). Enemy 1tnk #192 at (22,18) very low HP. Base defenders: #217 e1, #212/#216/#219 e3. Harvesters mining near (100-105,20-23). Cash $0 - keep queues fed, sell nothing.\", \"commands\": [ {\"do\":\"place\",\"item\":\"powr\"}, {\"do\":\"attack_move\",\"units\":[146,154,176,177,185,187,194,195,196,197,200,202,204,205,206,207,208],\"x\":12,\"y\":16}, {\"do\":\"harvest\",\"unit\":213}, {\"do\":\"harvest\",\"unit\":188}, {\"do\":\"harvest\",\"unit\":191}, {\"do\":\"stance\",\"units\":[217,219,212,216],\"stance\":\"defend\"} ]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1847, "completion_tokens": 1102, "total_tokens": 2949, "cost": 0.001650708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001650708, "upstream_inference_prompt_cost": 0.000328308, "upstream_inference_completions_cost": 0.0013224}, "completion_tokens_details": {"reasoning_tokens": 828, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.88, "thoughts": "Cash is dry but production is queued. My west infantry blob is pushing toward the enemy start at (12,16) and there's a nearly-dead enemy tank at (22,18) to finish. Place the ready power plant, keep the push going, and keep harvesters working.", "notes": "Enemy start ~(12,16). 17-inf blob attack-moving west from ~(27,18) to (12,16). Enemy 1tnk #192 at (22,18) very low HP. Base defenders: #217 e1, #212/#216/#219 e3. Harvesters mining near (100-105,20-23). Cash $0 - keep queues fed, sell nothing.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": [146, 154, 176, 177, 185, 187, 194, 195, 196, 197, 200, 202, 204, 205, 206, 207, 208], "x": 12, "y": 16}, {"do": "harvest", "unit": 213}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 191}, {"do": "stance", "units": [217, 219, 212, 216], "stance": "defend"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 17 units", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 6000, "deaths_cost": 3900, "units_killed": 22, "units_lost": 19, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 17900, "army_value": 3100, "income": 7025, "experience": 60, "order_count": 110}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $1800, killed $4000 (20 units, 1 bldgs), lost $6400 (24 units, 2 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 44%; Vehicle: 1tnk 80%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 72%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #178 powr@(15,16) 100%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #192@(14,17)4%\n  harv (Ore Truck (harvester)) x1: #131@(8,24)\nVISIBLE ENEMY UNITS (4):\n  #177 e1@(18,15) 99%, #197 e1@(19,17) 98%, #200 e1@(18,17) 84%, #202 e1@(18,14) 84%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 2 units\n  - rally #162: ordered\n  - rally #193: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry mass currently at x24-27,y14-19; enemy base remains likely northeast. Tank #192 retreating; #201/#218 engage while production queues continue. Place refinery immediately when it completes.", "raw": "{\"thoughts\":\"The refinery is nearing completion and our current light tank is critically damaged, while a small enemy infantry group is probing the base. Preserve the tank, keep the harvester mining, and let the queued infantry/armor reinforce the defensive rally point.\",\"notes\":\"Place proc as soon as ready; tank #192 is 4% and retreating. Enemy riflemen at x18-19,y14-17 near base; likely enemy base remains northeast.\",\"commands\":[{\"do\":\"move\",\"units\":[192],\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":[192],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":13,\"y\":17},{\"do\":\"rally\",\"building\":193,\"x\":13,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1556, "completion_tokens": 282, "total_tokens": 1838, "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": 0.0080003, "upstream_inference_prompt_cost": 0.0042779, "upstream_inference_completions_cost": 0.0037224}, "completion_tokens_details": {"reasoning_tokens": 107, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.3, "thoughts": "The refinery is nearing completion and our current light tank is critically damaged, while a small enemy infantry group is probing the base. Preserve the tank, keep the harvester mining, and let the queued infantry/armor reinforce the defensive rally point.", "notes": "Place proc as soon as ready; tank #192 is 4% and retreating. Enemy riflemen at x18-19,y14-17 near base; likely enemy base remains northeast.", "commands": [{"do": "move", "units": [192], "x": 12, "y": 16}, {"do": "stance", "units": [192], "stance": "defend"}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 13, "y": 17}, {"do": "rally", "building": 193, "x": 13, "y": 18}], "feedback": ["move: 1 units", "stance: 1 units", "rally #162: ordered", "rally #193: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4000, "deaths_cost": 6400, "units_killed": 20, "units_lost": 24, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 8300, "army_value": 700, "income": 2500, "experience": 40, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $228 (storage 6000), power 300 made / 140 used, harvesters 5.\nSCORE: assets $18300, army $8700, killed $6400 (24 units, 2 bldgs), lost $4000 (20 units, 1 bldgs). Map explored 31.1%.\nPRODUCTION: Building: powr 87%; Building: powr 0%; Vehicle: harv 96%; Infantry: e3 24%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%, #214 proc@(93,14) 100%, #221 powr@(98,10) 100%\nYOUR UNITS (29) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x20: #146@(20,18)82% #154@(20,14) #176@(19,18)93% #177@(18,15) #187@(20,18)95% #194@(20,19)0% #195@(20,18)92% #196@(21,18)79% #197@(19,17)98% #200@(18,17)84% #202@(18,14)84% #204@(20,14) #205@(20,14) #206@(22,17) #207@(23,14) #208@(28,14) #217@(66,23) #220@(90,14)* #222@(93,12) #223@(96,13)\n  e3 (Rocket Soldier) x4: #209@(34,24) #212@(76,17)* #216@(63,26) #219@(90,14)*\n  harv (Ore Truck (harvester)) x5: #132@(105,22) #188@(103,24) #191@(103,25) #213@(88,16) #215@(100,19)\nVISIBLE ENEMY UNITS (1):\n  #192 1tnk@(14,17) 4%\nVISIBLE ENEMY BUILDINGS (1):\n  #178 powr@(15,16) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 17 units\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Enemy start ~(12,16). 17-inf blob attack-moving west from ~(27,18) to (12,16). Enemy 1tnk #192 at (22,18) very low HP. Base defenders: #217 e1, #212/#216/#219 e3. Harvesters mining near (100-105,20-23). Cash $0 - keep queues fed, sell nothing.", "raw": "{\"thoughts\": \"Our infantry assault wave has reached the enemy perimeter at (15,16) and found an enemy power plant and crippled tank. We push into the enemy base at (12,16) while streaming up reinforcements.\", \"notes\": \"Attacking enemy base at (12,16). Enemy powr at (15,16), weak 1tnk at (14,17). Reinforcements moving west. 6th harvester about to finish.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [146, 154, 176, 177, 187, 194, 195, 196, 197, 200, 202, 204, 205, 206, 207, 208], \"x\": 12, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [209, 212, 216, 217, 219, 220, 222, 223], \"x\": 20, \"y\": 16}, {\"do\": \"train\", \"item\": \"1tnk\", \"count\": 2}, {\"do\": \"place\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 2128, "completion_tokens": 1273, "total_tokens": 3401, "cost": 0.00636975, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00636975, "upstream_inference_prompt_cost": 0.001596, "upstream_inference_completions_cost": 0.00477375}, "completion_tokens_details": {"reasoning_tokens": 1053, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 18.87, "thoughts": "Our infantry assault wave has reached the enemy perimeter at (15,16) and found an enemy power plant and crippled tank. We push into the enemy base at (12,16) while streaming up reinforcements.", "notes": "Attacking enemy base at (12,16). Enemy powr at (15,16), weak 1tnk at (14,17). Reinforcements moving west. 6th harvester about to finish.", "commands": [{"do": "attack_move", "units": [146, 154, 176, 177, 187, 194, 195, 196, 197, 200, 202, 204, 205, 206, 207, 208], "x": 12, "y": 16}, {"do": "attack_move", "units": [209, 212, 216, 217, 219, 220, 222, 223], "x": 20, "y": 16}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "place", "item": "powr"}], "feedback": ["attack_move: 16 units", "attack_move: 8 units", "train 2x 1tnk: queued", "place powr: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 6400, "deaths_cost": 4000, "units_killed": 24, "units_lost": 20, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 18300, "army_value": 3200, "income": 8025, "experience": 64, "order_count": 111}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $4000 (20 units, 1 bldgs), lost $7400 (25 units, 3 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 44%; Vehicle: 1tnk 80%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 72%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #162 weap@(12,13) 100%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(3,29)\nVISIBLE ENEMY UNITS (4):\n  #177 e1@(18,15) 99%, #187 e1@(18,16) 95%, #194 e1@(18,17) 0%, #200 e1@(18,17) 76%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - stance: 1 units\n  - rally #162: ordered\n  - rally #193: ordered\nYOUR NOTES FROM LAST TURN: Place proc as soon as ready; tank #192 is 4% and retreating. Enemy riflemen at x18-19,y14-17 near base; likely enemy base remains northeast.", "raw": "{\"thoughts\":\"Production is fully queued but we have no visible combat units, while enemy riflemen are close to the base. Keep the lone harvester mining and rally upcoming units into a defensive position near the Construction Yard until a force reforms.\",\"notes\":\"Proc is 44% building queue; light tanks and infantry are queued. Enemy riflemen at x18,y15-17; enemy base likely northeast around x95,y11. Hold new units near base.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":15,\"y\":16},{\"do\":\"rally\",\"building\":193,\"x\":15,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1518, "completion_tokens": 279, "total_tokens": 1797, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1516, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0078562, "upstream_inference_prompt_cost": 0.0041734, "upstream_inference_completions_cost": 0.0036828}, "completion_tokens_details": {"reasoning_tokens": 133, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.81, "thoughts": "Production is fully queued but we have no visible combat units, while enemy riflemen are close to the base. Keep the lone harvester mining and rally upcoming units into a defensive position near the Construction Yard until a force reforms.", "notes": "Proc is 44% building queue; light tanks and infantry are queued. Enemy riflemen at x18,y15-17; enemy base likely northeast around x95,y11. Hold new units near base.", "commands": [{"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 15, "y": 16}, {"do": "rally", "building": 193, "x": 15, "y": 18}], "feedback": ["rally #162: ordered", "rally #193: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4000, "deaths_cost": 7400, "units_killed": 20, "units_lost": 25, "buildings_killed": 1, "buildings_lost": 3, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 40, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $714 (storage 6000), power 300 made / 140 used, harvesters 6.\nSCORE: assets $19700, army $10100, killed $7400 (25 units, 3 bldgs), lost $4000 (20 units, 1 bldgs). Map explored 31.1%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Vehicle: 1tnk 29%; Vehicle: 1tnk 0%; Infantry: e3 2%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%, #214 proc@(93,14) 100%, #221 powr@(98,10) 100%\nYOUR UNITS (31) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x20: #146@(19,17)82% #154@(19,14) #176@(18,18)93% #177@(18,15) #187@(18,16)95% #194@(18,17)0% #195@(19,17)92% #196@(19,17)79% #197@(19,17)97% #200@(18,17)76% #202@(18,14)84% #204@(19,14) #205@(19,14) #206@(19,16) #207@(18,14) #208@(18,14) #217@(58,28) #220@(80,14) #222@(83,13) #223@(87,14)\n  e3 (Rocket Soldier) x5: #209@(25,20) #212@(69,24) #216@(54,28) #219@(80,14) #225@(97,13)\n  harv (Ore Truck (harvester)) x6: #132@(102,20) #188@(107,21) #191@(105,25) #213@(91,15) #215@(106,26) #224@(89,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 16 units\n  - attack_move: 8 units\n  - train 2x 1tnk: queued\n  - place powr: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Attacking enemy base at (12,16). Enemy powr at (15,16), weak 1tnk at (14,17). Reinforcements moving west. 6th harvester about to finish.", "raw": "{\"thoughts\": \"Economy is strong (6 harvesters, 3 refineries, ample power) but cash is near zero, so queues will fill slowly. No enemies visible near the western front, so I'll commit my whole army to push the enemy base at (12,16) and place the ready power plant.\",\"notes\": \"Attacking enemy base ~(12,16) with all_army. Cash-tight; keep 1tnk/e3 queues running. Place powr done. Need to verify enemy base still exists after push.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1850, "completion_tokens": 1851, "total_tokens": 3701, "cost": 0.002550408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002550408, "upstream_inference_prompt_cost": 0.000329208, "upstream_inference_completions_cost": 0.0022212}, "completion_tokens_details": {"reasoning_tokens": 1672, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.13, "thoughts": "Economy is strong (6 harvesters, 3 refineries, ample power) but cash is near zero, so queues will fill slowly. No enemies visible near the western front, so I'll commit my whole army to push the enemy base at (12,16) and place the ready power plant.", "notes": "Attacking enemy base ~(12,16) with all_army. Cash-tight; keep 1tnk/e3 queues running. Place powr done. Need to verify enemy base still exists after push.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 25 units", "train 3x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 7400, "deaths_cost": 4000, "units_killed": 25, "units_lost": 20, "buildings_killed": 3, "buildings_lost": 1, "assets_value": 19700, "army_value": 3500, "income": 9025, "experience": 74, "order_count": 113}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $4000 (20 units, 1 bldgs), lost $7400 (25 units, 3 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 44%; Vehicle: 1tnk 80%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 72%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 80%, #129 proc@(9,16) 100%, #162 weap@(12,13) 92%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(9,22)\nVISIBLE ENEMY UNITS (17):\n  #146 e1@(17,16) 82%, #154 e1@(16,14) 100%, #176 e1@(16,16) 93%, #177 e1@(16,15) 99%, #187 e1@(16,16) 95%, #194 e1@(17,16) 0%, #195 e1@(16,16) 92%, #196 e1@(16,15) 79%, #197 e1@(16,15) 97%, #200 e1@(16,16) 76%, #202 e1@(17,14) 84%, #204 e1@(16,14) 100%, #205 e1@(16,14) 100%, #206 e1@(16,16) 100%, #207 e1@(16,14) 100%, #208 e1@(16,14) 100%, #209 e3@(16,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #162: ordered\n  - rally #193: ordered\nYOUR NOTES FROM LAST TURN: Proc is 44% building queue; light tanks and infantry are queued. Enemy riflemen at x18,y15-17; enemy base likely northeast around x95,y11. Hold new units near base.", "raw": "{\"thoughts\":\"Enemy infantry are pressing directly beside the base while our first light tank and rocket troops are nearly complete. Keep the harvester mining and immediately rally all new combat units to clear the local threat before advancing northeast.\",\"notes\":\"Enemy infantry mass at x16-17,y14-16 adjacent to base; no enemy structures seen. First 1tnk at 80%, e3 at 72%; production queues are full. Enemy base likely x95,y11.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":15,\"y\":16},{\"do\":\"rally\",\"building\":193,\"x\":15,\"y\":16},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"attack_anything\"},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":17,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1661, "completion_tokens": 287, "total_tokens": 1948, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1659, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00835505, "upstream_inference_prompt_cost": 0.00456665, "upstream_inference_completions_cost": 0.0037884}, "completion_tokens_details": {"reasoning_tokens": 103, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.59, "thoughts": "Enemy infantry are pressing directly beside the base while our first light tank and rocket troops are nearly complete. Keep the harvester mining and immediately rally all new combat units to clear the local threat before advancing northeast.", "notes": "Enemy infantry mass at x16-17,y14-16 adjacent to base; no enemy structures seen. First 1tnk at 80%, e3 at 72%; production queues are full. Enemy base likely x95,y11.", "commands": [{"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 15, "y": 16}, {"do": "rally", "building": 193, "x": 15, "y": 16}, {"do": "stance", "units": "idle_army", "stance": "attack_anything"}, {"do": "attack_move", "units": "idle_army", "x": 17, "y": 16}], "feedback": ["rally #162: ordered", "rally #193: ordered", "stance: no valid unit ids of yours", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4000, "deaths_cost": 7400, "units_killed": 20, "units_lost": 25, "buildings_killed": 1, "buildings_lost": 3, "assets_value": 7300, "army_value": 0, "income": 2000, "experience": 40, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $346 (storage 6000), power 400 made / 140 used, harvesters 6.\nSCORE: assets $20300, army $10400, killed $7400 (25 units, 3 bldgs), lost $4000 (20 units, 1 bldgs). Map explored 31.6%.\nPRODUCTION: Building: powr 94%; Vehicle: 1tnk 71%; Vehicle: 1tnk 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%, #214 proc@(93,14) 100%, #221 powr@(98,10) 100%, #226 powr@(93,8) 100%\nYOUR UNITS (32) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x20: #146@(17,16)82% #154@(16,14) #176@(16,16)93% #177@(16,15) #187@(16,16)95% #194@(17,16)0% #195@(16,16)92% #196@(16,15)79% #197@(16,15)97% #200@(16,16)76% #202@(17,14)84% #204@(16,14) #205@(16,14) #206@(16,16) #207@(16,14) #208@(16,14) #217@(47,28) #220@(72,20) #222@(75,18) #223@(77,16)\n  e3 (Rocket Soldier) x6: #209@(16,15) #212@(60,28) #216@(44,27) #219@(73,20) #225@(89,16) #227@(97,13)\n  harv (Ore Truck (harvester)) x6: #132@(108,23) #188@(100,19) #191@(104,26) #213@(78,15) #215@(103,21) #224@(86,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #121 fact@(12,16) 80%\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 25 units\n  - train 3x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Attacking enemy base ~(12,16) with all_army. Cash-tight; keep 1tnk/e3 queues running. Place powr done. Need to verify enemy base still exists after push.", "raw": "{\"thoughts\": \"My army has pushed to the enemy base (fact #121 at 12,16, now 80%) with 25 units nearby, and no enemy units are visible. Finish off the Construction Yard to end the game; economy is tight ($0) but 6 harvesters are mining. Keep the build/vehicle/infantry queues running.\", \"notes\": \"Enemy fact #121@(12,16) at 80%, no defenders visible. all_army attacking it. If game continues, scout for remaining enemy buildings. Economy tight - don't overbuild.\", \"commands\": [{\"do\": \"attack\", \"units\": \"all_army\", \"target\": 121}, {\"do\": \"attack_move\", \"units\": \"all_army\", \"x\": 12, \"y\": 16}, {\"do\": \"build\", \"item\": \"weap\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1903, "completion_tokens": 878, "total_tokens": 2781, "cost": 0.001398708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001398708, "upstream_inference_prompt_cost": 0.000345108, "upstream_inference_completions_cost": 0.0010536}, "completion_tokens_details": {"reasoning_tokens": 685, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.03, "thoughts": "My army has pushed to the enemy base (fact #121 at 12,16, now 80%) with 25 units nearby, and no enemy units are visible. Finish off the Construction Yard to end the game; economy is tight ($0) but 6 harvesters are mining. Keep the build/vehicle/infantry queues running.", "notes": "Enemy fact #121@(12,16) at 80%, no defenders visible. all_army attacking it. If game continues, scout for remaining enemy buildings. Economy tight - don't overbuild.", "commands": [{"do": "attack", "units": "all_army", "target": 121}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "build", "item": "weap"}], "feedback": ["attack: 26 units", "attack_move: 26 units", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 7400, "deaths_cost": 4000, "units_killed": 25, "units_lost": 20, "buildings_killed": 3, "buildings_lost": 1, "assets_value": 20300, "army_value": 3800, "income": 9000, "experience": 74, "order_count": 119}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $97 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $4000 (20 units, 1 bldgs), lost $7400 (25 units, 3 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 54%; Vehicle: 1tnk 99%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 16%; Infantry: e3 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: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 44%, #129 proc@(9,16) 100%, #162 weap@(12,13) 84%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #229@(13,20)\n  harv (Ore Truck (harvester)) x1: #131@(8,20)\nVISIBLE ENEMY UNITS (17):\n  #146 e1@(17,16) 82%, #154 e1@(16,14) 100%, #176 e1@(16,16) 93%, #177 e1@(16,15) 99%, #187 e1@(16,16) 95%, #194 e1@(17,16) 0%, #195 e1@(16,16) 92%, #196 e1@(16,15) 79%, #197 e1@(16,15) 97%, #200 e1@(16,16) 76%, #202 e1@(17,14) 84%, #204 e1@(16,14) 100%, #205 e1@(16,14) 100%, #206 e1@(16,16) 100%, #207 e1@(16,14) 100%, #208 e1@(16,14) 100%, #209 e3@(16,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #162: ordered\n  - rally #193: ordered\n  - stance: no valid unit ids of yours\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy infantry mass at x16-17,y14-16 adjacent to base; no enemy structures seen. First 1tnk at 80%, e3 at 72%; production queues are full. Enemy base likely x95,y11.", "raw": "{\"thoughts\":\"Enemy infantry is pressing directly beside the Construction Yard, which is critically damaged. Keep the rocket soldier fighting while the nearly completed tank and queued infantry reinforce the base; place the refinery as soon as it completes for economic recovery.\",\"notes\":\"Construction Yard #121 is 44% and enemy infantry mass is at x16-17,y14-16. War Factory #162 has four light tanks queued, first at 99%; Barracks #193 has rocket/rifle queue. Rally both production buildings into base defense.\",\"commands\":[{\"do\":\"attack\",\"units\":[229],\"target\":209},{\"do\":\"stance\",\"units\":[229],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":13,\"y\":16},{\"do\":\"rally\",\"building\":193,\"x\":13,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1701, "completion_tokens": 300, "total_tokens": 2001, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1699, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00863665, "upstream_inference_prompt_cost": 0.00467665, "upstream_inference_completions_cost": 0.00396}, "completion_tokens_details": {"reasoning_tokens": 115, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.15, "thoughts": "Enemy infantry is pressing directly beside the Construction Yard, which is critically damaged. Keep the rocket soldier fighting while the nearly completed tank and queued infantry reinforce the base; place the refinery as soon as it completes for economic recovery.", "notes": "Construction Yard #121 is 44% and enemy infantry mass is at x16-17,y14-16. War Factory #162 has four light tanks queued, first at 99%; Barracks #193 has rocket/rifle queue. Rally both production buildings into base defense.", "commands": [{"do": "attack", "units": [229], "target": 209}, {"do": "stance", "units": [229], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 13, "y": 16}, {"do": "rally", "building": 193, "x": 13, "y": 18}], "feedback": ["attack: 1 units", "stance: 1 units", "rally #162: ordered", "rally #193: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4000, "deaths_cost": 7400, "units_killed": 20, "units_lost": 25, "buildings_killed": 1, "buildings_lost": 3, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 40, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $304 (storage 6000), power 400 made / 140 used, harvesters 6.\nSCORE: assets $21000, army $11100, killed $7400 (25 units, 3 bldgs), lost $4000 (20 units, 1 bldgs). Map explored 31.6%.\nPRODUCTION: Building: powr READY TO PLACE; Building: weap 0%; Vehicle: 1tnk 8%; Infantry: e3 88%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%, #214 proc@(93,14) 100%, #221 powr@(98,10) 100%, #226 powr@(93,8) 100%\nYOUR UNITS (33) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #228@(91,19)\n  e1 (Rifle Infantry) x20: #146@(17,16)82% #154@(16,14) #176@(16,16)93% #177@(16,15) #187@(16,16)95% #194@(17,16)0% #195@(16,16)92% #196@(16,15)79% #197@(16,15)97% #200@(16,16)76% #202@(17,14)84% #204@(16,14) #205@(16,14) #206@(16,16) #207@(16,14) #208@(16,14) #217@(38,22) #220@(64,25) #222@(67,24) #223@(69,24)\n  e3 (Rocket Soldier) x6: #209@(16,15) #212@(49,28) #216@(36,21) #219@(64,25) #225@(79,14) #227@(89,16)\n  harv (Ore Truck (harvester)) x6: #132@(102,21) #188@(108,22) #191@(100,20) #213@(78,19) #215@(100,19) #224@(90,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #121 fact@(12,16) 44%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 26 units\n  - attack_move: 26 units\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy fact #121@(12,16) at 80%, no defenders visible. all_army attacking it. If game continues, scout for remaining enemy buildings. Economy tight - don't overbuild.", "raw": "{\"thoughts\": \"Enemy ConYard #121 is down to 44% with our horde swarming it. Ordering all forces to focus-fire #121 to close out the match, while placing the completed power plant.\", \"notes\": \"Enemy fact #121 at 44%, finishing it off. Game should end once destroyed unless they have hidden structures.\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"attack\", \"units\": \"all_army\", \"target\": 121}, {\"do\": \"attack_move\", \"units\": [228, 227, 225, 223, 222, 220, 219, 217, 216, 212], \"x\": 12, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 2125, "completion_tokens": 320, "total_tokens": 2445, "cost": 0.00279375, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00279375, "upstream_inference_prompt_cost": 0.00159375, "upstream_inference_completions_cost": 0.0012}, "completion_tokens_details": {"reasoning_tokens": 207, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 14.48, "thoughts": "Enemy ConYard #121 is down to 44% with our horde swarming it. Ordering all forces to focus-fire #121 to close out the match, while placing the completed power plant.", "notes": "Enemy fact #121 at 44%, finishing it off. Game should end once destroyed unless they have hidden structures.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack", "units": "all_army", "target": 121}, {"do": "attack_move", "units": [228, 227, 225, 223, 222, 220, 219, 217, 216, 212], "x": 12, "y": 16}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack: 27 units", "attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 7400, "deaths_cost": 4000, "units_killed": 25, "units_lost": 20, "buildings_killed": 3, "buildings_lost": 1, "assets_value": 21000, "army_value": 4500, "income": 8500, "experience": 74, "order_count": 120}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $2100, killed $4000 (20 units, 1 bldgs), lost $7400 (25 units, 3 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 56%; Vehicle: 1tnk 4%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 27%; Infantry: e3 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: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 0%, #129 proc@(9,16) 100%, #162 weap@(12,13) 84%, #179 powr@(10,13) 100%, #193 tent@(12,20) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #230@(12,14)\n  e3 (Rocket Soldier) x1: #229@(13,19)\n  harv (Ore Truck (harvester)) x1: #131@(5,29)\nVISIBLE ENEMY UNITS (17):\n  #146 e1@(17,16) 82%, #154 e1@(16,14) 41%, #176 e1@(16,16) 93%, #177 e1@(16,15) 93%, #187 e1@(16,16) 95%, #194 e1@(17,16) 0%, #195 e1@(16,16) 92%, #196 e1@(16,15) 73%, #197 e1@(16,15) 94%, #200 e1@(16,16) 76%, #202 e1@(17,14) 84%, #204 e1@(16,14) 82%, #205 e1@(16,14) 97%, #206 e1@(16,16) 100%, #207 e1@(16,14) 99%, #208 e1@(16,14) 88%, #209 e3@(16,15) 72%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - stance: 1 units\n  - rally #162: ordered\n  - rally #193: ordered\nYOUR NOTES FROM LAST TURN: Construction Yard #121 is 44% and enemy infantry mass is at x16-17,y14-16. War Factory #162 has four light tanks queued, first at 99%; Barracks #193 has rocket/rifle queue. Rally both production buildings into base defense.", "raw": "{\"thoughts\":\"The enemy infantry swarm is pressing directly beside our base while our tank and infantry production queues are about to reinforce us. Hold the light tank at the approach to eliminate the exposed infantry, keep the harvester mining, and rally all new units into the defensive line.\",\"notes\":\"Enemy infantry mass remains at x16-17,y14-16 immediately east of base. Refinery is building at 56%; four light tanks and infantry are queued. Keep new units rallied near x14,y16 until enough armor exists to push east.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[230],\"x\":16,\"y\":15},{\"do\":\"move\",\"units\":[229],\"x\":14,\"y\":18},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":14,\"y\":16},{\"do\":\"rally\",\"building\":193,\"x\":14,\"y\":17},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1711, "completion_tokens": 302, "total_tokens": 2013, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1709, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00869055, "upstream_inference_prompt_cost": 0.00470415, "upstream_inference_completions_cost": 0.0039864}, "completion_tokens_details": {"reasoning_tokens": 91, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.0, "thoughts": "The enemy infantry swarm is pressing directly beside our base while our tank and infantry production queues are about to reinforce us. Hold the light tank at the approach to eliminate the exposed infantry, keep the harvester mining, and rally all new units into the defensive line.", "notes": "Enemy infantry mass remains at x16-17,y14-16 immediately east of base. Refinery is building at 56%; four light tanks and infantry are queued. Keep new units rallied near x14,y16 until enough armor exists to push east.", "commands": [{"do": "attack_move", "units": [230], "x": 16, "y": 15}, {"do": "move", "units": [229], "x": 14, "y": 18}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 14, "y": 16}, {"do": "rally", "building": 193, "x": 14, "y": 17}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 1 units", "move: 1 units", "rally #162: ordered", "rally #193: ordered", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4000, "deaths_cost": 7400, "units_killed": 20, "units_lost": 25, "buildings_killed": 1, "buildings_lost": 3, "assets_value": 8300, "army_value": 1000, "income": 2500, "experience": 40, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $476 (storage 6000), power 500 made / 140 used, harvesters 6.\nSCORE: assets $21600, army $11400, killed $7400 (25 units, 3 bldgs), lost $4000 (20 units, 1 bldgs). Map explored 31.6%.\nPRODUCTION: Building: weap 13%; Vehicle: 1tnk 48%; Infantry: e3 81%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%, #214 proc@(93,14) 100%, #221 powr@(98,10) 100%, #226 powr@(93,8) 100%, #231 powr@(91,11) 100%\nYOUR UNITS (34) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #228@(74,19)\n  e1 (Rifle Infantry) x20: #146@(17,16)82% #154@(16,14)41% #176@(16,16)93% #177@(16,15)93% #187@(16,16)95% #194@(17,16)0% #195@(16,16)92% #196@(16,15)73% #197@(16,15)94% #200@(16,16)76% #202@(17,14)84% #204@(16,14)82% #205@(16,14)97% #206@(16,16) #207@(16,14) #208@(16,14)88% #217@(28,22) #220@(54,28) #222@(58,28) #223@(61,27)\n  e3 (Rocket Soldier) x7: #209@(16,15)72% #212@(40,24) #216@(25,20) #219@(55,28) #225@(71,21) #227@(80,14) #232@(90,14)\n  harv (Ore Truck (harvester)) x6: #132@(103,20) #188@(104,24) #191@(100,19) #213@(82,14) #215@(107,26) #224@(91,14)\nVISIBLE ENEMY UNITS (1):\n  #230 1tnk@(12,14) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #121 fact@(12,16) 0%\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 27 units\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Enemy fact #121 at 44%, finishing it off. Game should end once destroyed unless they have hidden structures.", "raw": "{\"thoughts\": \"Enemy Construction Yard is down to 0% HP and our infantry are already massed at (16,15) right by their base. Push everything in to finish the base and hunt any remaining structures.\", \"notes\": \"Enemy base at (12,16). Enemy fact #121 destroyed/at 0%. Massing attack with all_army to wipe remaining buildings. Enemy tank #230 at (12,14).\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"attack\",\"units\":[209,225,227,232],\"target\":230},{\"do\":\"rally\",\"building\":134,\"x\":16,\"y\":15},{\"do\":\"rally\",\"building\":163,\"x\":20,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1913, "completion_tokens": 637, "total_tokens": 2550, "cost": 0.001112508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001112508, "upstream_inference_prompt_cost": 0.000348108, "upstream_inference_completions_cost": 0.0007644}, "completion_tokens_details": {"reasoning_tokens": 465, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.45, "thoughts": "Enemy Construction Yard is down to 0% HP and our infantry are already massed at (16,15) right by their base. Push everything in to finish the base and hunt any remaining structures.", "notes": "Enemy base at (12,16). Enemy fact #121 destroyed/at 0%. Massing attack with all_army to wipe remaining buildings. Enemy tank #230 at (12,14).", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "attack", "units": [209, 225, 227, 232], "target": 230}, {"do": "rally", "building": 134, "x": 16, "y": 15}, {"do": "rally", "building": 163, "x": 20, "y": 16}], "feedback": ["attack_move: 28 units", "attack: 4 units", "rally #134: ordered", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 7400, "deaths_cost": 4000, "units_killed": 25, "units_lost": 20, "buildings_killed": 3, "buildings_lost": 1, "assets_value": 21600, "army_value": 4800, "income": 9500, "experience": 74, "order_count": 121}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $164 (storage 2000), power 99 made / 80 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $4100 (21 units, 1 bldgs), lost $10400 (27 units, 4 bldgs). Map explored 24.7%.\nPRODUCTION: Vehicle: 1tnk 49%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 31%; 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, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(9,16) 100%, #162 weap@(12,13) 77%, #179 powr@(10,13) 99%, #193 tent@(12,20) 97%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #235@(13,20)\n  harv (Ore Truck (harvester)) x1: #131@(3,28)\nVISIBLE ENEMY UNITS (17):\n  #146 e1@(15,17) 82%, #176 e1@(16,16) 93%, #177 e1@(16,15) 89%, #187 e1@(14,17) 95%, #194 e1@(15,17) 0%, #195 e1@(15,16) 92%, #196 e1@(16,15) 70%, #197 e1@(15,16) 92%, #200 e1@(15,16) 76%, #202 e1@(17,14) 84%, #204 e1@(16,14) 66%, #205 e1@(16,14) 95%, #206 e1@(15,16) 100%, #207 e1@(16,14) 98%, #208 e1@(16,14) 79%, #209 e3@(16,15) 62%, #216 e3@(16,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - move: 1 units\n  - rally #162: ordered\n  - rally #193: ordered\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy infantry mass remains at x16-17,y14-16 immediately east of base. Refinery is building at 56%; four light tanks and infantry are queued. Keep new units rallied near x14,y16 until enough armor exists to push east.", "raw": "{\"thoughts\":\"Enemy infantry is pressing directly beside our base, but three light tanks and a large infantry batch are already queued. Keep the rocket soldier fighting defensively while income resumes and attempt a second refinery.\",\"notes\":\"Enemy infantry mass at x14-17,y14-18; current rocket engages enemy rocket. Three 1tnks queued, infantry queues full. Need place/build refinery when affordable and rally armor to base east side.\",\"commands\":[{\"do\":\"attack\",\"units\":[235],\"target\":216},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":14,\"y\":17},{\"do\":\"rally\",\"building\":193,\"x\":14,\"y\":18},{\"do\":\"repair\",\"building\":162},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1570, "completion_tokens": 347, "total_tokens": 1917, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1568, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0088968, "upstream_inference_prompt_cost": 0.0043164, "upstream_inference_completions_cost": 0.0045804}, "completion_tokens_details": {"reasoning_tokens": 178, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.92, "thoughts": "Enemy infantry is pressing directly beside our base, but three light tanks and a large infantry batch are already queued. Keep the rocket soldier fighting defensively while income resumes and attempt a second refinery.", "notes": "Enemy infantry mass at x14-17,y14-18; current rocket engages enemy rocket. Three 1tnks queued, infantry queues full. Need place/build refinery when affordable and rally armor to base east side.", "commands": [{"do": "attack", "units": [235], "target": 216}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 14, "y": 17}, {"do": "rally", "building": 193, "x": 14, "y": 18}, {"do": "repair", "building": 162}, {"do": "build", "item": "proc"}], "feedback": ["attack: 1 units", "rally #162: ordered", "rally #193: ordered", "repair #162: ordered", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4100, "deaths_cost": 10400, "units_killed": 21, "units_lost": 27, "buildings_killed": 1, "buildings_lost": 4, "assets_value": 5600, "army_value": 300, "income": 2000, "experience": 41, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 500 made / 140 used, harvesters 6.\nSCORE: assets $22000, army $11800, killed $10400 (27 units, 4 bldgs), lost $4100 (21 units, 1 bldgs). Map explored 31.9%.\nPRODUCTION: Building: weap 29%; Vehicle: 1tnk 95%; Infantry: e1 65%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%, #214 proc@(93,14) 100%, #221 powr@(98,10) 100%, #226 powr@(93,8) 100%, #231 powr@(91,11) 100%\nYOUR UNITS (36) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #228@(56,28)\n  e1 (Rifle Infantry) x21: #146@(15,17)82% #176@(16,16)93% #177@(16,15)89% #187@(14,17)95% #194@(15,17)0% #195@(15,16)92% #196@(16,15)70% #197@(15,16)92% #200@(15,16)76% #202@(17,14)84% #204@(16,14)66% #205@(16,14)95% #206@(15,16) #207@(16,14)98% #208@(16,14)79% #217@(18,18) #220@(46,24) #222@(49,26) #223@(51,26) #234@(94,15) #236@(96,13)\n  e3 (Rocket Soldier) x8: #209@(16,15)62% #212@(31,18) #216@(16,18) #219@(46,24) #225@(64,25)* #227@(72,17)* #232@(85,14)* #233@(92,16)\n  harv (Ore Truck (harvester)) x6: #132@(108,26) #188@(105,25) #191@(104,24) #213@(91,16) #215@(104,23) #224@(85,5)\nVISIBLE ENEMY UNITS (1):\n  #235 e3@(13,20) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #193 tent@(12,20) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 28 units\n  - attack: 4 units\n  - rally #134: ordered\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16). Enemy fact #121 destroyed/at 0%. Massing attack with all_army to wipe remaining buildings. Enemy tank #230 at (12,14).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Enemy base is essentially broken (fact already down, only a tent visible at (12,20)). Push all army in to finish it off, keep production running, and rally new units toward the front.\", \"notes\": \"Enemy base (12,16) mostly destroyed; only tent #193 @(12,20) visible plus e3 #235. All-in push with all_army to (11,20). Queues: weap building 2nd WF, 1tnk 95%, e1 65%. Keep producing infantry + tanks, rally toward (25,20).\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":11,\"y\":20},{\"do\":\"attack\",\"units\":[209,216,217],\"target\":193},{\"do\":\"rally\",\"building\":134,\"x\":25,\"y\":20},{\"do\":\"rally\",\"building\":163,\"x\":25,\"y\":20},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1921, "completion_tokens": 1181, "total_tokens": 3102, "cost": 0.001767708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001767708, "upstream_inference_prompt_cost": 0.000350508, "upstream_inference_completions_cost": 0.0014172}, "completion_tokens_details": {"reasoning_tokens": 940, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.23, "thoughts": "Enemy base is essentially broken (fact already down, only a tent visible at (12,20)). Push all army in to finish it off, keep production running, and rally new units toward the front.", "notes": "Enemy base (12,16) mostly destroyed; only tent #193 @(12,20) visible plus e3 #235. All-in push with all_army to (11,20). Queues: weap building 2nd WF, 1tnk 95%, e1 65%. Keep producing infantry + tanks, rally toward (25,20).", "commands": [{"do": "attack_move", "units": "all_army", "x": 11, "y": 20}, {"do": "attack", "units": [209, 216, 217], "target": 193}, {"do": "rally", "building": 134, "x": 25, "y": 20}, {"do": "rally", "building": 163, "x": 25, "y": 20}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "build", "item": "fix"}], "feedback": ["attack_move: 30 units", "attack: 3 units", "rally #134: ordered", "rally #163: ordered", "train 5x e1: queued", "train 2x 1tnk: queued", "build fix: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 10400, "deaths_cost": 4100, "units_killed": 27, "units_lost": 21, "buildings_killed": 4, "buildings_lost": 1, "assets_value": 22000, "army_value": 5200, "income": 9000, "experience": 104, "order_count": 121}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 99 made / 80 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $4100 (21 units, 1 bldgs), lost $10700 (28 units, 4 bldgs). Map explored 24.7%.\nPRODUCTION: Vehicle: 1tnk 60%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 58%; 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, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(9,16) 100%, #162 weap@(12,13) 51%, #179 powr@(10,13) 99%, #193 tent@(12,20) 27%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(9,19)\nVISIBLE ENEMY UNITS (18):\n  #146 e1@(15,17) 73%, #176 e1@(16,16) 93%, #177 e1@(16,15) 89%, #187 e1@(14,17) 94%, #194 e1@(15,17) 0%, #195 e1@(15,16) 92%, #196 e1@(16,15) 70%, #197 e1@(15,16) 92%, #200 e1@(15,16) 76%, #202 e1@(17,14) 84%, #204 e1@(16,14) 66%, #205 e1@(16,14) 95%, #206 e1@(15,16) 100%, #207 e1@(16,14) 98%, #208 e1@(16,14) 79%, #209 e3@(15,16) 62%, #216 e3@(16,18) 100%, #217 e1@(16,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - rally #162: ordered\n  - rally #193: ordered\n  - repair #162: ordered\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy infantry mass at x14-17,y14-18; current rocket engages enemy rocket. Three 1tnks queued, infantry queues full. Need place/build refinery when affordable and rally armor to base east side.", "raw": "{\"thoughts\":\"Our base is under immediate infantry pressure with only a harvester currently fielded; production queues are already saturated. Keep income flowing, repair critical production, and send newly produced armor/infantry to the threatened east side of the base.\",\"notes\":\"Enemy infantry mass remains at x14-17,y14-18 beside base. Vehicle queue has three Light Tanks pending; infantry queue has rockets/rifles pending. Rally both factories east of base; repair WEAP and TENT; harvester must mine.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"repair\",\"building\":162},{\"do\":\"repair\",\"building\":193},{\"do\":\"rally\",\"building\":162,\"x\":18,\"y\":16},{\"do\":\"rally\",\"building\":193,\"x\":18,\"y\":17},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1564, "completion_tokens": 273, "total_tokens": 1837, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1562, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0079035, "upstream_inference_prompt_cost": 0.0042999, "upstream_inference_completions_cost": 0.0036036}, "completion_tokens_details": {"reasoning_tokens": 83, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.39, "thoughts": "Our base is under immediate infantry pressure with only a harvester currently fielded; production queues are already saturated. Keep income flowing, repair critical production, and send newly produced armor/infantry to the threatened east side of the base.", "notes": "Enemy infantry mass remains at x14-17,y14-18 beside base. Vehicle queue has three Light Tanks pending; infantry queue has rockets/rifles pending. Rally both factories east of base; repair WEAP and TENT; harvester must mine.", "commands": [{"do": "harvest", "unit": 131}, {"do": "repair", "building": 162}, {"do": "repair", "building": 193}, {"do": "rally", "building": 162, "x": 18, "y": 16}, {"do": "rally", "building": 193, "x": 18, "y": 17}, {"do": "stance", "units": "idle_army", "stance": "attack_anything"}], "feedback": ["repair #162: ordered", "repair #193: ordered", "rally #162: ordered", "rally #193: ordered", "stance: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4100, "deaths_cost": 10700, "units_killed": 21, "units_lost": 28, "buildings_killed": 1, "buildings_lost": 4, "assets_value": 5300, "army_value": 0, "income": 2000, "experience": 41, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $421 (storage 6000), power 500 made / 140 used, harvesters 6.\nSCORE: assets $22900, army $12700, killed $10700 (28 units, 4 bldgs), lost $4100 (21 units, 1 bldgs). Map explored 32.1%.\nPRODUCTION: Building: weap 39%; Building: fix 0%; Vehicle: 1tnk 22%; Vehicle: 1tnk 0%; Infantry: e1 56%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%, #214 proc@(93,14) 100%, #221 powr@(98,10) 100%, #226 powr@(93,8) 100%, #231 powr@(91,11) 100%\nYOUR UNITS (39) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #228@(38,20) #237@(86,23)\n  e1 (Rifle Infantry) x23: #146@(15,17)73% #176@(16,16)93% #177@(16,15)89% #187@(14,17)94% #194@(15,17)0% #195@(15,16)92% #196@(16,15)70% #197@(15,16)92% #200@(15,16)76% #202@(17,14)84% #204@(16,14)66% #205@(16,14)95% #206@(15,16) #207@(16,14)98% #208@(16,14)79% #217@(16,18) #220@(36,20) #222@(40,20) #223@(43,21) #234@(88,23) #236@(88,15) #238@(93,12) #239@(96,13)\n  e3 (Rocket Soldier) x8: #209@(15,16)62% #212@(21,20) #216@(16,18) #219@(37,20) #225@(56,30) #227@(65,24) #232@(76,17) #233@(83,16)\n  harv (Ore Truck (harvester)) x6: #132@(101,19) #188@(100,19) #191@(103,25) #213@(89,15) #215@(101,21) #224@(85,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #193 tent@(12,20) 27%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 30 units\n  - attack: 3 units\n  - rally #134: ordered\n  - rally #163: ordered\n  - train 5x e1: queued\n  - train 2x 1tnk: queued\n  - build fix: started\nYOUR NOTES FROM LAST TURN: Enemy base (12,16) mostly destroyed; only tent #193 @(12,20) visible plus e3 #235. All-in push with all_army to (11,20). Queues: weap building 2nd WF, 1tnk 95%, e1 65%. Keep producing infantry + tanks, rally toward (25,20).", "raw": "{\"thoughts\": \"Enemy base at (12,16) is nearly wiped out; only tent #193 @(12,20) at 27% hp remains visible. Finishing it off should end the game or reveal remaining structures. Cash is basically zero, so I'll just keep the small production queues running and push everything at the tent.\", \"notes\": \"Enemy base almost dead - tent #193 @(12,20) 27%. Sending all_army to kill it. Explore outward if game continues. Economy tight ($0), hold off on big builds. 2nd war factory (weap) in progress, fix started.\", \"commands\": [{\"do\":\"attack\",\"units\":\"all_army\",\"target\":193}, {\"do\":\"rally\",\"building\":163,\"x\":25,\"y\":20}, {\"do\":\"rally\",\"building\":134,\"x\":25,\"y\":20}, {\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}, {\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2038, "completion_tokens": 721, "total_tokens": 2759, "cost": 0.001250808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001250808, "upstream_inference_prompt_cost": 0.000385608, "upstream_inference_completions_cost": 0.0008652}, "completion_tokens_details": {"reasoning_tokens": 499, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.19, "thoughts": "Enemy base at (12,16) is nearly wiped out; only tent #193 @(12,20) at 27% hp remains visible. Finishing it off should end the game or reveal remaining structures. Cash is basically zero, so I'll just keep the small production queues running and push everything at the tent.", "notes": "Enemy base almost dead - tent #193 @(12,20) 27%. Sending all_army to kill it. Explore outward if game continues. Economy tight ($0), hold off on big builds. 2nd war factory (weap) in progress, fix started.", "commands": [{"do": "attack", "units": "all_army", "target": 193}, {"do": "rally", "building": 163, "x": 25, "y": 20}, {"do": "rally", "building": 134, "x": 25, "y": 20}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["attack: 33 units", "rally #163: ordered", "rally #134: ordered", "train 2x 1tnk: queued", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 10700, "deaths_cost": 4100, "units_killed": 28, "units_lost": 21, "buildings_killed": 4, "buildings_lost": 1, "assets_value": 22900, "army_value": 6100, "income": 9500, "experience": 107, "order_count": 129}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $436 (storage 2000), power 99 made / 60 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $4100 (21 units, 1 bldgs), lost $11200 (28 units, 5 bldgs). Map explored 24.7%.\nPRODUCTION: Vehicle: 1tnk 95%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(9,16) 99%, #162 weap@(12,13) 34%, #179 powr@(10,13) 99%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(13,14)95%\nVISIBLE ENEMY UNITS (16):\n  #146 e1@(15,17) 73%, #176 e1@(16,17) 93%, #177 e1@(16,17) 89%, #187 e1@(14,17) 94%, #194 e1@(15,17) 0%, #195 e1@(15,16) 92%, #196 e1@(16,17) 70%, #197 e1@(15,16) 92%, #200 e1@(15,16) 76%, #202 e1@(16,17) 84%, #204 e1@(14,16) 66%, #205 e1@(14,16) 95%, #206 e1@(15,16) 100%, #207 e1@(14,16) 98%, #208 e1@(14,16) 79%, #209 e3@(15,16) 62%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #162: ordered\n  - repair #193: ordered\n  - rally #162: ordered\n  - rally #193: ordered\n  - stance: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy infantry mass remains at x14-17,y14-18 beside base. Vehicle queue has three Light Tanks pending; infantry queue has rockets/rifles pending. Rally both factories east of base; repair WEAP and TENT; harvester must mine.", "raw": "{\"thoughts\":\"Our base is critically exposed to a nearby infantry swarm, but the first Light Tank is almost complete. Keep the War Factory alive, force the harvester to mine/unload for cash, and rally tanks directly into the attackers.\",\"notes\":\"Enemy infantry cluster remains immediately east/southeast of refinery and War Factory at x14-17 y16-17. War Factory #162 is damaged but repairing; three Light Tanks queued. No barracks or Construction Yard remain.\",\"commands\":[{\"do\":\"repair\",\"building\":162},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":162,\"x\":15,\"y\":16},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1451, "completion_tokens": 263, "total_tokens": 1714, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1449, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00746075, "upstream_inference_prompt_cost": 0.00398915, "upstream_inference_completions_cost": 0.0034716}, "completion_tokens_details": {"reasoning_tokens": 108, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.13, "thoughts": "Our base is critically exposed to a nearby infantry swarm, but the first Light Tank is almost complete. Keep the War Factory alive, force the harvester to mine/unload for cash, and rally tanks directly into the attackers.", "notes": "Enemy infantry cluster remains immediately east/southeast of refinery and War Factory at x14-17 y16-17. War Factory #162 is damaged but repairing; three Light Tanks queued. No barracks or Construction Yard remain.", "commands": [{"do": "repair", "building": 162}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 162, "x": 15, "y": 16}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["repair #162: ordered", "rally #162: ordered", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4100, "deaths_cost": 11200, "units_killed": 21, "units_lost": 28, "buildings_killed": 1, "buildings_lost": 5, "assets_value": 4800, "army_value": 0, "income": 2500, "experience": 41, "order_count": 62}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $426 (storage 6000), power 500 made / 140 used, harvesters 6.\nSCORE: assets $23200, army $13000, killed $11200 (28 units, 5 bldgs), lost $4100 (21 units, 1 bldgs). Map explored 32.4%.\nPRODUCTION: Building: weap 56%; Building: fix 0%; Vehicle: 1tnk 70%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 85%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%, #214 proc@(93,14) 100%, #221 powr@(98,10) 100%, #226 powr@(93,8) 100%, #231 powr@(91,11) 100%\nYOUR UNITS (42) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #228@(35,20)* #237@(82,27)*\n  e1 (Rifle Infantry) x26: #146@(15,17)73% #176@(16,17)93% #177@(16,17)89% #187@(14,17)94% #194@(15,17)0% #195@(15,16)92% #196@(16,17)70% #197@(15,16)92% #200@(15,16)76% #202@(16,17)84% #204@(14,16)66% #205@(14,16)95% #206@(15,16) #207@(14,16)98% #208@(14,16)79% #217@(16,18) #220@(33,20)* #222@(37,19)* #223@(40,20)* #234@(86,25)* #236@(85,16)* #238@(90,12)* #239@(93,12)* #240@(90,16) #241@(93,16) #242@(96,13)\n  e3 (Rocket Soldier) x8: #209@(15,16)62% #212@(18,20)* #216@(16,18)* #219@(33,20)* #225@(53,29)* #227@(62,27)* #232@(73,18)* #233@(80,13)*\n  harv (Ore Truck (harvester)) x6: #132@(101,20) #188@(104,26) #191@(103,26) #213@(78,15) #215@(107,27) #224@(89,16)\nVISIBLE ENEMY UNITS (1):\n  #131 harv@(13,14) 95%\nVISIBLE ENEMY BUILDINGS (1):\n  #162 weap@(12,13) 34%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 33 units\n  - rally #163: ordered\n  - rally #134: ordered\n  - train 2x 1tnk: queued\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base almost dead - tent #193 @(12,20) 27%. Sending all_army to kill it. Explore outward if game continues. Economy tight ($0), hold off on big builds. 2nd war factory (weap) in progress, fix started.", "raw": "{\"thoughts\": \"Enemy base is nearly dead (weap #162 at 34% and last turn's tent at 27%). Cash is $0, so keep queues going and finish the kill with the army already massed at the enemy base.\", \"notes\": \"Army at enemy base ~(12-16,16-20). Attack weap #162 and harv #131, sweep (12,16). weap building 56% in progress. Economy $0 - no new builds until income.\", \"commands\": [{\"do\":\"attack\",\"units\":\"all_army\",\"target\":162},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2074, "completion_tokens": 534, "total_tokens": 2608, "cost": 0.001037208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001037208, "upstream_inference_prompt_cost": 0.000396408, "upstream_inference_completions_cost": 0.0006408}, "completion_tokens_details": {"reasoning_tokens": 378, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.86, "thoughts": "Enemy base is nearly dead (weap #162 at 34% and last turn's tent at 27%). Cash is $0, so keep queues going and finish the kill with the army already massed at the enemy base.", "notes": "Army at enemy base ~(12-16,16-20). Attack weap #162 and harv #131, sweep (12,16). weap building 56% in progress. Economy $0 - no new builds until income.", "commands": [{"do": "attack", "units": "all_army", "target": 162}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["attack: 36 units", "train 2x 1tnk: queued", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 11200, "deaths_cost": 4100, "units_killed": 28, "units_lost": 21, "buildings_killed": 5, "buildings_lost": 1, "assets_value": 23200, "army_value": 6400, "income": 10000, "experience": 112, "order_count": 136}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $400 (storage 2000), power 99 made / 30 used, harvesters 1.\nSCORE: assets $2800, army $1100, killed $4100 (21 units, 1 bldgs), lost $13900 (29 units, 6 bldgs). Map explored 25.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(9,16) 99%, #179 powr@(10,13) 99%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(17,7)86%\nVISIBLE ENEMY UNITS (10):\n  #187 e1@(14,17) 94%, #195 e1@(15,16) 92%, #197 e1@(15,16) 92%, #200 e1@(15,16) 76%, #204 e1@(14,16) 1%, #205 e1@(14,16) 95%, #206 e1@(15,16) 100%, #207 e1@(14,16) 95%, #208 e1@(14,16) 69%, #209 e3@(15,16) 62%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #162: ordered\n  - rally #162: ordered\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry cluster remains immediately east/southeast of refinery and War Factory at x14-17 y16-17. War Factory #162 is damaged but repairing; three Light Tanks queued. No barracks or Construction Yard remain.", "raw": "{\"thoughts\":\"Our base has been nearly wiped out, with only the refinery, power plant, and harvester remaining. Use the Ore Truck to crush the exposed enemy infantry around the refinery while keeping it mining whenever possible.\",\"notes\":\"Emergency recovery: only proc #129 and powr #179 remain; harvester #131 can potentially crush enemy infantry clustered at x14-15 y16-17.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[131],\"x\":14,\"y\":16},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1288, "completion_tokens": 277, "total_tokens": 1565, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1286, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0071973, "upstream_inference_prompt_cost": 0.0035409, "upstream_inference_completions_cost": 0.0036564}, "completion_tokens_details": {"reasoning_tokens": 160, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.55, "thoughts": "Our base has been nearly wiped out, with only the refinery, power plant, and harvester remaining. Use the Ore Truck to crush the exposed enemy infantry around the refinery while keeping it mining whenever possible.", "notes": "Emergency recovery: only proc #129 and powr #179 remain; harvester #131 can potentially crush enemy infantry clustered at x14-15 y16-17.", "commands": [{"do": "attack_move", "units": [131], "x": 14, "y": 16}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4100, "deaths_cost": 13900, "units_killed": 21, "units_lost": 29, "buildings_killed": 1, "buildings_lost": 6, "assets_value": 2800, "army_value": 0, "income": 2000, "experience": 41, "order_count": 65}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $371 (storage 6000), power 500 made / 140 used, harvesters 6.\nSCORE: assets $23400, army $13200, killed $13900 (29 units, 6 bldgs), lost $4100 (21 units, 1 bldgs). Map explored 32.7%.\nPRODUCTION: Building: weap 65%; Building: fix 0%; Vehicle: 1tnk 96%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%, #214 proc@(93,14) 100%, #221 powr@(98,10) 100%, #226 powr@(93,8) 100%, #231 powr@(91,11) 100%\nYOUR UNITS (44) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #228@(24,19)* #237@(70,25)*\n  e1 (Rifle Infantry) x28: #146@(15,17)73%* #176@(16,17)93%* #177@(16,17)89%* #187@(14,17)94%* #194@(15,17)0%* #195@(15,16)92%* #196@(16,17)70%* #197@(15,16)92%* #200@(15,16)76%* #202@(15,17)84%* #204@(14,16)1% #205@(14,16)95%* #206@(15,16)* #207@(14,16)95%* #208@(14,16)69% #217@(15,17)* #220@(27,20)* #222@(31,19)* #223@(34,20)* #234@(81,28)* #236@(80,14)* #238@(84,12)* #239@(87,12)* #240@(84,15)* #241@(89,15)* #242@(91,14)* #243@(90,15) #245@(93,16)\n  e3 (Rocket Soldier) x8: #209@(15,16)62%* #212@(16,16)* #216@(15,17)* #219@(27,20)* #225@(47,29)* #227@(56,28)* #232@(68,21)* #233@(74,15)*\n  harv (Ore Truck (harvester)) x6: #132@(108,27) #188@(103,28) #191@(100,19) #213@(79,21) #215@(105,20) #224@(93,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 36 units\n  - train 2x 1tnk: queued\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Army at enemy base ~(12-16,16-20). Attack weap #162 and harv #131, sweep (12,16). weap building 56% in progress. Economy $0 - no new builds until income.", "raw": "{\"thoughts\": \"Cash is at $0 so production is stalled; harvesters are mining. I have a large infantry blob already at the enemy start (12-16,16-17) but nothing visible now, so I'll sweep the base with all combat units to finish off remaining buildings while keeping queues filled.\", \"notes\": \"Army sweeping enemy start (12,16). weap 65% building. Cash 0 - income limited, harvesters (6) mining at (100-108,20-28). Sweep for enemy production buildings/harvesters.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":40,\"y\":18},{\"do\":\"rally\",\"building\":163,\"x\":40,\"y\":18},{\"do\":\"harvest\",\"unit\":191},{\"do\":\"harvest\",\"unit\":224}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2094, "completion_tokens": 694, "total_tokens": 2788, "cost": 0.001235208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001235208, "upstream_inference_prompt_cost": 0.000402408, "upstream_inference_completions_cost": 0.0008328}, "completion_tokens_details": {"reasoning_tokens": 497, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.32, "thoughts": "Cash is at $0 so production is stalled; harvesters are mining. I have a large infantry blob already at the enemy start (12-16,16-17) but nothing visible now, so I'll sweep the base with all combat units to finish off remaining buildings while keeping queues filled.", "notes": "Army sweeping enemy start (12,16). weap 65% building. Cash 0 - income limited, harvesters (6) mining at (100-108,20-28). Sweep for enemy production buildings/harvesters.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 134, "x": 40, "y": 18}, {"do": "rally", "building": 163, "x": 40, "y": 18}, {"do": "harvest", "unit": 191}, {"do": "harvest", "unit": 224}], "feedback": ["attack_move: 38 units", "rally #134: ordered", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 13900, "deaths_cost": 4100, "units_killed": 29, "units_lost": 21, "buildings_killed": 6, "buildings_lost": 1, "assets_value": 23400, "army_value": 6600, "income": 10000, "experience": 139, "order_count": 143}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $400 (storage 2000), power 99 made / 30 used, harvesters 1.\nSCORE: assets $2800, army $1100, killed $4100 (21 units, 1 bldgs), lost $13900 (29 units, 6 bldgs). Map explored 25.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(9,16) 34%, #179 powr@(10,13) 99%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(12,12)84%\nVISIBLE ENEMY UNITS (20):\n  #146 e1@(13,17) 73%, #176 e1@(13,17) 93%, #177 e1@(13,17) 89%, #187 e1@(13,17) 94%, #194 e1@(14,17) 0%, #195 e1@(14,16) 92%, #196 e1@(13,18) 70%, #197 e1@(13,16) 92%, #200 e1@(13,15) 76%, #202 e1@(13,17) 84%, #204 e1@(14,16) 1%, #205 e1@(13,16) 95%, #206 e1@(13,16) 100%, #207 e1@(13,16) 95%, #208 e1@(14,16) 69%, #209 e3@(13,16) 62%, #212 e3@(12,16) 100%, #216 e3@(12,16) 100%, #217 e1@(12,16) 100%, #228 1tnk@(14,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Emergency recovery: only proc #129 and powr #179 remain; harvester #131 can potentially crush enemy infantry clustered at x14-15 y16-17.", "raw": "{\"thoughts\":\"Our base is effectively destroyed and the remaining ore truck is surrounded by enemy infantry. Use it to crush through the clustered infantry while attempting to resume harvesting for any chance of recovery.\",\"notes\":\"Only refinery #129 and power #179 remain; no construction yard. Harvester #131 must escape/crush enemy infantry around home.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[131],\"x\":25,\"y\":16},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1378, "completion_tokens": 174, "total_tokens": 1552, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1376, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0060852, "upstream_inference_prompt_cost": 0.0037884, "upstream_inference_completions_cost": 0.0022968}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.44, "thoughts": "Our base is effectively destroyed and the remaining ore truck is surrounded by enemy infantry. Use it to crush through the clustered infantry while attempting to resume harvesting for any chance of recovery.", "notes": "Only refinery #129 and power #179 remain; no construction yard. Harvester #131 must escape/crush enemy infantry around home.", "commands": [{"do": "attack_move", "units": [131], "x": 25, "y": 16}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4100, "deaths_cost": 13900, "units_killed": 21, "units_lost": 29, "buildings_killed": 1, "buildings_lost": 6, "assets_value": 2800, "army_value": 0, "income": 2000, "experience": 41, "order_count": 65}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $377 (storage 6000), power 500 made / 140 used, harvesters 6.\nSCORE: assets $24400, army $14200, killed $13900 (29 units, 6 bldgs), lost $4100 (21 units, 1 bldgs). Map explored 33.3%.\nPRODUCTION: Building: weap 82%; Building: fix 0%; Vehicle: 1tnk 44%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 95%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%, #214 proc@(93,14) 100%, #221 powr@(98,10) 100%, #226 powr@(93,8) 100%, #231 powr@(91,11) 100%\nYOUR UNITS (48) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #228@(14,15) #237@(52,27) #246@(81,14)\n  e1 (Rifle Infantry) x31: #146@(13,17)73% #176@(13,17)93% #177@(13,17)89% #187@(13,17)94% #194@(14,17)0% #195@(14,16)92% #196@(13,18)70% #197@(13,16)92% #200@(13,15)76% #202@(13,17)84% #204@(14,16)1% #205@(13,16)95% #206@(13,16) #207@(13,16)95% #208@(14,16)69% #217@(12,16) #220@(17,18) #222@(21,18) #223@(23,20) #234@(72,24) #236@(72,21) #238@(77,15) #239@(78,15) #240@(77,15) #241@(79,14) #242@(82,15) #243@(80,14) #245@(83,16) #247@(90,16) #248@(93,16) #253@(95,14)\n  e3 (Rocket Soldier) x8: #209@(13,16)62% #212@(12,16) #216@(12,16) #219@(17,18) #225@(39,22) #227@(47,25) #232@(60,28) #233@(67,22)\n  harv (Ore Truck (harvester)) x6: #132@(109,27) #188@(100,19) #191@(103,25) #213@(77,16) #215@(102,20) #224@(102,25)\nVISIBLE ENEMY UNITS (1):\n  #131 harv@(12,12) 84%\nVISIBLE ENEMY BUILDINGS (2):\n  #129 proc@(9,16) 34%, #179 powr@(10,13) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 38 units\n  - rally #134: ordered\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: Army sweeping enemy start (12,16). weap 65% building. Cash 0 - income limited, harvesters (6) mining at (100-108,20-28). Sweep for enemy production buildings/harvesters.", "raw": "{\"thoughts\": \"My army is sitting in the enemy base area (12-14,15-18) with only an enemy refinery (34%), power plant, and a harvester visible. Most of the map's enemy presence is crumbling. I'll push all combat units onto the enemy base to finish the buildings and win, while keeping production queues busy and setting forward rally points.\", \"notes\": \"Enemy base at ~(9-12,13-18): proc #129 (34%), powr #179, harv #131. Sending all_army to (10,15) to finish them. Cash 0 - income limited; keep queues filled. Home cluster units (72-95,14-16) also joining the push.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":10,\"y\":15},{\"do\":\"attack\",\"units\":[228,237,246],\"target\":129},{\"do\":\"rally\",\"building\":163,\"x\":20,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":20,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2107, "completion_tokens": 1294, "total_tokens": 3401, "cost": 0.001959108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001959108, "upstream_inference_prompt_cost": 0.000406308, "upstream_inference_completions_cost": 0.0015528}, "completion_tokens_details": {"reasoning_tokens": 1012, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.43, "thoughts": "My army is sitting in the enemy base area (12-14,15-18) with only an enemy refinery (34%), power plant, and a harvester visible. Most of the map's enemy presence is crumbling. I'll push all combat units onto the enemy base to finish the buildings and win, while keeping production queues busy and setting forward rally points.", "notes": "Enemy base at ~(9-12,13-18): proc #129 (34%), powr #179, harv #131. Sending all_army to (10,15) to finish them. Cash 0 - income limited; keep queues filled. Home cluster units (72-95,14-16) also joining the push.", "commands": [{"do": "attack_move", "units": "all_army", "x": 10, "y": 15}, {"do": "attack", "units": [228, 237, 246], "target": 129}, {"do": "rally", "building": 163, "x": 20, "y": 16}, {"do": "rally", "building": 134, "x": 20, "y": 16}, {"do": "train", "item": "e3", "count": 5}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "powr"}], "feedback": ["attack_move: 42 units", "attack: 3 units", "rally #163: ordered", "rally #134: ordered", "train 5x e3: queued", "train 3x 1tnk: queued", "train 5x e1: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 13900, "deaths_cost": 4100, "units_killed": 29, "units_lost": 21, "buildings_killed": 6, "buildings_lost": 1, "assets_value": 24400, "army_value": 7600, "income": 10500, "experience": 139, "order_count": 143}}
{"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 england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 57 made / 0 used, harvesters 0.\nSCORE: assets $300, army $0, killed $4100 (21 units, 1 bldgs), lost $16400 (30 units, 7 bldgs). Map explored 25.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #179 powr@(10,13) 57%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv.fullhusk (harv.fullhusk) x1: #257@(10,17)50%*\nVISIBLE ENEMY UNITS (16):\n  #146 e1@(11,16) 73%, #177 e1@(11,16) 89%, #187 e1@(11,16) 94%, #194 e1@(11,16) 0%, #195 e1@(13,15) 92%, #196 e1@(11,16) 70%, #200 e1@(13,15) 76%, #204 e1@(13,15) 1%, #205 e1@(12,16) 95%, #208 e1@(13,15) 69%, #212 e3@(10,15) 100%, #216 e3@(10,15) 100%, #217 e1@(10,15) 100%, #219 e3@(11,15) 100%, #220 e1@(13,15) 100%, #228 1tnk@(12,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Only refinery #129 and power #179 remain; no construction yard. Harvester #131 must escape/crush enemy infantry around home.", "raw": "{\"thoughts\":\"Our Construction Yard and refinery are gone, leaving only a damaged power plant and a destroyed harvester husk. No production or functional units remain, so there are no meaningful commands available.\",\"notes\":\"Defeated operationally: only power #179 remains; enemy infantry and light tank occupy home area.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1313, "completion_tokens": 134, "total_tokens": 1447, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1311, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00537845, "upstream_inference_prompt_cost": 0.00360965, "upstream_inference_completions_cost": 0.0017688}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.92, "thoughts": "Our Construction Yard and refinery are gone, leaving only a damaged power plant and a destroyed harvester husk. No production or functional units remain, so there are no meaningful commands available.", "notes": "Defeated operationally: only power #179 remains; enemy infantry and light tank occupy home area.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4100, "deaths_cost": 16400, "units_killed": 21, "units_lost": 30, "buildings_killed": 1, "buildings_lost": 7, "assets_value": 300, "army_value": 0, "income": 2000, "experience": 41, "order_count": 65}}
{"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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 500 made / 140 used, harvesters 6.\nSCORE: assets $24700, army $14500, killed $16400 (30 units, 7 bldgs), lost $4100 (21 units, 1 bldgs). Map explored 33.8%.\nPRODUCTION: Building: weap 97%; Building: powr 0%; Building: fix 0%; Vehicle: 1tnk 86%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 83%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(96,15) 100%, #134 tent@(98,13) 100%, #163 weap@(92,18) 100%, #190 proc@(100,18) 100%, #198 powr@(95,8) 100%, #214 proc@(93,14) 100%, #221 powr@(98,10) 100%, #226 powr@(93,8) 100%, #231 powr@(91,11) 100%\nYOUR UNITS (51) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #228@(12,14) #237@(42,24)* #246@(72,18)*\n  e1 (Rifle Infantry) x34: #146@(11,16)73% #176@(12,17)93% #177@(11,16)89% #187@(11,16)94% #194@(11,16)0% #195@(13,15)92% #196@(11,16)70% #197@(13,16)92% #200@(13,15)76% #202@(12,17)84% #204@(13,15)1% #205@(12,16)95% #206@(13,16) #207@(13,16)95% #208@(13,15)69% #217@(10,15)* #220@(13,15) #222@(14,16) #223@(14,16) #234@(63,26) #236@(64,25) #238@(69,22) #239@(71,21) #240@(69,23) #241@(71,21) #242@(76,16) #243@(72,20) #245@(76,16) #247@(80,13) #248@(83,16) #253@(86,16) #254@(89,16) #255@(92,16) #256@(95,14)\n  e3 (Rocket Soldier) x8: #209@(13,16)62% #212@(10,15)* #216@(10,15)* #219@(11,15) #225@(31,16) #227@(40,18) #232@(50,28) #233@(58,28)\n  harv (Ore Truck (harvester)) x6: #132@(101,19) #188@(102,26) #191@(105,25) #213@(80,14) #215@(108,28) #224@(104,26)\nVISIBLE ENEMY UNITS (1):\n  #257 harv.fullhusk@(10,17) 50%\nVISIBLE ENEMY BUILDINGS (1):\n  #179 powr@(10,13) 57%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 42 units\n  - attack: 3 units\n  - rally #163: ordered\n  - rally #134: ordered\n  - train 5x e3: queued\n  - train 3x 1tnk: queued\n  - train 5x e1: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy base at ~(9-12,13-18): proc #129 (34%), powr #179, harv #131. Sending all_army to (10,15) to finish them. Cash 0 - income limited; keep queues filled. Home cluster units (72-95,14-16) also joining the push.", "raw": "{\"thoughts\": \"Enemy base is nearly wiped out (only powr #179 at 57% visible). Our army of ~42 units is already pushing there. Cash is 0 so production is stalled; prioritize finishing the kill then scouting. Keep pushing all_army onto the enemy base.\", \"notes\": \"Enemy base ~(10,13-17) almost dead, only powr #179 left. all_army pushing to (10,15). Cash 0 - income limited, harvesters mining. Home cluster joining push.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":10,\"y\":15},{\"do\":\"rally\",\"building\":134,\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":163,\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":191},{\"do\":\"harvest\",\"unit\":213},{\"do\":\"harvest\",\"unit\":215},{\"do\":\"harvest\",\"unit\":224}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2284, "completion_tokens": 940, "total_tokens": 3224, "cost": 0.001587408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001587408, "upstream_inference_prompt_cost": 0.000459408, "upstream_inference_completions_cost": 0.001128}, "completion_tokens_details": {"reasoning_tokens": 711, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.02, "thoughts": "Enemy base is nearly wiped out (only powr #179 at 57% visible). Our army of ~42 units is already pushing there. Cash is 0 so production is stalled; prioritize finishing the kill then scouting. Keep pushing all_army onto the enemy base.", "notes": "Enemy base ~(10,13-17) almost dead, only powr #179 left. all_army pushing to (10,15). Cash 0 - income limited, harvesters mining. Home cluster joining push.", "commands": [{"do": "attack_move", "units": "all_army", "x": 10, "y": 15}, {"do": "rally", "building": 134, "x": 12, "y": 16}, {"do": "rally", "building": 163, "x": 12, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 191}, {"do": "harvest", "unit": 213}, {"do": "harvest", "unit": 215}, {"do": "harvest", "unit": 224}], "feedback": ["attack_move: 45 units", "rally #134: ordered", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 16400, "deaths_cost": 4100, "units_killed": 30, "units_lost": 21, "buildings_killed": 7, "buildings_lost": 1, "assets_value": 24700, "army_value": 7900, "income": 10500, "experience": 164, "order_count": 157}}
