{"tick": 1, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\": \"Standard opening: deploy the MCV, start power, then refinery for income. Our start is far from the enemy (95,11 vs 12,16), so we have time to build up.\", \"notes\": \"Opening build: powr -> proc -> barr -> weap. MCV at (95,11). Enemy likely at (12,16).\", \"commands\": [{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 243, "total_tokens": 1388, "cost": 0.000409308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000409308, "upstream_inference_prompt_cost": 0.000117708, "upstream_inference_completions_cost": 0.0002916}, "completion_tokens_details": {"reasoning_tokens": 137, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.89, "thoughts": "Standard opening: deploy the MCV, start power, then refinery for income. Our start is far from the enemy (95,11 vs 12,16), so we have time to build up.", "notes": "Opening build: powr -> proc -> barr -> weap. MCV at (95,11). Enemy likely at (12,16).", "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": "openai/gpt-6-luna", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy the MCV immediately, then start the power plant opening. Once the Construction Yard is available, I\u2019ll build a refinery and begin scouting toward the likely enemy start.\",\"notes\":\"Opening: deploy MCV at home (12,16); power plant, then refinery. Likely enemy start at (95,11).\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1096, "completion_tokens": 138, "total_tokens": 1234, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1094, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000226545, "upstream_inference_prompt_cost": 0.000150645, "upstream_inference_completions_cost": 7.59e-05}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.67, "thoughts": "Deploy the MCV immediately, then start the power plant opening. Once the Construction Yard is available, I\u2019ll build a refinery and begin scouting toward the likely enemy start.", "notes": "Opening: deploy MCV at home (12,16); power plant, then refinery. Likely enemy start at (95,11).", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening build: powr -> proc -> barr -> weap. MCV at (95,11). Enemy likely at (12,16).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.41, "thoughts": "(no valid response)", "notes": "Opening build: powr -> proc -> barr -> weap. MCV at (95,11). Enemy likely at (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: deploy MCV at home (12,16); power plant, then refinery. Likely enemy start at (95,11).", "raw": "{\"thoughts\":\"The Construction Yard is deployed and the Power Plant is underway. I\u2019ll start the Refinery next so it can follow as soon as the plant is placed and ready.\",\"notes\":\"Opening: deploy MCV at home (12,16); likely enemy start (95,11). Power Plant underway; place when ready, then build Ore Refinery.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1132, "completion_tokens": 248, "total_tokens": 1380, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1130, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000291995, "upstream_inference_prompt_cost": 0.000155595, "upstream_inference_completions_cost": 0.0001364}, "completion_tokens_details": {"reasoning_tokens": 157, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.7, "thoughts": "The Construction Yard is deployed and the Power Plant is underway. I\u2019ll start the Refinery next so it can follow as soon as the plant is placed and ready.", "notes": "Opening: deploy MCV at home (12,16); likely enemy start (95,11). Power Plant underway; place when ready, then build Ore Refinery.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening build: powr -> proc -> barr -> weap. MCV at (95,11). Enemy likely at (12,16).", "raw": "{\"thoughts\": \"We start with a Construction Yard ready. Begin standard Allied opening: power plant first, then refinery for economy. No army yet, no enemy contact.\", \"notes\": \"Opening build: powr -> proc -> barr -> weap. Enemy likely at (12,16). Fact at (95,11).\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1156, "completion_tokens": 147, "total_tokens": 1303, "cost": 0.000297408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000297408, "upstream_inference_prompt_cost": 0.000121008, "upstream_inference_completions_cost": 0.0001764}, "completion_tokens_details": {"reasoning_tokens": 62, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.86, "thoughts": "We start with a Construction Yard ready. Begin standard Allied opening: power plant first, then refinery for economy. No army yet, no enemy contact.", "notes": "Opening build: powr -> proc -> barr -> weap. Enemy likely at (12,16). Fact at (95,11).", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening: deploy MCV at home (12,16); likely enemy start (95,11). Power Plant underway; place when ready, then build Ore Refinery.", "raw": "{\"thoughts\":\"The Construction Yard is deployed, but no power or economy is online yet. Start a Power Plant; once placed, begin the Ore Refinery.\",\"notes\":\"Home at (12,16); likely enemy start (95,11). Power Plant first, then Refinery and standard opening.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1137, "completion_tokens": 117, "total_tokens": 1254, "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": 0.0002206325, "upstream_inference_prompt_cost": 0.0001562825, "upstream_inference_completions_cost": 6.435e-05}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.34, "thoughts": "The Construction Yard is deployed, but no power or economy is online yet. Start a Power Plant; once placed, begin the Ore Refinery.", "notes": "Home at (12,16); likely enemy start (95,11). Power Plant first, then Refinery and standard opening.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening build: powr -> proc -> barr -> weap. Enemy likely at (12,16). Fact at (95,11).", "raw": "{\"thoughts\": \"Power plant is complete and ready to place. Placing it now and immediately starting the Ore Refinery for income and our first harvester.\", \"notes\": \"Power plant placed. Building proc next, then barr -> weap. Enemy likely at (12,16).\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1191, "completion_tokens": 213, "total_tokens": 1404, "cost": 0.001692, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001692, "upstream_inference_prompt_cost": 0.00089325, "upstream_inference_completions_cost": 0.00079875}, "completion_tokens_details": {"reasoning_tokens": 129, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 13.4, "thoughts": "Power plant is complete and ready to place. Placing it now and immediately starting the Ore Refinery for income and our first harvester.", "notes": "Power plant placed. Building proc next, then barr -> weap. Enemy likely at (12,16).", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "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": "openai/gpt-6-luna", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home at (12,16); likely enemy start (95,11). Power Plant first, then Refinery and standard opening.", "raw": "{\"thoughts\":\"Place the ready Power Plant, then start an Ore Refinery to establish income. The MCV is deployed at home and the likely enemy start is far to the northeast.\",\"notes\":\"Home (12,16); likely enemy start (95,11). Opening: power, refinery, barracks, then second refinery or war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1126, "completion_tokens": 158, "total_tokens": 1284, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1124, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00024167, "upstream_inference_prompt_cost": 0.00015477, "upstream_inference_completions_cost": 8.69e-05}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.67, "thoughts": "Place the ready Power Plant, then start an Ore Refinery to establish income. The MCV is deployed at home and the likely enemy start is far to the northeast.", "notes": "Home (12,16); likely enemy start (95,11). Opening: power, refinery, barracks, then second refinery or war factory.", "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": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Power plant placed. Building proc next, then barr -> weap. Enemy likely at (12,16).", "raw": "{\"thoughts\":\"Power plant completed. Now starting Ore Refinery for income and harvester.\",\"notes\":\"Proc building. Next: tent (barracks) -> weap -> power -> second proc. Enemy likely (12,16).\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1255, "completion_tokens": 152, "total_tokens": 1407, "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": 0.0030225, "upstream_inference_prompt_cost": 0.0018825, "upstream_inference_completions_cost": 0.00114}, "completion_tokens_details": {"reasoning_tokens": 93, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.54, "thoughts": "Power plant completed. Now starting Ore Refinery for income and harvester.", "notes": "Proc building. Next: tent (barracks) -> weap -> power -> second proc. Enemy likely (12,16).", "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": "openai/gpt-6-luna", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home (12,16); likely enemy start (95,11). Opening: power, refinery, barracks, then second refinery or war factory.", "raw": "{\"thoughts\":\"The Construction Yard and power plant are online, but I have no refinery or income yet. Start the refinery immediately; once it is placed, build a barracks and begin establishing a tank-focused economy.\",\"notes\":\"Home (12,16); enemy likely (95,11). Get refinery placed, then barracks; follow with war factory and more power as needed.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1187, "completion_tokens": 149, "total_tokens": 1336, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1185, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002451075, "upstream_inference_prompt_cost": 0.0001631575, "upstream_inference_completions_cost": 8.195e-05}, "completion_tokens_details": {"reasoning_tokens": 54, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.73, "thoughts": "The Construction Yard and power plant are online, but I have no refinery or income yet. Start the refinery immediately; once it is placed, build a barracks and begin establishing a tank-focused economy.", "notes": "Home (12,16); enemy likely (95,11). Get refinery placed, then barracks; follow with war factory and more power as needed.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Proc building. Next: tent (barracks) -> weap -> power -> second proc. Enemy likely (12,16).", "raw": "{\"thoughts\": \"Opening is on track: powr + fact up, refinery building. Keep the building queue fed by queuing the barracks next so we can start infantry production.\", \"notes\": \"Proc building. Queued tent next, then weap -> powr -> 2nd proc. Enemy likely (12,16).\", \"commands\": [{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1206, "completion_tokens": 500, "total_tokens": 1706, "cost": 0.000736008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000736008, "upstream_inference_prompt_cost": 0.000136008, "upstream_inference_completions_cost": 0.0006}, "completion_tokens_details": {"reasoning_tokens": 414, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.19, "thoughts": "Opening is on track: powr + fact up, refinery building. Keep the building queue fed by queuing the barracks next so we can start infantry production.", "notes": "Proc building. Queued tent next, then weap -> powr -> 2nd proc. Enemy likely (12,16).", "commands": [{"do": "build", "item": "tent"}], "feedback": ["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": 1001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely (95,11). Get refinery placed, then barracks; follow with war factory and more power as needed.", "raw": "{\"thoughts\":\"The refinery is already building and is the priority; there are no units or other useful production options yet. I\u2019ll place it as soon as it\u2019s ready, then start infantry production and expand into vehicles.\",\"notes\":\"Home (12,16); enemy likely (95,11). Proc under construction; place when ready, then barracks, war factory, and power as needed.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1164, "completion_tokens": 225, "total_tokens": 1389, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1162, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000283745, "upstream_inference_prompt_cost": 0.000159995, "upstream_inference_completions_cost": 0.00012375}, "completion_tokens_details": {"reasoning_tokens": 136, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.76, "thoughts": "The refinery is already building and is the priority; there are no units or other useful production options yet. I\u2019ll place it as soon as it\u2019s ready, then start infantry production and expand into vehicles.", "notes": "Home (12,16); enemy likely (95,11). Proc under construction; place when ready, then barracks, war factory, and power as needed.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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%; 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@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Proc building. Queued tent next, then weap -> powr -> 2nd proc. Enemy likely (12,16).", "raw": "{\"thoughts\": \"Refinery is halfway done and barracks is queued right behind it. Sitting tight and saving cash until the refinery is ready to place.\", \"notes\": \"Proc building (47%), tent queued next. Once proc finishes, place it, then build War Factory (weap). Enemy likely (12,16).\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1240, "completion_tokens": 379, "total_tokens": 1619, "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": 0.0047025, "upstream_inference_prompt_cost": 0.00186, "upstream_inference_completions_cost": 0.0028425}, "completion_tokens_details": {"reasoning_tokens": 305, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.07, "thoughts": "Refinery is halfway done and barracks is queued right behind it. Sitting tight and saving cash until the refinery is ready to place.", "notes": "Proc building (47%), tent queued next. Once proc finishes, place it, then build War Factory (weap). Enemy likely (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely (95,11). Proc under construction; place when ready, then barracks, war factory, and power as needed.", "raw": "{\"thoughts\":\"The Ore Refinery is already 47% complete, so let it finish; there are no units or other production queues available yet. Once it is ready, place it and start the barracks, then build a War Factory and expand power as needed.\",\"notes\":\"Home (12,16); enemy likely (95,11). Proc building at 47%; place when ready, then barracks and War Factory.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1151, "completion_tokens": 229, "total_tokens": 1380, "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": 0.0002841575, "upstream_inference_prompt_cost": 0.0001582075, "upstream_inference_completions_cost": 0.00012595}, "completion_tokens_details": {"reasoning_tokens": 133, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.87, "thoughts": "The Ore Refinery is already 47% complete, so let it finish; there are no units or other production queues available yet. Once it is ready, place it and start the barracks, then build a War Factory and expand power as needed.", "notes": "Home (12,16); enemy likely (95,11). Proc building at 47%; place when ready, then barracks and War Factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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%; 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@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc building (47%), tent queued next. Once proc finishes, place it, then build War Factory (weap). Enemy likely (12,16).", "raw": "{\"thoughts\": \"Opening is on track: power up, refinery nearly done. Queuing the War Factory now so it starts the moment the barracks finishes, and keeping cash ready to spend on tanks and a second refinery.\", \"notes\": \"Proc ~70%, tent queued, weap queued. Place proc ASAP when ready, then weap. Enemy likely (12,16).\", \"commands\": [{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1205, "completion_tokens": 382, "total_tokens": 1587, "cost": 0.000594108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000594108, "upstream_inference_prompt_cost": 0.000135708, "upstream_inference_completions_cost": 0.0004584}, "completion_tokens_details": {"reasoning_tokens": 286, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.08, "thoughts": "Opening is on track: power up, refinery nearly done. Queuing the War Factory now so it starts the moment the barracks finishes, and keeping cash ready to spend on tanks and a second refinery.", "notes": "Proc ~70%, tent queued, weap queued. Place proc ASAP when ready, then weap. Enemy likely (12,16).", "commands": [{"do": "build", "item": "weap"}], "feedback": ["build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely (95,11). Proc building at 47%; place when ready, then barracks and War Factory.", "raw": "{\"thoughts\":\"The Ore Refinery is already 70% complete, so the Building queue is occupied. I\u2019ll save cash for a Barracks and War Factory rather than spend it on early defenses.\",\"notes\":\"Home (12,16); enemy likely (95,11). Ore Refinery building queue at 70%; place when ready, then build Barracks and War Factory.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1148, "completion_tokens": 239, "total_tokens": 1387, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1146, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000289245, "upstream_inference_prompt_cost": 0.000157795, "upstream_inference_completions_cost": 0.00013145}, "completion_tokens_details": {"reasoning_tokens": 153, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.71, "thoughts": "The Ore Refinery is already 70% complete, so the Building queue is occupied. I\u2019ll save cash for a Barracks and War Factory rather than spend it on early defenses.", "notes": "Home (12,16); enemy likely (95,11). Ore Refinery building queue at 70%; place when ready, then build Barracks and War Factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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%; 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@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Proc ~70%, tent queued, weap queued. Place proc ASAP when ready, then weap. Enemy likely (12,16).", "raw": "{\"thoughts\": \"Economy opening in progress: proc almost done, tent queued. Cash is decent so push toward war factory. Place the refinery as soon as ready, keep the build queue busy, then get a war factory up for tanks.\", \"notes\": \"Home (95,11). Enemy likely (12,16) to the west. Build order: proc->tent->weap, add powr if low. Then mass 2tnk + e3.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"}, {\"do\":\"build\",\"item\":\"tent\"}, {\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1225, "completion_tokens": 611, "total_tokens": 1836, "cost": 0.000874908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000874908, "upstream_inference_prompt_cost": 0.000141708, "upstream_inference_completions_cost": 0.0007332}, "completion_tokens_details": {"reasoning_tokens": 475, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.9, "thoughts": "Economy opening in progress: proc almost done, tent queued. Cash is decent so push toward war factory. Place the refinery as soon as ready, keep the build queue busy, then get a war factory up for tanks.", "notes": "Home (95,11). Enemy likely (12,16) to the west. Build order: proc->tent->weap, add powr if low. Then mass 2tnk + e3.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}, {"do": "build", "item": "powr"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started", "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": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely (95,11). Ore Refinery building queue at 70%; place when ready, then build Barracks and War Factory.", "raw": "{\"thoughts\":\"The first refinery is nearly complete, so I\u2019ll place it as soon as it becomes ready and then establish infantry and vehicle production. There are no units or enemy contacts yet; the likely enemy start remains northeast at (95,11).\",\"notes\":\"Home (12,16); enemy likely (95,11). Place first proc when ready, then build tent and weap; add power as needed.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1152, "completion_tokens": 257, "total_tokens": 1409, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1150, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000299695, "upstream_inference_prompt_cost": 0.000158345, "upstream_inference_completions_cost": 0.00014135}, "completion_tokens_details": {"reasoning_tokens": 154, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.65, "thoughts": "The first refinery is nearly complete, so I\u2019ll place it as soon as it becomes ready and then establish infantry and vehicle production. There are no units or enemy contacts yet; the likely enemy start remains northeast at (95,11).", "notes": "Home (12,16); enemy likely (95,11). Place first proc when ready, then build tent and weap; add power as needed.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: tent 0%; 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@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely (12,16) to the west. Build order: proc->tent->weap, add powr if low. Then mass 2tnk + e3.", "raw": "{\"thoughts\": \"We have a Construction Yard and power plant but no income yet. The refinery is ready to place, which gives us a free harvester and ore income. Place it, then keep the building queue busy with a barracks.\", \"notes\": \"Home (95,11). Enemy likely west at (12,16). Place proc now for income, then barr -> weap -> 2nd proc. Mass 2tnk + e3, attack west.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}, {\"do\": \"build\", \"item\": \"tent\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1270, "completion_tokens": 604, "total_tokens": 1874, "cost": 0.000880008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000880008, "upstream_inference_prompt_cost": 0.000155208, "upstream_inference_completions_cost": 0.0007248}, "completion_tokens_details": {"reasoning_tokens": 475, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.1, "thoughts": "We have a Construction Yard and power plant but no income yet. The refinery is ready to place, which gives us a free harvester and ore income. Place it, then keep the building queue busy with a barracks.", "notes": "Home (95,11). Enemy likely west at (12,16). Place proc now for income, then barr -> weap -> 2nd proc. Mass 2tnk + e3, attack west.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 1801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely (95,11). Place first proc when ready, then build tent and weap; add power as needed.", "raw": "{\"thoughts\":\"The refinery is ready to place, so I\u2019ll place it now and start barracks production to unlock an army. Power is ample; next I\u2019ll add a War Factory and keep expanding ore income.\",\"notes\":\"Home (12,16); enemy likely (95,11). Refinery ready to place; place it, build tent, then War Factory. Add power as needed.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1171, "completion_tokens": 185, "total_tokens": 1356, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1169, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002627075, "upstream_inference_prompt_cost": 0.0001609575, "upstream_inference_completions_cost": 0.00010175}, "completion_tokens_details": {"reasoning_tokens": 79, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.0, "thoughts": "The refinery is ready to place, so I\u2019ll place it now and start barracks production to unlock an army. Power is ample; next I\u2019ll add a War Factory and keep expanding ore income.", "notes": "Home (12,16); enemy likely (95,11). Refinery ready to place; place it, build tent, then War Factory. Add power as needed.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 2001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 3.9%.\nPRODUCTION: Building: tent 64%; Building: powr 0%; Building: tent 0%; Building: tent 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west at (12,16). Place proc now for income, then barr -> weap -> 2nd proc. Mass 2tnk + e3, attack west.", "raw": "{\"thoughts\": \"Economy is stable with 1 refinery and $2980 in the bank. I need to clear the wasteful tent spam from the build queue and get a War Factory plus a second Refinery online. Power is fine for now.\", \"notes\": \"Home (95,11). Enemy likely west (12,16). Queue: cancel extra tents -> weap -> proc #2. Then mass 2tnk + e3, attack west.\", \"commands\": [{\"do\":\"cancel\",\"item\":\"tent\"},{\"do\":\"cancel\",\"item\":\"tent\"},{\"do\":\"cancel\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1316, "completion_tokens": 761, "total_tokens": 2077, "cost": 0.001082208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001082208, "upstream_inference_prompt_cost": 0.000169008, "upstream_inference_completions_cost": 0.0009132}, "completion_tokens_details": {"reasoning_tokens": 601, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.11, "thoughts": "Economy is stable with 1 refinery and $2980 in the bank. I need to clear the wasteful tent spam from the build queue and get a War Factory plus a second Refinery online. Power is fine for now.", "notes": "Home (95,11). Enemy likely west (12,16). Queue: cancel extra tents -> weap -> proc #2. Then mass 2tnk + e3, attack west.", "commands": [{"do": "cancel", "item": "tent"}, {"do": "cancel", "item": "tent"}, {"do": "cancel", "item": "tent"}, {"do": "build", "item": "weap"}, {"do": "build", "item": "proc"}, {"do": "harvest", "unit": 131}], "feedback": ["build weap: started", "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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 9}}
{"tick": 2001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely (95,11). Refinery ready to place; place it, build tent, then War Factory. Add power as needed.", "raw": "{\"thoughts\":\"The refinery is placed and the barracks is already under construction; power is ample for now. Queue infantry as soon as the barracks is available, then prioritize a War Factory and begin tank production.\",\"notes\":\"Home (12,16); enemy likely (95,11). Refinery #130 is placed; barracks tent is building. Power 100/30. Next: War Factory, then tanks; scout/attack toward enemy when army is ready.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1237, "completion_tokens": 312, "total_tokens": 1549, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1235, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003416325, "upstream_inference_prompt_cost": 0.0001700325, "upstream_inference_completions_cost": 0.0001716}, "completion_tokens_details": {"reasoning_tokens": 193, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.56, "thoughts": "The refinery is placed and the barracks is already under construction; power is ample for now. Queue infantry as soon as the barracks is available, then prioritize a War Factory and begin tank production.", "notes": "Home (12,16); enemy likely (95,11). Refinery #130 is placed; barracks tent is building. Power 100/30. Next: War Factory, then tanks; scout/attack toward enemy when army is ready.", "commands": [{"do": "train", "item": "e1", "count": 5}], "feedback": ["train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3000 + 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: powr READY TO PLACE; Building: proc 0%; 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west (12,16). Queue: cancel extra tents -> weap -> proc #2. Then mass 2tnk + e3, attack west.", "raw": "{\"thoughts\": \"Power plant is ready to place and cash is decent ($3000). I need to get economy and a barracks going while the war factory and second refinery progress. Nothing to fight yet, enemy is far west.\", \"notes\": \"Home (95,11). Enemy likely west (12,16). Placed powr. Building tent next after weap/proc. Then mass e1/e3 + 2tnk, push west. Keep harvester mining.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1298, "completion_tokens": 693, "total_tokens": 1991, "cost": 0.000995208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000995208, "upstream_inference_prompt_cost": 0.000163608, "upstream_inference_completions_cost": 0.0008316}, "completion_tokens_details": {"reasoning_tokens": 558, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.25, "thoughts": "Power plant is ready to place and cash is decent ($3000). I need to get economy and a barracks going while the war factory and second refinery progress. Nothing to fight yet, enemy is far west.", "notes": "Home (95,11). Enemy likely west (12,16). Placed powr. Building tent next after weap/proc. Then mass e1/e3 + 2tnk, push west. Keep harvester mining.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "tent"}, {"do": "harvest", "unit": 131}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 14}}
{"tick": 2201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.8%.\nPRODUCTION: Building: tent READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely (95,11). Refinery #130 is placed; barracks tent is building. Power 100/30. Next: War Factory, then tanks; scout/attack toward enemy when army is ready.", "raw": "{\"thoughts\":\"Place the ready barracks, queue a War Factory, and start infantry production for scouting and early defense. Keep the harvester mining while the economy is still small.\",\"notes\":\"Home (12,16); enemy likely (95,11). Barracks placing now, then produce infantry; War Factory next for tanks. Power 100/30.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1245, "completion_tokens": 196, "total_tokens": 1441, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1243, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002789325, "upstream_inference_prompt_cost": 0.0001711325, "upstream_inference_completions_cost": 0.0001078}, "completion_tokens_details": {"reasoning_tokens": 83, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.07, "thoughts": "Place the ready barracks, queue a War Factory, and start infantry production for scouting and early defense. Keep the harvester mining while the economy is still small.", "notes": "Home (12,16); enemy likely (95,11). Barracks placing now, then produce infantry; War Factory next for tanks. Power 100/30.", "commands": [{"do": "place", "item": "tent"}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "weap"}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2708 + stored ore $445 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: tent 64%; Building: proc 0%; 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\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 tent: started\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west (12,16). Placed powr. Building tent next after weap/proc. Then mass e1/e3 + 2tnk, push west. Keep harvester mining.", "raw": "{\"thoughts\":\"Buildings are progressing (tent, proc, weap all queued). Just let production continue and keep harvester mining while economy builds up.\",\"notes\":\"Home (95,11). Enemy likely west (12,16). Building tent, proc#2, weap. After done: build more power, train e1/e3, get fix, build 2tnk. Mass army then push west.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1908, "completion_tokens": 176, "total_tokens": 2084, "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": 0.005576, "upstream_inference_prompt_cost": 0.003816, "upstream_inference_completions_cost": 0.00176}, "completion_tokens_details": {"reasoning_tokens": 47, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.66, "thoughts": "Buildings are progressing (tent, proc, weap all queued). Just let production continue and keep harvester mining while economy builds up.", "notes": "Home (95,11). Enemy likely west (12,16). Building tent, proc#2, weap. After done: build more power, train e1/e3, get fix, build 2tnk. Mass army then push west.", "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": 5100, "army_value": 0, "income": 450, "experience": 0, "order_count": 16}}
{"tick": 2401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2555 + stored ore $423 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely (95,11). Barracks placing now, then produce infantry; War Factory next for tanks. Power 100/30.", "raw": "{\"thoughts\":\"The War Factory is already under construction, and the barracks can now train infantry. I\u2019ll queue a small infantry force and set it to rally toward the likely enemy start; once the War Factory is placed, I\u2019ll prioritize another refinery and vehicle production.\",\"notes\":\"Home (12,16); enemy likely (95,11). War Factory building queue underway; barracks #134. One harvester. Rally infantry east/northeast toward enemy.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1316, "completion_tokens": 253, "total_tokens": 1569, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1314, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000320045, "upstream_inference_prompt_cost": 0.000180895, "upstream_inference_completions_cost": 0.00013915}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.38, "thoughts": "The War Factory is already under construction, and the barracks can now train infantry. I\u2019ll queue a small infantry force and set it to rally toward the likely enemy start; once the War Factory is placed, I\u2019ll prioritize another refinery and vehicle production.", "notes": "Home (12,16); enemy likely (95,11). War Factory building queue underway; barracks #134. One harvester. Rally infantry east/northeast toward enemy.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 134, "x": 95, "y": 11}], "feedback": ["train 5x e1: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 8}}
{"tick": 2601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2708 + stored ore $292 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: tent READY TO PLACE; Building: proc 0%; 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(104,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west (12,16). Building tent, proc#2, weap. After done: build more power, train e1/e3, get fix, build 2tnk. Mass army then push west.", "raw": "{\"thoughts\": \"Early game: place barracks, get War Factory up for tanks, keep economy growing. Enemy is far west, so I have time to build up.\", \"notes\": \"Home (95,11). Enemy likely west (12,16). Place tent, build weap, then proc#2/powr. Train infantry, then tanks. Mass army, push west once 8+ units.\", \"commands\": [{\"do\":\"place\",\"item\":\"tent\",\"x\":97,\"y\":14},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1301, "completion_tokens": 424, "total_tokens": 1725, "cost": 0.000673308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000673308, "upstream_inference_prompt_cost": 0.000164508, "upstream_inference_completions_cost": 0.0005088}, "completion_tokens_details": {"reasoning_tokens": 292, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.26, "thoughts": "Early game: place barracks, get War Factory up for tanks, keep economy growing. Enemy is far west, so I have time to build up.", "notes": "Home (95,11). Enemy likely west (12,16). Place tent, build weap, then proc#2/powr. Train infantry, then tanks. Mass army, push west once 8+ units.", "commands": [{"do": "place", "item": "tent", "x": 97, "y": 14}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 3}], "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)"], "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": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 16}}
{"tick": 2601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2328 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: weap 32%; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(18,16) #136@(15,14) #137@(12,14)\n  harv (Ore Truck (harvester)) x1: #132@(19,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely (95,11). War Factory building queue underway; barracks #134. One harvester. Rally infantry east/northeast toward enemy.", "raw": "{\"thoughts\":\"The War Factory is underway and infantry production is queued, so I\u2019ll line up a second Refinery and add anti-vehicle infantry. Send the small existing squad east to scout toward the likely enemy start while keeping the harvester mining.\",\"notes\":\"Home (12,16); enemy likely (95,11). War Factory is 32% underway; queue second Refinery behind it. Infantry queue active; squad scouting east toward enemy.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1342, "completion_tokens": 404, "total_tokens": 1746, "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": 0.00040667, "upstream_inference_prompt_cost": 0.00018447, "upstream_inference_completions_cost": 0.0002222}, "completion_tokens_details": {"reasoning_tokens": 261, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.6, "thoughts": "The War Factory is underway and infantry production is queued, so I\u2019ll line up a second Refinery and add anti-vehicle infantry. Send the small existing squad east to scout toward the likely enemy start while keeping the harvester mining.", "notes": "Home (12,16); enemy likely (95,11). War Factory is 32% underway; queue second Refinery behind it. Infantry queue active; squad scouting east toward enemy.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "e3", "count": 3}, {"do": "attack_move", "units": [135, 136, 137], "x": 95, "y": 11}], "feedback": ["build proc: started", "train 3x e3: queued", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 13}}
{"tick": 2801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2676 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: weap 16%; Building: proc 0%; 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: 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(102,20)\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)\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west (12,16). Place tent, build weap, then proc#2/powr. Train infantry, then tanks. Mass army, push west once 8+ units.", "raw": "{\"thoughts\": \"War factory is coming along; barracks is up so I can finally train infantry. Power is plentiful, so I'll pump out riflemen and a couple rocket soldiers and keep the building queue busy toward a second refinery.\", \"notes\": \"Home (95,11). Enemy likely west (12,16). weap building ~16%. Train e1/e3, next building proc#2 then more powr. Mass army at ~(90,12) defensive rally, push west once 8+ units. Watch for enemy scouts.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":138,\"x\":90,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1404, "completion_tokens": 702, "total_tokens": 2106, "cost": 0.001037808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001037808, "upstream_inference_prompt_cost": 0.000195408, "upstream_inference_completions_cost": 0.0008424}, "completion_tokens_details": {"reasoning_tokens": 531, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.97, "thoughts": "War factory is coming along; barracks is up so I can finally train infantry. Power is plentiful, so I'll pump out riflemen and a couple rocket soldiers and keep the building queue busy toward a second refinery.", "notes": "Home (95,11). Enemy likely west (12,16). weap building ~16%. Train e1/e3, next building proc#2 then more powr. Mass army at ~(90,12) defensive rally, push west once 8+ units. Watch for enemy scouts.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 138, "x": 90, "y": 13}], "feedback": ["train 5x e1: queued", "train 2x e3: queued", "build proc: started", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 0, "income": 500, "experience": 0, "order_count": 18}}
{"tick": 2801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1662 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.9%.\nPRODUCTION: Building: weap 49%; Building: proc 0%; Infantry: e3 83%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(27,20) #136@(24,20) #137@(21,17) #139@(19,16)\n  harv (Ore Truck (harvester)) x1: #132@(17,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train 3x e3: queued\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely (95,11). War Factory is 32% underway; queue second Refinery behind it. Infantry queue active; squad scouting east toward enemy.", "raw": "{\"thoughts\":\"The War Factory is underway, with a Refinery queued behind it; power is sufficient for now. Keep rocket infantry coming and push the scouting squad east toward the likely enemy base.\",\"notes\":\"Enemy likely starts near (95,11); continue scouting east. War Factory then second Refinery queued; add power as needed and start tank production once the War Factory is ready.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"attack_move\",\"units\":[135,136,137,139],\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1378, "completion_tokens": 309, "total_tokens": 1687, "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": 0.00035937, "upstream_inference_prompt_cost": 0.00018942, "upstream_inference_completions_cost": 0.00016995}, "completion_tokens_details": {"reasoning_tokens": 185, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.69, "thoughts": "The War Factory is underway, with a Refinery queued behind it; power is sufficient for now. Keep rocket infantry coming and push the scouting squad east toward the likely enemy base.", "notes": "Enemy likely starts near (95,11); continue scouting east. War Factory then second Refinery queued; add power as needed and start tank production once the War Factory is ready.", "commands": [{"do": "train", "item": "e3", "count": 5}, {"do": "attack_move", "units": [135, 136, 137, 139], "x": 95, "y": 11}], "feedback": ["train 5x e3: queued", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 17}}
{"tick": 3001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2061 + stored ore $285 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.2%.\nPRODUCTION: Building: weap 32%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Infantry: e3 74%; 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #141@(91,14)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 2x e3: queued\n  - build proc: started\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west (12,16). weap building ~16%. Train e1/e3, next building proc#2 then more powr. Mass army at ~(90,12) defensive rally, push west once 8+ units. Watch for enemy scouts.", "raw": "{\"thoughts\": \"Economy ramping: weap at 32% and two procs queued. Cash is healthy at $2061, so keep infantry queues full and prep more power for the upcoming war factories. Enemy start is likely west at (12,16); mass units at a forward rally once we have 8+.\", \"notes\": \"Home (95,11). Enemy likely west (12,16). Building queue: weap, proc, proc, weap. Infantry busy with e1/e3. Rally tent at (90,12). Push west once 8+ units. Add powr to queue for future war factories.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":138,\"x\":90,\"y\":12},{\"do\":\"move\",\"units\":[141],\"x\":90,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1483, "completion_tokens": 622, "total_tokens": 2105, "cost": 0.000965508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000965508, "upstream_inference_prompt_cost": 0.000219108, "upstream_inference_completions_cost": 0.0007464}, "completion_tokens_details": {"reasoning_tokens": 405, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.97, "thoughts": "Economy ramping: weap at 32% and two procs queued. Cash is healthy at $2061, so keep infantry queues full and prep more power for the upcoming war factories. Enemy start is likely west at (12,16); mass units at a forward rally once we have 8+.", "notes": "Home (95,11). Enemy likely west (12,16). Building queue: weap, proc, proc, weap. Infantry busy with e1/e3. Rally tent at (90,12). Push west once 8+ units. Add powr to queue for future war factories.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "build", "item": "powr"}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 138, "x": 90, "y": 12}, {"do": "move", "units": [141], "x": 90, "y": 12}], "feedback": ["train 5x e1: queued", "train 2x e3: queued", "build powr: started", "rally #138: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 100, "income": 800, "experience": 0, "order_count": 26}}
{"tick": 3001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1154 + stored ore $344 (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 7.4%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Infantry: e3 93%; 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\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(36,24) #136@(33,24) #137@(30,23) #139@(28,21)\n  e3 (Rocket Soldier) x1: #140@(20,16)\n  harv (Ore Truck (harvester)) x1: #132@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e3: queued\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (95,11); continue scouting east. War Factory then second Refinery queued; add power as needed and start tank production once the War Factory is ready.", "raw": "{\"thoughts\":\"The War Factory is still under construction, with a Refinery queued behind it; keep the scouts advancing toward the likely enemy start. Rocket Soldiers are already queued, so conserve cash for the refinery and tanks once the factory is placed.\",\"notes\":\"Enemy likely near (95,11); scouts advancing east. War Factory 66%, Refinery queued. Start tank production when factory is ready and placed.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[135,136,137,139],\"x\":70,\"y\":17}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1414, "completion_tokens": 351, "total_tokens": 1765, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1412, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00038742, "upstream_inference_prompt_cost": 0.00019437, "upstream_inference_completions_cost": 0.00019305}, "completion_tokens_details": {"reasoning_tokens": 235, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.27, "thoughts": "The War Factory is still under construction, with a Refinery queued behind it; keep the scouts advancing toward the likely enemy start. Rocket Soldiers are already queued, so conserve cash for the refinery and tanks once the factory is placed.", "notes": "Enemy likely near (95,11); scouts advancing east. War Factory 66%, Refinery queued. Start tank production when factory is ready and placed.", "commands": [{"do": "attack_move", "units": [135, 136, 137, 139], "x": 70, "y": 17}], "feedback": ["attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1806 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.4%.\nPRODUCTION: Building: weap 49%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Infantry: e3 85%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #141@(90,12)*\n  e3 (Rocket Soldier) x1: #143@(91,13)\n  harv (Ore Truck (harvester)) x1: #131@(103,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 2x e3: queued\n  - build powr: started\n  - rally #138: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west (12,16). Building queue: weap, proc, proc, weap. Infantry busy with e1/e3. Rally tent at (90,12). Push west once 8+ units. Add powr to queue for future war factories.", "raw": "{\"thoughts\": \"Economy is healthy and the war factory is nearly done. I'll scout west toward the likely enemy base while queues keep producing; no enemy contact yet.\", \"notes\": \"Home (95,11). Enemy likely west (12,16). weap ~50%, queue has powr/proc/proc/weap. Scout west with e1/e3. Keep tents producing infantry.\", \"commands\": [{\"do\":\"move\",\"units\":[141,143],\"x\":70,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":138,\"x\":88,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1560, "completion_tokens": 430, "total_tokens": 1990, "cost": 0.000758208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000758208, "upstream_inference_prompt_cost": 0.000242208, "upstream_inference_completions_cost": 0.000516}, "completion_tokens_details": {"reasoning_tokens": 296, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "Economy is healthy and the war factory is nearly done. I'll scout west toward the likely enemy base while queues keep producing; no enemy contact yet.", "notes": "Home (95,11). Enemy likely west (12,16). weap ~50%, queue has powr/proc/proc/weap. Scout west with e1/e3. Keep tents producing infantry.", "commands": [{"do": "move", "units": [141, 143], "x": 70, "y": 16}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 138, "x": 88, "y": 13}], "feedback": ["move: 2 units", "build proc: started", "rally #138: 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": 400, "income": 950, "experience": 0, "order_count": 34}}
{"tick": 3201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 9.1%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Infantry: e3 3%; 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\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(47,24) #136@(44,24) #137@(41,24) #139@(37,24)\n  e3 (Rocket Soldier) x3: #140@(29,22) #142@(20,16) #144@(12,14)\n  harv (Ore Truck (harvester)) x1: #132@(16,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); scouts advancing east. War Factory 66%, Refinery queued. Start tank production when factory is ready and placed.", "raw": "{\"thoughts\":\"The War Factory is nearly ready, and the Refinery is queued behind it; power is ample for now. Keep the scattered scouts pushing toward the likely enemy start while the queued rocket soldiers finish.\",\"notes\":\"Enemy likely near (95,11); scouts advancing east. War Factory at 82%, Refinery queued next; begin 2tnk production once factory is placed.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1397, "completion_tokens": 351, "total_tokens": 1748, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1395, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003850825, "upstream_inference_prompt_cost": 0.0001920325, "upstream_inference_completions_cost": 0.00019305}, "completion_tokens_details": {"reasoning_tokens": 243, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.78, "thoughts": "The War Factory is nearly ready, and the Refinery is queued behind it; power is ample for now. Keep the scattered scouts pushing toward the likely enemy start while the queued rocket soldiers finish.", "notes": "Enemy likely near (95,11); scouts advancing east. War Factory at 82%, Refinery queued next; begin 2tnk production once factory is placed.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1141 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6300, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.1%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Infantry: e3 95%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #141@(80,12)\n  e3 (Rocket Soldier) x2: #143@(81,12) #145@(89,14)\n  harv (Ore Truck (harvester)) x1: #131@(102,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - build proc: started\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west (12,16). weap ~50%, queue has powr/proc/proc/weap. Scout west with e1/e3. Keep tents producing infantry.", "raw": "{\"thoughts\": \"War Factory is nearly done (66%). Scouting infantry continues westward toward the suspected enemy base at (12, 16). After War Factory, the queued Ore Refinery will boost our income.\", \"notes\": \"War factory finishing soon; place it next turn and start vehicle production (1tnk/harv). Scouting west with infantry.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [141, 143, 145], \"x\": 50, \"y\": 15}, {\"do\": \"rally\", \"building\": 138, \"x\": 88, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1610, "completion_tokens": 964, "total_tokens": 2574, "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": 0.009645, "upstream_inference_prompt_cost": 0.002415, "upstream_inference_completions_cost": 0.00723}, "completion_tokens_details": {"reasoning_tokens": 819, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 13.65, "thoughts": "War Factory is nearly done (66%). Scouting infantry continues westward toward the suspected enemy base at (12, 16). After War Factory, the queued Ore Refinery will boost our income.", "notes": "War factory finishing soon; place it next turn and start vehicle production (1tnk/harv). Scouting west with infantry.", "commands": [{"do": "attack_move", "units": [141, 143, 145], "x": 50, "y": 15}, {"do": "rally", "building": 138, "x": 88, "y": 14}], "feedback": ["attack_move: 3 units", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6300, "army_value": 700, "income": 950, "experience": 0, "order_count": 35}}
{"tick": 3401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $169 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.6%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Infantry: e3 14%; 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\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(56,28) #136@(53,27) #137@(50,26) #139@(48,25)\n  e3 (Rocket Soldier) x4: #140@(38,24) #142@(29,22) #144@(21,17) #146@(13,14)\n  harv (Ore Truck (harvester)) x1: #132@(16,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); scouts advancing east. War Factory at 82%, Refinery queued next; begin 2tnk production once factory is placed.", "raw": "{\"thoughts\":\"The War Factory is nearly ready; place it now and let the queued Refinery follow. Cash is too low to start vehicle production, so keep the army advancing toward the likely enemy start while the existing infantry queue continues.\",\"notes\":\"Enemy likely near (95,11); army scouting east. Place completed War Factory, then build the queued Refinery. Start tank production when cash allows.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":0,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1400, "completion_tokens": 304, "total_tokens": 1704, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1398, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000359645, "upstream_inference_prompt_cost": 0.000192445, "upstream_inference_completions_cost": 0.0001672}, "completion_tokens_details": {"reasoning_tokens": 168, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.97, "thoughts": "The War Factory is nearly ready; place it now and let the queued Refinery follow. Cash is too low to start vehicle production, so keep the army advancing toward the likely enemy start while the existing infantry queue continues.", "notes": "Enemy likely near (95,11); army scouting east. Place completed War Factory, then build the queued Refinery. Start tank production when cash allows.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 0, "x": 95, "y": 11}], "feedback": ["place weap: nothing READY TO PLACE with that type", "attack_move: 8 units", "rally: #0 is not your building"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $563 + stored ore $418 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.8%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Infantry: e1 13%; Infantry: e1 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #141@(72,19) #148@(91,15) #149@(94,16) #150@(97,16)\n  e3 (Rocket Soldier) x3: #143@(73,18) #145@(80,14) #147@(88,14)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: War factory finishing soon; place it next turn and start vehicle production (1tnk/harv). Scouting west with infantry.", "raw": "{\"thoughts\": \"War factory nearly done; I'll keep scouting west with my infantry squad and make sure the harvester is mining. Next turn I'll place the war factory and start vehicle production.\", \"notes\": \"War factory finishing (~82%); place next turn, then train 1tnk/harvester. Scouts pushing west toward enemy base (12,16).\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[141,143,145,147,148,149,150],\"x\":60,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1505, "completion_tokens": 455, "total_tokens": 1960, "cost": 0.000771708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000771708, "upstream_inference_prompt_cost": 0.000225708, "upstream_inference_completions_cost": 0.000546}, "completion_tokens_details": {"reasoning_tokens": 331, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.46, "thoughts": "War factory nearly done; I'll keep scouting west with my infantry squad and make sure the harvester is mining. Next turn I'll place the war factory and start vehicle production.", "notes": "War factory finishing (~82%); place next turn, then train 1tnk/harvester. Scouts pushing west toward enemy base (12,16).", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [141, 143, 145, 147, 148, 149, 150], "x": 60, "y": 16}], "feedback": ["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": 6900, "army_value": 1300, "income": 1450, "experience": 0, "order_count": 35}}
{"tick": 3601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $165 (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 READY TO PLACE; Building: proc 0%; Infantry: e3 70%; 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\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(65,24) #136@(63,26) #137@(60,28) #139@(57,28)\n  e3 (Rocket Soldier) x4: #140@(48,25) #142@(39,24) #144@(30,23) #146@(22,18)\n  harv (Ore Truck (harvester)) x1: #132@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - attack_move: 8 units\n  - rally: #0 is not your building\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); army scouting east. Place completed War Factory, then build the queued Refinery. Start tank production when cash allows.", "raw": "{\"thoughts\":\"Place the ready War Factory near the base and keep the scouting force advancing toward the likely enemy start. Cash is exhausted, so the queued Refinery and infantry production will resume as the harvester brings in ore.\",\"notes\":\"Enemy likely near (95,11); army scouting east. War Factory ready to place; queued Refinery behind it. Start tank production when funds allow.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1423, "completion_tokens": 272, "total_tokens": 1695, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1421, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003452075, "upstream_inference_prompt_cost": 0.0001956075, "upstream_inference_completions_cost": 0.0001496}, "completion_tokens_details": {"reasoning_tokens": 155, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.61, "thoughts": "Place the ready War Factory near the base and keep the scouting force advancing toward the likely enemy start. Cash is exhausted, so the queued Refinery and infantry production will resume as the harvester brings in ore.", "notes": "Enemy likely near (95,11); army scouting east. War Factory ready to place; queued Refinery behind it. Start tank production when funds allow.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1150, "experience": 0, "order_count": 22}}
{"tick": 3801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $318 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $7000, army $2500, killed $100 (1 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 10.2%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Infantry: e3 47%; 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #148@(81,15) #149@(84,15) #150@(88,16) #152@(90,15) #154@(93,15)\n  e3 (Rocket Soldier) x3: #143@(70,19)33% #145@(70,15) #147@(79,14)\n  harv (Ore Truck (harvester)) x1: #131@(102,23)\nVISIBLE ENEMY UNITS (1):\n  #136 e1@(68,21) 91%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: War factory finishing (~82%); place next turn, then train 1tnk/harvester. Scouts pushing west toward enemy base (12,16).", "raw": "{\"thoughts\": \"War factory nearly done, economy still thin ($318). Army of 7 healthy units should keep pushing west toward the enemy base at (12,16) while the damaged rocket soldier retreats home. Harvester keeps mining.\", \"notes\": \"weap 99% -> place next turn, then train tanks. Scouts attack_move to (55,18) then enemy base (12,16). Damaged e3 #143 retreating to base. Keep barracks/weap queues busy as cash allows.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[148,149,150,152,154,145,147],\"x\":55,\"y\":18},{\"do\":\"move\",\"units\":[143],\"x\":95,\"y\":15},{\"do\":\"rally\",\"building\":138,\"x\":85,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1509, "completion_tokens": 766, "total_tokens": 2275, "cost": 0.001146108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001146108, "upstream_inference_prompt_cost": 0.000226908, "upstream_inference_completions_cost": 0.0009192}, "completion_tokens_details": {"reasoning_tokens": 590, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.59, "thoughts": "War factory nearly done, economy still thin ($318). Army of 7 healthy units should keep pushing west toward the enemy base at (12,16) while the damaged rocket soldier retreats home. Harvester keeps mining.", "notes": "weap 99% -> place next turn, then train tanks. Scouts attack_move to (55,18) then enemy base (12,16). Damaged e3 #143 retreating to base. Keep barracks/weap queues busy as cash allows.", "commands": [{"do": "attack_move", "units": [148, 149, 150, 152, 154, 145, 147], "x": 55, "y": 18}, {"do": "move", "units": [143], "x": 95, "y": 15}, {"do": "rally", "building": 138, "x": 85, "y": 15}], "feedback": ["attack_move: 7 units", "move: 1 units", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7000, "army_value": 1400, "income": 1450, "experience": 1, "order_count": 35}}
{"tick": 3801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $100 (1 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 12.4%.\nPRODUCTION: Building: proc 17%; Infantry: e3 53%; 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@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #136@(68,21)91% #137@(67,22) #139@(66,23)\n  e3 (Rocket Soldier) x5: #140@(58,28) #142@(49,26) #144@(40,24) #146@(31,24) #153@(18,15)\n  harv (Ore Truck (harvester)) x1: #132@(16,7)\nVISIBLE ENEMY UNITS (1):\n  #143 e3@(70,19) 33%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); army scouting east. War Factory ready to place; queued Refinery behind it. Start tank production when funds allow.", "raw": "{\"thoughts\":\"Cash is depleted, so let the queued refinery finish while the harvester gathers ore. The scouting force has found an enemy rocket soldier; keep advancing east together toward the likely enemy base.\",\"notes\":\"Enemy start likely near (95,11); enemy e3 spotted at (70,19). Continue east with combat force; proc is queued and War Factory is placed.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1469, "completion_tokens": 252, "total_tokens": 1721, "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": 0.0003405325, "upstream_inference_prompt_cost": 0.0002019325, "upstream_inference_completions_cost": 0.0001386}, "completion_tokens_details": {"reasoning_tokens": 146, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.76, "thoughts": "Cash is depleted, so let the queued refinery finish while the harvester gathers ore. The scouting force has found an enemy rocket soldier; keep advancing east together toward the likely enemy base.", "notes": "Enemy start likely near (95,11); enemy e3 spotted at (70,19). Continue east with combat force; proc is queued and War Factory is placed.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 1500, "experience": 1, "order_count": 23}}
{"tick": 4001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6500, army $2000, killed $100 (1 units, 0 bldgs), lost $1000 (4 units, 0 bldgs). Map explored 10.6%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Infantry: e1 51%; 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #148@(75,18)68% #149@(74,15) #150@(78,15) #152@(80,14) #154@(83,15) #156@(95,16)\n  e3 (Rocket Soldier) x1: #155@(93,15)\n  harv (Ore Truck (harvester)) x1: #131@(101,20)\nVISIBLE ENEMY UNITS (2):\n  #136 e1@(71,18) 72%, #137 e1@(71,18) 38%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - move: 1 units\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: weap 99% -> place next turn, then train tanks. Scouts attack_move to (55,18) then enemy base (12,16). Damaged e3 #143 retreating to base. Keep barracks/weap queues busy as cash allows.", "raw": "{\"thoughts\": \"I'm broke ($0) so I must get my harvester mining and place the ready War Factory to start tank production. Two enemy rifle scouts are near my base at (71,18) \u2014 my forward infantry should clear them, then continue scouting toward the enemy start (12,16).\", \"notes\": \"Placed weap at base. Keep harv mining, train tanks when cash comes. 7 units attack_move to (55,18) then enemy base (12,16). Enemy scouts e1 x2 at (71,18) being killed.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\"}, {\"do\":\"harvest\",\"unit\":131}, {\"do\":\"attack\",\"units\":[149,150,152,154],\"target\":137}, {\"do\":\"attack\",\"units\":[148,149,150,152],\"target\":136}, {\"do\":\"rally\",\"building\":138,\"x\":80,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1541, "completion_tokens": 588, "total_tokens": 2129, "cost": 0.000942108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000942108, "upstream_inference_prompt_cost": 0.000236508, "upstream_inference_completions_cost": 0.0007056}, "completion_tokens_details": {"reasoning_tokens": 385, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.55, "thoughts": "I'm broke ($0) so I must get my harvester mining and place the ready War Factory to start tank production. Two enemy rifle scouts are near my base at (71,18) \u2014 my forward infantry should clear them, then continue scouting toward the enemy start (12,16).", "notes": "Placed weap at base. Keep harv mining, train tanks when cash comes. 7 units attack_move to (55,18) then enemy base (12,16). Enemy scouts e1 x2 at (71,18) being killed.", "commands": [{"do": "place", "item": "weap"}, {"do": "harvest", "unit": 131}, {"do": "attack", "units": [149, 150, 152, 154], "target": 137}, {"do": "attack", "units": [148, 149, 150, 152], "target": 136}, {"do": "rally", "building": 138, "x": 80, "y": 16}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack: 4 units", "attack: 4 units", "rally #138: 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": 6500, "army_value": 900, "income": 1450, "experience": 1, "order_count": 35}}
{"tick": 4001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $1000 (4 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 13%.\nPRODUCTION: Building: proc 17%; Infantry: e3 53%; 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@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #136@(71,18)72% #137@(71,18)38% #139@(70,19)91%\n  e3 (Rocket Soldier) x5: #140@(66,23) #142@(59,28) #144@(50,26) #146@(41,24) #153@(28,21)\n  harv (Ore Truck (harvester)) x1: #132@(17,6)\nVISIBLE ENEMY UNITS (1):\n  #148 e1@(75,18) 68%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Enemy start likely near (95,11); enemy e3 spotted at (70,19). Continue east with combat force; proc is queued and War Factory is placed.", "raw": "{\"thoughts\":\"The refinery is still building and cash is empty, so I can\u2019t start anything new this turn. Keep the combat force advancing toward the likely enemy base while the queued rocket soldiers finish.\",\"notes\":\"Enemy start likely near (95,11); enemy rifleman spotted near (75,18). Continue pushing east with combat units; refinery in progress, preserve the harvester.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1456, "completion_tokens": 287, "total_tokens": 1743, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1454, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000357995, "upstream_inference_prompt_cost": 0.000200145, "upstream_inference_completions_cost": 0.00015785}, "completion_tokens_details": {"reasoning_tokens": 180, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.41, "thoughts": "The refinery is still building and cash is empty, so I can\u2019t start anything new this turn. Keep the combat force advancing toward the likely enemy base while the queued rocket soldiers finish.", "notes": "Enemy start likely near (95,11); enemy rifleman spotted near (75,18). Continue pushing east with combat units; refinery in progress, preserve the harvester.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 100, "units_killed": 4, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 1500, "experience": 10, "order_count": 23}}
{"tick": 4201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $262 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $1800, killed $400 (4 units, 0 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 10.9%.\nPRODUCTION: Building: proc 1%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Infantry: e1 70%; 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #150@(75,15)59% #152@(76,14) #154@(79,14)* #156@(85,15)\n  e3 (Rocket Soldier) x1: #155@(85,15)*\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (1):\n  #140 e3@(72,17) 70%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 4 units\n  - attack: 4 units\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Placed weap at base. Keep harv mining, train tanks when cash comes. 7 units attack_move to (55,18) then enemy base (12,16). Enemy scouts e1 x2 at (71,18) being killed.", "raw": "{\"thoughts\": \"Cash is empty so production must wait on ore; keep the harvester mining and push my squad toward the enemy e3 and then the enemy base. Weapon factory is up, so once cash flows I'll add tanks.\", \"notes\": \"Army ~5 inf pushing east-to-west toward enemy e3 @(72,17), then enemy base (12,16). weap placed, need harvesters/tanks when cash>0. proc in building queue.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack\",\"units\":[150,152,154,156,155],\"target\":140},{\"do\":\"rally\",\"building\":157,\"x\":75,\"y\":15},{\"do\":\"rally\",\"building\":138,\"x\":80,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1576, "completion_tokens": 651, "total_tokens": 2227, "cost": 0.001028208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001028208, "upstream_inference_prompt_cost": 0.000247008, "upstream_inference_completions_cost": 0.0007812}, "completion_tokens_details": {"reasoning_tokens": 484, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.7, "thoughts": "Cash is empty so production must wait on ore; keep the harvester mining and push my squad toward the enemy e3 and then the enemy base. Weapon factory is up, so once cash flows I'll add tanks.", "notes": "Army ~5 inf pushing east-to-west toward enemy e3 @(72,17), then enemy base (12,16). weap placed, need harvesters/tanks when cash>0. proc in building queue.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack", "units": [150, 152, 154, 156, 155], "target": 140}, {"do": "rally", "building": 157, "x": 75, "y": 15}, {"do": "rally", "building": 138, "x": 80, "y": 15}], "feedback": ["attack: 5 units", "rally #157: ordered", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 1200, "units_killed": 4, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8300, "army_value": 700, "income": 1725, "experience": 4, "order_count": 36}}
{"tick": 4201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2600, killed $1200 (6 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 13.2%.\nPRODUCTION: Building: proc 17%; Infantry: e3 53%; 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@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x5: #140@(72,17)70% #142@(67,22) #144@(60,28) #146@(51,26) #153@(37,24)\n  harv (Ore Truck (harvester)) x1: #132@(15,17)\nVISIBLE ENEMY UNITS (1):\n  #150 e1@(75,15) 59%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Enemy start likely near (95,11); enemy rifleman spotted near (75,18). Continue pushing east with combat units; refinery in progress, preserve the harvester.", "raw": "{\"thoughts\":\"Cash is exhausted, so preserve the harvester and let the refinery and queued infantry finish. The rocket soldiers are spread out; regroup them into a push toward the enemy start and engage the spotted rifleman on the way.\",\"notes\":\"Enemy likely near (95,11); rifleman spotted around (75,15). Harvester at base; refinery building in progress. Keep pushing east with surviving combat units.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1423, "completion_tokens": 250, "total_tokens": 1673, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1421, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003331075, "upstream_inference_prompt_cost": 0.0001956075, "upstream_inference_completions_cost": 0.0001375}, "completion_tokens_details": {"reasoning_tokens": 127, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.39, "thoughts": "Cash is exhausted, so preserve the harvester and let the refinery and queued infantry finish. The rocket soldiers are spread out; regroup them into a push toward the enemy start and engage the spotted rifleman on the way.", "notes": "Enemy likely near (95,11); rifleman spotted around (75,15). Harvester at base; refinery building in progress. Keep pushing east with surviving combat units.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 400, "units_killed": 6, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1500, "income": 1500, "experience": 12, "order_count": 23}}
{"tick": 4401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2000, killed $1000 (6 units, 0 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 10.9%.\nPRODUCTION: Building: proc 15%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Infantry: e1 61%\nCAN PRODUCE NOW:\n  Building: 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #150@(75,15)39%* #152@(76,14)* #154@(77,14)* #156@(83,15)* #158@(89,15) #159@(92,15)\n  e3 (Rocket Soldier) x1: #155@(83,15)*\n  harv (Ore Truck (harvester)) x1: #131@(106,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - rally #157: ordered\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Army ~5 inf pushing east-to-west toward enemy e3 @(72,17), then enemy base (12,16). weap placed, need harvesters/tanks when cash>0. proc in building queue.", "raw": "{\"thoughts\": \"Cash is $0 but economy is ramping (harvester running). Army of 6 inf is idle near (75-92,15); enemy base is far west at (12,16). Push the army west while keeping production queued.\", \"notes\": \"Army pushing west toward enemy base (12,16). weap built; queue harv for income. Keep proc building. proc 2nd/3rd queued but redundant.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":20,\"y\":16},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":157,\"x\":90,\"y\":15},{\"do\":\"rally\",\"building\":138,\"x\":90,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1544, "completion_tokens": 533, "total_tokens": 2077, "cost": 0.000877008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000877008, "upstream_inference_prompt_cost": 0.000237408, "upstream_inference_completions_cost": 0.0006396}, "completion_tokens_details": {"reasoning_tokens": 351, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.57, "thoughts": "Cash is $0 but economy is ramping (harvester running). Army of 6 inf is idle near (75-92,15); enemy base is far west at (12,16). Push the army west while keeping production queued.", "notes": "Army pushing west toward enemy base (12,16). weap built; queue harv for income. Keep proc building. proc 2nd/3rd queued but redundant.", "commands": [{"do": "attack_move", "units": "all_army", "x": 20, "y": 16}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 157, "x": 90, "y": 15}, {"do": "rally", "building": 138, "x": 90, "y": 15}], "feedback": ["attack_move: 7 units", "train 1x harv: queued", "train 3x e1: queued", "rally #157: ordered", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 1200, "units_killed": 6, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8500, "army_value": 900, "income": 1875, "experience": 10, "order_count": 36}}
{"tick": 4401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2300, killed $1200 (6 units, 0 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 13.2%.\nPRODUCTION: Building: proc 35%; Infantry: e3 37%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #144@(68,21) #146@(61,27) #153@(47,24) #160@(16,15)\n  harv (Ore Truck (harvester)) x1: #132@(19,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); rifleman spotted around (75,15). Harvester at base; refinery building in progress. Keep pushing east with surviving combat units.", "raw": "{\"thoughts\":\"The second refinery is 35% complete, but cash is exhausted, so I can\u2019t start additional production yet. Keep the scattered rocket soldiers advancing toward the likely enemy start and send the harvester back to work.\",\"notes\":\"Enemy likely near (95,11); no enemy buildings visible. Refinery in progress; push east with rockets.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1398, "completion_tokens": 235, "total_tokens": 1633, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1396, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00032142, "upstream_inference_prompt_cost": 0.00019217, "upstream_inference_completions_cost": 0.00012925}, "completion_tokens_details": {"reasoning_tokens": 125, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.02, "thoughts": "The second refinery is 35% complete, but cash is exhausted, so I can\u2019t start additional production yet. Keep the scattered rocket soldiers advancing toward the likely enemy start and send the harvester back to work.", "notes": "Enemy likely near (95,11); no enemy buildings visible. Refinery in progress; push east with rockets.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 1000, "units_killed": 6, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8500, "army_value": 1200, "income": 2000, "experience": 12, "order_count": 23}}
{"tick": 4601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2000, killed $1600 (8 units, 0 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 11%.\nPRODUCTION: Building: proc 15%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: weap 0%; Vehicle: harv 0%; Infantry: e1 61%; 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #150@(71,19)30% #152@(70,20)98% #154@(71,20) #156@(74,18) #158@(79,14) #159@(82,15)\n  e3 (Rocket Soldier) x1: #155@(75,18)\n  harv (Ore Truck (harvester)) x1: #131@(103,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - train 1x harv: queued\n  - train 3x e1: queued\n  - rally #157: ordered\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Army pushing west toward enemy base (12,16). weap built; queue harv for income. Keep proc building. proc 2nd/3rd queued but redundant.", "raw": "{\"thoughts\": \"Cash is $0 with only one harvester, so economy is the bottleneck. Get the harvester mining, pull the badly damaged rifleman back, and keep the small group pressing west while production trickles in.\", \"notes\": \"Army ~7 units pushing west toward enemy (12,16). Only 1 harv working; need income badly. weap+tent exist. Queue more harvs/tanks once cash appears.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 131}, {\"do\": \"move\", \"units\": [150], \"x\": 97, \"y\": 12}, {\"do\": \"attack_move\", \"units\": [152, 154, 155, 156, 158, 159], \"x\": 55, \"y\": 18}, {\"do\": \"cancel\", \"item\": \"proc\"}, {\"do\": \"cancel\", \"item\": \"proc\"}, {\"do\": \"cancel\", \"item\": \"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1587, "completion_tokens": 819, "total_tokens": 2406, "cost": 0.001233108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001233108, "upstream_inference_prompt_cost": 0.000250308, "upstream_inference_completions_cost": 0.0009828}, "completion_tokens_details": {"reasoning_tokens": 606, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.21, "thoughts": "Cash is $0 with only one harvester, so economy is the bottleneck. Get the harvester mining, pull the badly damaged rifleman back, and keep the small group pressing west while production trickles in.", "notes": "Army ~7 units pushing west toward enemy (12,16). Only 1 harv working; need income badly. weap+tent exist. Queue more harvs/tanks once cash appears.", "commands": [{"do": "harvest", "unit": 131}, {"do": "move", "units": [150], "x": 97, "y": 12}, {"do": "attack_move", "units": [152, 154, 155, 156, 158, 159], "x": 55, "y": 18}, {"do": "cancel", "item": "proc"}, {"do": "cancel", "item": "proc"}, {"do": "cancel", "item": "proc"}], "feedback": ["move: 1 units", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 1200, "units_killed": 8, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8500, "army_value": 900, "income": 1875, "experience": 16, "order_count": 40}}
{"tick": 4601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1700, killed $1200 (6 units, 0 bldgs), lost $1600 (8 units, 0 bldgs). Map explored 13.6%.\nPRODUCTION: Building: proc 35%; Infantry: e3 37%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #153@(57,28) #160@(25,20)\n  harv (Ore Truck (harvester)) x1: #132@(23,8)\nVISIBLE ENEMY UNITS (3):\n  #150 e1@(71,19) 30%, #152 e1@(70,20) 98%, #154 e1@(71,20) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); no enemy buildings visible. Refinery in progress; push east with rockets.", "raw": "{\"thoughts\":\"The second refinery is already building, but cash is exhausted, so keep the harvester mining and let queued production finish. Send the two rocket soldiers east to engage the visible infantry and probe toward the likely enemy base.\",\"notes\":\"Likely enemy base near (95,11); no enemy buildings seen yet. Second proc building; preserve harvester and continue building army when cash allows.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[153,160],\"x\":90,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1406, "completion_tokens": 353, "total_tokens": 1759, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1404, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00038742, "upstream_inference_prompt_cost": 0.00019327, "upstream_inference_completions_cost": 0.00019415}, "completion_tokens_details": {"reasoning_tokens": 235, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.5, "thoughts": "The second refinery is already building, but cash is exhausted, so keep the harvester mining and let queued production finish. Send the two rocket soldiers east to engage the visible infantry and probe toward the likely enemy base.", "notes": "Likely enemy base near (95,11); no enemy buildings seen yet. Second proc building; preserve harvester and continue building army when cash allows.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [153, 160], "x": 90, "y": 11}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 1600, "units_killed": 6, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2000, "experience": 12, "order_count": 23}}
{"tick": 4801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $45 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8600, army $2100, killed $1900 (9 units, 0 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 12.1%.\nPRODUCTION: Building: powr 25%; Building: weap 0%; Vehicle: harv 6%; Infantry: e1 33%; 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #150@(77,13)30% #152@(62,22)90% #154@(63,22)98% #156@(64,19) #158@(69,15) #159@(72,15) #163@(90,15)*\n  e3 (Rocket Soldier) x1: #155@(65,19)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Army ~7 units pushing west toward enemy (12,16). Only 1 harv working; need income badly. weap+tent exist. Queue more harvs/tanks once cash appears.", "raw": "{\"thoughts\": \"Economy is starved at $0 with only one harvester, so priority is income and keeping queues alive. My western infantry group should keep pushing toward the enemy base while I get ore flowing.\", \"notes\": \"Enemy at ~(12,16). 1 harv only - must add more. Army ~7 inf pushing west. weap+tent up; powr building. Need harvesters + tanks as cash returns.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[152,154,155,156,158,159],\"x\":20,\"y\":16},{\"do\":\"rally\",\"building\":157,\"x\":60,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1546, "completion_tokens": 963, "total_tokens": 2509, "cost": 0.001393608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001393608, "upstream_inference_prompt_cost": 0.000238008, "upstream_inference_completions_cost": 0.0011556}, "completion_tokens_details": {"reasoning_tokens": 784, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.85, "thoughts": "Economy is starved at $0 with only one harvester, so priority is income and keeping queues alive. My western infantry group should keep pushing toward the enemy base while I get ore flowing.", "notes": "Enemy at ~(12,16). 1 harv only - must add more. Army ~7 inf pushing west. weap+tent up; powr building. Need harvesters + tanks as cash returns.", "commands": [{"do": "harvest", "unit": 131}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [152, 154, 155, 156, 158, 159], "x": 20, "y": 16}, {"do": "rally", "building": 157, "x": 60, "y": 16}], "feedback": ["train 1x harv: queued", "train 2x e3: queued", "attack_move: 6 units", "rally #157: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 1200, "units_killed": 9, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8600, "army_value": 1000, "income": 1900, "experience": 19, "order_count": 43}}
{"tick": 4801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $1200 (6 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 13.7%.\nPRODUCTION: Building: proc 35%; Infantry: e3 37%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #160@(34,24)\n  harv (Ore Truck (harvester)) x1: #132@(16,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Likely enemy base near (95,11); no enemy buildings seen yet. Second proc building; preserve harvester and continue building army when cash allows.", "raw": "{\"thoughts\":\"The second refinery is already building, but cash is empty and the lone rocket soldier is exposed far from base. Keep the harvester mining and cautiously scout toward the likely enemy start while the queued infantry finishes.\",\"notes\":\"Enemy likely near (95,11); second proc is in progress. One exposed e3 at (34,24), one harvester. Keep spending on economy and tanks once cash allows.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[160],\"x\":75,\"y\":12}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1373, "completion_tokens": 256, "total_tokens": 1629, "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": 0.0003295325, "upstream_inference_prompt_cost": 0.0001887325, "upstream_inference_completions_cost": 0.0001408}, "completion_tokens_details": {"reasoning_tokens": 135, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.6, "thoughts": "The second refinery is already building, but cash is empty and the lone rocket soldier is exposed far from base. Keep the harvester mining and cautiously scout toward the likely enemy start while the queued infantry finishes.", "notes": "Enemy likely near (95,11); second proc is in progress. One exposed e3 at (34,24), one harvester. Keep spending on economy and tanks once cash allows.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [160], "x": 75, "y": 12}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 1900, "units_killed": 6, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 12, "order_count": 23}}
{"tick": 5001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8600, army $2100, killed $1900 (9 units, 0 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 13.6%.\nPRODUCTION: Building: powr 43%; Building: weap 0%; Vehicle: harv 11%; Vehicle: harv 0%; Infantry: e1 91%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #150@(88,13)30% #152@(57,28)90% #154@(59,28)98% #156@(60,27) #158@(64,24) #159@(65,22) #163@(90,15)*\n  e3 (Rocket Soldier) x1: #155@(60,28)\n  harv (Ore Truck (harvester)) x1: #131@(100,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - train 2x e3: queued\n  - attack_move: 6 units\n  - rally #157: ordered\nYOUR NOTES FROM LAST TURN: Enemy at ~(12,16). 1 harv only - must add more. Army ~7 inf pushing west. weap+tent up; powr building. Need harvesters + tanks as cash returns.", "raw": "{\"thoughts\": \"Economy is the bottleneck (cash $0, 1 harvester). I have weap+tent up and power is fine, so I'll add a second refinery and keep harvesting income flowing while my western infantry pushes toward the enemy start.\",\"notes\": \"Enemy at ~(12,16). Army of ~6 inf pushing west. Adding 2nd proc + harvesters; weap+tent up. When cash allows, queue Light Tanks and Rocket Soldiers.\",\"commands\": [{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1},{\"do\":\"attack_move\",\"units\":[152,154,156,158,159,155],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":157,\"x\":90,\"y\":14},{\"do\":\"rally\",\"building\":138,\"x\":90,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1595, "completion_tokens": 545, "total_tokens": 2140, "cost": 0.000906708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000906708, "upstream_inference_prompt_cost": 0.000252708, "upstream_inference_completions_cost": 0.000654}, "completion_tokens_details": {"reasoning_tokens": 342, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "Economy is the bottleneck (cash $0, 1 harvester). I have weap+tent up and power is fine, so I'll add a second refinery and keep harvesting income flowing while my western infantry pushes toward the enemy start.", "notes": "Enemy at ~(12,16). Army of ~6 inf pushing west. Adding 2nd proc + harvesters; weap+tent up. When cash allows, queue Light Tanks and Rocket Soldiers.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "1tnk", "count": 1}, {"do": "attack_move", "units": [152, 154, 156, 158, 159, 155], "x": 12, "y": 16}, {"do": "rally", "building": 157, "x": 90, "y": 14}, {"do": "rally", "building": 138, "x": 90, "y": 14}], "feedback": ["build proc: started", "train 1x harv: queued", "train 1x 1tnk: queued", "attack_move: 6 units", "rally #157: ordered", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 1200, "units_killed": 9, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8600, "army_value": 1000, "income": 2050, "experience": 19, "order_count": 46}}
{"tick": 5001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1700, killed $1200 (6 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 13.7%.\nPRODUCTION: Building: proc 52%; Infantry: e3 20%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #160@(45,24) #164@(14,14)\n  harv (Ore Truck (harvester)) x1: #132@(17,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); second proc is in progress. One exposed e3 at (34,24), one harvester. Keep spending on economy and tanks once cash allows.", "raw": "{\"thoughts\":\"The second refinery is already underway, but cash is empty, so there\u2019s little to start until ore comes in. Keep infantry production moving and send the two rocket soldiers toward the likely enemy start to scout and pressure it.\",\"notes\":\"Enemy likely starts near (95,11). Second proc is 52% complete; one harvester. Two e3s are available\u2014scouting toward enemy base. Build power as needed after the refinery finishes, then expand tank production.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":151,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1380, "completion_tokens": 317, "total_tokens": 1697, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1378, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000364045, "upstream_inference_prompt_cost": 0.000189695, "upstream_inference_completions_cost": 0.00017435}, "completion_tokens_details": {"reasoning_tokens": 173, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "The second refinery is already underway, but cash is empty, so there\u2019s little to start until ore comes in. Keep infantry production moving and send the two rocket soldiers toward the likely enemy start to scout and pressure it.", "notes": "Enemy likely starts near (95,11). Second proc is 52% complete; one harvester. Two e3s are available\u2014scouting toward enemy base. Build power as needed after the refinery finishes, then expand tank production.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 151, "x": 95, "y": 11}], "feedback": ["attack_move: 2 units", "rally #151: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 1900, "units_killed": 6, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2500, "experience": 12, "order_count": 23}}
{"tick": 5201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8600, army $2100, killed $2200 (10 units, 0 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 15.2%.\nPRODUCTION: Building: powr 43%; Building: proc 0%; Building: weap 0%; Vehicle: harv 11%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e1 91%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #150@(97,13)30%* #152@(48,26)82% #154@(50,26)98% #156@(51,26) #158@(55,28) #159@(58,28) #163@(90,15)*\n  e3 (Rocket Soldier) x1: #155@(50,28)\n  harv (Ore Truck (harvester)) x1: #131@(99,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train 1x harv: queued\n  - train 1x 1tnk: queued\n  - attack_move: 6 units\n  - rally #157: ordered\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Enemy at ~(12,16). Army of ~6 inf pushing west. Adding 2nd proc + harvesters; weap+tent up. When cash allows, queue Light Tanks and Rocket Soldiers.", "raw": "{\"thoughts\":\"Cancelling unnecessary power plant to free queue and funds for Ore Refinery. Advancing forward scout infantry towards enemy base at (12,16).\",\"notes\":\"Pushed infantry towards (20,18). Cancelled powr to prioritize 2nd proc and harvester economy. Next: build Service Depot (fix) to unlock Medium Tanks (2tnk).\",\"commands\":[{\"do\":\"cancel\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[152,154,155,156,158,159],\"x\":25,\"y\":18},{\"do\":\"attack_move\",\"units\":[163],\"x\":50,\"y\":25}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1750, "completion_tokens": 539, "total_tokens": 2289, "cost": 0.00333375, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00333375, "upstream_inference_prompt_cost": 0.0013125, "upstream_inference_completions_cost": 0.00202125}, "completion_tokens_details": {"reasoning_tokens": 386, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 15.38, "thoughts": "Cancelling unnecessary power plant to free queue and funds for Ore Refinery. Advancing forward scout infantry towards enemy base at (12,16).", "notes": "Pushed infantry towards (20,18). Cancelled powr to prioritize 2nd proc and harvester economy. Next: build Service Depot (fix) to unlock Medium Tanks (2tnk).", "commands": [{"do": "cancel", "item": "powr"}, {"do": "attack_move", "units": [152, 154, 155, 156, 158, 159], "x": 25, "y": 18}, {"do": "attack_move", "units": [163], "x": 50, "y": 25}], "feedback": ["attack_move: 6 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 1200, "units_killed": 10, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8600, "army_value": 1000, "income": 2050, "experience": 22, "order_count": 49}}
{"tick": 5201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $1200 (6 units, 0 bldgs), lost $2200 (10 units, 0 bldgs). Map explored 13.7%.\nPRODUCTION: Building: proc 52%; Infantry: e3 20%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #164@(23,19)\n  harv (Ore Truck (harvester)) x1: #132@(19,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #151: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (95,11). Second proc is 52% complete; one harvester. Two e3s are available\u2014scouting toward enemy base. Build power as needed after the refinery finishes, then expand tank production.", "raw": "{\"thoughts\":\"The second refinery is already building, but cash is exhausted and the base has only one harvester, so prioritize getting that income online. Keep infantry production queued and send the available rocket soldier to scout toward the likely enemy start.\",\"notes\":\"Enemy likely near (95,11). Second proc is 52% complete; one harvester. Scout with e3 toward enemy; build power after refinery if needed, then expand tank production.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[164],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":151,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1391, "completion_tokens": 281, "total_tokens": 1672, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1389, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003457575, "upstream_inference_prompt_cost": 0.0001912075, "upstream_inference_completions_cost": 0.00015455}, "completion_tokens_details": {"reasoning_tokens": 147, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.1, "thoughts": "The second refinery is already building, but cash is exhausted and the base has only one harvester, so prioritize getting that income online. Keep infantry production queued and send the available rocket soldier to scout toward the likely enemy start.", "notes": "Enemy likely near (95,11). Second proc is 52% complete; one harvester. Scout with e3 toward enemy; build power after refinery if needed, then expand tank production.", "commands": [{"do": "attack_move", "units": [164], "x": 95, "y": 11}, {"do": "rally", "building": 151, "x": 95, "y": 11}], "feedback": ["attack_move: 1 units", "rally #151: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2200, "units_killed": 6, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 12, "order_count": 23}}
{"tick": 5401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $311 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8700, army $2200, killed $2200 (10 units, 0 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 17.6%.\nPRODUCTION: Building: proc 7%; Building: weap 0%; Vehicle: harv 21%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 32%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(97,13)30%* #152@(35,25)92% #154@(39,26)98% #156@(40,26) #158@(45,28) #159@(47,28) #163@(80,14) #165@(90,14)*\n  e3 (Rocket Soldier) x1: #155@(41,23)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (1):\n  #164 e3@(32,24) 56%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Pushed infantry towards (20,18). Cancelled powr to prioritize 2nd proc and harvester economy. Next: build Service Depot (fix) to unlock Medium Tanks (2tnk).", "raw": "{\"thoughts\": \"Economy is very tight ($0 cash, 1 harvester) but 3 harvesters are queued in the War Factory, so I'll keep those. I'll cancel the barely-started 2nd proc and start a Service Depot to unlock Medium Tanks. Keep the infantry push rolling toward the enemy start at ~(12,16), and pull the 30% Rifle Infantry back to base.\", \"notes\": \"Enemy start ~(12,16). Infantry group (152,154,155,156,158,159) attacking toward (20,18); enemy e3 #164 at (32,24) to kill first. Building fix (unlock 2tnk). Vehicle queue: 3 harvesters incoming - do NOT cancel. Next turn: start 2tnk once fix done, add powr if power drops.\", \"commands\": [{\"do\":\"build\",\"item\":\"fix\"}, {\"do\":\"attack_move\",\"units\":[152,154,156,158,159,155],\"x\":20,\"y\":18}, {\"do\":\"move\",\"units\":[150],\"x\":96,\"y\":13}, {\"do\":\"rally\",\"building\":157,\"x\":85,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1599, "completion_tokens": 1523, "total_tokens": 3122, "cost": 0.002081508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002081508, "upstream_inference_prompt_cost": 0.000253908, "upstream_inference_completions_cost": 0.0018276}, "completion_tokens_details": {"reasoning_tokens": 1265, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.26, "thoughts": "Economy is very tight ($0 cash, 1 harvester) but 3 harvesters are queued in the War Factory, so I'll keep those. I'll cancel the barely-started 2nd proc and start a Service Depot to unlock Medium Tanks. Keep the infantry push rolling toward the enemy start at ~(12,16), and pull the 30% Rifle Infantry back to base.", "notes": "Enemy start ~(12,16). Infantry group (152,154,155,156,158,159) attacking toward (20,18); enemy e3 #164 at (32,24) to kill first. Building fix (unlock 2tnk). Vehicle queue: 3 harvesters incoming - do NOT cancel. Next turn: start 2tnk once fix done, add powr if power drops.", "commands": [{"do": "build", "item": "fix"}, {"do": "attack_move", "units": [152, 154, 156, 158, 159, 155], "x": 20, "y": 18}, {"do": "move", "units": [150], "x": 96, "y": 13}, {"do": "rally", "building": 157, "x": 85, "y": 18}], "feedback": ["build fix: started", "attack_move: 6 units", "move: 1 units", "rally #157: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 1200, "units_killed": 10, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 1100, "income": 2100, "experience": 22, "order_count": 50}}
{"tick": 5401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $1200 (6 units, 0 bldgs), lost $2200 (10 units, 0 bldgs). Map explored 13.7%.\nPRODUCTION: Building: proc 52%; Infantry: e3 20%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #164@(32,24)56%\n  harv (Ore Truck (harvester)) x1: #132@(16,17)\nVISIBLE ENEMY UNITS (1):\n  #152 e1@(35,25) 92%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #151: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Second proc is 52% complete; one harvester. Scout with e3 toward enemy; build power after refinery if needed, then expand tank production.", "raw": "{\"thoughts\":\"The second refinery is already underway, but cash is exhausted, so prioritize getting it placed and harvesting income. The damaged rocket soldier is near an enemy rifleman; engage it while continuing to scout cautiously toward the likely enemy base.\",\"notes\":\"Second proc 52% building; place when ready. Enemy likely base near (95,11). One damaged e3 near enemy e1 at (35,25).\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"attack\",\"units\":[164],\"target\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1394, "completion_tokens": 276, "total_tokens": 1670, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1392, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00034342, "upstream_inference_prompt_cost": 0.00019162, "upstream_inference_completions_cost": 0.0001518}, "completion_tokens_details": {"reasoning_tokens": 154, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.07, "thoughts": "The second refinery is already underway, but cash is exhausted, so prioritize getting it placed and harvesting income. The damaged rocket soldier is near an enemy rifleman; engage it while continuing to scout cautiously toward the likely enemy base.", "notes": "Second proc 52% building; place when ready. Enemy likely base near (95,11). One damaged e3 near enemy e1 at (35,25).", "commands": [{"do": "train", "item": "1tnk", "count": 3}, {"do": "attack", "units": [164], "target": 152}], "feedback": ["train 3x 1tnk: queued", "attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2200, "units_killed": 6, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 12, "order_count": 23}}
{"tick": 5601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8700, army $2200, killed $2500 (11 units, 0 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 20.1%.\nPRODUCTION: Building: proc 15%; Building: fix 0%; Building: weap 0%; Vehicle: harv 31%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 67%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(96,13)30%* #152@(26,20)89% #154@(32,19)98% #156@(32,19) #158@(37,22) #159@(39,21) #163@(71,18) #165@(90,14)*\n  e3 (Rocket Soldier) x1: #155@(32,18)\n  harv (Ore Truck (harvester)) x1: #131@(102,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: started\n  - attack_move: 6 units\n  - move: 1 units\n  - rally #157: ordered\nYOUR NOTES FROM LAST TURN: Enemy start ~(12,16). Infantry group (152,154,155,156,158,159) attacking toward (20,18); enemy e3 #164 at (32,24) to kill first. Building fix (unlock 2tnk). Vehicle queue: 3 harvesters incoming - do NOT cancel. Next turn: start 2tnk once fix done, add powr if power drops.", "raw": "{\"thoughts\": \"Cash is $0 so all queues are stalled on economy; three harvesters are already queued in the Vehicle queue, so the plan is to keep mining and keep pressure on the enemy base at (12,16). I'll push my 8 field infantry west and rally new infantry from the barracks toward the front.\", \"notes\": \"Enemy base ~(12,16). Field group (152,154,155,156,158,159,163,165) attack_move to (14,17). Barracks #138 rallied to (30,19) so new infantry join front. #150 low hp stay at base. Cash $0 - wait for harvesters; when fix done + cash available start 2tnk.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [152, 154, 155, 156, 158, 159, 163, 165], \"x\": 14, \"y\": 17}, {\"do\": \"rally\", \"building\": 138, \"x\": 30, \"y\": 19}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1653, "completion_tokens": 1130, "total_tokens": 2783, "cost": 0.001626108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001626108, "upstream_inference_prompt_cost": 0.000270108, "upstream_inference_completions_cost": 0.001356}, "completion_tokens_details": {"reasoning_tokens": 898, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.84, "thoughts": "Cash is $0 so all queues are stalled on economy; three harvesters are already queued in the Vehicle queue, so the plan is to keep mining and keep pressure on the enemy base at (12,16). I'll push my 8 field infantry west and rally new infantry from the barracks toward the front.", "notes": "Enemy base ~(12,16). Field group (152,154,155,156,158,159,163,165) attack_move to (14,17). Barracks #138 rallied to (30,19) so new infantry join front. #150 low hp stay at base. Cash $0 - wait for harvesters; when fix done + cash available start 2tnk.", "commands": [{"do": "attack_move", "units": [152, 154, 155, 156, 158, 159, 163, 165], "x": 14, "y": 17}, {"do": "rally", "building": 138, "x": 30, "y": 19}], "feedback": ["attack_move: 8 units", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2500, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 1100, "income": 2050, "experience": 25, "order_count": 51}}
{"tick": 5601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $1200 (6 units, 0 bldgs), lost $2500 (11 units, 0 bldgs). Map explored 13.7%.\nPRODUCTION: Building: proc 64%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 75%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(17,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x 1tnk: queued\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: Second proc 52% building; place when ready. Enemy likely base near (95,11). One damaged e3 near enemy e1 at (35,25).", "raw": "{\"thoughts\":\"Cash is exhausted, so keep the harvester mining while the refinery and queued units finish. Once the second refinery is ready, place it and use the added income to sustain tank production and expand toward the enemy start.\",\"notes\":\"Enemy likely near (95,11). Second proc is 64% complete; place when ready. Tank and infantry queues are already running. Harvester #132 is at (17,10).\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":151,\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1391, "completion_tokens": 260, "total_tokens": 1651, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1389, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003342075, "upstream_inference_prompt_cost": 0.0001912075, "upstream_inference_completions_cost": 0.000143}, "completion_tokens_details": {"reasoning_tokens": 118, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "Cash is exhausted, so keep the harvester mining while the refinery and queued units finish. Once the second refinery is ready, place it and use the added income to sustain tank production and expand toward the enemy start.", "notes": "Enemy likely near (95,11). Second proc is 64% complete; place when ready. Tank and infantry queues are already running. Harvester #132 is at (17,10).", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 151, "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 95, "y": 11}], "feedback": ["rally #151: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2500, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 12, "order_count": 26}}
{"tick": 5801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8700, army $2200, killed $2500 (11 units, 0 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 21.2%.\nPRODUCTION: Building: proc 15%; Building: fix 0%; Building: weap 0%; Vehicle: harv 31%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 67%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(96,13)30%* #152@(19,18) #154@(21,18)98% #156@(22,18) #158@(27,18) #159@(29,18) #163@(64,25) #165@(80,14)\n  e3 (Rocket Soldier) x1: #155@(22,18)\n  harv (Ore Truck (harvester)) x1: #131@(100,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Field group (152,154,155,156,158,159,163,165) attack_move to (14,17). Barracks #138 rallied to (30,19) so new infantry join front. #150 low hp stay at base. Cash $0 - wait for harvesters; when fix done + cash available start 2tnk.", "raw": "{\"thoughts\": \"Cash is $0 with only one harvester, so economy is the bottleneck; production queues are already busy. Field group of 8 infantry is deep in enemy territory near (19-29,18) with no visible enemy contact. Keep the push going toward enemy base (12,16), keep the low-hp rifleman out of the fight, and make sure the harvester is mining.\", \"notes\": \"Enemy base ~(12,16). Field group (152,154,155,156,158,159,163,165) push to (14,17). #150 low hp retreat to base. Barracks #138 rallied (30,19). Waiting on cash for 2nd proc/harvester; fix depot next for tanks.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"move\",\"units\":[150],\"x\":96,\"y\":12},{\"do\":\"attack_move\",\"units\":[152,154,155,156,158,159,163,165],\"x\":14,\"y\":17},{\"do\":\"rally\",\"building\":138,\"x\":30,\"y\":19}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1629, "completion_tokens": 813, "total_tokens": 2442, "cost": 0.001238508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001238508, "upstream_inference_prompt_cost": 0.000262908, "upstream_inference_completions_cost": 0.0009756}, "completion_tokens_details": {"reasoning_tokens": 573, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.27, "thoughts": "Cash is $0 with only one harvester, so economy is the bottleneck; production queues are already busy. Field group of 8 infantry is deep in enemy territory near (19-29,18) with no visible enemy contact. Keep the push going toward enemy base (12,16), keep the low-hp rifleman out of the fight, and make sure the harvester is mining.", "notes": "Enemy base ~(12,16). Field group (152,154,155,156,158,159,163,165) push to (14,17). #150 low hp retreat to base. Barracks #138 rallied (30,19). Waiting on cash for 2nd proc/harvester; fix depot next for tanks.", "commands": [{"do": "harvest", "unit": 131}, {"do": "move", "units": [150], "x": 96, "y": 12}, {"do": "attack_move", "units": [152, 154, 155, 156, 158, 159, 163, 165], "x": 14, "y": 17}, {"do": "rally", "building": 138, "x": 30, "y": 19}], "feedback": ["move: 1 units", "attack_move: 8 units", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2500, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 1100, "income": 2050, "experience": 25, "order_count": 51}}
{"tick": 5801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $1200 (6 units, 0 bldgs), lost $2500 (11 units, 0 bldgs). Map explored 13.7%.\nPRODUCTION: Building: proc 64%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 75%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 96%, #134 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(21,7)\nVISIBLE ENEMY UNITS (1):\n  #152 e1@(19,18) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #151: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Second proc is 64% complete; place when ready. Tank and infantry queues are already running. Harvester #132 is at (17,10).", "raw": "{\"thoughts\":\"The second refinery is already 64% complete, but cash is empty and I have no combat units available to respond to the nearby enemy infantry. Keep the harvester mining and direct newly produced units toward the likely enemy base.\",\"notes\":\"Enemy likely base near (95,11). Place second proc as soon as ready; cash currently $0. Rally production toward enemy base.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":151,\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1401, "completion_tokens": 278, "total_tokens": 1679, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1399, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003454825, "upstream_inference_prompt_cost": 0.0001925825, "upstream_inference_completions_cost": 0.0001529}, "completion_tokens_details": {"reasoning_tokens": 146, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "The second refinery is already 64% complete, but cash is empty and I have no combat units available to respond to the nearby enemy infantry. Keep the harvester mining and direct newly produced units toward the likely enemy base.", "notes": "Enemy likely base near (95,11). Place second proc as soon as ready; cash currently $0. Rally production toward enemy base.", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 151, "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 95, "y": 11}], "feedback": ["rally #151: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2500, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 12, "order_count": 26}}
{"tick": 6001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $243 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8700, army $2200, killed $2500 (11 units, 0 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 21.3%.\nPRODUCTION: Building: proc 16%; Building: fix 0%; Building: weap 0%; Vehicle: harv 32%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(96,13)30%* #152@(19,18) #154@(19,18)98% #156@(19,18) #158@(20,18) #159@(20,18) #163@(54,28) #165@(73,20)\n  e3 (Rocket Soldier) x1: #155@(19,18)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 8 units\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Field group (152,154,155,156,158,159,163,165) push to (14,17). #150 low hp retreat to base. Barracks #138 rallied (30,19). Waiting on cash for 2nd proc/harvester; fix depot next for tanks.", "raw": "{\"thoughts\": \"Cash is empty so production is stalled; my only income is harvester #131 which needs to be mining. The field group (6 units) is near the enemy base at (12,16) \u2014 push it in to pressure while I get economy back.\", \"notes\": \"Enemy base ~(12,16). Field group pushing (14,17)->(12,16). Harvester #131 mining. Low hp #150 at base. Need cash for 2nd proc/harvester; fix depot then tanks.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[152,154,155,156,158,159,163,165],\"x\":13,\"y\":17},{\"do\":\"rally\",\"building\":138,\"x\":14,\"y\":17},{\"do\":\"rally\",\"building\":157,\"x\":14,\"y\":17}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1626, "completion_tokens": 624, "total_tokens": 2250, "cost": 0.001010808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001010808, "upstream_inference_prompt_cost": 0.000262008, "upstream_inference_completions_cost": 0.0007488}, "completion_tokens_details": {"reasoning_tokens": 432, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Cash is empty so production is stalled; my only income is harvester #131 which needs to be mining. The field group (6 units) is near the enemy base at (12,16) \u2014 push it in to pressure while I get economy back.", "notes": "Enemy base ~(12,16). Field group pushing (14,17)->(12,16). Harvester #131 mining. Low hp #150 at base. Need cash for 2nd proc/harvester; fix depot then tanks.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [152, 154, 155, 156, 158, 159, 163, 165], "x": 13, "y": 17}, {"do": "rally", "building": 138, "x": 14, "y": 17}, {"do": "rally", "building": 157, "x": 14, "y": 17}], "feedback": ["attack_move: 8 units", "rally #138: ordered", "rally #157: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2500, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 1100, "income": 2025, "experience": 25, "order_count": 51}}
{"tick": 6001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $1200 (6 units, 0 bldgs), lost $2500 (11 units, 0 bldgs). Map explored 13.7%.\nPRODUCTION: Building: proc 64%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 75%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 73%, #134 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(15,17)98%\nVISIBLE ENEMY UNITS (6):\n  #152 e1@(19,18) 100%, #154 e1@(19,18) 98%, #155 e3@(19,18) 100%, #156 e1@(19,18) 100%, #158 e1@(20,18) 100%, #159 e1@(20,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #151: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely base near (95,11). Place second proc as soon as ready; cash currently $0. Rally production toward enemy base.", "raw": "{\"thoughts\":\"Enemy infantry are dangerously close to the refinery and lone harvester, while there are no combat units available yet. Pull the harvester toward the base and let the queued rocket soldier and tanks finish; keep their rally points directed toward the enemy.\",\"notes\":\"Enemy likely base near (95,11); six enemy infantry at (19,18). Harvester retreating to base; queued proc, e3, and 1tnk production.\",\"commands\":[{\"do\":\"move\",\"units\":[132],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1452, "completion_tokens": 399, "total_tokens": 1851, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1450, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000419045, "upstream_inference_prompt_cost": 0.000199595, "upstream_inference_completions_cost": 0.00021945}, "completion_tokens_details": {"reasoning_tokens": 281, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.98, "thoughts": "Enemy infantry are dangerously close to the refinery and lone harvester, while there are no combat units available yet. Pull the harvester toward the base and let the queued rocket soldier and tanks finish; keep their rally points directed toward the enemy.", "notes": "Enemy likely base near (95,11); six enemy infantry at (19,18). Harvester retreating to base; queued proc, e3, and 1tnk production.", "commands": [{"do": "move", "units": [132], "x": 12, "y": 16}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2500, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2000, "experience": 12, "order_count": 26}}
{"tick": 6201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2500, killed $2500 (11 units, 0 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 21.9%.\nPRODUCTION: Building: proc 25%; Building: fix 0%; Building: weap 0%; Vehicle: harv 43%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 13%; 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(96,13)30%* #152@(19,18) #154@(19,18)98% #156@(19,18) #158@(19,18) #159@(19,19) #163@(45,27) #165@(64,25)\n  e3 (Rocket Soldier) x2: #155@(19,18) #166@(92,20)\n  harv (Ore Truck (harvester)) x1: #131@(103,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - rally #138: ordered\n  - rally #157: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Field group pushing (14,17)->(12,16). Harvester #131 mining. Low hp #150 at base. Need cash for 2nd proc/harvester; fix depot then tanks.", "raw": "{\"thoughts\": \"Lead infantry force has reached (19, 18), right outside enemy base (12, 16). Ordering attack_move directly into (12, 16) to find and destroy enemy buildings while reinforcements catch up.\", \"notes\": \"Attacking enemy start (12, 16) with main infantry group. Awaiting ore dump from harvester #131 to finish 2nd proc and 2nd harvester.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [152, 154, 155, 156, 158, 159], \"x\": 12, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [163, 165, 166], \"x\": 14, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1739, "completion_tokens": 649, "total_tokens": 2388, "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": 0.007476, "upstream_inference_prompt_cost": 0.0026085, "upstream_inference_completions_cost": 0.0048675}, "completion_tokens_details": {"reasoning_tokens": 454, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.02, "thoughts": "Lead infantry force has reached (19, 18), right outside enemy base (12, 16). Ordering attack_move directly into (12, 16) to find and destroy enemy buildings while reinforcements catch up.", "notes": "Attacking enemy start (12, 16) with main infantry group. Awaiting ore dump from harvester #131 to finish 2nd proc and 2nd harvester.", "commands": [{"do": "attack_move", "units": [152, 154, 155, 156, 158, 159], "x": 12, "y": 16}, {"do": "attack_move", "units": [163, 165, 166], "x": 14, "y": 16}], "feedback": ["attack_move: 6 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2500, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 1400, "income": 2025, "experience": 25, "order_count": 51}}
{"tick": 6201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $1200 (6 units, 0 bldgs), lost $2500 (11 units, 0 bldgs). Map explored 13.7%.\nPRODUCTION: Building: proc 64%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 75%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 38%, #134 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(12,14)98%*\nVISIBLE ENEMY UNITS (6):\n  #152 e1@(19,18) 100%, #154 e1@(19,18) 98%, #155 e3@(19,18) 100%, #156 e1@(19,18) 100%, #158 e1@(19,18) 100%, #159 e1@(19,19) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy likely base near (95,11); six enemy infantry at (19,18). Harvester retreating to base; queued proc, e3, and 1tnk production.", "raw": "{\"thoughts\":\"The refinery is nearly complete, but enemy infantry are close to the base and the harvester should stay clear of them. Keep the existing tank and rocket-soldier production moving, then rally new units toward the enemy start once there is a force to send.\",\"notes\":\"Enemy infantry at (19,18), enemy base likely (95,11). Proc is 38% complete; tank and e3 queues are underway. Keep harvester away from enemy infantry.\",\"commands\":[{\"do\":\"move\",\"units\":[132],\"x\":10,\"y\":22},{\"do\":\"rally\",\"building\":151,\"x\":20,\"y\":18}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1455, "completion_tokens": 359, "total_tokens": 1814, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1453, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003974575, "upstream_inference_prompt_cost": 0.0002000075, "upstream_inference_completions_cost": 0.00019745}, "completion_tokens_details": {"reasoning_tokens": 219, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.28, "thoughts": "The refinery is nearly complete, but enemy infantry are close to the base and the harvester should stay clear of them. Keep the existing tank and rocket-soldier production moving, then rally new units toward the enemy start once there is a force to send.", "notes": "Enemy infantry at (19,18), enemy base likely (95,11). Proc is 38% complete; tank and e3 queues are underway. Keep harvester away from enemy infantry.", "commands": [{"do": "move", "units": [132], "x": 10, "y": 22}, {"do": "rally", "building": 151, "x": 20, "y": 18}], "feedback": ["move: 1 units", "rally #151: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2500, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2000, "experience": 12, "order_count": 26}}
{"tick": 6401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2500, killed $2500 (11 units, 0 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: Building: proc 25%; Building: fix 0%; Building: weap 0%; Vehicle: harv 43%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 13%; 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(96,13)30%* #152@(19,18) #154@(19,18)98% #156@(19,18) #158@(19,18) #159@(19,19) #163@(36,21) #165@(55,28)\n  e3 (Rocket Soldier) x2: #155@(19,18) #166@(84,27)\n  harv (Ore Truck (harvester)) x1: #131@(103,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Attacking enemy start (12, 16) with main infantry group. Awaiting ore dump from harvester #131 to finish 2nd proc and 2nd harvester.", "raw": "{\"thoughts\": \"Cash is at $0, so everything depends on harvester #131 dumping ore. Our strike group is already near the enemy start (12,16) but sees nothing, so we push in to find and destroy. Keep infantry producing and advance.\",\"notes\": \"Main infantry group ~(19,18) pushing enemy start (12,16). Harvester #131 mining to fund 2nd proc/harvester. No enemy visible yet.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[152,154,155,156,158,159],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[163,165,166],\"x\":19,\"y\":18},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1},{\"do\":\"rally\",\"building\":157,\"x\":90,\"y\":14},{\"do\":\"rally\",\"building\":138,\"x\":90,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1588, "completion_tokens": 944, "total_tokens": 2532, "cost": 0.001383408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001383408, "upstream_inference_prompt_cost": 0.000250608, "upstream_inference_completions_cost": 0.0011328}, "completion_tokens_details": {"reasoning_tokens": 725, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.68, "thoughts": "Cash is at $0, so everything depends on harvester #131 dumping ore. Our strike group is already near the enemy start (12,16) but sees nothing, so we push in to find and destroy. Keep infantry producing and advance.", "notes": "Main infantry group ~(19,18) pushing enemy start (12,16). Harvester #131 mining to fund 2nd proc/harvester. No enemy visible yet.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [152, 154, 155, 156, 158, 159], "x": 12, "y": 16}, {"do": "move", "units": [163, 165, 166], "x": 19, "y": 18}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "1tnk", "count": 1}, {"do": "rally", "building": 157, "x": 90, "y": 14}, {"do": "rally", "building": 138, "x": 90, "y": 14}], "feedback": ["attack_move: 6 units", "move: 3 units", "train 3x e3: queued", "train 1x 1tnk: queued", "rally #157: ordered", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2500, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 1400, "income": 2025, "experience": 25, "order_count": 51}}
{"tick": 6401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $1200 (6 units, 0 bldgs), lost $2500 (11 units, 0 bldgs). Map explored 14.5%.\nPRODUCTION: Building: proc 64%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 75%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 2%, #134 tent@(12,13) 100%, #151 weap@(14,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(10,22)98%\nVISIBLE ENEMY UNITS (6):\n  #152 e1@(19,18) 100%, #154 e1@(19,18) 98%, #155 e3@(19,18) 100%, #156 e1@(19,18) 100%, #158 e1@(19,18) 100%, #159 e1@(19,19) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #151: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry at (19,18), enemy base likely (95,11). Proc is 38% complete; tank and e3 queues are underway. Keep harvester away from enemy infantry.", "raw": "{\"thoughts\":\"Enemy infantry are close to my base, while I currently have no combat units on the field. Keep the harvester mining away from them and let the queued tanks and rocket soldier finish; the refinery is nearly complete.\",\"notes\":\"Enemy infantry near (19,18); likely enemy base at (95,11). Harvester #132 is away from the infantry. Proc building queue 64%; keep tanks and e3 production going.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1463, "completion_tokens": 346, "total_tokens": 1809, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1461, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003914075, "upstream_inference_prompt_cost": 0.0002011075, "upstream_inference_completions_cost": 0.0001903}, "completion_tokens_details": {"reasoning_tokens": 237, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.26, "thoughts": "Enemy infantry are close to my base, while I currently have no combat units on the field. Keep the harvester mining away from them and let the queued tanks and rocket soldier finish; the refinery is nearly complete.", "notes": "Enemy infantry near (19,18); likely enemy base at (95,11). Harvester #132 is away from the infantry. Proc building queue 64%; keep tanks and e3 production going.", "commands": [{"do": "harvest", "unit": 132}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2500, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2000, "experience": 12, "order_count": 26}}
{"tick": 6601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2500, killed $3900 (11 units, 1 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 25%; Building: fix 0%; Building: weap 0%; Vehicle: harv 43%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 13%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(96,13)30%* #152@(17,16) #154@(17,16)98% #156@(17,16) #158@(16,16) #159@(17,17) #163@(26,20) #165@(46,24)\n  e3 (Rocket Soldier) x2: #155@(17,16) #166@(75,25)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #122 fact@(12,16) 98%, #151 weap@(14,13) 85%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - move: 3 units\n  - train 3x e3: queued\n  - train 1x 1tnk: queued\n  - rally #157: ordered\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Main infantry group ~(19,18) pushing enemy start (12,16). Harvester #131 mining to fund 2nd proc/harvester. No enemy visible yet.", "raw": "{\"thoughts\": \"Economy is starved ($0 cash, 1 harvester) so harvester production is critical. I have 6 units near the enemy start and enemy only shows 2 buildings left, so press the attack while queuing reinforcements and more economy.\", \"notes\": \"6-unit group (#152-159,#155) attacking enemy base ~(13,15). Scattered units (#150,#163,#165,#166) moving to regroup mid-map (30,20). Overtime: harvesters building. Enemy fact #122 + weap #151 at (12-14,13-16).\", \"commands\": [{\"do\":\"attack_move\",\"units\":[152,154,156,158,159,155],\"x\":13,\"y\":15},{\"do\":\"move\",\"units\":[150,163,165,166],\"x\":30,\"y\":20},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"rally\",\"building\":157,\"x\":30,\"y\":20},{\"do\":\"rally\",\"building\":138,\"x\":30,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1680, "completion_tokens": 809, "total_tokens": 2489, "cost": 0.001249008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001249008, "upstream_inference_prompt_cost": 0.000278208, "upstream_inference_completions_cost": 0.0009708}, "completion_tokens_details": {"reasoning_tokens": 557, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.28, "thoughts": "Economy is starved ($0 cash, 1 harvester) so harvester production is critical. I have 6 units near the enemy start and enemy only shows 2 buildings left, so press the attack while queuing reinforcements and more economy.", "notes": "6-unit group (#152-159,#155) attacking enemy base ~(13,15). Scattered units (#150,#163,#165,#166) moving to regroup mid-map (30,20). Overtime: harvesters building. Enemy fact #122 + weap #151 at (12-14,13-16).", "commands": [{"do": "attack_move", "units": [152, 154, 156, 158, 159, 155], "x": 13, "y": 15}, {"do": "move", "units": [150, 163, 165, 166], "x": 30, "y": 20}, {"do": "harvest", "unit": 131}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 4}, {"do": "rally", "building": 157, "x": 30, "y": 20}, {"do": "rally", "building": 138, "x": 30, "y": 20}], "feedback": ["attack_move: 6 units", "move: 4 units", "train 3x e3: queued", "train 4x e1: queued", "rally #157: ordered", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3900, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9000, "army_value": 1400, "income": 1525, "experience": 39, "order_count": 55}}
{"tick": 6601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1100, killed $1200 (6 units, 0 bldgs), lost $3900 (11 units, 1 bldgs). Map explored 14.5%.\nPRODUCTION: Building: proc 64%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 75%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, 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, 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, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 98%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%, #151 weap@(14,13) 85%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(10,22)98%\nVISIBLE ENEMY UNITS (6):\n  #152 e1@(17,16) 100%, #154 e1@(17,16) 98%, #155 e3@(17,16) 100%, #156 e1@(17,16) 100%, #158 e1@(16,16) 100%, #159 e1@(17,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy infantry near (19,18); likely enemy base at (95,11). Harvester #132 is away from the infantry. Proc building queue 64%; keep tanks and e3 production going.", "raw": "{\"thoughts\":\"The enemy infantry is dangerously close, but I have no combat units available and no cash to fund new orders. Keep the harvester mining so the refinery construction and queued defenses can resume as soon as income arrives.\",\"notes\":\"Enemy infantry mass near (17,16); likely base at (95,11). No combat units currently listed. Keep harvester #132 mining; proc is 64% built and e3/infantry and tank queues are waiting on funds.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1395, "completion_tokens": 267, "total_tokens": 1662, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1393, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003386075, "upstream_inference_prompt_cost": 0.0001917575, "upstream_inference_completions_cost": 0.00014685}, "completion_tokens_details": {"reasoning_tokens": 150, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.54, "thoughts": "The enemy infantry is dangerously close, but I have no combat units available and no cash to fund new orders. Keep the harvester mining so the refinery construction and queued defenses can resume as soon as income arrives.", "notes": "Enemy infantry mass near (17,16); likely base at (95,11). No combat units currently listed. Keep harvester #132 mining; proc is 64% built and e3/infantry and tank queues are waiting on funds.", "commands": [{"do": "harvest", "unit": 132}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 3900, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5900, "army_value": 0, "income": 1850, "experience": 12, "order_count": 26}}
{"tick": 6801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2500, killed $3900 (11 units, 1 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 24.8%.\nPRODUCTION: Building: proc 26%; Building: fix 0%; Building: weap 0%; Vehicle: harv 45%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 19%; 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%\nCAN PRODUCE NOW:\n  Building: 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(86,15)30% #152@(17,16) #154@(17,16)98% #156@(17,16) #158@(16,16) #159@(17,17) #163@(30,20)* #165@(36,20)\n  e3 (Rocket Soldier) x2: #155@(17,16) #166@(65,25)\n  harv (Ore Truck (harvester)) x1: #131@(102,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #122 fact@(12,16) 94%, #151 weap@(14,13) 63%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - move: 4 units\n  - train 3x e3: queued\n  - train 4x e1: queued\n  - rally #157: ordered\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: 6-unit group (#152-159,#155) attacking enemy base ~(13,15). Scattered units (#150,#163,#165,#166) moving to regroup mid-map (30,20). Overtime: harvesters building. Enemy fact #122 + weap #151 at (12-14,13-16).", "raw": "{\"thoughts\":\"Cash is drained ($0) so production is stalled, but the main 7-unit group is already at the enemy base hitting the fact and weap. Focus on finishing the attack: keep the group on the enemy buildings and pull the stragglers in to reinforce.\",\"notes\":\"Main group (#152,154,155,156,158,159) at (17,16) attacking enemy fact #122/(12,16) and weap #151/(14,13). Stragglers #163,#165,#166 regrouping at (30,20) to join. #150 hurt 30%. Need income: harv building at 45%, only 1 harvester active.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[152,154,155,156,158,159],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[163,165,166],\"x\":16,\"y\":16},{\"do\":\"move\",\"units\":[150],\"x\":60,\"y\":16},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1757, "completion_tokens": 747, "total_tokens": 2504, "cost": 0.001197708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001197708, "upstream_inference_prompt_cost": 0.000301308, "upstream_inference_completions_cost": 0.0008964}, "completion_tokens_details": {"reasoning_tokens": 525, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.75, "thoughts": "Cash is drained ($0) so production is stalled, but the main 7-unit group is already at the enemy base hitting the fact and weap. Focus on finishing the attack: keep the group on the enemy buildings and pull the stragglers in to reinforce.", "notes": "Main group (#152,154,155,156,158,159) at (17,16) attacking enemy fact #122/(12,16) and weap #151/(14,13). Stragglers #163,#165,#166 regrouping at (30,20) to join. #150 hurt 30%. Need income: harv building at 45%, only 1 harvester active.", "commands": [{"do": "attack_move", "units": [152, 154, 155, 156, 158, 159], "x": 12, "y": 16}, {"do": "attack_move", "units": [163, 165, 166], "x": 16, "y": 16}, {"do": "move", "units": [150], "x": 60, "y": 16}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 6 units", "attack_move: 3 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3900, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9000, "army_value": 1400, "income": 1575, "experience": 39, "order_count": 62}}
{"tick": 6801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1100, killed $1200 (6 units, 0 bldgs), lost $3900 (11 units, 1 bldgs). Map explored 14.5%.\nPRODUCTION: Building: proc 64%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 75%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, 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, 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, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 94%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%, #151 weap@(14,13) 63%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(10,22)98%\nVISIBLE ENEMY UNITS (6):\n  #152 e1@(17,16) 100%, #154 e1@(17,16) 98%, #155 e3@(17,16) 100%, #156 e1@(17,16) 100%, #158 e1@(16,16) 100%, #159 e1@(17,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy infantry mass near (17,16); likely base at (95,11). No combat units currently listed. Keep harvester #132 mining; proc is 64% built and e3/infantry and tank queues are waiting on funds.", "raw": "{\"thoughts\":\"Cash is exhausted and the nearby enemy infantry mass threatens the only harvester, so keep it mining while the refinery finishes and income resumes. No combat units are available yet; avoid exposing the harvester to the enemy group.\",\"notes\":\"Enemy infantry mass at (17,16); likely enemy base at (95,11). #132 is the only unit; keep mining and build up once the proc completes.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1404, "completion_tokens": 269, "total_tokens": 1673, "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": 0.000340945, "upstream_inference_prompt_cost": 0.000192995, "upstream_inference_completions_cost": 0.00014795}, "completion_tokens_details": {"reasoning_tokens": 165, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.7, "thoughts": "Cash is exhausted and the nearby enemy infantry mass threatens the only harvester, so keep it mining while the refinery finishes and income resumes. No combat units are available yet; avoid exposing the harvester to the enemy group.", "notes": "Enemy infantry mass at (17,16); likely enemy base at (95,11). #132 is the only unit; keep mining and build up once the proc completes.", "commands": [{"do": "harvest", "unit": 132}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 3900, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5900, "army_value": 0, "income": 1500, "experience": 12, "order_count": 26}}
{"tick": 7001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2500, killed $3900 (11 units, 1 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 25.1%.\nPRODUCTION: Building: proc 26%; Building: fix 0%; Building: weap 0%; Vehicle: harv 45%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 19%; 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%\nCAN PRODUCE NOW:\n  Building: 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(76,14)30% #152@(17,16) #154@(17,16)98% #156@(17,16) #158@(16,16) #159@(17,17) #163@(20,16) #165@(27,16)\n  e3 (Rocket Soldier) x2: #155@(17,16) #166@(56,28)\n  harv (Ore Truck (harvester)) x1: #131@(99,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #122 fact@(12,16) 90%, #151 weap@(14,13) 45%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 3 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Main group (#152,154,155,156,158,159) at (17,16) attacking enemy fact #122/(12,16) and weap #151/(14,13). Stragglers #163,#165,#166 regrouping at (30,20) to join. #150 hurt 30%. Need income: harv building at 45%, only 1 harvester active.", "raw": "{\"thoughts\": \"Cash is zero with only 1 harvester, so I must keep pressure low-cost while income catches up. Main group is already at the enemy base \u2014 concentrate on finishing the War Factory (#151, 45%) and Construction Yard (#122). Keep production queues running.\", \"notes\": \"Army group at (17,16) attacking enemy base (12,16)/fact #122 and weap #151. Push both hard. #150 hurt. Economy thin: proc 26%, harv 45% building.\", \"commands\": [{\"do\":\"attack\",\"units\":[152,154,155,156,158,159,163,165,166],\"target\":151},{\"do\":\"attack_move\",\"units\":[150],\"x\":14,\"y\":15},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"rally\",\"building\":157,\"x\":30,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1740, "completion_tokens": 633, "total_tokens": 2373, "cost": 0.001055808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001055808, "upstream_inference_prompt_cost": 0.000296208, "upstream_inference_completions_cost": 0.0007596}, "completion_tokens_details": {"reasoning_tokens": 441, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.87, "thoughts": "Cash is zero with only 1 harvester, so I must keep pressure low-cost while income catches up. Main group is already at the enemy base \u2014 concentrate on finishing the War Factory (#151, 45%) and Construction Yard (#122). Keep production queues running.", "notes": "Army group at (17,16) attacking enemy base (12,16)/fact #122 and weap #151. Push both hard. #150 hurt. Economy thin: proc 26%, harv 45% building.", "commands": [{"do": "attack", "units": [152, 154, 155, 156, 158, 159, 163, 165, 166], "target": 151}, {"do": "attack_move", "units": [150], "x": 14, "y": 15}, {"do": "train", "item": "harv", "count": 1}, {"do": "rally", "building": 157, "x": 30, "y": 16}], "feedback": ["attack: 9 units", "attack_move: 1 units", "train 1x harv: queued", "rally #157: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3900, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9000, "army_value": 1400, "income": 1575, "experience": 39, "order_count": 62}}
{"tick": 7001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1100, killed $1200 (6 units, 0 bldgs), lost $3900 (11 units, 1 bldgs). Map explored 14.5%.\nPRODUCTION: Building: proc 64%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 75%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, 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, 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, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 90%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%, #151 weap@(14,13) 45%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(10,22)98%\nVISIBLE ENEMY UNITS (6):\n  #152 e1@(17,16) 100%, #154 e1@(17,16) 98%, #155 e3@(17,16) 100%, #156 e1@(17,16) 100%, #158 e1@(16,16) 100%, #159 e1@(17,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy infantry mass at (17,16); likely enemy base at (95,11). #132 is the only unit; keep mining and build up once the proc completes.", "raw": "{\"thoughts\":\"Enemy infantry is massed just east of the base, while I have no combat units and no cash. Keep the harvester mining and continue queuing rocket soldiers to counter their infantry and any vehicles; existing vehicle production should resume when funds arrive.\",\"notes\":\"Enemy infantry at (16\u201317,16); likely enemy base near (95,11). Harvester #132 is the only unit. Proc is 64% complete; weap is 45%.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1389, "completion_tokens": 337, "total_tokens": 1726, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1387, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003762825, "upstream_inference_prompt_cost": 0.0001909325, "upstream_inference_completions_cost": 0.00018535}, "completion_tokens_details": {"reasoning_tokens": 194, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.0, "thoughts": "Enemy infantry is massed just east of the base, while I have no combat units and no cash. Keep the harvester mining and continue queuing rocket soldiers to counter their infantry and any vehicles; existing vehicle production should resume when funds arrive.", "notes": "Enemy infantry at (16\u201317,16); likely enemy base near (95,11). Harvester #132 is the only unit. Proc is 64% complete; weap is 45%.", "commands": [{"do": "harvest", "unit": 132}, {"do": "train", "item": "e3", "count": 5}, {"do": "train", "item": "1tnk", "count": 5}], "feedback": ["train 5x e3: queued", "train 5x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 3900, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5900, "army_value": 0, "income": 1500, "experience": 12, "order_count": 26}}
{"tick": 7201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $71 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2500, killed $3900 (11 units, 1 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 25.3%.\nPRODUCTION: Building: proc 36%; Building: fix 0%; Building: weap 0%; Vehicle: harv 58%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 67%; 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%\nCAN PRODUCE NOW:\n  Building: 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@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(68,21)30% #152@(17,16) #154@(17,16)98% #156@(17,16) #158@(16,16) #159@(17,17) #163@(18,16) #165@(18,16)\n  e3 (Rocket Soldier) x2: #155@(17,16) #166@(45,28)\n  harv (Ore Truck (harvester)) x1: #131@(99,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #122 fact@(12,16) 90%, #151 weap@(14,13) 18%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack_move: 1 units\n  - train 1x harv: queued\n  - rally #157: ordered\nYOUR NOTES FROM LAST TURN: Army group at (17,16) attacking enemy base (12,16)/fact #122 and weap #151. Push both hard. #150 hurt. Economy thin: proc 26%, harv 45% building.", "raw": "{\"thoughts\": \"Army is at the enemy base hitting the war factory (18%) and construction yard. Cash is $0 so production is stalled - need income badly. Keep the attack going and get the harvester mining.\", \"notes\": \"Army group at (17,16) finishing weap #151 then fact #122. #150 hurt at 30% - pull it back. Economy stalled at $0; harvester must mine. proc at 36%, keep building.\", \"commands\": [{\"do\":\"attack\",\"units\":[152,154,156,158,159,163,165,155],\"target\":151},{\"do\":\"move\",\"units\":[150],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":157,\"x\":85,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1722, "completion_tokens": 792, "total_tokens": 2514, "cost": 0.001241208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001241208, "upstream_inference_prompt_cost": 0.000290808, "upstream_inference_completions_cost": 0.0009504}, "completion_tokens_details": {"reasoning_tokens": 591, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.22, "thoughts": "Army is at the enemy base hitting the war factory (18%) and construction yard. Cash is $0 so production is stalled - need income badly. Keep the attack going and get the harvester mining.", "notes": "Army group at (17,16) finishing weap #151 then fact #122. #150 hurt at 30% - pull it back. Economy stalled at $0; harvester must mine. proc at 36%, keep building.", "commands": [{"do": "attack", "units": [152, 154, 156, 158, 159, 163, 165, 155], "target": 151}, {"do": "move", "units": [150], "x": 95, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 157, "x": 85, "y": 16}], "feedback": ["attack: 8 units", "move: 1 units", "train 1x harv: queued", "train 3x e1: queued", "rally #157: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3900, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9000, "army_value": 1400, "income": 1800, "experience": 39, "order_count": 63}}
{"tick": 7201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1100, killed $1200 (6 units, 0 bldgs), lost $3900 (11 units, 1 bldgs). Map explored 14.5%.\nPRODUCTION: Building: proc 64%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 75%; 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, 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, 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, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 90%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%, #151 weap@(14,13) 18%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(10,22)98%\nVISIBLE ENEMY UNITS (8):\n  #152 e1@(17,16) 100%, #154 e1@(17,16) 98%, #155 e3@(17,16) 100%, #156 e1@(17,16) 100%, #158 e1@(16,16) 100%, #159 e1@(17,17) 100%, #163 e1@(18,16) 100%, #165 e1@(18,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e3: queued\n  - train 5x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry at (16\u201317,16); likely enemy base near (95,11). Harvester #132 is the only unit. Proc is 64% complete; weap is 45%.", "raw": "{\"thoughts\":\"Cash is exhausted and the refinery is still under construction, so there\u2019s little we can add right now. Keep the lone harvester mining and let the queued refinery and units progress; the enemy infantry are threatening the base.\",\"notes\":\"Enemy infantry at (16\u201318,16), likely base near (95,11). Harvester #132 should keep harvesting. Proc at 64%; weap damaged at 18%. Queues already contain e3 and many 1tnk.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1531, "completion_tokens": 297, "total_tokens": 1828, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1529, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003738075, "upstream_inference_prompt_cost": 0.0002104575, "upstream_inference_completions_cost": 0.00016335}, "completion_tokens_details": {"reasoning_tokens": 177, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.96, "thoughts": "Cash is exhausted and the refinery is still under construction, so there\u2019s little we can add right now. Keep the lone harvester mining and let the queued refinery and units progress; the enemy infantry are threatening the base.", "notes": "Enemy infantry at (16\u201318,16), likely base near (95,11). Harvester #132 should keep harvesting. Proc at 64%; weap damaged at 18%. Queues already contain e3 and many 1tnk.", "commands": [{"do": "harvest", "unit": 132}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 3900, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 5900, "army_value": 0, "income": 1500, "experience": 12, "order_count": 36}}
{"tick": 7401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2500, killed $5900 (11 units, 2 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 25.4%.\nPRODUCTION: Building: proc 38%; Building: fix 0%; Building: weap 0%; Vehicle: harv 60%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 75%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(74,15)30% #152@(17,16) #154@(17,16)98% #156@(17,16) #158@(16,16) #159@(17,17) #163@(18,16)* #165@(18,16)*\n  e3 (Rocket Soldier) x2: #155@(17,16)* #166@(38,27)*\n  harv (Ore Truck (harvester)) x1: #131@(105,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(12,16) 87%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - move: 1 units\n  - train 1x harv: queued\n  - train 3x e1: queued\n  - rally #157: ordered\nYOUR NOTES FROM LAST TURN: Army group at (17,16) finishing weap #151 then fact #122. #150 hurt at 30% - pull it back. Economy stalled at $0; harvester must mine. proc at 36%, keep building.", "raw": "{\"thoughts\": \"Army is next to the enemy Construction Yard (#122 at 87%) \u2014 press the attack to finish it and win. Cash is $0 so all production is stalled until the harvester brings ore in; keep it mining. Pull the 30% Rifle Infantry back home.\", \"notes\": \"Main army at (17,16) attacking enemy fact #122. #150 (30%) retreating to base. Economy at $0 - harvester #131 mining at (105,23) is critical. proc at 38% still building.\", \"commands\": [{\"do\":\"attack\",\"units\":[152,154,155,156,158,159,163,165],\"target\":122},{\"do\":\"move\",\"units\":[150],\"x\":95,\"y\":13},{\"do\":\"attack_move\",\"units\":[166],\"x\":20,\"y\":16},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1753, "completion_tokens": 580, "total_tokens": 2333, "cost": 0.000996108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000996108, "upstream_inference_prompt_cost": 0.000300108, "upstream_inference_completions_cost": 0.000696}, "completion_tokens_details": {"reasoning_tokens": 361, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.27, "thoughts": "Army is next to the enemy Construction Yard (#122 at 87%) \u2014 press the attack to finish it and win. Cash is $0 so all production is stalled until the harvester brings ore in; keep it mining. Pull the 30% Rifle Infantry back home.", "notes": "Main army at (17,16) attacking enemy fact #122. #150 (30%) retreating to base. Economy at $0 - harvester #131 mining at (105,23) is critical. proc at 38% still building.", "commands": [{"do": "attack", "units": [152, 154, 155, 156, 158, 159, 163, 165], "target": 122}, {"do": "move", "units": [150], "x": 95, "y": 13}, {"do": "attack_move", "units": [166], "x": 20, "y": 16}, {"do": "harvest", "unit": 131}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["attack: 8 units", "move: 1 units", "attack_move: 1 units", "train 2x e3: queued", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5900, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9000, "army_value": 1400, "income": 1650, "experience": 59, "order_count": 67}}
{"tick": 7401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $3900, army $1100, killed $1200 (6 units, 0 bldgs), lost $5900 (11 units, 2 bldgs). Map explored 14.5%.\nPRODUCTION: Building: proc 64%; Infantry: e3 75%; 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, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 87%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(10,22)98%\nVISIBLE ENEMY UNITS (8):\n  #152 e1@(17,16) 100%, #154 e1@(17,16) 98%, #155 e3@(17,16) 100%, #156 e1@(17,16) 100%, #158 e1@(16,16) 100%, #159 e1@(17,17) 100%, #163 e1@(18,16) 100%, #165 e1@(18,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy infantry at (16\u201318,16), likely base near (95,11). Harvester #132 should keep harvesting. Proc at 64%; weap damaged at 18%. Queues already contain e3 and many 1tnk.", "raw": "{\"thoughts\":\"The Refinery is already 64% complete, but cash is empty and the enemy infantry is threatening the base. Keep the harvester mining and rally the Barracks toward the threat; the queued Rocket Soldiers should provide the best available defense once income resumes.\",\"notes\":\"Finish the in-progress Refinery; keep #132 harvesting. Enemy infantry clustered at (16\u201318,16). Rally infantry toward the base entrance and defend until the economy recovers.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":16,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1394, "completion_tokens": 308, "total_tokens": 1702, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1392, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00036102, "upstream_inference_prompt_cost": 0.00019162, "upstream_inference_completions_cost": 0.0001694}, "completion_tokens_details": {"reasoning_tokens": 163, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.13, "thoughts": "The Refinery is already 64% complete, but cash is empty and the enemy infantry is threatening the base. Keep the harvester mining and rally the Barracks toward the threat; the queued Rocket Soldiers should provide the best available defense once income resumes.", "notes": "Finish the in-progress Refinery; keep #132 harvesting. Enemy infantry clustered at (16\u201318,16). Rally infantry toward the base entrance and defend until the economy recovers.", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 16, "y": 16}, {"do": "stance", "units": "all_army", "stance": "defend"}], "feedback": ["rally #134: ordered", "stance: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 5900, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3900, "army_value": 0, "income": 1000, "experience": 12, "order_count": 36}}
{"tick": 7601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2500, killed $5900 (11 units, 2 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 25.5%.\nPRODUCTION: Building: proc 38%; Building: fix 0%; Building: weap 0%; Vehicle: harv 60%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 75%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(85,14)30% #152@(17,16) #154@(17,16)98% #156@(17,16) #158@(16,16) #159@(17,17) #163@(18,16) #165@(18,16)\n  e3 (Rocket Soldier) x2: #155@(17,16) #166@(30,23)\n  harv (Ore Truck (harvester)) x1: #131@(101,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(12,16) 60%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - move: 1 units\n  - attack_move: 1 units\n  - train 2x e3: queued\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Main army at (17,16) attacking enemy fact #122. #150 (30%) retreating to base. Economy at $0 - harvester #131 mining at (105,23) is critical. proc at 38% still building.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Army is hammering the enemy Construction Yard (#122 at 60%) - if I finish it the game is basically won. Cash is $0 with a bloated queue, so I must keep the harvester mining and not add new spending. Retreat the weak rifleman and set rally points.\", \"notes\": \"Main group (8 units) attacking enemy fact #122 at (12,16). #150 (30%) retreating. Harvester #131 mining - economy is $0, critical. Don't add more production until cash recovers; queues already overloaded.\", \"commands\": [{\"do\":\"attack\",\"units\":[152,154,156,158,159,163,165,155],\"target\":122},{\"do\":\"move\",\"units\":[150],\"x\":96,\"y\":14},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":157,\"x\":90,\"y\":12},{\"do\":\"rally\",\"building\":138,\"x\":92,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1789, "completion_tokens": 884, "total_tokens": 2673, "cost": 0.001371708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001371708, "upstream_inference_prompt_cost": 0.000310908, "upstream_inference_completions_cost": 0.0010608}, "completion_tokens_details": {"reasoning_tokens": 671, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.4, "thoughts": "Army is hammering the enemy Construction Yard (#122 at 60%) - if I finish it the game is basically won. Cash is $0 with a bloated queue, so I must keep the harvester mining and not add new spending. Retreat the weak rifleman and set rally points.", "notes": "Main group (8 units) attacking enemy fact #122 at (12,16). #150 (30%) retreating. Harvester #131 mining - economy is $0, critical. Don't add more production until cash recovers; queues already overloaded.", "commands": [{"do": "attack", "units": [152, 154, 156, 158, 159, 163, 165, 155], "target": 122}, {"do": "move", "units": [150], "x": 96, "y": 14}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 157, "x": 90, "y": 12}, {"do": "rally", "building": 138, "x": 92, "y": 13}], "feedback": ["attack: 8 units", "move: 1 units", "rally #157: ordered", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5900, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9000, "army_value": 1400, "income": 1650, "experience": 59, "order_count": 71}}
{"tick": 7601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $3900, army $1100, killed $1200 (6 units, 0 bldgs), lost $5900 (11 units, 2 bldgs). Map explored 14.5%.\nPRODUCTION: Building: proc 64%; Infantry: e3 75%; 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, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 60%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(10,22)98%\nVISIBLE ENEMY UNITS (8):\n  #152 e1@(17,16) 100%, #154 e1@(17,16) 98%, #155 e3@(17,16) 100%, #156 e1@(17,16) 100%, #158 e1@(16,16) 100%, #159 e1@(17,17) 100%, #163 e1@(18,16) 100%, #165 e1@(18,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - stance: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Finish the in-progress Refinery; keep #132 harvesting. Enemy infantry clustered at (16\u201318,16). Rally infantry toward the base entrance and defend until the economy recovers.", "raw": "{\"thoughts\":\"Cash is depleted and I have no combat units, so avoid starting anything that would compete with the nearly finished Refinery. Keep the Ore Truck mining and rally any queued Rocket Soldiers to defend the base against the infantry cluster.\",\"notes\":\"Finish proc, recover income, then build defenses/army. Enemy infantry clustered at (16\u201318,16); no combat units currently.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":14,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1407, "completion_tokens": 283, "total_tokens": 1690, "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": 0.0003490575, "upstream_inference_prompt_cost": 0.0001934075, "upstream_inference_completions_cost": 0.00015565}, "completion_tokens_details": {"reasoning_tokens": 169, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.93, "thoughts": "Cash is depleted and I have no combat units, so avoid starting anything that would compete with the nearly finished Refinery. Keep the Ore Truck mining and rally any queued Rocket Soldiers to defend the base against the infantry cluster.", "notes": "Finish proc, recover income, then build defenses/army. Enemy infantry clustered at (16\u201318,16); no combat units currently.", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 14, "y": 16}], "feedback": ["rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 5900, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3900, "army_value": 0, "income": 1000, "experience": 12, "order_count": 36}}
{"tick": 7801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $275 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $5900 (11 units, 2 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 25.6%.\nPRODUCTION: Building: proc 43%; Building: fix 0%; Building: weap 0%; Vehicle: harv 67%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(96,14)30% #152@(17,16) #154@(17,16)98% #156@(17,16) #158@(16,16) #159@(17,17) #163@(18,16) #165@(18,16)\n  e3 (Rocket Soldier) x3: #155@(17,16) #166@(21,17) #169@(97,15)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(12,16) 31%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - move: 1 units\n  - rally #157: ordered\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Main group (8 units) attacking enemy fact #122 at (12,16). #150 (30%) retreating. Harvester #131 mining - economy is $0, critical. Don't add more production until cash recovers; queues already overloaded.", "raw": "{\"thoughts\": \"Enemy Construction Yard #122 is down to 31% and my 8-unit group is on it \u2014 finish it. Economy is broke ($0), so keep the lone harvester mining and let the near-complete harvester finish. Avoid queuing more until cash recovers.\", \"notes\": \"Main group attacking enemy fact #122 (12,16) ~31% HP. #150 retreating. Harvester #131 mining; vehicle harv at 67% nearly done. Economy critical, no new spending.\", \"commands\": [{\"do\":\"attack\",\"units\":[152,154,156,158,159,163,165,166],\"target\":122},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"cancel\",\"item\":\"harv\"},{\"do\":\"rally\",\"building\":138,\"x\":20,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1773, "completion_tokens": 824, "total_tokens": 2597, "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": 0.000306108, "upstream_inference_completions_cost": 0.0009888}, "completion_tokens_details": {"reasoning_tokens": 644, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.64, "thoughts": "Enemy Construction Yard #122 is down to 31% and my 8-unit group is on it \u2014 finish it. Economy is broke ($0), so keep the lone harvester mining and let the near-complete harvester finish. Avoid queuing more until cash recovers.", "notes": "Main group attacking enemy fact #122 (12,16) ~31% HP. #150 retreating. Harvester #131 mining; vehicle harv at 67% nearly done. Economy critical, no new spending.", "commands": [{"do": "attack", "units": [152, 154, 156, 158, 159, 163, 165, 166], "target": 122}, {"do": "harvest", "unit": 131}, {"do": "cancel", "item": "harv"}, {"do": "rally", "building": 138, "x": 20, "y": 16}], "feedback": ["attack: 8 units", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5900, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9300, "army_value": 1700, "income": 2125, "experience": 59, "order_count": 71}}
{"tick": 7801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $3900, army $1100, killed $1200 (6 units, 0 bldgs), lost $5900 (11 units, 2 bldgs). Map explored 14.5%.\nPRODUCTION: Building: proc 64%; Infantry: e3 75%; 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, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 31%, #124 powr@(10,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(10,22)98%\nVISIBLE ENEMY UNITS (8):\n  #152 e1@(17,16) 100%, #154 e1@(17,16) 98%, #155 e3@(17,16) 100%, #156 e1@(17,16) 100%, #158 e1@(16,16) 100%, #159 e1@(17,17) 100%, #163 e1@(18,16) 100%, #165 e1@(18,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Finish proc, recover income, then build defenses/army. Enemy infantry clustered at (16\u201318,16); no combat units currently.", "raw": "{\"thoughts\":\"The enemy infantry is already clustered beside my base, and I have no combat units or cash to respond immediately. Keep the harvester mining so the refinery can finish and income can recover; let the queued rocket soldiers provide the first defense.\",\"notes\":\"Enemy infantry at (16\u201318,16), very close to base. Proc is 64% complete; one harvester at (10,22). Rocket soldiers are queued, but cash is $0. Prioritize income and defend the base.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1387, "completion_tokens": 310, "total_tokens": 1697, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1385, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003611575, "upstream_inference_prompt_cost": 0.0001906575, "upstream_inference_completions_cost": 0.0001705}, "completion_tokens_details": {"reasoning_tokens": 188, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.05, "thoughts": "The enemy infantry is already clustered beside my base, and I have no combat units or cash to respond immediately. Keep the harvester mining so the refinery can finish and income can recover; let the queued rocket soldiers provide the first defense.", "notes": "Enemy infantry at (16\u201318,16), very close to base. Proc is 64% complete; one harvester at (10,22). Rocket soldiers are queued, but cash is $0. Prioritize income and defend the base.", "commands": [{"do": "harvest", "unit": 132}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 5900, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3900, "army_value": 0, "income": 1000, "experience": 12, "order_count": 36}}
{"tick": 8001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $7900 (11 units, 3 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 25.6%.\nPRODUCTION: Building: proc 50%; Building: fix 0%; Building: weap 0%; Vehicle: harv 75%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 30%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(96,14)30%* #152@(17,16)* #154@(17,16)98%* #156@(17,16)* #158@(16,16)* #159@(17,17)* #163@(18,16)* #165@(18,16)*\n  e3 (Rocket Soldier) x3: #155@(17,16)* #166@(17,16)* #169@(92,13)*\n  harv (Ore Truck (harvester)) x1: #131@(102,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Main group attacking enemy fact #122 (12,16) ~31% HP. #150 retreating. Harvester #131 mining; vehicle harv at 67% nearly done. Economy critical, no new spending.", "raw": "{\"thoughts\": \"No enemies visible near our forward group at (17,16) \u2014 the enemy position at (12,16) seems cleared or they've relocated. Economy is stalled at $0, so let the harvester finish and keep the refinery building. Push the army forward to locate and destroy remaining enemy buildings.\", \"notes\": \"Main group pushing to (12,16) to find enemy base. #150 (30% hp) held at home. Harvester #131 mining; 1 harv finishing in vehicle queue. Economy critical - avoid new spending until cash flows.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[152,154,156,158,159,163,165,155,166],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[169],\"x\":30,\"y\":15},{\"do\":\"rally\",\"building\":157,\"x\":35,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1736, "completion_tokens": 1515, "total_tokens": 3251, "cost": 0.002113008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002113008, "upstream_inference_prompt_cost": 0.000295008, "upstream_inference_completions_cost": 0.001818}, "completion_tokens_details": {"reasoning_tokens": 1322, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.22, "thoughts": "No enemies visible near our forward group at (17,16) \u2014 the enemy position at (12,16) seems cleared or they've relocated. Economy is stalled at $0, so let the harvester finish and keep the refinery building. Push the army forward to locate and destroy remaining enemy buildings.", "notes": "Main group pushing to (12,16) to find enemy base. #150 (30% hp) held at home. Harvester #131 mining; 1 harv finishing in vehicle queue. Economy critical - avoid new spending until cash flows.", "commands": [{"do": "attack_move", "units": [152, 154, 156, 158, 159, 163, 165, 155, 166], "x": 12, "y": 16}, {"do": "move", "units": [169], "x": 30, "y": 15}, {"do": "rally", "building": 157, "x": 35, "y": 15}], "feedback": ["attack_move: 9 units", "move: 1 units", "rally #157: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 7900, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9300, "army_value": 1700, "income": 1975, "experience": 79, "order_count": 72}}
{"tick": 8001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 1.\nSCORE: assets $1900, army $1100, killed $1200 (6 units, 0 bldgs), lost $7900 (11 units, 3 bldgs). Map explored 14.5%.\nPRODUCTION: Infantry: e3 75%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(10,22)98%\nVISIBLE ENEMY UNITS (1):\n  #158 e1@(16,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy infantry at (16\u201318,16), very close to base. Proc is 64% complete; one harvester at (10,22). Rocket soldiers are queued, but cash is $0. Prioritize income and defend the base.", "raw": "{\"thoughts\":\"The base is in a critical state: there is no visible Construction Yard or refinery, no cash, and the nearby enemy infantry has no friendly combat units to stop it. Send the harvester back to mining and cancel the unaffordable rocket-soldier backlog so the barracks can prioritize cheap rifle infantry when funds become available.\",\"notes\":\"No Construction Yard or refinery visible; cash $0. Enemy e1 near (16,16). Recover income and rebuild defenses if possible.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":1}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1219, "completion_tokens": 370, "total_tokens": 1589, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1217, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003710575, "upstream_inference_prompt_cost": 0.0001675575, "upstream_inference_completions_cost": 0.0002035}, "completion_tokens_details": {"reasoning_tokens": 229, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.96, "thoughts": "The base is in a critical state: there is no visible Construction Yard or refinery, no cash, and the nearby enemy infantry has no friendly combat units to stop it. Send the harvester back to mining and cancel the unaffordable rocket-soldier backlog so the barracks can prioritize cheap rifle infantry when funds become available.", "notes": "No Construction Yard or refinery visible; cash $0. Enemy e1 near (16,16). Recover income and rebuild defenses if possible.", "commands": [{"do": "harvest", "unit": 132}, {"do": "cancel", "item": "e3"}, {"do": "train", "item": "e1", "count": 1}], "feedback": ["train 1x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 7900, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 1900, "army_value": 0, "income": 500, "experience": 12, "order_count": 36}}
{"tick": 8201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $7900 (11 units, 3 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 26.1%.\nPRODUCTION: Building: proc 50%; Building: fix 0%; Building: weap 0%; Vehicle: harv 75%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 30%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(96,14)30%* #152@(15,16) #154@(14,16)98% #156@(14,16) #158@(14,16) #159@(14,16) #163@(15,16) #165@(15,16)\n  e3 (Rocket Soldier) x3: #155@(14,16) #166@(13,17) #169@(82,13)\n  harv (Ore Truck (harvester)) x1: #131@(102,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #124 powr@(10,16) 79%, #134 tent@(12,13) 49%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - move: 1 units\n  - rally #157: ordered\nYOUR NOTES FROM LAST TURN: Main group pushing to (12,16) to find enemy base. #150 (30% hp) held at home. Harvester #131 mining; 1 harv finishing in vehicle queue. Economy critical - avoid new spending until cash flows.", "raw": "{\"thoughts\": \"My 9-unit group is next to the enemy base at (12,16). Cash is $0 so no new builds; focus on destroying the enemy tent and power plant to cripple them. Keep harvester mining and continue queued production.\", \"notes\": \"Main group attacking enemy base at (12,16). #150 (30% hp) at home. Cash $0 - no new spending. Harvesters queued to restore economy.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[152,154,156,158,159,163,165,155,166],\"x\":11,\"y\":15},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":157,\"x\":20,\"y\":20},{\"do\":\"rally\",\"building\":138,\"x\":20,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1770, "completion_tokens": 754, "total_tokens": 2524, "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": 0.000305208, "upstream_inference_completions_cost": 0.0009048}, "completion_tokens_details": {"reasoning_tokens": 576, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.14, "thoughts": "My 9-unit group is next to the enemy base at (12,16). Cash is $0 so no new builds; focus on destroying the enemy tent and power plant to cripple them. Keep harvester mining and continue queued production.", "notes": "Main group attacking enemy base at (12,16). #150 (30% hp) at home. Cash $0 - no new spending. Harvesters queued to restore economy.", "commands": [{"do": "attack_move", "units": [152, 154, 156, 158, 159, 163, 165, 155, 166], "x": 11, "y": 15}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 157, "x": 20, "y": 20}, {"do": "rally", "building": 138, "x": 20, "y": 20}], "feedback": ["attack_move: 9 units", "rally #157: ordered", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 7900, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9300, "army_value": 1700, "income": 1975, "experience": 79, "order_count": 72}}
{"tick": 8201, "slot": "Multi1", "model": "openai/gpt-6-luna", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 79 made / 20 used, harvesters 1.\nSCORE: assets $1900, army $1100, killed $1200 (6 units, 0 bldgs), lost $7900 (11 units, 3 bldgs). Map explored 14.5%.\nPRODUCTION: Infantry: e3 75%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 79%, #134 tent@(12,13) 49%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(10,22)98%\nVISIBLE ENEMY UNITS (9):\n  #152 e1@(15,16) 100%, #154 e1@(14,16) 98%, #155 e3@(14,16) 100%, #156 e1@(14,16) 100%, #158 e1@(14,16) 100%, #159 e1@(14,16) 100%, #163 e1@(15,16) 100%, #165 e1@(15,16) 100%, #166 e3@(13,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x e1: queued\nYOUR NOTES FROM LAST TURN: No Construction Yard or refinery visible; cash $0. Enemy e1 near (16,16). Recover income and rebuild defenses if possible.", "raw": "{\"thoughts\":\"The Construction Yard and Refinery are gone, so there\u2019s no way to rebuild or restore income right now. Send the surviving harvester to mine and keep the Barracks to preserve the only remaining production option.\",\"notes\":\"Recovering after losing the Construction Yard and Refinery; harvester #132 is the only unit. Enemy infantry are at (13\u201315,16).\",\"commands\":[{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1312, "completion_tokens": 395, "total_tokens": 1707, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1310, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000397595, "upstream_inference_prompt_cost": 0.000180345, "upstream_inference_completions_cost": 0.00021725}, "completion_tokens_details": {"reasoning_tokens": 296, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.07, "thoughts": "The Construction Yard and Refinery are gone, so there\u2019s no way to rebuild or restore income right now. Send the surviving harvester to mine and keep the Barracks to preserve the only remaining production option.", "notes": "Recovering after losing the Construction Yard and Refinery; harvester #132 is the only unit. Enemy infantry are at (13\u201315,16).", "commands": [{"do": "harvest", "unit": 132}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 7900, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 1900, "army_value": 0, "income": 500, "experience": 12, "order_count": 38}}
{"tick": 8401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $8400 (11 units, 4 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 26.2%.\nPRODUCTION: Building: proc 50%; Building: fix 0%; Building: weap 0%; Vehicle: harv 75%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 30%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #138 tent@(98,15) 100%, #157 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(96,14)30%* #152@(14,15) #154@(14,16)98% #156@(14,16) #158@(14,16) #159@(14,16) #163@(14,15) #165@(14,15)\n  e3 (Rocket Soldier) x3: #155@(14,16) #166@(13,17) #169@(73,16)\n  harv (Ore Truck (harvester)) x1: #131@(99,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #124 powr@(10,16) 10%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - rally #157: ordered\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Main group attacking enemy base at (12,16). #150 (30% hp) at home. Cash $0 - no new spending. Harvesters queued to restore economy.", "raw": "{\"thoughts\": \"Economy is stalled at $0 cash with only one harvester, so new production won't progress until ore comes in. My main army is already at the enemy base \u2014 I'll finish off the last visible enemy power plant and keep the queues running. The lone rifle at 30% hp should stay home rather than die.\", \"notes\": \"Main group (8 units near 14,15-17) attacking enemy powr #124 at (10,16). #169 rocket soldier moving to join. Poor economy: 1 harvester, $0 cash. Need ore before more units.\", \"commands\": [{\"do\":\"attack\",\"units\":[152,154,156,158,159,163,165,166],\"target\":124},{\"do\":\"attack_move\",\"units\":[169],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1745, "completion_tokens": 654, "total_tokens": 2399, "cost": 0.001082508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001082508, "upstream_inference_prompt_cost": 0.000297708, "upstream_inference_completions_cost": 0.0007848}, "completion_tokens_details": {"reasoning_tokens": 451, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.6, "thoughts": "Economy is stalled at $0 cash with only one harvester, so new production won't progress until ore comes in. My main army is already at the enemy base \u2014 I'll finish off the last visible enemy power plant and keep the queues running. The lone rifle at 30% hp should stay home rather than die.", "notes": "Main group (8 units near 14,15-17) attacking enemy powr #124 at (10,16). #169 rocket soldier moving to join. Poor economy: 1 harvester, $0 cash. Need ore before more units.", "commands": [{"do": "attack", "units": [152, 154, 156, 158, 159, 163, 165, 166], "target": 124}, {"do": "attack_move", "units": [169], "x": 12, "y": 16}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack: 8 units", "attack_move: 1 units", "train 1x harv: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8400, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 9300, "army_value": 1700, "income": 1475, "experience": 84, "order_count": 72}}
{"tick": 8401, "slot": "Multi1", "model": "openai/gpt-6-luna", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 10 made / 0 used, harvesters 1.\nSCORE: assets $1400, army $1100, killed $1200 (6 units, 0 bldgs), lost $8400 (11 units, 4 bldgs). Map explored 14.5%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 10%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(10,22)98%\nVISIBLE ENEMY UNITS (9):\n  #152 e1@(14,15) 100%, #154 e1@(14,16) 98%, #155 e3@(14,16) 100%, #156 e1@(14,16) 100%, #158 e1@(14,16) 100%, #159 e1@(14,16) 100%, #163 e1@(14,15) 100%, #165 e1@(14,15) 100%, #166 e3@(13,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Recovering after losing the Construction Yard and Refinery; harvester #132 is the only unit. Enemy infantry are at (13\u201315,16).", "raw": "{\"thoughts\":\"The Construction Yard and Refinery are gone, leaving no way to restart production; the lone harvester should keep mining if possible. Avoid sending it into the enemy infantry clustered beside the base.\",\"notes\":\"Construction Yard/Refinery lost; only harvester #132 remains. Enemy infantry at (13\u201315,16).\",\"commands\":[{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1212, "completion_tokens": 237, "total_tokens": 1449, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1210, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000296945, "upstream_inference_prompt_cost": 0.000166595, "upstream_inference_completions_cost": 0.00013035}, "completion_tokens_details": {"reasoning_tokens": 149, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.18, "thoughts": "The Construction Yard and Refinery are gone, leaving no way to restart production; the lone harvester should keep mining if possible. Avoid sending it into the enemy infantry clustered beside the base.", "notes": "Construction Yard/Refinery lost; only harvester #132 remains. Enemy infantry at (13\u201315,16).", "commands": [{"do": "harvest", "unit": 132}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 8400, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 1400, "army_value": 0, "income": 500, "experience": 12, "order_count": 38}}
