{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\": \"Opening moves: deploy MCV into Construction Yard immediately, then start a Power Plant. Queue a supply truck for early income while the building queue handles power.\", \"notes\": \"Opening: deploy MCV, powr -> proc -> barr -> weap -> more procs. Enemy likely at (95,11).\", \"commands\": [{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"truk\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 171, "total_tokens": 1316, "cost": 0.000322908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000322908, "upstream_inference_prompt_cost": 0.000117708, "upstream_inference_completions_cost": 0.0002052}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.81, "thoughts": "Opening moves: deploy MCV into Construction Yard immediately, then start a Power Plant. Queue a supply truck for early income while the building queue handles power.", "notes": "Opening: deploy MCV, powr -> proc -> barr -> weap -> more procs. Enemy likely at (95,11).", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}, {"do": "train", "item": "truk", "count": 1}], "feedback": ["deploy #119: ordered", "build powr: started", "train 1x truk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy the MCV immediately, then begin the standard economy opening with a power plant. The likely enemy base is far west, so prioritize establishing production and income before scouting or attacking.\",\"notes\":\"Home at (95,11); likely enemy start (12,16). Opening: deploy MCV, powr, then refinery and barracks.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1096, "completion_tokens": 132, "total_tokens": 1228, "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": 0.000223245, "upstream_inference_prompt_cost": 0.000150645, "upstream_inference_completions_cost": 7.26e-05}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.5, "thoughts": "Deploy the MCV immediately, then begin the standard economy opening with a power plant. The likely enemy base is far west, so prioritize establishing production and income before scouting or attacking.", "notes": "Home at (95,11); likely enemy start (12,16). Opening: deploy MCV, powr, then refinery and barracks.", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\n  - train 1x truk: queued\nYOUR NOTES FROM LAST TURN: Opening: deploy MCV, powr -> proc -> barr -> weap -> more procs. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Construction Yard is up and the first power plant is building. Nothing else to do this tick until powr finishes; keeping cash ready for refinery and barracks next.\", \"notes\": \"Opening: powr in progress -> proc -> barr -> weap -> more procs. Enemy likely at (95,11). Place powr near CY when ready.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1190, "completion_tokens": 328, "total_tokens": 1518, "cost": 0.000524808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000524808, "upstream_inference_prompt_cost": 0.000131208, "upstream_inference_completions_cost": 0.0003936}, "completion_tokens_details": {"reasoning_tokens": 247, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.47, "thoughts": "Construction Yard is up and the first power plant is building. Nothing else to do this tick until powr finishes; keeping cash ready for refinery and barracks next.", "notes": "Opening: powr in progress -> proc -> barr -> weap -> more procs. Enemy likely at (95,11). Place powr near CY when ready.", "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": 2}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home at (95,11); likely enemy start (12,16). Opening: deploy MCV, powr, then refinery and barracks.", "raw": "{\"thoughts\":\"The Construction Yard is deployed and the first power plant is already building. Place it as soon as it is ready, then start the first refinery to establish income.\",\"notes\":\"Home at (95,11); likely enemy start (12,16). Opening: powr in progress, then proc, barracks, and expand economy.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1134, "completion_tokens": 204, "total_tokens": 1338, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1132, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00026807, "upstream_inference_prompt_cost": 0.00015587, "upstream_inference_completions_cost": 0.0001122}, "completion_tokens_details": {"reasoning_tokens": 107, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.55, "thoughts": "The Construction Yard is deployed and the first power plant is already building. Place it as soon as it is ready, then start the first refinery to establish income.", "notes": "Home at (95,11); likely enemy start (12,16). Opening: powr in progress, then proc, barracks, and expand economy.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: powr in progress -> proc -> barr -> weap -> more procs. Enemy likely at (95,11). Place powr near CY when ready.", "raw": "{\"thoughts\": \"Game start. I have a Construction Yard at (12,16) with $5000. Standard Allied opening: power plant, then refinery, then barracks, then war factory.\", \"notes\": \"Opening: powr -> proc -> barr -> weap. Enemy likely at (95,11). Place buildings near CY at (12,16).\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1161, "completion_tokens": 181, "total_tokens": 1342, "cost": 0.000339708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000339708, "upstream_inference_prompt_cost": 0.000122508, "upstream_inference_completions_cost": 0.0002172}, "completion_tokens_details": {"reasoning_tokens": 88, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.13, "thoughts": "Game start. I have a Construction Yard at (12,16) with $5000. Standard Allied opening: power plant, then refinery, then barracks, then war factory.", "notes": "Opening: powr -> proc -> barr -> weap. Enemy likely at (95,11). Place buildings near CY at (12,16).", "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": 2}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home at (95,11); likely enemy start (12,16). Opening: powr in progress, then proc, barracks, and expand economy.", "raw": "{\"thoughts\":\"Deploy the MCV to establish the Construction Yard, then start the power plant. Once it is placed, build an Ore Refinery to begin generating income.\",\"notes\":\"Home (95,11); likely enemy start (12,16). Opening: deploy MCV, powr, proc, barracks, then expand economy.\",\"commands\":[{\"do\":\"deploy\",\"unit\":122},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1149, "completion_tokens": 152, "total_tokens": 1301, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1147, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002415325, "upstream_inference_prompt_cost": 0.0001579325, "upstream_inference_completions_cost": 8.36e-05}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.09, "thoughts": "Deploy the MCV to establish the Construction Yard, then start the power plant. Once it is placed, build an Ore Refinery to begin generating income.", "notes": "Home (95,11); likely enemy start (12,16). Opening: deploy MCV, powr, proc, barracks, then expand economy.", "commands": [{"do": "deploy", "unit": 122}, {"do": "build", "item": "powr"}], "feedback": ["deploy #122: 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": 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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: powr -> proc -> barr -> weap. Enemy likely at (95,11). Place buildings near CY at (12,16).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Power plant is ready; placing it and immediately queuing an Ore Refinery to get economy started.\", \"notes\": \"Opening: powr placed -> building proc -> next tent -> weap. Enemy likely at (95,11).\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1193, "completion_tokens": 138, "total_tokens": 1331, "cost": 0.00141225, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00141225, "upstream_inference_prompt_cost": 0.00089475, "upstream_inference_completions_cost": 0.0005175}, "completion_tokens_details": {"reasoning_tokens": 59, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 16.89, "thoughts": "Power plant is ready; placing it and immediately queuing an Ore Refinery to get economy started.", "notes": "Opening: powr placed -> building proc -> next tent -> weap. Enemy likely at (95,11).", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"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 (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 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #123@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #122: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy start (12,16). Opening: deploy MCV, powr, proc, barracks, then expand economy.", "raw": "{\"thoughts\":\"The MCV is still undeployed and the power plant is already in the building queue. Deploy the MCV so construction can proceed; avoid starting a duplicate power plant.\",\"notes\":\"Home (95,11); likely enemy start (12,16). Power plant reportedly started; deploy MCV and then build refinery, barracks, and expand economy.\",\"commands\":[{\"do\":\"deploy\",\"unit\":123}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1121, "completion_tokens": 249, "total_tokens": 1370, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1119, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002910325, "upstream_inference_prompt_cost": 0.0001540825, "upstream_inference_completions_cost": 0.00013695}, "completion_tokens_details": {"reasoning_tokens": 157, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.7, "thoughts": "The MCV is still undeployed and the power plant is already in the building queue. Deploy the MCV so construction can proceed; avoid starting a duplicate power plant.", "notes": "Home (95,11); likely enemy start (12,16). Power plant reportedly started; deploy MCV and then build refinery, barracks, and expand economy.", "commands": [{"do": "deploy", "unit": 123}], "feedback": ["deploy #123: 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": 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 (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  #121 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: Opening: powr placed -> building proc -> next tent -> weap. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Power plant is up. Opening: build Ore Refinery next for income, then barracks and war factory. Cash is high ($4700) so keep queues busy.\", \"notes\": \"Building proc now (powr placed). Next: tent barracks, then weap, second proc. Enemy likely at (95,11).\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1229, "completion_tokens": 217, "total_tokens": 1446, "cost": 0.000403308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000403308, "upstream_inference_prompt_cost": 0.000142908, "upstream_inference_completions_cost": 0.0002604}, "completion_tokens_details": {"reasoning_tokens": 130, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.1, "thoughts": "Power plant is up. Opening: build Ore Refinery next for income, then barracks and war factory. Cash is high ($4700) so keep queues busy.", "notes": "Building proc now (powr placed). Next: tent barracks, then weap, second proc. Enemy likely at (95,11).", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"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 (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  #125 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 #123: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy start (12,16). Power plant reportedly started; deploy MCV and then build refinery, barracks, and expand economy.", "raw": "{\"thoughts\":\"The Construction Yard is deployed, but no Power Plant is currently in production. Start one now; once it is ready, place it and establish the refinery-first economy.\",\"notes\":\"Home at (95,11); enemy likely near (12,16). Construction Yard #125 deployed. Power Plant not yet queued; build powr, then refinery, barracks, and expand economy.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1130, "completion_tokens": 160, "total_tokens": 1290, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1128, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00024332, "upstream_inference_prompt_cost": 0.00015532, "upstream_inference_completions_cost": 8.8e-05}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.62, "thoughts": "The Construction Yard is deployed, but no Power Plant is currently in production. Start one now; once it is ready, place it and establish the refinery-first economy.", "notes": "Home at (95,11); enemy likely near (12,16). Construction Yard #125 deployed. Power Plant not yet queued; build powr, then refinery, barracks, and expand economy.", "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": 2}}
{"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 (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  #121 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: Building proc now (powr placed). Next: tent barracks, then weap, second proc. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Opening is underway: Construction Yard and Power Plant are up, Ore Refinery is building at 23%. Nothing else can be queued in the Building queue while the refinery builds, and there's nothing to train yet (no barracks). I'll just let the refinery finish and be ready to place it and start the barracks next turn.\", \"notes\": \"proc building (~23%). Next after placing: tent barracks, then weap, then second proc. Enemy likely at (95,11). Keep queues busy once barracks/factory exist.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1208, "completion_tokens": 435, "total_tokens": 1643, "cost": 0.000658608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000658608, "upstream_inference_prompt_cost": 0.000136608, "upstream_inference_completions_cost": 0.000522}, "completion_tokens_details": {"reasoning_tokens": 316, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.91, "thoughts": "Opening is underway: Construction Yard and Power Plant are up, Ore Refinery is building at 23%. Nothing else can be queued in the Building queue while the refinery builds, and there's nothing to train yet (no barracks). I'll just let the refinery finish and be ready to place it and start the barracks next turn.", "notes": "proc building (~23%). Next after placing: tent barracks, then weap, then second proc. Enemy likely at (95,11). Keep queues busy once barracks/factory exist.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"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 (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  #125 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: Home at (95,11); enemy likely near (12,16). Construction Yard #125 deployed. Power Plant not yet queued; build powr, then refinery, barracks, and expand economy.", "raw": "{\"thoughts\":\"Place the ready Power Plant, then start an Ore Refinery so the free harvester can begin funding expansion. Once the refinery is placed, build a barracks and keep infantry production ready.\",\"notes\":\"Home at (95,11); enemy likely near (12,16). Construction Yard #125. Power Plant ready to place; prioritize refinery, then barracks and war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1142, "completion_tokens": 157, "total_tokens": 1299, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1140, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00024332, "upstream_inference_prompt_cost": 0.00015697, "upstream_inference_completions_cost": 8.635e-05}, "completion_tokens_details": {"reasoning_tokens": 50, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.55, "thoughts": "Place the ready Power Plant, then start an Ore Refinery so the free harvester can begin funding expansion. Once the refinery is placed, build a barracks and keep infantry production ready.", "notes": "Home at (95,11); enemy likely near (12,16). Construction Yard #125. Power Plant ready to place; prioritize refinery, then barracks and 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": 3}}
{"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 (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  #121 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: proc building (~23%). Next after placing: tent barracks, then weap, then second proc. Enemy likely at (95,11). Keep queues busy once barracks/factory exist.", "raw": "{\"thoughts\": \"Opening is on track: Ore Refinery at 47%. Nothing to place or train yet (no barracks/factory). Keep the building queue on proc, then tent, then weap. Scout later.\", \"notes\": \"proc ~47% building. Next: place proc, then tent (barracks), then weap, then powr/proc #2. Enemy likely at (95,11). No army yet.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1203, "completion_tokens": 222, "total_tokens": 1425, "cost": 0.000401508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000401508, "upstream_inference_prompt_cost": 0.000135108, "upstream_inference_completions_cost": 0.0002664}, "completion_tokens_details": {"reasoning_tokens": 126, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.5, "thoughts": "Opening is on track: Ore Refinery at 47%. Nothing to place or train yet (no barracks/factory). Keep the building queue on proc, then tent, then weap. Scout later.", "notes": "proc ~47% building. Next: place proc, then tent (barracks), then weap, then powr/proc #2. Enemy likely at (95,11). No army yet.", "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 (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  #125 fact@(95,11) 100%, #126 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: Home at (95,11); enemy likely near (12,16). Construction Yard #125. Power Plant ready to place; prioritize refinery, then barracks and war factory.", "raw": "{\"thoughts\":\"Place the ready Power Plant, then start the Ore Refinery so income and a free harvester come online. Once the refinery is placed, establish infantry production and follow with a War Factory.\",\"notes\":\"Home (95,11), enemy likely near (12,16). Construction Yard #125; place ready powr, then build/place proc. No army or harvesters yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1194, "completion_tokens": 170, "total_tokens": 1364, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1192, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00025762, "upstream_inference_prompt_cost": 0.00016412, "upstream_inference_completions_cost": 9.35e-05}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.88, "thoughts": "Place the ready Power Plant, then start the Ore Refinery so income and a free harvester come online. Once the refinery is placed, establish infantry production and follow with a War Factory.", "notes": "Home (95,11), enemy likely near (12,16). Construction Yard #125; place ready powr, then build/place proc. No army or harvesters yet.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "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": 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 (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  #121 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: proc ~47% building. Next: place proc, then tent (barracks), then weap, then powr/proc #2. Enemy likely at (95,11). No army yet.", "raw": "{\"thoughts\": \"Opening is on track: proc at 70%, powr already up. No army yet, nothing to attack. Just waiting for proc to finish so I can place it and start barracks.\", \"notes\": \"proc ~70%. Next after proc: place it (near ore), then tent (barracks), then weap, then powr/proc #2. Enemy likely at (95,11). Keep queues busy once proc placed.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1207, "completion_tokens": 309, "total_tokens": 1516, "cost": 0.000507108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000507108, "upstream_inference_prompt_cost": 0.000136308, "upstream_inference_completions_cost": 0.0003708}, "completion_tokens_details": {"reasoning_tokens": 209, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.17, "thoughts": "Opening is on track: proc at 70%, powr already up. No army yet, nothing to attack. Just waiting for proc to finish so I can place it and start barracks.", "notes": "proc ~70%. Next after proc: place it (near ore), then tent (barracks), then weap, then powr/proc #2. Enemy likely at (95,11). Keep queues busy once proc placed.", "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": 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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 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: nothing READY TO PLACE with that type\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Home (95,11), enemy likely near (12,16). Construction Yard #125; place ready powr, then build/place proc. No army or harvesters yet.", "raw": "{\"thoughts\":\"The power plant is already placed and the refinery is 23% complete, so the building queue is occupied. Once the refinery is ready, place it and establish a barracks for infantry production.\",\"notes\":\"Home (95,11), enemy likely near (12,16). #125 Construction Yard, #126 power plant; refinery proc in progress. No units yet.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1183, "completion_tokens": 173, "total_tokens": 1356, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1181, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002577575, "upstream_inference_prompt_cost": 0.0001626075, "upstream_inference_completions_cost": 9.515e-05}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.98, "thoughts": "The power plant is already placed and the refinery is 23% complete, so the building queue is occupied. Once the refinery is ready, place it and establish a barracks for infantry production.", "notes": "Home (95,11), enemy likely near (12,16). #125 Construction Yard, #126 power plant; refinery proc in progress. No units yet.", "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": 5}}
{"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 (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  #121 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: proc ~70%. Next after proc: place it (near ore), then tent (barracks), then weap, then powr/proc #2. Enemy likely at (95,11). Keep queues busy once proc placed.", "raw": "{\"thoughts\": \"Opening is on track: Construction Yard and Power Plant up, Ore Refinery at 94% and about to finish. No army or enemy contact yet. Nothing to place or train this instant, so I'll wait for the refinery to pop and keep the queue moving next turn.\", \"notes\": \"proc ~94%, place as soon as ready near ore (east/south of base). Then tent -> weap -> powr -> proc#2. Enemy likely (95,11), far NE.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1213, "completion_tokens": 230, "total_tokens": 1443, "cost": 0.000414108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000414108, "upstream_inference_prompt_cost": 0.000138108, "upstream_inference_completions_cost": 0.000276}, "completion_tokens_details": {"reasoning_tokens": 117, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.96, "thoughts": "Opening is on track: Construction Yard and Power Plant up, Ore Refinery at 94% and about to finish. No army or enemy contact yet. Nothing to place or train this instant, so I'll wait for the refinery to pop and keep the queue moving next turn.", "notes": "proc ~94%, place as soon as ready near ore (east/south of base). Then tent -> weap -> powr -> proc#2. Enemy likely (95,11), far NE.", "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": 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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 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: Home (95,11), enemy likely near (12,16). #125 Construction Yard, #126 power plant; refinery proc in progress. No units yet.", "raw": "{\"thoughts\":\"The refinery is already 46% complete, and current power is ample. I\u2019ll let it finish, then place it and start a barracks so I can begin producing an army.\",\"notes\":\"Home (95,11); enemy likely near (12,16). #125 Construction Yard, #126 power plant. Refinery proc is in progress; no units yet.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1151, "completion_tokens": 252, "total_tokens": 1403, "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": 0.0002968075, "upstream_inference_prompt_cost": 0.0001582075, "upstream_inference_completions_cost": 0.0001386}, "completion_tokens_details": {"reasoning_tokens": 165, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.9, "thoughts": "The refinery is already 46% complete, and current power is ample. I\u2019ll let it finish, then place it and start a barracks so I can begin producing an army.", "notes": "Home (95,11); enemy likely near (12,16). #125 Construction Yard, #126 power plant. Refinery proc is in progress; no units yet.", "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": 5}}
{"tick": 1801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 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: proc ~94%, place as soon as ready near ore (east/south of base). Then tent -> weap -> powr -> proc#2. Enemy likely (95,11), far NE.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Opening is fine: Construction Yard and Power Plant up, Ore Refinery ready. Place refinery near ore, then start barracks and keep economy rolling. No enemy visible yet, so focus on build order and scouting later.\", \"notes\": \"Place proc near ore east/south of base. Then tent -> weap -> powr -> proc#2. Enemy likely far NE (95,11).\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":16,\"y\":16},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1211, "completion_tokens": 182, "total_tokens": 1393, "cost": 0.000355908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000355908, "upstream_inference_prompt_cost": 0.000137508, "upstream_inference_completions_cost": 0.0002184}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.69, "thoughts": "Opening is fine: Construction Yard and Power Plant up, Ore Refinery ready. Place refinery near ore, then start barracks and keep economy rolling. No enemy visible yet, so focus on build order and scouting later.", "notes": "Place proc near ore east/south of base. Then tent -> weap -> powr -> proc#2. Enemy likely far NE (95,11).", "commands": [{"do": "place", "item": "proc", "x": 16, "y": 16}, {"do": "build", "item": "tent"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 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: Home (95,11); enemy likely near (12,16). #125 Construction Yard, #126 power plant. Refinery proc is in progress; no units yet.", "raw": "{\"thoughts\":\"The Ore Refinery is already 70% complete, and power is ample. Once it is ready, place it and start an Allied Barracks so I can begin producing units.\",\"notes\":\"Home (95,11); enemy likely near (12,16). #125 Construction Yard, #126 Power Plant. Ore Refinery is 70% complete; place it when ready, then build Barracks.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1153, "completion_tokens": 209, "total_tokens": 1362, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1151, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002734325, "upstream_inference_prompt_cost": 0.0001584825, "upstream_inference_completions_cost": 0.00011495}, "completion_tokens_details": {"reasoning_tokens": 115, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.88, "thoughts": "The Ore Refinery is already 70% complete, and power is ample. Once it is ready, place it and start an Allied Barracks so I can begin producing units.", "notes": "Home (95,11); enemy likely near (12,16). #125 Construction Yard, #126 Power Plant. Ore Refinery is 70% complete; place it when ready, then build Barracks.", "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": 5}}
{"tick": 2001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 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: Place proc near ore east/south of base. Then tent -> weap -> powr -> proc#2. Enemy likely far NE (95,11).", "raw": "{\"thoughts\": \"Tent is almost complete. Next priority is placing the barracks and starting a War Factory to produce light armor and scouts.\", \"notes\": \"Place tent -> build weap -> train some riflemen/rocket soldiers -> scout towards (95,11).\", \"commands\": [\n  {\"do\": \"place\", \"item\": \"tent\"}\n]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1334, "completion_tokens": 671, "total_tokens": 2005, "cost": 0.00351675, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00351675, "upstream_inference_prompt_cost": 0.0010005, "upstream_inference_completions_cost": 0.00251625}, "completion_tokens_details": {"reasoning_tokens": 596, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 18.56, "thoughts": "Tent is almost complete. Next priority is placing the barracks and starting a War Factory to produce light armor and scouts.", "notes": "Place tent -> build weap -> train some riflemen/rocket soldiers -> scout towards (95,11).", "commands": [{"do": "place", "item": "tent"}], "feedback": ["place tent: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 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: Home (95,11); enemy likely near (12,16). #125 Construction Yard, #126 Power Plant. Ore Refinery is 70% complete; place it when ready, then build Barracks.", "raw": "{\"thoughts\":\"The Ore Refinery is nearly ready; place it as soon as it completes to start income, then begin an Allied Barracks. No army is available yet, so prioritize establishing production.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Deploy the MCV already; #125 Construction Yard, #126 Power Plant. Place the nearly complete Refinery, then build a Barracks.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1161, "completion_tokens": 253, "total_tokens": 1414, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1159, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002987325, "upstream_inference_prompt_cost": 0.0001595825, "upstream_inference_completions_cost": 0.00013915}, "completion_tokens_details": {"reasoning_tokens": 141, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.23, "thoughts": "The Ore Refinery is nearly ready; place it as soon as it completes to start income, then begin an Allied Barracks. No army is available yet, so prioritize establishing production.", "notes": "Home (95,11); enemy likely near (12,16). Deploy the MCV already; #125 Construction Yard, #126 Power Plant. Place the nearly complete Refinery, then build a Barracks.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "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": 5}}
{"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 (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  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 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  - place tent: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Place tent -> build weap -> train some riflemen/rocket soldiers -> scout towards (95,11).", "raw": "{\"thoughts\": \"Tent is ready. Place it, start War Factory, and queue some infantry for early defense/scouting. Continue mining.\", \"notes\": \"tent placed, weap building; train infantry; next: build proc#2 then tanks (2tnk) and scout toward (95,11).\", \"commands\": [{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":131,\"x\":18,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1269, "completion_tokens": 296, "total_tokens": 1565, "cost": 0.000510108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000510108, "upstream_inference_prompt_cost": 0.000154908, "upstream_inference_completions_cost": 0.0003552}, "completion_tokens_details": {"reasoning_tokens": 173, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.1, "thoughts": "Tent is ready. Place it, start War Factory, and queue some infantry for early defense/scouting. Continue mining.", "notes": "tent placed, weap building; train infantry; next: build proc#2 then tanks (2tnk) and scout toward (95,11).", "commands": [{"do": "place", "item": "tent"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 131, "x": 18, "y": 20}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #131: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"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 (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: 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  #125 fact@(95,11) 100%, #126 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\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Deploy the MCV already; #125 Construction Yard, #126 Power Plant. Place the nearly complete Refinery, then build a Barracks.", "raw": "{\"thoughts\":\"The Construction Yard and power are online, and the Refinery is ready to place. Place it now to start income; the Barracks is already in the building queue, so keep that progressing and prepare infantry to scout toward the likely enemy base.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Construction Yard #125, Power Plant #126. Place ready Refinery; Barracks is queued.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1196, "completion_tokens": 229, "total_tokens": 1425, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1194, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000290345, "upstream_inference_prompt_cost": 0.000164395, "upstream_inference_completions_cost": 0.00012595}, "completion_tokens_details": {"reasoning_tokens": 109, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.34, "thoughts": "The Construction Yard and power are online, and the Refinery is ready to place. Place it now to start income; the Barracks is already in the building queue, so keep that progressing and prepare infantry to scout toward the likely enemy base.", "notes": "Home (95,11); enemy likely near (12,16). Construction Yard #125, Power Plant #126. Place ready Refinery; Barracks is queued.", "commands": [{"do": "place", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "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": 2300, "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 (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  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 100%, #133 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  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #131: ordered\nYOUR NOTES FROM LAST TURN: tent placed, weap building; train infantry; next: build proc#2 then tanks (2tnk) and scout toward (95,11).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.21, "thoughts": "(no valid response)", "notes": "tent placed, weap building; train infantry; next: build proc#2 then tanks (2tnk) and scout toward (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2978 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Construction Yard #125, Power Plant #126. Place ready Refinery; Barracks is queued.", "raw": "{\"thoughts\":\"The Refinery is placed and the Barracks is still under construction. I\u2019ll keep the harvester mining and use the next available production slot for a War Factory so I can start building an army as soon as the Barracks is ready.\",\"notes\":\"Home at (95,11); enemy likely near (12,16). Construction Yard #125, Power Plant #126, Refinery #134. Barracks (tent) building at 64%.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1246, "completion_tokens": 321, "total_tokens": 1567, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1244, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00034782, "upstream_inference_prompt_cost": 0.00017127, "upstream_inference_completions_cost": 0.00017655}, "completion_tokens_details": {"reasoning_tokens": 207, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.43, "thoughts": "The Refinery is placed and the Barracks is still under construction. I\u2019ll keep the harvester mining and use the next available production slot for a War Factory so I can start building an army as soon as the Barracks is ready.", "notes": "Home at (95,11); enemy likely near (12,16). Construction Yard #125, Power Plant #126, Refinery #134. Barracks (tent) building at 64%.", "commands": [{"do": "harvest", "unit": 135}], "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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2555 + stored ore $90 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: weap 32%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(19,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: tent placed, weap building; train infantry; next: build proc#2 then tanks (2tnk) and scout toward (95,11).", "raw": "{\"thoughts\": \"Economy is decent ($2555), power fine. War Factory is 32% done. I'll queue infantry for early defense/scout and set a rally toward the east, then build a second refinery once the factory is placed.\", \"notes\": \"weap building (32%). Training e1+e3. Next: place weap, then proc#2, then tanks/scout toward (95,11).\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":133,\"x\":30,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1314, "completion_tokens": 495, "total_tokens": 1809, "cost": 0.000762408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000762408, "upstream_inference_prompt_cost": 0.000168408, "upstream_inference_completions_cost": 0.000594}, "completion_tokens_details": {"reasoning_tokens": 356, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.44, "thoughts": "Economy is decent ($2555), power fine. War Factory is 32% done. I'll queue infantry for early defense/scout and set a rally toward the east, then build a second refinery once the factory is placed.", "notes": "weap building (32%). Training e1+e3. Next: place weap, then proc#2, then tanks/scout toward (95,11).", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 133, "x": 30, "y": 16}], "feedback": ["train 3x e1: queued", "train 2x e3: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: tent READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely near (12,16). Construction Yard #125, Power Plant #126, Refinery #134. Barracks (tent) building at 64%.", "raw": "{\"thoughts\":\"Place the ready barracks, then add a second refinery to improve income before building vehicle production. Start infantry production while the economy develops.\",\"notes\":\"Home at (95,11); enemy likely near (12,16). Barracks newly ready; prioritize second refinery, then War Factory and tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1211, "completion_tokens": 230, "total_tokens": 1441, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1209, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002929575, "upstream_inference_prompt_cost": 0.0001664575, "upstream_inference_completions_cost": 0.0001265}, "completion_tokens_details": {"reasoning_tokens": 128, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.55, "thoughts": "Place the ready barracks, then add a second refinery to improve income before building vehicle production. Start infantry production while the economy develops.", "notes": "Home at (95,11); enemy likely near (12,16). Barracks newly ready; prioritize second refinery, then War Factory and tanks.", "commands": [{"do": "place", "item": "tent"}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "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": 7}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1987 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.4%.\nPRODUCTION: Building: weap 49%; Infantry: e3 75%; 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\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(18,16)\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  - train 3x e1: queued\n  - train 2x e3: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: weap building (32%). Training e1+e3. Next: place weap, then proc#2, then tanks/scout toward (95,11).", "raw": "{\"thoughts\": \"Weap still building (49%), economy limited to one harvester. Keep infantry queue busy and start scouting with the rifle infantry while saving toward War Factory completion and a second refinery.\", \"notes\": \"weap ~49% building. Training e1+e3. Next: place weap when ready, then proc#2. Scout east toward (95,11).\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[137],\"x\":30,\"y\":16},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1402, "completion_tokens": 391, "total_tokens": 1793, "cost": 0.000664008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000664008, "upstream_inference_prompt_cost": 0.000194808, "upstream_inference_completions_cost": 0.0004692}, "completion_tokens_details": {"reasoning_tokens": 251, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.03, "thoughts": "Weap still building (49%), economy limited to one harvester. Keep infantry queue busy and start scouting with the rifle infantry while saving toward War Factory completion and a second refinery.", "notes": "weap ~49% building. Training e1+e3. Next: place weap when ready, then proc#2. Scout east toward (95,11).", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [137], "x": 30, "y": 16}, {"do": "harvest", "unit": 132}], "feedback": ["train 2x e1: queued", "train 2x e3: queued", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 14}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2508 + stored ore $468 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, 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  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely near (12,16). Barracks newly ready; prioritize second refinery, then War Factory and tanks.", "raw": "{\"thoughts\":\"The second refinery is already under construction, and the barracks is now available. I\u2019ll build a small infantry group while the refinery finishes, then prioritize a War Factory and tank production.\",\"notes\":\"Home at (95,11); enemy likely near (12,16). Second proc building; train infantry now, then War Factory and tanks. One harvester.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":136,\"x\":75,\"y\":15}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1310, "completion_tokens": 237, "total_tokens": 1547, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1308, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00031042, "upstream_inference_prompt_cost": 0.00018007, "upstream_inference_completions_cost": 0.00013035}, "completion_tokens_details": {"reasoning_tokens": 121, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "The second refinery is already under construction, and the barracks is now available. I\u2019ll build a small infantry group while the refinery finishes, then prioritize a War Factory and tank production.", "notes": "Home at (95,11); enemy likely near (12,16). Second proc building; train infantry now, then War Factory and tanks. One harvester.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 136, "x": 75, "y": 15}], "feedback": ["train 5x e1: queued", "rally #136: 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": 475, "experience": 0, "order_count": 9}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1483 + stored ore $340 (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 66%; Infantry: e3 85%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(29,16)\n  e3 (Rocket Soldier) x1: #138@(19,16)\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 2x e1: queued\n  - train 2x e3: queued\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: weap ~49% building. Training e1+e3. Next: place weap when ready, then proc#2. Scout east toward (95,11).", "raw": "{\"thoughts\": \"War Factory nearly done; economy is thin with only 1 harvester. Finish weap, then immediately start a second Refinery. Keep infantry queue busy and push my lone rifle east to scout toward the enemy base at (95,11).\", \"notes\": \"weap ~66%, finish then proc#2. Infantry queued. Rifle #137 scouting east. Enemy likely at (95,11).\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":133,\"x\":18,\"y\":16},{\"do\":\"attack_move\",\"units\":[137],\"x\":60,\"y\":14},{\"do\":\"attack_move\",\"units\":[138],\"x\":30,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1444, "completion_tokens": 713, "total_tokens": 2157, "cost": 0.001063008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001063008, "upstream_inference_prompt_cost": 0.000207408, "upstream_inference_completions_cost": 0.0008556}, "completion_tokens_details": {"reasoning_tokens": 540, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.23, "thoughts": "War Factory nearly done; economy is thin with only 1 harvester. Finish weap, then immediately start a second Refinery. Keep infantry queue busy and push my lone rifle east to scout toward the enemy base at (95,11).", "notes": "weap ~66%, finish then proc#2. Infantry queued. Rifle #137 scouting east. Enemy likely at (95,11).", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 133, "x": 18, "y": 16}, {"do": "attack_move", "units": [137], "x": 60, "y": 14}, {"do": "attack_move", "units": [138], "x": 30, "y": 16}], "feedback": ["train 3x e1: queued", "train 2x e3: queued", "rally #133: ordered", "attack_move: 1 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 1000, "experience": 0, "order_count": 18}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2324 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.4%.\nPRODUCTION: Building: proc 47%; Infantry: e1 19%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #139@(88,9) #140@(91,9) #141@(94,9)\n  harv (Ore Truck (harvester)) x1: #135@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #136: ordered\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely near (12,16). Second proc building; train infantry now, then War Factory and tanks. One harvester.", "raw": "{\"thoughts\":\"The second refinery is already building, so I\u2019ll keep infantry production moving and scout west toward the likely enemy start. Once the refinery is placed, prioritize a War Factory and then tank production.\",\"notes\":\"Home at (95,11); enemy likely near (12,16). Proc is 47% complete; place it when ready, then build War Factory. One harvester; keep infantry scouting west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[139,140,141],\"x\":70,\"y\":12}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1337, "completion_tokens": 317, "total_tokens": 1654, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1335, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003581325, "upstream_inference_prompt_cost": 0.0001837825, "upstream_inference_completions_cost": 0.00017435}, "completion_tokens_details": {"reasoning_tokens": 201, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.43, "thoughts": "The second refinery is already building, so I\u2019ll keep infantry production moving and scout west toward the likely enemy start. Once the refinery is placed, prioritize a War Factory and then tank production.", "notes": "Home at (95,11); enemy likely near (12,16). Proc is 47% complete; place it when ready, then build War Factory. One harvester; keep infantry scouting west.", "commands": [{"do": "attack_move", "units": [139, 140, 141], "x": 70, "y": 12}], "feedback": ["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": 14}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1158 + stored ore $0 (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 7.5%.\nPRODUCTION: Building: weap 82%; Infantry: e3 96%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(36,23)\n  e3 (Rocket Soldier) x2: #138@(30,16) #142@(18,16)*\n  harv (Ore Truck (harvester)) x1: #132@(20,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - train 2x e3: queued\n  - rally #133: ordered\n  - attack_move: 1 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: weap ~66%, finish then proc#2. Infantry queued. Rifle #137 scouting east. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Economy is stable, war factory nearly done. Keep scouting east toward the likely enemy base while production continues. Once weap finishes, build a second refinery for income.\", \"notes\": \"weap ~82%->done, then proc#2. Rifle #137 scouting east toward (95,11). e3 #138 keeps watch mid-map. Barracks fully queued with e1/e3.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[137],\"x\":60,\"y\":14},{\"do\":\"attack_move\",\"units\":[138,142],\"x\":40,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":131,\"x\":18,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":18,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1495, "completion_tokens": 518, "total_tokens": 2013, "cost": 0.000844308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000844308, "upstream_inference_prompt_cost": 0.000222708, "upstream_inference_completions_cost": 0.0006216}, "completion_tokens_details": {"reasoning_tokens": 341, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "Economy is stable, war factory nearly done. Keep scouting east toward the likely enemy base while production continues. Once weap finishes, build a second refinery for income.", "notes": "weap ~82%->done, then proc#2. Rifle #137 scouting east toward (95,11). e3 #138 keeps watch mid-map. Barracks fully queued with e1/e3.", "commands": [{"do": "attack_move", "units": [137], "x": 60, "y": 14}, {"do": "attack_move", "units": [138, 142], "x": 40, "y": 16}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 131, "x": 18, "y": 16}, {"do": "rally", "building": 133, "x": 18, "y": 16}], "feedback": ["attack_move: 1 units", "attack_move: 2 units", "train 2x e3: queued", "rally #131: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 23}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1810 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5800, army $1600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, 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  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #139@(78,11) #140@(81,9) #141@(84,9) #143@(87,9) #144@(90,9)\n  harv (Ore Truck (harvester)) x1: #135@(101,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely near (12,16). Proc is 47% complete; place it when ready, then build War Factory. One harvester; keep infantry scouting west.", "raw": "{\"thoughts\":\"The second refinery is nearly ready; place it and start a War Factory as soon as the building queue allows. Scout west toward the likely enemy start while adding rocket infantry for protection against vehicles.\",\"notes\":\"Home at (95,11); enemy likely near (12,16). Place completed second proc, then build weap. Scout west; currently 5 rifle infantry and 1 harvester.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1335, "completion_tokens": 327, "total_tokens": 1662, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1333, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003633575, "upstream_inference_prompt_cost": 0.0001835075, "upstream_inference_completions_cost": 0.00017985}, "completion_tokens_details": {"reasoning_tokens": 185, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "The second refinery is nearly ready; place it and start a War Factory as soon as the building queue allows. Scout west toward the likely enemy start while adding rocket infantry for protection against vehicles.", "notes": "Home at (95,11); enemy likely near (12,16). Place completed second proc, then build weap. Scout west; currently 5 rifle infantry and 1 harvester.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e3", "count": 3}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build weap: started", "train 3x e3: queued", "attack_move: 5 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": 5800, "army_value": 500, "income": 500, "experience": 0, "order_count": 14}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $494 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.5%.\nPRODUCTION: Building: weap 99%; Infantry: e3 6%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(47,24)\n  e3 (Rocket Soldier) x4: #138@(40,16)* #142@(29,16) #145@(18,16)* #147@(12,14)\n  harv (Ore Truck (harvester)) x1: #132@(20,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 2 units\n  - train 2x e3: queued\n  - rally #131: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: weap ~82%->done, then proc#2. Rifle #137 scouting east toward (95,11). e3 #138 keeps watch mid-map. Barracks fully queued with e1/e3.", "raw": "{\"thoughts\": \"War Factory nearly done; I need a second refinery for economy and to keep infantry pumping. Continue scouting east with the rifleman to find the enemy base.\", \"notes\": \"weap done->place, build proc#2. Barracks queued e1/e3. #137 scouting east to (95,11). #138 mid-map watch. Harvester mining.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack_move\",\"units\":[137],\"x\":70,\"y\":20},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1520, "completion_tokens": 325, "total_tokens": 1845, "cost": 0.000620208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000620208, "upstream_inference_prompt_cost": 0.000230208, "upstream_inference_completions_cost": 0.00039}, "completion_tokens_details": {"reasoning_tokens": 187, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.68, "thoughts": "War Factory nearly done; I need a second refinery for economy and to keep infantry pumping. Continue scouting east with the rifleman to find the enemy base.", "notes": "weap done->place, build proc#2. Barracks queued e1/e3. #137 scouting east to (95,11). #138 mid-map watch. Harvester mining.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": [137], "x": 70, "y": 20}, {"do": "harvest", "unit": 132}], "feedback": ["build proc: started", "train 5x e1: queued", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 25}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1244 + stored ore $408 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6100, army $1900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.5%.\nPRODUCTION: Building: proc 94%; Building: weap 0%; Infantry: e3 8%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, 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  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #139@(70,18) #140@(74,16) #141@(77,16) #143@(79,14) #144@(82,14)\n  e3 (Rocket Soldier) x1: #146@(94,9)\n  harv (Ore Truck (harvester)) x1: #135@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build weap: started\n  - train 3x e3: queued\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely near (12,16). Place completed second proc, then build weap. Scout west; currently 5 rifle infantry and 1 harvester.", "raw": "{\"thoughts\":\"The second refinery is nearly ready, with a War Factory queued behind it. Keep the infantry scouting west toward the likely enemy start and continue producing anti-vehicle infantry while cash accumulates.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Place proc when ready, then continue War Factory. Scout west with infantry; protect harvester.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1403, "completion_tokens": 257, "total_tokens": 1660, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1401, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003342075, "upstream_inference_prompt_cost": 0.0001928575, "upstream_inference_completions_cost": 0.00014135}, "completion_tokens_details": {"reasoning_tokens": 139, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.52, "thoughts": "The second refinery is nearly ready, with a War Factory queued behind it. Keep the infantry scouting west toward the likely enemy start and continue producing anti-vehicle infantry while cash accumulates.", "notes": "Home (95,11); enemy likely near (12,16). Place proc when ready, then continue War Factory. Scout west with infantry; protect harvester.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 6 units", "train 3x e3: queued"], "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": 6100, "army_value": 800, "income": 1000, "experience": 0, "order_count": 18}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $225 + stored ore $426 (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: e1 50%; 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: e3 0%; Infantry: e1 0%; Infantry: e1 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\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(55,28)\n  e3 (Rocket Soldier) x5: #138@(40,16)* #142@(39,16) #145@(18,16)* #147@(18,16)* #149@(13,14)\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  - build proc: started\n  - train 5x e1: queued\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: weap done->place, build proc#2. Barracks queued e1/e3. #137 scouting east to (95,11). #138 mid-map watch. Harvester mining.", "raw": "{\"thoughts\": \"Weap is ready - place it immediately to start vehicle production. Cash is low so economy matters; keep the refinery building and keep infantrying. Scouting continues east.\", \"notes\": \"weap placed near base; building proc#2. Continue e1/e3. #137 heading east toward enemy.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\",\"x\":16,\"y\":18},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":133,\"x\":14,\"y\":18},{\"do\":\"attack_move\",\"units\":[137],\"x\":95,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1543, "completion_tokens": 275, "total_tokens": 1818, "cost": 0.000567108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000567108, "upstream_inference_prompt_cost": 0.000237108, "upstream_inference_completions_cost": 0.00033}, "completion_tokens_details": {"reasoning_tokens": 124, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.49, "thoughts": "Weap is ready - place it immediately to start vehicle production. Cash is low so economy matters; keep the refinery building and keep infantrying. Scouting continues east.", "notes": "weap placed near base; building proc#2. Continue e1/e3. #137 heading east toward enemy.", "commands": [{"do": "place", "item": "weap", "x": 16, "y": 18}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 133, "x": 14, "y": 18}, {"do": "attack_move", "units": [137], "x": 95, "y": 11}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "train 5x e1: queued", "train 3x e3: queued", "rally #133: ordered", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1500, "experience": 0, "order_count": 31}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1244 + stored ore $1 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6400, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.5%.\nPRODUCTION: Building: proc READY TO PLACE; Building: weap 0%; Infantry: e3 18%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, 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  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #139@(63,25) #140@(66,24) #141@(69,24) #143@(71,22) #144@(73,20)\n  e3 (Rocket Soldier) x2: #146@(85,13) #148@(93,9)\n  harv (Ore Truck (harvester)) x1: #135@(104,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Place proc when ready, then continue War Factory. Scout west with infantry; protect harvester.", "raw": "{\"thoughts\":\"Place the ready refinery to add income and let the queued War Factory proceed. Send the scattered infantry west toward the likely enemy start to scout and engage; keep the rocket soldiers with them.\",\"notes\":\"Home (95,11); likely enemy near (12,16). Refinery placed now; War Factory queued. Infantry scouting west; protect harvester.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1398, "completion_tokens": 281, "total_tokens": 1679, "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": 0.00034672, "upstream_inference_prompt_cost": 0.00019217, "upstream_inference_completions_cost": 0.00015455}, "completion_tokens_details": {"reasoning_tokens": 170, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.65, "thoughts": "Place the ready refinery to add income and let the queued War Factory proceed. Send the scattered infantry west toward the likely enemy start to scout and engage; keep the rocket soldiers with them.", "notes": "Home (95,11); likely enemy near (12,16). Refinery placed now; War Factory queued. Infantry scouting west; protect harvester.", "commands": [{"do": "place", "item": "proc"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "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": 6400, "army_value": 1100, "income": 1000, "experience": 0, "order_count": 21}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2700, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 12.7%.\nPRODUCTION: Building: proc 22%; Infantry: e3 93%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 100%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #153@(15,17)\n  e3 (Rocket Soldier) x5: #138@(40,16)* #142@(40,16)* #145@(18,16)* #147@(18,16)* #149@(18,16)*\n  harv (Ore Truck (harvester)) x1: #132@(20,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - rally #133: ordered\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: weap placed near base; building proc#2. Continue e1/e3. #137 heading east toward enemy.", "raw": "{\"thoughts\": \"Economy is my bottleneck ($0 cash, only 1 harvester). Proc #2 is building which will add a harvester. I'll send a small rocket squad east to locate the enemy while keeping the rest home to defend, and keep production queued.\", \"notes\": \"weap ready near base, proc#2 building. Scouting east with 2x e3 (#138,#142). 3x e3 stay defending base. Need more harvesters/income.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack_move\",\"units\":[138,142],\"x\":70,\"y\":16},{\"do\":\"stance\",\"units\":[145,147,149],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":150,\"x\":18,\"y\":20},{\"do\":\"rally\",\"building\":133,\"x\":18,\"y\":18},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1654, "completion_tokens": 645, "total_tokens": 2299, "cost": 0.001044408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001044408, "upstream_inference_prompt_cost": 0.000270408, "upstream_inference_completions_cost": 0.000774}, "completion_tokens_details": {"reasoning_tokens": 421, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.17, "thoughts": "Economy is my bottleneck ($0 cash, only 1 harvester). Proc #2 is building which will add a harvester. I'll send a small rocket squad east to locate the enemy while keeping the rest home to defend, and keep production queued.", "notes": "weap ready near base, proc#2 building. Scouting east with 2x e3 (#138,#142). 3x e3 stay defending base. Need more harvesters/income.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": [138, 142], "x": 70, "y": 16}, {"do": "stance", "units": [145, 147, 149], "stance": "defend"}, {"do": "rally", "building": 150, "x": 18, "y": 20}, {"do": "rally", "building": 133, "x": 18, "y": 18}, {"do": "harvest", "unit": 132}], "feedback": ["build proc: started", "train 1x harv: queued", "train 5x e1: queued", "attack_move: 2 units", "stance: 3 units", "rally #150: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1600, "income": 1500, "experience": 0, "order_count": 40}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $593 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9200, army $3600, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.1%.\nPRODUCTION: Building: weap 16%; Infantry: e3 29%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, 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  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #139@(59,28)10% #140@(59,28) #141@(60,28) #143@(62,27) #144@(65,24)\n  e3 (Rocket Soldier) x3: #146@(76,17) #148@(84,13) #154@(92,9)\n  harv (Ore Truck (harvester)) x2: #135@(103,19) #152@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy near (12,16). Refinery placed now; War Factory queued. Infantry scouting west; protect harvester.", "raw": "{\"thoughts\":\"The War Factory is underway and power is sufficient for now. Send the combat group west toward the likely enemy start, while keeping the low-health rifleman with the group and continuing the queued rocket production.\",\"notes\":\"Home (95,11); likely enemy near (12,16). War Factory in progress; place when ready, then add power as needed. Combat group advancing west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1415, "completion_tokens": 301, "total_tokens": 1716, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1413, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003600575, "upstream_inference_prompt_cost": 0.0001945075, "upstream_inference_completions_cost": 0.00016555}, "completion_tokens_details": {"reasoning_tokens": 192, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.04, "thoughts": "The War Factory is underway and power is sufficient for now. Send the combat group west toward the likely enemy start, while keeping the low-health rifleman with the group and continuing the queued rocket production.", "notes": "Home (95,11); likely enemy near (12,16). War Factory in progress; place when ready, then add power as needed. Combat group advancing west.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1400, "income": 1000, "experience": 1, "order_count": 22}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2700, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 13.3%.\nPRODUCTION: Building: proc 22%; Building: proc 0%; Vehicle: harv 0%; Infantry: e3 93%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 100%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #153@(14,18)*\n  e3 (Rocket Soldier) x5: #138@(45,22) #142@(45,22) #145@(18,16)* #147@(18,16)* #149@(18,16)*\n  harv (Ore Truck (harvester)) x1: #132@(18,11)\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 5x e1: queued\n  - attack_move: 2 units\n  - stance: 3 units\n  - rally #150: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: weap ready near base, proc#2 building. Scouting east with 2x e3 (#138,#142). 3x e3 stay defending base. Need more harvesters/income.", "raw": "{\"thoughts\": \"Economy is stalled at $0 cash with only 1 harvester; the second refinery (proc, 22%) will help. Keep harvester mining, continue scouting east toward enemy start, and hold base defenders. Once cash flows, resume unit production.\", \"notes\": \"Allies @(12,16). Buildings: fact/powr/proc/tent/weap. proc#2 building (22%). 2x e3 scouting east (#138,#142). 3x e3 (#145,#147,#149) + e1 #153 defend base. Need income badly - prioritize harvesters/refinery.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[138,142],\"x\":75,\"y\":13},{\"do\":\"stance\",\"units\":[145,147,149,153],\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1725, "completion_tokens": 718, "total_tokens": 2443, "cost": 0.001153308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001153308, "upstream_inference_prompt_cost": 0.000291708, "upstream_inference_completions_cost": 0.0008616}, "completion_tokens_details": {"reasoning_tokens": 527, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.63, "thoughts": "Economy is stalled at $0 cash with only 1 harvester; the second refinery (proc, 22%) will help. Keep harvester mining, continue scouting east toward enemy start, and hold base defenders. Once cash flows, resume unit production.", "notes": "Allies @(12,16). Buildings: fact/powr/proc/tent/weap. proc#2 building (22%). 2x e3 scouting east (#138,#142). 3x e3 (#145,#147,#149) + e1 #153 defend base. Need income badly - prioritize harvesters/refinery.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [138, 142], "x": 75, "y": 13}, {"do": "stance", "units": [145, 147, 149, 153], "stance": "defend"}], "feedback": ["attack_move: 2 units", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1600, "income": 1500, "experience": 0, "order_count": 47}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $329 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9500, army $3900, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.9%.\nPRODUCTION: Building: weap 32%; Infantry: e3 35%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, 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  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #139@(49,26)10% #140@(49,26) #141@(50,28) #143@(53,27) #144@(56,28)\n  e3 (Rocket Soldier) x4: #146@(69,24) #148@(75,18) #154@(84,14) #155@(91,9)\n  harv (Ore Truck (harvester)) x2: #135@(98,12) #152@(100,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy near (12,16). War Factory in progress; place when ready, then add power as needed. Combat group advancing west.", "raw": "{\"thoughts\":\"The War Factory and Rocket Soldier production are underway, but cash is nearly depleted. Keep the combat force pushing toward the likely enemy start while the harvesters work; set infantry reinforcements to rally west.\",\"notes\":\"Home (95,11); likely enemy start (12,16). War Factory building queue 32%; e3 training underway. Army advancing west.\",\"commands\":[{\"do\":\"rally\",\"building\":136,\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1400, "completion_tokens": 337, "total_tokens": 1737, "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": 0.000377795, "upstream_inference_prompt_cost": 0.000192445, "upstream_inference_completions_cost": 0.00018535}, "completion_tokens_details": {"reasoning_tokens": 214, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.3, "thoughts": "The War Factory and Rocket Soldier production are underway, but cash is nearly depleted. Keep the combat force pushing toward the likely enemy start while the harvesters work; set infantry reinforcements to rally west.", "notes": "Home (95,11); likely enemy start (12,16). War Factory building queue 32%; e3 training underway. Army advancing west.", "commands": [{"do": "rally", "building": 136, "x": 12, "y": 16}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["rally #136: ordered", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 1700, "income": 1350, "experience": 1, "order_count": 22}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $256 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8600, army $2400, killed $0 (0 units, 0 bldgs), lost $700 (3 units, 0 bldgs). Map explored 13.3%.\nPRODUCTION: Building: proc 28%; Building: proc 0%; Vehicle: harv 7%; Infantry: e1 61%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 100%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #153@(14,18)*\n  e3 (Rocket Soldier) x4: #145@(18,16)* #147@(18,16)* #149@(18,16)* #157@(13,14)\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  - attack_move: 2 units\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Allies @(12,16). Buildings: fact/powr/proc/tent/weap. proc#2 building (22%). 2x e3 scouting east (#138,#142). 3x e3 (#145,#147,#149) + e1 #153 defend base. Need income badly - prioritize harvesters/refinery.", "raw": "{\"thoughts\": \"Economy is the bottleneck: $0 cash, only 1 harvester, and both proc#2 (28%) and the new harvester (7%) are stalled waiting on ore income. I'll keep the lone harvester mining, leave production queued, and use my idle rocket soldiers to scout toward the enemy while the rest defend base.\", \"notes\": \"Allies @(12,16). fact/powr/proc/tent/weap built. proc#2 ~28%, harv#2 ~7% - both cash-starved. Scouting east with 2x e3 (#145,#147) toward enemy start (95,11). Base defense: e3 #149,#157 + e1 #153. Priority: get harv#2 + proc#2 done for income.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"move\", \"units\": [145, 147], \"x\": 32, \"y\": 14}, {\"do\": \"stance\", \"units\": [149, 153, 157], \"stance\": \"defend\"}, {\"do\": \"rally\", \"building\": 150, \"x\": 20, \"y\": 16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1694, "completion_tokens": 1049, "total_tokens": 2743, "cost": 0.001541208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001541208, "upstream_inference_prompt_cost": 0.000282408, "upstream_inference_completions_cost": 0.0012588}, "completion_tokens_details": {"reasoning_tokens": 782, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.42, "thoughts": "Economy is the bottleneck: $0 cash, only 1 harvester, and both proc#2 (28%) and the new harvester (7%) are stalled waiting on ore income. I'll keep the lone harvester mining, leave production queued, and use my idle rocket soldiers to scout toward the enemy while the rest defend base.", "notes": "Allies @(12,16). fact/powr/proc/tent/weap built. proc#2 ~28%, harv#2 ~7% - both cash-starved. Scouting east with 2x e3 (#145,#147) toward enemy start (95,11). Base defense: e3 #149,#157 + e1 #153. Priority: get harv#2 + proc#2 done for income.", "commands": [{"do": "harvest", "unit": 132}, {"do": "move", "units": [145, 147], "x": 32, "y": 14}, {"do": "stance", "units": [149, 153, 157], "stance": "defend"}, {"do": "rally", "building": 150, "x": 20, "y": 16}], "feedback": ["move: 2 units", "stance: 3 units", "rally #150: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 700, "units_killed": 0, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8600, "army_value": 1300, "income": 2000, "experience": 0, "order_count": 47}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $306 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9800, army $4200, killed $700 (3 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.9%.\nPRODUCTION: Building: weap 44%; Infantry: e3 17%\nCAN PRODUCE NOW:\n  Building: 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  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #139@(44,24)6% #140@(43,24)80% #141@(44,24) #143@(45,24) #144@(47,25)\n  e3 (Rocket Soldier) x5: #146@(60,28) #148@(68,24) #154@(75,18) #155@(83,14) #156@(91,10)\n  harv (Ore Truck (harvester)) x2: #135@(106,21) #152@(93,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #136: ordered\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy start (12,16). War Factory building queue 32%; e3 training underway. Army advancing west.", "raw": "{\"thoughts\":\"The army is already advancing west toward the likely enemy start; keep it pushing to reveal the base and engage anything encountered. Cash is too low to start another structure, so let the War Factory and Rocket Soldier queues progress.\",\"notes\":\"Home (95,11); likely enemy start (12,16). Army advancing west; push toward enemy base. War Factory and e3 queues in progress.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1406, "completion_tokens": 250, "total_tokens": 1656, "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": 0.00033077, "upstream_inference_prompt_cost": 0.00019327, "upstream_inference_completions_cost": 0.0001375}, "completion_tokens_details": {"reasoning_tokens": 139, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.39, "thoughts": "The army is already advancing west toward the likely enemy start; keep it pushing to reveal the base and engage anything encountered. Cash is too low to start another structure, so let the War Factory and Rocket Soldier queues progress.", "notes": "Home (95,11); likely enemy start (12,16). Army advancing west; push toward enemy base. War Factory and e3 queues in progress.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 0, "units_killed": 3, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 2000, "income": 1825, "experience": 7, "order_count": 22}}
{"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 (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 $8700, army $2500, killed $0 (0 units, 0 bldgs), lost $700 (3 units, 0 bldgs). Map explored 13.4%.\nPRODUCTION: Building: proc 35%; Building: proc 0%; Vehicle: harv 15%; Infantry: e1 45%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 100%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #153@(14,18)* #158@(18,17)\n  e3 (Rocket Soldier) x4: #145@(29,16) #147@(28,16) #149@(18,16)* #157@(18,18)*\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  - move: 2 units\n  - stance: 3 units\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: Allies @(12,16). fact/powr/proc/tent/weap built. proc#2 ~28%, harv#2 ~7% - both cash-starved. Scouting east with 2x e3 (#145,#147) toward enemy start (95,11). Base defense: e3 #149,#157 + e1 #153. Priority: get harv#2 + proc#2 done for income.", "raw": "{\"thoughts\": \"Economy is the bottleneck at $0 cash; proc#2 and harv#2 are already in progress so keep them going. Continue scouting east with the two rocket soldiers while holding base defenders in place, and keep the harvester mining nonstop.\", \"notes\": \"Allies @(12,16). Buildings: fact,powr,proc,tent,weap. proc#2 building, harv#2 in vehicle queue. 2x e3 (#145,#147) scouting toward enemy (95,11). Base guards: e3 #149,#157 + e1 #153. Cash-starved -> protect econ, don't over-queue.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[145,147],\"x\":45,\"y\":16},{\"do\":\"stance\",\"units\":[149,157,153,158],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":150,\"x\":18,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":16,\"y\":17}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1721, "completion_tokens": 558, "total_tokens": 2279, "cost": 0.000960108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000960108, "upstream_inference_prompt_cost": 0.000290508, "upstream_inference_completions_cost": 0.0006696}, "completion_tokens_details": {"reasoning_tokens": 327, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.71, "thoughts": "Economy is the bottleneck at $0 cash; proc#2 and harv#2 are already in progress so keep them going. Continue scouting east with the two rocket soldiers while holding base defenders in place, and keep the harvester mining nonstop.", "notes": "Allies @(12,16). Buildings: fact,powr,proc,tent,weap. proc#2 building, harv#2 in vehicle queue. 2x e3 (#145,#147) scouting toward enemy (95,11). Base guards: e3 #149,#157 + e1 #153. Cash-starved -> protect econ, don't over-queue.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [145, 147], "x": 45, "y": 16}, {"do": "stance", "units": [149, 157, 153, 158], "stance": "defend"}, {"do": "rally", "building": 150, "x": 18, "y": 16}, {"do": "rally", "building": 133, "x": 16, "y": 17}], "feedback": ["attack_move: 2 units", "stance: 4 units", "rally #150: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 700, "units_killed": 0, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 1400, "income": 2000, "experience": 0, "order_count": 47}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9800, army $4200, killed $700 (3 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.1%.\nPRODUCTION: Building: weap 56%; Infantry: e3 93%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, 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  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #139@(35,19)6% #140@(33,18)80% #141@(35,20) #143@(34,24) #144@(36,24)\n  e3 (Rocket Soldier) x5: #146@(49,28) #148@(59,28) #154@(67,24) #155@(74,19) #156@(82,13)\n  harv (Ore Truck (harvester)) x2: #135@(107,22) #152@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy start (12,16). Army advancing west; push toward enemy base. War Factory and e3 queues in progress.", "raw": "{\"thoughts\":\"Cash is depleted, so let the War Factory and Rocket Soldier finish without adding new orders. The army is spread along the western approach; keep it advancing toward the likely enemy start and engage anything encountered.\",\"notes\":\"Home (95,11); likely enemy start (12,16). Army pushing west; War Factory and e3 queues in progress. Protect both harvesters.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1400, "completion_tokens": 240, "total_tokens": 1640, "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": 0.000324445, "upstream_inference_prompt_cost": 0.000192445, "upstream_inference_completions_cost": 0.000132}, "completion_tokens_details": {"reasoning_tokens": 133, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.57, "thoughts": "Cash is depleted, so let the War Factory and Rocket Soldier finish without adding new orders. The army is spread along the western approach; keep it advancing toward the likely enemy start and engage anything encountered.", "notes": "Home (95,11); likely enemy start (12,16). Army pushing west; War Factory and e3 queues in progress. Protect both harvesters.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 0, "units_killed": 3, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 2000, "income": 2000, "experience": 7, "order_count": 22}}
{"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 (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 $8100, army $1900, killed $0 (0 units, 0 bldgs), lost $1300 (5 units, 0 bldgs). Map explored 13.6%.\nPRODUCTION: Building: proc 35%; Building: proc 0%; Vehicle: harv 15%; Infantry: e1 45%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 100%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #153@(14,18)* #158@(18,18)*\n  e3 (Rocket Soldier) x2: #149@(18,16)* #157@(18,18)*\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: 2 units\n  - stance: 4 units\n  - rally #150: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Allies @(12,16). Buildings: fact,powr,proc,tent,weap. proc#2 building, harv#2 in vehicle queue. 2x e3 (#145,#147) scouting toward enemy (95,11). Base guards: e3 #149,#157 + e1 #153. Cash-starved -> protect econ, don't over-queue.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Economy is starved ($0 cash, 1 harvester). I need to let the harvester mine and protect it. proc#2 and harv#2 are underway. Keep the two e3 scouts heading toward the enemy start (95,11) to find their base. Base is safe with rocket soldiers and rifles on guard.\", \"notes\": \"Allies @(12,16). Buildings: fact,powr,proc,tent,weap. proc#2 building, harv#2 in vehicle queue. Scouting 2x e3 to (95,11). Base guards: e3 #149,#157, e1 #153,#158. Cash-starved -> protect econ.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":131,\"x\":16,\"y\":8},{\"do\":\"move\",\"units\":[149,157],\"x\":60,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1706, "completion_tokens": 333, "total_tokens": 2039, "cost": 0.000685608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000685608, "upstream_inference_prompt_cost": 0.000286008, "upstream_inference_completions_cost": 0.0003996}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.46, "thoughts": "Economy is starved ($0 cash, 1 harvester). I need to let the harvester mine and protect it. proc#2 and harv#2 are underway. Keep the two e3 scouts heading toward the enemy start (95,11) to find their base. Base is safe with rocket soldiers and rifles on guard.", "notes": "Allies @(12,16). Buildings: fact,powr,proc,tent,weap. proc#2 building, harv#2 in vehicle queue. Scouting 2x e3 to (95,11). Base guards: e3 #149,#157, e1 #153,#158. Cash-starved -> protect econ.", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 131, "x": 16, "y": 8}, {"do": "move", "units": [149, 157], "x": 60, "y": 20}, {"do": "train", "item": "e3", "count": 1}], "feedback": ["rally #131: ordered", "move: 2 units", "train 1x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1300, "units_killed": 0, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 800, "income": 2000, "experience": 0, "order_count": 47}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9800, army $4200, killed $1300 (5 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.9%.\nPRODUCTION: Building: weap 56%; Infantry: e3 93%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, 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  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #139@(29,14)5% #140@(28,14)67% #141@(29,14)98% #143@(26,18) #144@(28,17)\n  e3 (Rocket Soldier) x5: #146@(40,24) #148@(49,26) #154@(58,28) #155@(66,24) #156@(74,19)\n  harv (Ore Truck (harvester)) x2: #135@(99,13) #152@(99,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy start (12,16). Army pushing west; War Factory and e3 queues in progress. Protect both harvesters.", "raw": "{\"thoughts\":\"Cash is exhausted, so let the nearly complete War Factory and rocket-soldier production finish. Keep the western push moving toward the likely enemy start while the harvesters continue mining.\",\"notes\":\"Home (95,11); enemy likely near (12,16). War Factory building queue 56%, e3 queue 93%; place War Factory when ready. Two harvesters; push army west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1403, "completion_tokens": 277, "total_tokens": 1680, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1401, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003452075, "upstream_inference_prompt_cost": 0.0001928575, "upstream_inference_completions_cost": 0.00015235}, "completion_tokens_details": {"reasoning_tokens": 165, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.73, "thoughts": "Cash is exhausted, so let the nearly complete War Factory and rocket-soldier production finish. Keep the western push moving toward the likely enemy start while the harvesters continue mining.", "notes": "Home (95,11); enemy likely near (12,16). War Factory building queue 56%, e3 queue 93%; place War Factory when ready. Two harvesters; push army west.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 0, "units_killed": 5, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 2000, "income": 2000, "experience": 13, "order_count": 22}}
{"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 (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 $7700, army $1500, killed $0 (0 units, 0 bldgs), lost $1700 (7 units, 0 bldgs). Map explored 14.8%.\nPRODUCTION: Building: proc 35%; Building: proc 0%; Vehicle: harv 15%; Infantry: e1 45%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 99%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #153@(14,18)*\n  e3 (Rocket Soldier) x1: #157@(25,25)\n  harv (Ore Truck (harvester)) x1: #132@(15,17)\nVISIBLE ENEMY UNITS (4):\n  #139 e1@(19,14) 5%, #140 e1@(19,14) 67%, #141 e1@(19,14) 98%, #143 e1@(20,17) 28%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #131: ordered\n  - move: 2 units\n  - train 1x e3: queued\nYOUR NOTES FROM LAST TURN: Allies @(12,16). Buildings: fact,powr,proc,tent,weap. proc#2 building, harv#2 in vehicle queue. Scouting 2x e3 to (95,11). Base guards: e3 #149,#157, e1 #153,#158. Cash-starved -> protect econ.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.18, "thoughts": "(no valid response)", "notes": "Allies @(12,16). Buildings: fact,powr,proc,tent,weap. proc#2 building, harv#2 in vehicle queue. Scouting 2x e3 to (95,11). Base guards: e3 #149,#157, e1 #153,#158. Cash-starved -> protect econ.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1700, "units_killed": 0, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7700, "army_value": 400, "income": 2000, "experience": 0, "order_count": 48}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $735 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10100, army $4500, killed $1700 (7 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 21.3%.\nPRODUCTION: Building: weap 68%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #139@(19,14)5% #140@(19,14)67% #141@(19,14)98% #143@(20,17)28% #144@(21,17)\n  e3 (Rocket Soldier) x6: #146@(32,17) #148@(39,23) #154@(48,25) #155@(57,28) #156@(65,24) #161@(89,12)\n  harv (Ore Truck (harvester)) x2: #135@(103,17) #152@(93,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). War Factory building queue 56%, e3 queue 93%; place War Factory when ready. Two harvesters; push army west.", "raw": "{\"thoughts\":\"The army is already strung out advancing west toward the likely enemy start; regroup and continue the push. Keep both harvesters mining, and let the War Factory finish before adding more production.\",\"notes\":\"Home (95,11); enemy likely near (12,16). War Factory building queue 68%; place it when ready. Two harvesters; army pushing west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1414, "completion_tokens": 317, "total_tokens": 1731, "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": 0.00036872, "upstream_inference_prompt_cost": 0.00019437, "upstream_inference_completions_cost": 0.00017435}, "completion_tokens_details": {"reasoning_tokens": 192, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.34, "thoughts": "The army is already strung out advancing west toward the likely enemy start; regroup and continue the push. Keep both harvesters mining, and let the War Factory finish before adding more production.", "notes": "Home (95,11); enemy likely near (12,16). War Factory building queue 68%; place it when ready. Two harvesters; army pushing west.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 11 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 0, "units_killed": 7, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 2300, "income": 3000, "experience": 17, "order_count": 22}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1600, killed $200 (2 units, 0 bldgs), lost $1700 (7 units, 0 bldgs). Map explored 15.5%.\nPRODUCTION: Building: proc 47%; Building: proc 0%; Vehicle: harv 30%; Infantry: e3 36%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 82%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #153@(14,18)* #162@(14,14)\n  e3 (Rocket Soldier) x1: #157@(35,25)\n  harv (Ore Truck (harvester)) x1: #132@(17,8)98%\nVISIBLE ENEMY UNITS (3):\n  #141 e1@(19,14) 72%, #143 e1@(20,16) 28%, #144 e1@(20,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Allies @(12,16). Buildings: fact,powr,proc,tent,weap. proc#2 building, harv#2 in vehicle queue. Scouting 2x e3 to (95,11). Base guards: e3 #149,#157, e1 #153,#158. Cash-starved -> protect econ.", "raw": "{\"thoughts\": \"Cancel redundant Harvester production to prioritize finishing Refinery #2 (which grants a free Harvester and extra dump site). Defend against the 3 hostile riflemen near base and repair damaged Refinery.\", \"notes\": \"Canceled harv to finish proc #2 fast. Defending base from 3 enemy e1 with #153 and #162. #157 scouting east.\", \"commands\": [{\"do\": \"cancel\", \"item\": \"harv\"}, {\"do\": \"repair\", \"building\": 131}, {\"do\": \"attack_move\", \"units\": [153, 162], \"x\": 20, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [157], \"x\": 60, \"y\": 20}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1797, "completion_tokens": 1355, "total_tokens": 3152, "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": 0.012858, "upstream_inference_prompt_cost": 0.0026955, "upstream_inference_completions_cost": 0.0101625}, "completion_tokens_details": {"reasoning_tokens": 1175, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 13.71, "thoughts": "Cancel redundant Harvester production to prioritize finishing Refinery #2 (which grants a free Harvester and extra dump site). Defend against the 3 hostile riflemen near base and repair damaged Refinery.", "notes": "Canceled harv to finish proc #2 fast. Defending base from 3 enemy e1 with #153 and #162. #157 scouting east.", "commands": [{"do": "cancel", "item": "harv"}, {"do": "repair", "building": 131}, {"do": "attack_move", "units": [153, 162], "x": 20, "y": 15}, {"do": "attack_move", "units": [157], "x": 60, "y": 20}], "feedback": ["repair #131: ordered", "attack_move: 2 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 1700, "units_killed": 2, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 500, "income": 2500, "experience": 2, "order_count": 48}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $401 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9900, army $4300, killed $1700 (7 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 21.3%.\nPRODUCTION: Building: weap 85%\nCAN PRODUCE NOW:\n  Building: 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  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #141@(19,14)72% #143@(20,16)28% #144@(20,16)\n  e3 (Rocket Soldier) x6: #146@(22,16) #148@(31,16) #154@(38,22) #155@(47,25) #156@(56,28) #161@(79,14)\n  harv (Ore Truck (harvester)) x2: #135@(104,23) #152@(102,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). War Factory building queue 68%; place it when ready. Two harvesters; army pushing west.", "raw": "{\"thoughts\":\"The War Factory is still in the Building queue and cash is depleted, so let the harvesters bring in ore before starting more production. Keep the westward push moving toward the likely enemy start and set the army to engage anything it encounters.\",\"notes\":\"Home (95,11); enemy likely near (12,16). War Factory building queue 85%, place when ready. Two harvesters; army pushing west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1389, "completion_tokens": 300, "total_tokens": 1689, "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": 0.0003559325, "upstream_inference_prompt_cost": 0.0001909325, "upstream_inference_completions_cost": 0.000165}, "completion_tokens_details": {"reasoning_tokens": 168, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.14, "thoughts": "The War Factory is still in the Building queue and cash is depleted, so let the harvesters bring in ore before starting more production. Keep the westward push moving toward the likely enemy start and set the army to engage anything it encounters.", "notes": "Home (95,11); enemy likely near (12,16). War Factory building queue 85%, place when ready. Two harvesters; army pushing west.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 9 units", "stance: 9 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 200, "units_killed": 7, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 2100, "income": 3000, "experience": 17, "order_count": 22}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1600, killed $700 (5 units, 0 bldgs), lost $1700 (7 units, 0 bldgs). Map explored 15.5%.\nPRODUCTION: Building: proc 59%; Building: proc 0%; Infantry: e3 92%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 63%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #153@(16,17) #162@(16,14)\n  e3 (Rocket Soldier) x1: #157@(35,25)68%\n  harv (Ore Truck (harvester)) x1: #132@(18,9)98%\nVISIBLE ENEMY UNITS (3):\n  #144 e1@(20,16) 0%, #148 e3@(21,16) 100%, #154 e3@(37,22) 61%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #131: ordered\n  - attack_move: 2 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Canceled harv to finish proc #2 fast. Defending base from 3 enemy e1 with #153 and #162. #157 scouting east.", "raw": "{\"thoughts\": \"Economy stalled at $0 with proc #131 at 63% and repairing. Enemy e3 #148 is near my base; use my two riflemen to kill it while the harvester keeps mining. #157 keeps scouting east. Not much to build with no cash.\", \"notes\": \"Home (12,16). Enemy start ~(95,11). Defending e3 #148 at (21,16). Proc #1 repairing, proc #2 at 59%. Cash $0, need proc done + harvester income.\", \"commands\": [{\"do\":\"attack\",\"units\":[153,162],\"target\":148},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[157],\"x\":60,\"y\":18},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1675, "completion_tokens": 696, "total_tokens": 2371, "cost": 0.001111908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001111908, "upstream_inference_prompt_cost": 0.000276708, "upstream_inference_completions_cost": 0.0008352}, "completion_tokens_details": {"reasoning_tokens": 522, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.69, "thoughts": "Economy stalled at $0 with proc #131 at 63% and repairing. Enemy e3 #148 is near my base; use my two riflemen to kill it while the harvester keeps mining. #157 keeps scouting east. Not much to build with no cash.", "notes": "Home (12,16). Enemy start ~(95,11). Defending e3 #148 at (21,16). Proc #1 repairing, proc #2 at 59%. Cash $0, need proc done + harvester income.", "commands": [{"do": "attack", "units": [153, 162], "target": 148}, {"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [157], "x": 60, "y": 18}, {"do": "build", "item": "powr"}], "feedback": ["attack: 2 units", "attack_move: 1 units", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 1700, "units_killed": 5, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 500, "income": 2500, "experience": 7, "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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $100 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $3800, killed $1700 (7 units, 0 bldgs), lost $700 (5 units, 0 bldgs). Map explored 21.3%.\nPRODUCTION: Building: weap 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: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, 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  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #144@(20,16)0%\n  e3 (Rocket Soldier) x5: #148@(21,16) #154@(37,22)61% #155@(39,23) #156@(47,25) #161@(72,21)\n  harv (Ore Truck (harvester)) x2: #135@(101,22) #152@(103,24)\nVISIBLE ENEMY UNITS (1):\n  #157 e3@(35,25) 68%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - stance: 9 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). War Factory building queue 85%, place when ready. Two harvesters; army pushing west.", "raw": "{\"thoughts\":\"Place the ready War Factory now so vehicle production can start as ore comes in. Keep the scattered rocket infantry pressing toward the likely enemy base at (12,16), while avoiding spending beyond current funds.\",\"notes\":\"Home (95,11); enemy likely near (12,16). War Factory ready to place; two harvesters. Rocket infantry spread west; keep advancing toward enemy base.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1386, "completion_tokens": 240, "total_tokens": 1626, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1384, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00032252, "upstream_inference_prompt_cost": 0.00019052, "upstream_inference_completions_cost": 0.000132}, "completion_tokens_details": {"reasoning_tokens": 105, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.48, "thoughts": "Place the ready War Factory now so vehicle production can start as ore comes in. Keep the scattered rocket infantry pressing toward the likely enemy base at (12,16), while avoiding spending beyond current funds.", "notes": "Home (95,11); enemy likely near (12,16). War Factory ready to place; two harvesters. Rocket infantry spread west; keep advancing toward enemy base.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 6 units", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 700, "units_killed": 7, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 1600, "income": 3000, "experience": 17, "order_count": 22}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1600, killed $1100 (7 units, 0 bldgs), lost $1700 (7 units, 0 bldgs). Map explored 15.5%.\nPRODUCTION: Building: proc 59%; Building: powr 0%; Building: proc 0%; Infantry: e3 92%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #153@(16,17)* #162@(16,14)*\n  e3 (Rocket Soldier) x1: #157@(35,25)20%\n  harv (Ore Truck (harvester)) x1: #132@(15,17)98%\nVISIBLE ENEMY UNITS (1):\n  #154 e3@(37,22) 21%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - attack_move: 1 units\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home (12,16). Enemy start ~(95,11). Defending e3 #148 at (21,16). Proc #1 repairing, proc #2 at 59%. Cash $0, need proc done + harvester income.", "raw": "{\"thoughts\": \"Our cash is $0 while refinery #2 finishes building. Our rocket soldier #157 is dueling enemy #154 out in the field; let's eliminate the enemy e3. We'll cancel redundant queued infantry to free up any paused funds or let money focus on proc.\", \"notes\": \"Home (12,16). Enemy ~(95,11). Proc #2 at 59%. Need harvester unloading to jumpstart economy, then build light tanks.\", \"commands\": [{\"do\": \"attack\", \"units\": [157], \"target\": 154}, {\"do\": \"attack_move\", \"units\": [153, 162], \"x\": 30, \"y\": 22}, {\"do\": \"repair\", \"building\": 131}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1775, "completion_tokens": 180, "total_tokens": 1955, "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": 0.0040125, "upstream_inference_prompt_cost": 0.0026625, "upstream_inference_completions_cost": 0.00135}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.47, "thoughts": "Our cash is $0 while refinery #2 finishes building. Our rocket soldier #157 is dueling enemy #154 out in the field; let's eliminate the enemy e3. We'll cancel redundant queued infantry to free up any paused funds or let money focus on proc.", "notes": "Home (12,16). Enemy ~(95,11). Proc #2 at 59%. Need harvester unloading to jumpstart economy, then build light tanks.", "commands": [{"do": "attack", "units": [157], "target": 154}, {"do": "attack_move", "units": [153, 162], "x": 30, "y": 22}, {"do": "repair", "building": 131}], "feedback": ["attack: 1 units", "attack_move: 2 units", "repair #131: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1100, "deaths_cost": 1700, "units_killed": 7, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 500, "income": 2000, "experience": 11, "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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $325 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11000, army $3400, killed $1700 (7 units, 0 bldgs), lost $1100 (7 units, 0 bldgs). Map explored 21.5%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #154@(37,22)21% #155@(39,23) #156@(39,24) #161@(63,26)\n  harv (Ore Truck (harvester)) x2: #135@(93,15) #152@(94,16)\nVISIBLE ENEMY UNITS (1):\n  #157 e3@(35,25) 20%\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: 6 units\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). War Factory ready to place; two harvesters. Rocket infantry spread west; keep advancing toward enemy base.", "raw": "{\"thoughts\":\"Power is low and every production queue is idle, so start a Power Plant as soon as funds allow. Keep the surviving rocket soldiers advancing toward the likely enemy base, but avoid splitting them further.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Two harvesters; low power. Push surviving rockets west toward enemy base.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1440, "completion_tokens": 265, "total_tokens": 1705, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1438, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000343695, "upstream_inference_prompt_cost": 0.000197945, "upstream_inference_completions_cost": 0.00014575}, "completion_tokens_details": {"reasoning_tokens": 153, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.76, "thoughts": "Power is low and every production queue is idle, so start a Power Plant as soon as funds allow. Keep the surviving rocket soldiers advancing toward the likely enemy base, but avoid splitting them further.", "notes": "Home (95,11); enemy likely near (12,16). Two harvesters; low power. Push surviving rockets west toward enemy base.", "commands": [{"do": "build", "item": "powr"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["build powr: started", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 1100, "units_killed": 7, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11000, "army_value": 1200, "income": 3200, "experience": 17, "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8000, army $1800, killed $1100 (7 units, 0 bldgs), lost $2000 (8 units, 0 bldgs). Map explored 15.5%.\nPRODUCTION: Building: proc 77%; Building: powr 0%; Building: proc 0%; Infantry: e1 23%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #153@(28,20) #162@(25,20) #165@(17,16) #166@(14,14)\n  e3 (Rocket Soldier) x1: #164@(16,17)*\n  harv (Ore Truck (harvester)) x1: #132@(20,9)98%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - attack_move: 2 units\n  - repair #131: ordered\nYOUR NOTES FROM LAST TURN: Home (12,16). Enemy ~(95,11). Proc #2 at 59%. Need harvester unloading to jumpstart economy, then build light tanks.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.13, "thoughts": "(no valid response)", "notes": "Home (12,16). Enemy ~(95,11). Proc #2 at 59%. Need harvester unloading to jumpstart economy, then build light tanks.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1100, "deaths_cost": 2000, "units_killed": 7, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8000, "army_value": 700, "income": 2500, "experience": 11, "order_count": 50}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $993 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11000, army $3400, killed $2000 (8 units, 0 bldgs), lost $1100 (7 units, 0 bldgs). Map explored 21.5%.\nPRODUCTION: Building: powr 36%\nCAN PRODUCE NOW:\n  Building: 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  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #154@(33,18)7% #155@(34,19) #156@(34,19) #161@(54,28)\n  harv (Ore Truck (harvester)) x2: #135@(101,22) #152@(96,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Two harvesters; low power. Push surviving rockets west toward enemy base.", "raw": "{\"thoughts\":\"The power plant is already under construction and should resolve the low-power slowdown. Cash is currently empty, so send the surviving rocket soldiers west to scout and pressure the likely enemy start; avoid spending until ore income arrives.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Power plant underway. Two harvesters; push surviving rockets west. One rocket is critically damaged.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1408, "completion_tokens": 256, "total_tokens": 1664, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1406, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000334345, "upstream_inference_prompt_cost": 0.000193545, "upstream_inference_completions_cost": 0.0001408}, "completion_tokens_details": {"reasoning_tokens": 145, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.21, "thoughts": "The power plant is already under construction and should resolve the low-power slowdown. Cash is currently empty, so send the surviving rocket soldiers west to scout and pressure the likely enemy start; avoid spending until ore income arrives.", "notes": "Home (95,11); enemy likely near (12,16). Power plant underway. Two harvesters; push surviving rockets west. One rocket is critically damaged.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 1100, "units_killed": 8, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11000, "army_value": 1200, "income": 4000, "experience": 20, "order_count": 24}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8000, army $1800, killed $1100 (7 units, 0 bldgs), lost $2000 (8 units, 0 bldgs). Map explored 15.6%.\nPRODUCTION: Building: proc 77%; Building: powr 0%; Building: proc 0%; Infantry: e1 23%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #153@(30,22)* #162@(30,22)* #165@(16,17)* #166@(16,17)*\n  e3 (Rocket Soldier) x1: #164@(16,17)*\n  harv (Ore Truck (harvester)) x1: #132@(22,7)98%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (12,16). Enemy ~(95,11). Proc #2 at 59%. Need harvester unloading to jumpstart economy, then build light tanks.", "raw": "{\"thoughts\":\"Economy is currently at $0 cash, waiting on refinery to finish and harvester to unload. I'll regroup my idle infantry at base for defense while production continues automatically. No immediate combat targets visible.\",\"notes\":\"Home (12,16). Enemy ~(95,11). Proc#2 at 59%, need it finished for economy. Once cash flows, prioritize powr, then weap production of tanks. Consolidate infantry at base, then push out once army builds up (8+ units) toward enemy base at (95,11).\",\"commands\":[{\"do\":\"move\",\"units\":[153,162],\"x\":16,\"y\":17},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2332, "completion_tokens": 454, "total_tokens": 2786, "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": 0.009204, "upstream_inference_prompt_cost": 0.004664, "upstream_inference_completions_cost": 0.00454}, "completion_tokens_details": {"reasoning_tokens": 221, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.73, "thoughts": "Economy is currently at $0 cash, waiting on refinery to finish and harvester to unload. I'll regroup my idle infantry at base for defense while production continues automatically. No immediate combat targets visible.", "notes": "Home (12,16). Enemy ~(95,11). Proc#2 at 59%, need it finished for economy. Once cash flows, prioritize powr, then weap production of tanks. Consolidate infantry at base, then push out once army builds up (8+ units) toward enemy base at (95,11).", "commands": [{"do": "move", "units": [153, 162], "x": 16, "y": 17}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["move: 2 units", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1100, "deaths_cost": 2000, "units_killed": 7, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8000, "army_value": 700, "income": 2500, "experience": 11, "order_count": 50}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $881 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11000, army $3400, killed $2000 (8 units, 0 bldgs), lost $1100 (7 units, 0 bldgs). Map explored 21.8%.\nPRODUCTION: Building: powr 73%\nCAN PRODUCE NOW:\n  Building: 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  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #154@(24,14)7% #155@(25,14) #156@(26,14) #161@(45,24)\n  harv (Ore Truck (harvester)) x2: #135@(100,25) #152@(103,25)\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: Home (95,11); enemy likely near (12,16). Power plant underway. Two harvesters; push surviving rockets west. One rocket is critically damaged.", "raw": "{\"thoughts\":\"The power plant is still under construction, so let it finish and place it to resolve low power. Keep the surviving rocket soldiers advancing toward the likely enemy base; their group is small, so avoid splitting them further.\",\"notes\":\"Home (95,11); likely enemy base near (12,16). Power plant building queue at 73%; place when ready. Two harvesters, one critically damaged rocket soldier. Rally new vehicles west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":163,\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1404, "completion_tokens": 315, "total_tokens": 1719, "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": 0.000366245, "upstream_inference_prompt_cost": 0.000192995, "upstream_inference_completions_cost": 0.00017325}, "completion_tokens_details": {"reasoning_tokens": 178, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.85, "thoughts": "The power plant is still under construction, so let it finish and place it to resolve low power. Keep the surviving rocket soldiers advancing toward the likely enemy base; their group is small, so avoid splitting them further.", "notes": "Home (95,11); likely enemy base near (12,16). Power plant building queue at 73%; place when ready. Two harvesters, one critically damaged rocket soldier. Rally new vehicles west.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 163, "x": 12, "y": 16}], "feedback": ["attack_move: 4 units", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 1100, "units_killed": 8, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11000, "army_value": 1200, "income": 3525, "experience": 20, "order_count": 24}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8000, army $1800, killed $2000 (10 units, 0 bldgs), lost $2000 (8 units, 0 bldgs). Map explored 15.6%.\nPRODUCTION: Building: proc 77%; Building: powr 0%; Building: proc 0%; Infantry: e1 23%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #153@(19,17) #162@(20,18) #165@(16,17)* #166@(16,17)*\n  e3 (Rocket Soldier) x1: #164@(16,17)*\n  harv (Ore Truck (harvester)) x1: #132@(18,15)90%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Home (12,16). Enemy ~(95,11). Proc#2 at 59%, need it finished for economy. Once cash flows, prioritize powr, then weap production of tanks. Consolidate infantry at base, then push out once army builds up (8+ units) toward enemy base at (95,11).", "raw": "{\"thoughts\": \"Economy is starved at $0 with only one harvester, so everything is stalled. I need to get the harvester mining immediately, repair my damaged refinery, and let the queued refinery finish. No enemy visible, so consolidate and wait for income before pushing.\", \"notes\": \"Home(12,16), enemy ~(95,11). Refinery #131 damaged (59%) - repairing. Harvester #132 sent to mine. Cash $0, so all production stalled; second proc queued (77%). Next: finish economy (proc#2, 2nd harv), then push armor toward (95,11).\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"repair\",\"building\":131},{\"do\":\"rally\",\"building\":150,\"x\":16,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":14,\"y\":15},{\"do\":\"stance\",\"units\":[153,162,164,165,166],\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1665, "completion_tokens": 1009, "total_tokens": 2674, "cost": 0.001484508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001484508, "upstream_inference_prompt_cost": 0.000273708, "upstream_inference_completions_cost": 0.0012108}, "completion_tokens_details": {"reasoning_tokens": 792, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.05, "thoughts": "Economy is starved at $0 with only one harvester, so everything is stalled. I need to get the harvester mining immediately, repair my damaged refinery, and let the queued refinery finish. No enemy visible, so consolidate and wait for income before pushing.", "notes": "Home(12,16), enemy ~(95,11). Refinery #131 damaged (59%) - repairing. Harvester #132 sent to mine. Cash $0, so all production stalled; second proc queued (77%). Next: finish economy (proc#2, 2nd harv), then push armor toward (95,11).", "commands": [{"do": "harvest", "unit": 132}, {"do": "repair", "building": 131}, {"do": "rally", "building": 150, "x": 16, "y": 18}, {"do": "rally", "building": 133, "x": 14, "y": 15}, {"do": "stance", "units": [153, 162, 164, 165, 166], "stance": "defend"}], "feedback": ["repair #131: ordered", "rally #150: ordered", "rally #133: ordered", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 2000, "units_killed": 10, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8000, "army_value": 700, "income": 2000, "experience": 20, "order_count": 50}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $800 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10100, army $2500, killed $2000 (8 units, 0 bldgs), lost $2000 (10 units, 0 bldgs). Map explored 22%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #161@(34,24)\n  harv (Ore Truck (harvester)) x2: #135@(95,17) #152@(100,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy base near (12,16). Power plant building queue at 73%; place when ready. Two harvesters, one critically damaged rocket soldier. Rally new vehicles west.", "raw": "{\"thoughts\":\"Place the ready Power Plant to resolve low power. Cash is currently empty, so let the harvesters replenish it; pull the lone exposed Rocket Soldier back toward the base rather than sending it alone toward the enemy.\",\"notes\":\"Home (95,11); likely enemy base near (12,16). Two harvesters; rally War Factory west. Power Plant ready to place.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"move\",\"units\":[161],\"x\":80,\"y\":15}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1397, "completion_tokens": 277, "total_tokens": 1674, "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": 0.0003443825, "upstream_inference_prompt_cost": 0.0001920325, "upstream_inference_completions_cost": 0.00015235}, "completion_tokens_details": {"reasoning_tokens": 164, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.03, "thoughts": "Place the ready Power Plant to resolve low power. Cash is currently empty, so let the harvesters replenish it; pull the lone exposed Rocket Soldier back toward the base rather than sending it alone toward the enemy.", "notes": "Home (95,11); likely enemy base near (12,16). Two harvesters; rally War Factory west. Power Plant ready to place.", "commands": [{"do": "place", "item": "powr"}, {"do": "move", "units": [161], "x": 80, "y": 15}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 2000, "units_killed": 8, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 300, "income": 3500, "experience": 20, "order_count": 24}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $253 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8100, army $1900, killed $2000 (10 units, 0 bldgs), lost $2000 (8 units, 0 bldgs). Map explored 15.6%.\nPRODUCTION: Building: proc 85%; Building: powr 0%; Building: proc 0%; Infantry: e3 15%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #153@(16,17)* #162@(16,17)* #165@(16,17)* #166@(16,17)* #168@(13,14)\n  e3 (Rocket Soldier) x1: #164@(16,17)*\n  harv (Ore Truck (harvester)) x1: #132@(14,19)90%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #131: ordered\n  - rally #150: ordered\n  - rally #133: ordered\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Home(12,16), enemy ~(95,11). Refinery #131 damaged (59%) - repairing. Harvester #132 sent to mine. Cash $0, so all production stalled; second proc queued (77%). Next: finish economy (proc#2, 2nd harv), then push armor toward (95,11).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Economy is stalled at $0 cash with only 1 harvester. Primary need is ore income: get #132 mining and let the queued proc finish. No visible enemies, so keep infantry defensive near base while economy recovers.\", \"notes\": \"Home(12,16), enemy ~(95,11). Cash $0; waiting on harv income + proc#1 (85%). Infantry (5xe1, 1xe3) held at base on defend. Next: once cash flows, finish proc#2, add 2nd harv, then push armor east.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132}, {\"do\":\"stance\",\"units\":[153,162,165,166,168,164],\"stance\":\"defend\"}, {\"do\":\"rally\",\"building\":133,\"x\":20,\"y\":17}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1686, "completion_tokens": 835, "total_tokens": 2521, "cost": 0.001282008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001282008, "upstream_inference_prompt_cost": 0.000280008, "upstream_inference_completions_cost": 0.001002}, "completion_tokens_details": {"reasoning_tokens": 651, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.49, "thoughts": "Economy is stalled at $0 cash with only 1 harvester. Primary need is ore income: get #132 mining and let the queued proc finish. No visible enemies, so keep infantry defensive near base while economy recovers.", "notes": "Home(12,16), enemy ~(95,11). Cash $0; waiting on harv income + proc#1 (85%). Infantry (5xe1, 1xe3) held at base on defend. Next: once cash flows, finish proc#2, add 2nd harv, then push armor east.", "commands": [{"do": "harvest", "unit": 132}, {"do": "stance", "units": [153, 162, 165, 166, 168, 164], "stance": "defend"}, {"do": "rally", "building": 133, "x": 20, "y": 17}], "feedback": ["stance: 6 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 2000, "units_killed": 10, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 800, "income": 2500, "experience": 20, "order_count": 50}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1800 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10400, army $2500, killed $2000 (8 units, 0 bldgs), lost $2000 (10 units, 0 bldgs). Map explored 22%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #161@(43,24)\n  harv (Ore Truck (harvester)) x2: #135@(96,22) #152@(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  - move: 1 units\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy base near (12,16). Two harvesters; rally War Factory west. Power Plant ready to place.", "raw": "{\"thoughts\":\"Power is healthy and two refineries are operating, but no spendable cash is available yet. Keep both harvesters mining, send the forward rocket soldier toward the likely enemy base, and queue tanks for continuous production.\",\"notes\":\"Home (95,11); likely enemy base near (12,16). Two harvesters; one e3 forward at (43,24), advancing west. Keep War Factory producing tanks.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"attack_move\",\"units\":[161],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1396, "completion_tokens": 403, "total_tokens": 1799, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1394, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000413545, "upstream_inference_prompt_cost": 0.000191895, "upstream_inference_completions_cost": 0.00022165}, "completion_tokens_details": {"reasoning_tokens": 257, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.58, "thoughts": "Power is healthy and two refineries are operating, but no spendable cash is available yet. Keep both harvesters mining, send the forward rocket soldier toward the likely enemy base, and queue tanks for continuous production.", "notes": "Home (95,11); likely enemy base near (12,16). Two harvesters; one e3 forward at (43,24), advancing west. Keep War Factory producing tanks.", "commands": [{"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}, {"do": "attack_move", "units": [161], "x": 12, "y": 16}, {"do": "train", "item": "1tnk", "count": 5}], "feedback": ["attack_move: 1 units", "train 5x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 2000, "units_killed": 8, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 300, "income": 4500, "experience": 20, "order_count": 25}}
{"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 (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 $8100, army $1900, killed $2000 (10 units, 0 bldgs), lost $2000 (8 units, 0 bldgs). Map explored 16.4%.\nPRODUCTION: Building: proc 95%; Building: powr 0%; Building: proc 0%; Infantry: e3 57%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #153@(16,17)* #162@(16,17)* #165@(16,17)* #166@(16,17)* #168@(14,15)*\n  e3 (Rocket Soldier) x1: #164@(16,17)*\n  harv (Ore Truck (harvester)) x1: #132@(7,27)90%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 6 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Home(12,16), enemy ~(95,11). Cash $0; waiting on harv income + proc#1 (85%). Infantry (5xe1, 1xe3) held at base on defend. Next: once cash flows, finish proc#2, add 2nd harv, then push armor east.", "raw": "{\"thoughts\": \"Cash is $0 and we're fully dependent on the lone harvester. The second refinery is almost done, which will give a free harvester. Priority: resume mining, keep the 6 infantry defending the base, and wait for income before spending.\", \"notes\": \"Home(12,16), enemy ~(95,11). proc#2 at 95%. Harv#132 sent back to mining. Infantry on defend at base. Next: place proc#2, then build powr + weap units (2tnk/e3) when cash arrives.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1668, "completion_tokens": 439, "total_tokens": 2107, "cost": 0.000801408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000801408, "upstream_inference_prompt_cost": 0.000274608, "upstream_inference_completions_cost": 0.0005268}, "completion_tokens_details": {"reasoning_tokens": 302, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.35, "thoughts": "Cash is $0 and we're fully dependent on the lone harvester. The second refinery is almost done, which will give a free harvester. Priority: resume mining, keep the 6 infantry defending the base, and wait for income before spending.", "notes": "Home(12,16), enemy ~(95,11). proc#2 at 95%. Harv#132 sent back to mining. Infantry on defend at base. Next: place proc#2, then build powr + weap units (2tnk/e3) when cash arrives.", "commands": [{"do": "harvest", "unit": 132}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 2000, "units_killed": 10, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 800, "income": 2500, "experience": 20, "order_count": 50}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1475 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10400, army $2500, killed $2000 (8 units, 0 bldgs), lost $2000 (10 units, 0 bldgs). Map explored 22.1%.\nPRODUCTION: Vehicle: 1tnk 46%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #161@(34,24)\n  harv (Ore Truck (harvester)) x2: #135@(101,26) #152@(107,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - train 5x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy base near (12,16). Two harvesters; one e3 forward at (43,24), advancing west. Keep War Factory producing tanks.", "raw": "{\"thoughts\":\"The War Factory already has five light tanks queued, so keep production focused and send new vehicles toward the likely enemy start. The lone rocket soldier can continue scouting west while the harvesters bring in ore.\",\"notes\":\"Home (95,11); likely enemy base near (12,16). Two harvesters; War Factory has five 1tnk queued. Rally tanks west; scout with e3.\",\"commands\":[{\"do\":\"rally\",\"building\":163,\"x\":34,\"y\":24},{\"do\":\"attack_move\",\"units\":[161],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1442, "completion_tokens": 310, "total_tokens": 1752, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1440, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00036872, "upstream_inference_prompt_cost": 0.00019822, "upstream_inference_completions_cost": 0.0001705}, "completion_tokens_details": {"reasoning_tokens": 182, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.17, "thoughts": "The War Factory already has five light tanks queued, so keep production focused and send new vehicles toward the likely enemy start. The lone rocket soldier can continue scouting west while the harvesters bring in ore.", "notes": "Home (95,11); likely enemy base near (12,16). Two harvesters; War Factory has five 1tnk queued. Rally tanks west; scout with e3.", "commands": [{"do": "rally", "building": 163, "x": 34, "y": 24}, {"do": "attack_move", "units": [161], "x": 12, "y": 16}], "feedback": ["rally #163: ordered", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 2000, "units_killed": 8, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 300, "income": 4000, "experience": 20, "order_count": 30}}
{"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 (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 $8100, army $1900, killed $2000 (10 units, 0 bldgs), lost $2000 (8 units, 0 bldgs). Map explored 16.8%.\nPRODUCTION: Building: proc 95%; Building: powr 0%; Building: proc 0%; Infantry: e3 57%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #153@(16,17)* #162@(16,17)* #165@(16,17)* #166@(16,17)* #168@(14,15)*\n  e3 (Rocket Soldier) x1: #164@(16,17)*\n  harv (Ore Truck (harvester)) x1: #132@(7,24)90%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home(12,16), enemy ~(95,11). proc#2 at 95%. Harv#132 sent back to mining. Infantry on defend at base. Next: place proc#2, then build powr + weap units (2tnk/e3) when cash arrives.", "raw": "{\"thoughts\": \"Zero cash, so nothing can be built or trained right now. The second refinery is nearly done (95%) and will boost income. I'll set rally points for barracks/war factory to a forward staging spot and keep the small infantry group on defend near the ore field to protect the harvester.\", \"notes\": \"Home(12,16), enemy ~(95,11). proc#2 nearly done, then build powr/weap units as cash arrives. Harv#132 mining at (7,24). Infantry group defending base/oro field. Need cash before any purchase.\", \"commands\": [{\"do\":\"rally\",\"building\":133,\"x\":20,\"y\":18},{\"do\":\"rally\",\"building\":150,\"x\":20,\"y\":20},{\"do\":\"stance\",\"units\":[153,162,165,166,164],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1636, "completion_tokens": 672, "total_tokens": 2308, "cost": 0.001071408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001071408, "upstream_inference_prompt_cost": 0.000265008, "upstream_inference_completions_cost": 0.0008064}, "completion_tokens_details": {"reasoning_tokens": 476, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.39, "thoughts": "Zero cash, so nothing can be built or trained right now. The second refinery is nearly done (95%) and will boost income. I'll set rally points for barracks/war factory to a forward staging spot and keep the small infantry group on defend near the ore field to protect the harvester.", "notes": "Home(12,16), enemy ~(95,11). proc#2 nearly done, then build powr/weap units as cash arrives. Harv#132 mining at (7,24). Infantry group defending base/oro field. Need cash before any purchase.", "commands": [{"do": "rally", "building": 133, "x": 20, "y": 18}, {"do": "rally", "building": 150, "x": 20, "y": 20}, {"do": "stance", "units": [153, 162, 165, 166, 164], "stance": "defend"}, {"do": "harvest", "unit": 132}], "feedback": ["rally #133: ordered", "rally #150: ordered", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 2000, "units_killed": 10, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 800, "income": 2000, "experience": 20, "order_count": 50}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1141 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10400, army $2500, killed $2000 (8 units, 0 bldgs), lost $2000 (10 units, 0 bldgs). Map explored 22.1%.\nPRODUCTION: Vehicle: 1tnk 94%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #161@(26,17)\n  harv (Ore Truck (harvester)) x2: #135@(95,18) #152@(103,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #163: ordered\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Home (95,11); likely enemy base near (12,16). Two harvesters; War Factory has five 1tnk queued. Rally tanks west; scout with e3.", "raw": "{\"thoughts\":\"The five-tank queue is already set, but cash is exhausted, so I\u2019ll let the harvesters replenish funds and avoid adding costs. The lone rocket soldier is close to the likely enemy start; send it ahead to scout while new tanks rally west.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Two harvesters; five 1tnk queued at #163 with west rally. Scout e3 #161 near enemy approach.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[161],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":163,\"x\":70,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1437, "completion_tokens": 318, "total_tokens": 1755, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1435, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003724325, "upstream_inference_prompt_cost": 0.0001975325, "upstream_inference_completions_cost": 0.0001749}, "completion_tokens_details": {"reasoning_tokens": 177, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.39, "thoughts": "The five-tank queue is already set, but cash is exhausted, so I\u2019ll let the harvesters replenish funds and avoid adding costs. The lone rocket soldier is close to the likely enemy start; send it ahead to scout while new tanks rally west.", "notes": "Home (95,11); enemy likely near (12,16). Two harvesters; five 1tnk queued at #163 with west rally. Scout e3 #161 near enemy approach.", "commands": [{"do": "attack_move", "units": [161], "x": 12, "y": 16}, {"do": "rally", "building": 163, "x": 70, "y": 16}], "feedback": ["attack_move: 1 units", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 2000, "units_killed": 8, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 300, "income": 4000, "experience": 20, "order_count": 30}}
{"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 (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 $8100, army $1900, killed $2300 (11 units, 0 bldgs), lost $2000 (8 units, 0 bldgs). Map explored 16.8%.\nPRODUCTION: Building: proc 95%; Building: powr 0%; Building: proc 0%; Infantry: e3 57%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #153@(16,17)* #162@(16,17)* #165@(16,17)* #166@(16,17)* #168@(14,15)*\n  e3 (Rocket Soldier) x1: #164@(16,17)*\n  harv (Ore Truck (harvester)) x1: #132@(15,17)90%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - rally #150: ordered\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Home(12,16), enemy ~(95,11). proc#2 nearly done, then build powr/weap units as cash arrives. Harv#132 mining at (7,24). Infantry group defending base/oro field. Need cash before any purchase.", "raw": "{\"thoughts\": \"Zero cash, so nothing can be built this turn; proc #2 is almost done and will boost income. I'll push a scout east to find the enemy base and keep the rest defending.\", \"notes\": \"Home(12,16), enemy likely ~(95,11). proc#2 ~done, then power/war factory units. Harv mining. Scout east needed.\", \"commands\": [{\"do\":\"move\",\"units\":[153],\"x\":40,\"y\":14},{\"do\":\"move\",\"units\":[162],\"x\":30,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1663, "completion_tokens": 365, "total_tokens": 2028, "cost": 0.000711108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000711108, "upstream_inference_prompt_cost": 0.000273108, "upstream_inference_completions_cost": 0.000438}, "completion_tokens_details": {"reasoning_tokens": 242, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.12, "thoughts": "Zero cash, so nothing can be built this turn; proc #2 is almost done and will boost income. I'll push a scout east to find the enemy base and keep the rest defending.", "notes": "Home(12,16), enemy likely ~(95,11). proc#2 ~done, then power/war factory units. Harv mining. Scout east needed.", "commands": [{"do": "move", "units": [153], "x": 40, "y": 14}, {"do": "move", "units": [162], "x": 30, "y": 20}], "feedback": ["move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 2000, "units_killed": 11, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 800, "income": 2000, "experience": 23, "order_count": 50}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1310 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10800, army $2900, killed $2000 (8 units, 0 bldgs), lost $2300 (11 units, 0 bldgs). Map explored 22.2%.\nPRODUCTION: Vehicle: 1tnk 41%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #169@(81,11)\n  harv (Ore Truck (harvester)) x2: #135@(96,21) #152@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Two harvesters; five 1tnk queued at #163 with west rally. Scout e3 #161 near enemy approach.", "raw": "{\"thoughts\":\"Cash is exhausted, but two refineries and two harvesters should replenish it; the War Factory already has a steady tank queue. Send the lone tank west to scout and pressure the likely enemy start while keeping both harvesters mining.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Two harvesters; War Factory #163 has multiple 1tnk queued with west rally. Tank #169 is the only combat unit currently visible; send it west toward enemy start.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[169],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1432, "completion_tokens": 291, "total_tokens": 1723, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1430, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000356895, "upstream_inference_prompt_cost": 0.000196845, "upstream_inference_completions_cost": 0.00016005}, "completion_tokens_details": {"reasoning_tokens": 143, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.1, "thoughts": "Cash is exhausted, but two refineries and two harvesters should replenish it; the War Factory already has a steady tank queue. Send the lone tank west to scout and pressure the likely enemy start while keeping both harvesters mining.", "notes": "Home (95,11); enemy likely near (12,16). Two harvesters; War Factory #163 has multiple 1tnk queued with west rally. Tank #169 is the only combat unit currently visible; send it west toward enemy start.", "commands": [{"do": "attack_move", "units": [169], "x": 12, "y": 16}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 2300, "units_killed": 8, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 700, "income": 4500, "experience": 20, "order_count": 30}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $171 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8400, army $2200, killed $2300 (11 units, 0 bldgs), lost $2000 (8 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: proc 0%; Infantry: e3 43%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #153@(27,13) #162@(26,20) #165@(16,17)* #166@(16,17)* #168@(14,15)*\n  e3 (Rocket Soldier) x2: #164@(16,17)* #170@(15,14)\n  harv (Ore Truck (harvester)) x1: #132@(10,22)90%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Home(12,16), enemy likely ~(95,11). proc#2 ~done, then power/war factory units. Harv mining. Scout east needed.", "raw": "{\"thoughts\": \"Cash is empty so I must place the ready refinery and boost income. No enemy visible yet; I'll send a small scouting group east toward the suspected enemy base while keeping a few defenders home.\", \"notes\": \"Home(12,16), enemy likely ~(95,11). Placed proc#2. Scouting east with 3-4 infantry. Need harvesters/mining to fund next builds. Watch for enemy push.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":17,\"y\":20}, {\"do\":\"harvest\",\"unit\":132}, {\"do\":\"train\",\"item\":\"e3\",\"count\":2}, {\"do\":\"rally\",\"building\":133,\"x\":30,\"y\":16}, {\"do\":\"move\",\"units\":[164,165,166],\"x\":40,\"y\":15}, {\"do\":\"move\",\"units\":[168,170],\"x\":30,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1637, "completion_tokens": 660, "total_tokens": 2297, "cost": 0.001057308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001057308, "upstream_inference_prompt_cost": 0.000265308, "upstream_inference_completions_cost": 0.000792}, "completion_tokens_details": {"reasoning_tokens": 461, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.79, "thoughts": "Cash is empty so I must place the ready refinery and boost income. No enemy visible yet; I'll send a small scouting group east toward the suspected enemy base while keeping a few defenders home.", "notes": "Home(12,16), enemy likely ~(95,11). Placed proc#2. Scouting east with 3-4 infantry. Need harvesters/mining to fund next builds. Watch for enemy push.", "commands": [{"do": "place", "item": "proc", "x": 17, "y": 20}, {"do": "harvest", "unit": 132}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 133, "x": 30, "y": 16}, {"do": "move", "units": [164, 165, 166], "x": 40, "y": 15}, {"do": "move", "units": [168, 170], "x": 30, "y": 20}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "train 2x e3: queued", "rally #133: ordered", "move: 3 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 2000, "units_killed": 11, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8400, "army_value": 1100, "income": 2500, "experience": 23, "order_count": 50}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1476 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10800, army $2900, killed $2000 (8 units, 0 bldgs), lost $2300 (11 units, 0 bldgs). Map explored 22.4%.\nPRODUCTION: Vehicle: 1tnk 89%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #169@(64,25)\n  harv (Ore Truck (harvester)) x2: #135@(102,26) #152@(103,20)\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: Home (95,11); enemy likely near (12,16). Two harvesters; War Factory #163 has multiple 1tnk queued with west rally. Tank #169 is the only combat unit currently visible; send it west toward enemy start.", "raw": "{\"thoughts\":\"The lone tank is still far from the likely enemy base, so send it west to scout and engage. The War Factory already has several light tanks queued; leave production running and set its rally westward.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Two harvesters; War Factory #163 has four 1tnk in queue. Tank #169 advancing west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[169],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":163,\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1435, "completion_tokens": 281, "total_tokens": 1716, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1433, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003518075, "upstream_inference_prompt_cost": 0.0001972575, "upstream_inference_completions_cost": 0.00015455}, "completion_tokens_details": {"reasoning_tokens": 153, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.57, "thoughts": "The lone tank is still far from the likely enemy base, so send it west to scout and engage. The War Factory already has several light tanks queued; leave production running and set its rally westward.", "notes": "Home (95,11); enemy likely near (12,16). Two harvesters; War Factory #163 has four 1tnk in queue. Tank #169 advancing west.", "commands": [{"do": "attack_move", "units": [169], "x": 12, "y": 16}, {"do": "rally", "building": 163, "x": 12, "y": 16}], "feedback": ["attack_move: 1 units", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 2300, "units_killed": 8, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 700, "income": 4650, "experience": 20, "order_count": 30}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10900, army $3300, killed $2300 (11 units, 0 bldgs), lost $2000 (8 units, 0 bldgs). Map explored 17.9%.\nPRODUCTION: Building: powr 27%; Building: proc 0%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #153@(39,13) #162@(30,20)* #165@(26,17) #166@(29,17) #168@(23,18)\n  e3 (Rocket Soldier) x2: #164@(26,17) #170@(24,20)\n  harv (Ore Truck (harvester)) x2: #132@(5,26)90% #172@(3,25)\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  - train 2x e3: queued\n  - rally #133: ordered\n  - move: 3 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Home(12,16), enemy likely ~(95,11). Placed proc#2. Scouting east with 3-4 infantry. Need harvesters/mining to fund next builds. Watch for enemy push.", "raw": "{\"thoughts\": \"Power is low, slowing production, and cash is empty pending harvester unloads. A power plant is currently building; repair the damaged refinery #131 once funds trickle in, and keep scouting towards (95,11).\", \"notes\": \"Power plant queued. Harvesters mining southwest. Scouting east toward (95,11). Wait for cash from harvesters, then build Light Tanks (1tnk) and Service Depot (fix).\", \"commands\": [{\"do\": \"repair\", \"building\": 131}, {\"do\": \"move\", \"units\": [153], \"x\": 55, \"y\": 12}, {\"do\": \"move\", \"units\": [162, 166], \"x\": 42, \"y\": 15}, {\"do\": \"move\", \"units\": [165, 168], \"x\": 32, \"y\": 18}, {\"do\": \"move\", \"units\": [164, 170], \"x\": 30, \"y\": 19}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1832, "completion_tokens": 244, "total_tokens": 2076, "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": 0.004578, "upstream_inference_prompt_cost": 0.002748, "upstream_inference_completions_cost": 0.00183}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.87, "thoughts": "Power is low, slowing production, and cash is empty pending harvester unloads. A power plant is currently building; repair the damaged refinery #131 once funds trickle in, and keep scouting towards (95,11).", "notes": "Power plant queued. Harvesters mining southwest. Scouting east toward (95,11). Wait for cash from harvesters, then build Light Tanks (1tnk) and Service Depot (fix).", "commands": [{"do": "repair", "building": 131}, {"do": "move", "units": [153], "x": 55, "y": 12}, {"do": "move", "units": [162, 166], "x": 42, "y": 15}, {"do": "move", "units": [165, 168], "x": 32, "y": 18}, {"do": "move", "units": [164, 170], "x": 30, "y": 19}], "feedback": ["repair #131: ordered", "move: 1 units", "move: 2 units", "move: 2 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 2000, "units_killed": 11, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10900, "army_value": 1100, "income": 2000, "experience": 23, "order_count": 53}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1145 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $2000 (8 units, 0 bldgs), lost $2300 (11 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Vehicle: 1tnk 36%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #169@(43,25) #173@(83,11)\n  harv (Ore Truck (harvester)) x2: #135@(98,19) #152@(103,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Two harvesters; War Factory #163 has four 1tnk in queue. Tank #169 advancing west.", "raw": "{\"thoughts\":\"The tank push is still far from the likely enemy start, so I\u2019ll bring the home-side tank west to reinforce it and keep the forward tank advancing. The War Factory already has three light tanks queued; preserve funds for that production and avoid starting another building while cash is empty.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Two harvesters; War Factory #163 has three 1tnk queued. Tank #169 is at (43,25), #173 at (83,11); group them and push west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[169,173],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1427, "completion_tokens": 332, "total_tokens": 1759, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1425, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003787575, "upstream_inference_prompt_cost": 0.0001961575, "upstream_inference_completions_cost": 0.0001826}, "completion_tokens_details": {"reasoning_tokens": 187, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.51, "thoughts": "The tank push is still far from the likely enemy start, so I\u2019ll bring the home-side tank west to reinforce it and keep the forward tank advancing. The War Factory already has three light tanks queued; preserve funds for that production and avoid starting another building while cash is empty.", "notes": "Home (95,11); enemy likely near (12,16). Two harvesters; War Factory #163 has three 1tnk queued. Tank #169 is at (43,25), #173 at (83,11); group them and push west.", "commands": [{"do": "attack_move", "units": [169, 173], "x": 12, "y": 16}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 2300, "units_killed": 8, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11500, "army_value": 1400, "income": 4175, "experience": 20, "order_count": 30}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10900, army $3300, killed $2300 (11 units, 0 bldgs), lost $2000 (8 units, 0 bldgs). Map explored 17.9%.\nPRODUCTION: Building: powr 27%; Building: proc 0%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #153@(40,13)* #162@(37,20)39% #165@(32,18)* #166@(41,16) #168@(32,18)\n  e3 (Rocket Soldier) x2: #164@(30,19)* #170@(30,19)*\n  harv (Ore Truck (harvester)) x2: #132@(9,21)90% #172@(9,20)\nVISIBLE ENEMY UNITS (1):\n  #169 1tnk@(36,21) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #131: ordered\n  - move: 1 units\n  - move: 2 units\n  - move: 2 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Power plant queued. Harvesters mining southwest. Scouting east toward (95,11). Wait for cash from harvesters, then build Light Tanks (1tnk) and Service Depot (fix).", "raw": "{\"thoughts\": \"Low power and $0 cash stall everything; the powr at 27% will fix power soon. Two harvesters are mining. A lone enemy Light Tank (#169) is near my troops east of base - my rocket soldiers should kill it. I'll cancel surplus rifle queues to redirect cash toward rockets/tanks, and focus the nearby troops on the tank.\", \"notes\": \"powr finishing (~27%). Kill #169 light tank with e3 group. Then proc #2 or weap units. Harvesters mining SW. Keep scouting east toward (95,11).\", \"commands\": [{\"do\":\"attack\",\"units\":[164,170,153,165,166],\"target\":169},{\"do\":\"move\",\"units\":[162],\"x\":14,\"y\":18},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1716, "completion_tokens": 826, "total_tokens": 2542, "cost": 0.001280208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001280208, "upstream_inference_prompt_cost": 0.000289008, "upstream_inference_completions_cost": 0.0009912}, "completion_tokens_details": {"reasoning_tokens": 620, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.91, "thoughts": "Low power and $0 cash stall everything; the powr at 27% will fix power soon. Two harvesters are mining. A lone enemy Light Tank (#169) is near my troops east of base - my rocket soldiers should kill it. I'll cancel surplus rifle queues to redirect cash toward rockets/tanks, and focus the nearby troops on the tank.", "notes": "powr finishing (~27%). Kill #169 light tank with e3 group. Then proc #2 or weap units. Harvesters mining SW. Keep scouting east toward (95,11).", "commands": [{"do": "attack", "units": [164, 170, 153, 165, 166], "target": 169}, {"do": "move", "units": [162], "x": 14, "y": 18}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}], "feedback": ["attack: 5 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 2000, "units_killed": 11, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10900, "army_value": 1100, "income": 2000, "experience": 23, "order_count": 53}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1311 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $2000 (8 units, 0 bldgs), lost $2300 (11 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: Vehicle: 1tnk 84%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #169@(36,21) #173@(66,24)\n  harv (Ore Truck (harvester)) x2: #135@(95,17) #152@(100,19)\nVISIBLE ENEMY UNITS (3):\n  #162 e1@(37,20) 39%, #165 e1@(32,18) 100%, #168 e1@(32,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Two harvesters; War Factory #163 has three 1tnk queued. Tank #169 is at (43,25), #173 at (83,11); group them and push west.", "raw": "{\"thoughts\":\"Our two light tanks are already advancing west, with enemy infantry spotted near (32,18). Keep the push moving toward the likely enemy base while the War Factory continues its queued tank production.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Two harvesters. War Factory #163 has three 1tnk queued; tanks #169 and #173 advancing west. Group reinforcements with the push.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[169,173],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1470, "completion_tokens": 222, "total_tokens": 1692, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1468, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00032417, "upstream_inference_prompt_cost": 0.00020207, "upstream_inference_completions_cost": 0.0001221}, "completion_tokens_details": {"reasoning_tokens": 102, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.16, "thoughts": "Our two light tanks are already advancing west, with enemy infantry spotted near (32,18). Keep the push moving toward the likely enemy base while the War Factory continues its queued tank production.", "notes": "Home (95,11); enemy likely near (12,16). Two harvesters. War Factory #163 has three 1tnk queued; tanks #169 and #173 advancing west. Group reinforcements with the push.", "commands": [{"do": "attack_move", "units": [169, 173], "x": 12, "y": 16}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 2300, "units_killed": 8, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11500, "army_value": 1400, "income": 4500, "experience": 20, "order_count": 30}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $831 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11100, army $3500, killed $3000 (12 units, 0 bldgs), lost $2100 (9 units, 0 bldgs). Map explored 17.9%.\nPRODUCTION: Building: powr 55%; Building: proc 0%; Infantry: e3 2%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #153@(39,18)* #165@(33,18)* #166@(38,18)* #168@(32,18)*\n  e3 (Rocket Soldier) x3: #164@(32,19)82%* #170@(32,19)97%* #177@(12,14)\n  harv (Ore Truck (harvester)) x2: #132@(9,20)90% #172@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: powr finishing (~27%). Kill #169 light tank with e3 group. Then proc #2 or weap units. Harvesters mining SW. Keep scouting east toward (95,11).", "raw": "{\"thoughts\": \"Low power is stalling everything and cash is empty, so I must finish/place the power plant and keep harvesters mining. My eastern squad should push further east to find the enemy base near (95,11).\", \"notes\": \"powr finishing - place immediately. Squad of e1/e3 pushing east to scout toward (95,11). 2 harvesters mining SW. Many infantry queued but no cash - economy is the bottleneck, need proc #2 + more harvesters soon.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":172},{\"do\":\"attack_move\",\"units\":[153,165,166,168,164,170],\"x\":55,\"y\":16},{\"do\":\"rally\",\"building\":150,\"x\":30,\"y\":17},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1645, "completion_tokens": 706, "total_tokens": 2351, "cost": 0.001114908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001114908, "upstream_inference_prompt_cost": 0.000267708, "upstream_inference_completions_cost": 0.0008472}, "completion_tokens_details": {"reasoning_tokens": 516, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.35, "thoughts": "Low power is stalling everything and cash is empty, so I must finish/place the power plant and keep harvesters mining. My eastern squad should push further east to find the enemy base near (95,11).", "notes": "powr finishing - place immediately. Squad of e1/e3 pushing east to scout toward (95,11). 2 harvesters mining SW. Many infantry queued but no cash - economy is the bottleneck, need proc #2 + more harvesters soon.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 172}, {"do": "attack_move", "units": [153, 165, 166, 168, 164, 170], "x": 55, "y": 16}, {"do": "rally", "building": 150, "x": 30, "y": 17}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["attack_move: 6 units", "rally #150: ordered", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 2100, "units_killed": 12, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11100, "army_value": 1300, "income": 3000, "experience": 30, "order_count": 57}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1480 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $2100 (9 units, 0 bldgs), lost $3000 (12 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: Vehicle: 1tnk 31%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #173@(47,27) #174@(85,10)\n  harv (Ore Truck (harvester)) x2: #135@(103,25) #152@(98,12)\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: Home (95,11); enemy likely near (12,16). Two harvesters. War Factory #163 has three 1tnk queued; tanks #169 and #173 advancing west. Group reinforcements with the push.", "raw": "{\"thoughts\":\"The economy is cash-starved despite stored ore, so keep the existing tank queue running and avoid starting anything we cannot fund. Send the forward tank toward the likely enemy start and move the home tank west to reinforce the push.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Two harvesters; War Factory #163 has 1tnks queued. Tanks #173 is already forward at (47,27), #174 near home\u2014rally them toward enemy.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[173,174],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":163,\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1420, "completion_tokens": 328, "total_tokens": 1748, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1418, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000375595, "upstream_inference_prompt_cost": 0.000195195, "upstream_inference_completions_cost": 0.0001804}, "completion_tokens_details": {"reasoning_tokens": 179, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.33, "thoughts": "The economy is cash-starved despite stored ore, so keep the existing tank queue running and avoid starting anything we cannot fund. Send the forward tank toward the likely enemy start and move the home tank west to reinforce the push.", "notes": "Home (95,11); enemy likely near (12,16). Two harvesters; War Factory #163 has 1tnks queued. Tanks #173 is already forward at (47,27), #174 near home\u2014rally them toward enemy.", "commands": [{"do": "attack_move", "units": [173, 174], "x": 12, "y": 16}, {"do": "rally", "building": 163, "x": 12, "y": 16}], "feedback": ["attack_move: 2 units", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 3000, "units_killed": 9, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11500, "army_value": 1400, "income": 5000, "experience": 21, "order_count": 30}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $503 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11100, army $3500, killed $3000 (12 units, 0 bldgs), lost $2100 (9 units, 0 bldgs). Map explored 18%.\nPRODUCTION: Building: powr 92%; Building: proc 0%; Vehicle: 1tnk 15%; Infantry: e3 38%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #153@(41,20)45% #165@(38,21) #166@(40,20) #168@(38,21)\n  e3 (Rocket Soldier) x3: #164@(37,24)82% #170@(37,24)97% #177@(22,16)\n  harv (Ore Truck (harvester)) x2: #132@(3,26)90% #172@(2,26)\nVISIBLE ENEMY UNITS (1):\n  #173 1tnk@(41,23) 42%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - rally #150: ordered\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: powr finishing - place immediately. Squad of e1/e3 pushing east to scout toward (95,11). 2 harvesters mining SW. Many infantry queued but no cash - economy is the bottleneck, need proc #2 + more harvesters soon.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.14, "thoughts": "(no valid response)", "notes": "powr finishing - place immediately. Squad of e1/e3 pushing east to scout toward (95,11). 2 harvesters mining SW. Many infantry queued but no cash - economy is the bottleneck, need proc #2 + more harvesters soon.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 2100, "units_killed": 12, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11100, "army_value": 1300, "income": 3000, "experience": 30, "order_count": 58}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1146 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $2100 (9 units, 0 bldgs), lost $3000 (12 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Vehicle: 1tnk 79%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #173@(41,23)42% #174@(69,24)\n  harv (Ore Truck (harvester)) x2: #135@(104,24) #152@(105,24)\nVISIBLE ENEMY UNITS (6):\n  #153 e1@(41,20) 45%, #164 e3@(37,24) 82%, #165 e1@(38,21) 100%, #166 e1@(40,20) 100%, #168 e1@(38,21) 100%, #170 e3@(37,24) 97%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Two harvesters; War Factory #163 has 1tnks queued. Tanks #173 is already forward at (47,27), #174 near home\u2014rally them toward enemy.", "raw": "{\"thoughts\":\"The forward tank is badly damaged and outnumbered by enemy infantry, so pull it back while the healthier tank engages to cover it. Keep the queued tanks producing and let the harvesters rebuild our cash.\",\"notes\":\"Home (95,11); enemy infantry near (38\u201341,20\u201324). Retreat damaged #173 toward base; #174 engages enemy. Two 1tnks queued.\",\"commands\":[{\"do\":\"move\",\"units\":[173],\"x\":75,\"y\":24},{\"do\":\"attack_move\",\"units\":[174],\"x\":40,\"y\":22}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1505, "completion_tokens": 294, "total_tokens": 1799, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1503, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003685825, "upstream_inference_prompt_cost": 0.0002068825, "upstream_inference_completions_cost": 0.0001617}, "completion_tokens_details": {"reasoning_tokens": 167, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.18, "thoughts": "The forward tank is badly damaged and outnumbered by enemy infantry, so pull it back while the healthier tank engages to cover it. Keep the queued tanks producing and let the harvesters rebuild our cash.", "notes": "Home (95,11); enemy infantry near (38\u201341,20\u201324). Retreat damaged #173 toward base; #174 engages enemy. Two 1tnks queued.", "commands": [{"do": "move", "units": [173], "x": 75, "y": 24}, {"do": "attack_move", "units": [174], "x": 40, "y": 22}], "feedback": ["move: 1 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 3000, "units_killed": 9, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11500, "army_value": 1400, "income": 4000, "experience": 21, "order_count": 30}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $254 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11100, army $3500, killed $3700 (13 units, 0 bldgs), lost $2100 (9 units, 0 bldgs). Map explored 18%.\nPRODUCTION: Building: powr READY TO PLACE; Building: proc 0%; Vehicle: 1tnk 31%; Infantry: e3 76%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #153@(48,25)38% #165@(47,24) #166@(49,26)90% #168@(47,24)\n  e3 (Rocket Soldier) x3: #164@(47,24)82% #170@(46,24)97% #177@(30,16)*\n  harv (Ore Truck (harvester)) x2: #132@(8,22)90% #172@(8,21)\nVISIBLE ENEMY UNITS (1):\n  #174 1tnk@(51,27) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: powr finishing - place immediately. Squad of e1/e3 pushing east to scout toward (95,11). 2 harvesters mining SW. Many infantry queued but no cash - economy is the bottleneck, need proc #2 + more harvesters soon.", "raw": "{\"thoughts\": \"Low power must be fixed immediately by placing the ready powr. Cash is near zero so economy is the bottleneck; the queued proc will help but I need harvesters. My scout squad is engaging an enemy light tank - rockets should win that, so push them to kill it and keep scouting east.\", \"notes\": \"Placed powr #2. Squad e1/e3 pushing east fighting #174 1tnk near (51,27). proc queued next for economy. Still need harvesters + cash.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":14,\"y\":14},{\"do\":\"attack_move\",\"units\":[153,165,166,168,164,170],\"x\":55,\"y\":28},{\"do\":\"move\",\"units\":[177],\"x\":44,\"y\":24},{\"do\":\"rally\",\"building\":133,\"x\":30,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1661, "completion_tokens": 974, "total_tokens": 2635, "cost": 0.001441308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001441308, "upstream_inference_prompt_cost": 0.000272508, "upstream_inference_completions_cost": 0.0011688}, "completion_tokens_details": {"reasoning_tokens": 778, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.06, "thoughts": "Low power must be fixed immediately by placing the ready powr. Cash is near zero so economy is the bottleneck; the queued proc will help but I need harvesters. My scout squad is engaging an enemy light tank - rockets should win that, so push them to kill it and keep scouting east.", "notes": "Placed powr #2. Squad e1/e3 pushing east fighting #174 1tnk near (51,27). proc queued next for economy. Still need harvesters + cash.", "commands": [{"do": "place", "item": "powr", "x": 14, "y": 14}, {"do": "attack_move", "units": [153, 165, 166, 168, 164, 170], "x": 55, "y": 28}, {"do": "move", "units": [177], "x": 44, "y": 24}, {"do": "rally", "building": 133, "x": 30, "y": 20}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 6 units", "move: 1 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 2100, "units_killed": 13, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11100, "army_value": 1300, "income": 2500, "experience": 37, "order_count": 58}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $815 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $2100 (9 units, 0 bldgs), lost $3700 (13 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Vehicle: 1tnk 26%\nCAN PRODUCE NOW:\n  Building: 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  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #174@(51,27) #178@(87,9)\n  harv (Ore Truck (harvester)) x2: #135@(99,14) #152@(105,21)\nVISIBLE ENEMY UNITS (5):\n  #153 e1@(48,25) 38%, #164 e3@(47,24) 82%, #165 e1@(47,24) 100%, #166 e1@(49,26) 90%, #168 e1@(47,24) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy infantry near (38\u201341,20\u201324). Retreat damaged #173 toward base; #174 engages enemy. Two 1tnks queued.", "raw": "{\"thoughts\":\"The enemy infantry is close to tank #174; bring the home tank forward to support and engage them together. Keep the War Factory producing tanks and ensure both harvesters continue mining.\",\"notes\":\"Enemy infantry around (47\u201349,24\u201326); tanks #174 near contact and #178 near home. Continue tank production; protect harvesters.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[174,178],\"x\":47,\"y\":25},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1466, "completion_tokens": 277, "total_tokens": 1743, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1464, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00035387, "upstream_inference_prompt_cost": 0.00020152, "upstream_inference_completions_cost": 0.00015235}, "completion_tokens_details": {"reasoning_tokens": 143, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.71, "thoughts": "The enemy infantry is close to tank #174; bring the home tank forward to support and engage them together. Keep the War Factory producing tanks and ensure both harvesters continue mining.", "notes": "Enemy infantry around (47\u201349,24\u201326); tanks #174 near contact and #178 near home. Continue tank production; protect harvesters.", "commands": [{"do": "attack_move", "units": [174, 178], "x": 47, "y": 25}, {"do": "train", "item": "1tnk", "count": 5}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 2 units", "train 5x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 3700, "units_killed": 9, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11500, "army_value": 1400, "income": 4000, "experience": 21, "order_count": 30}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $186 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11700, army $3800, killed $4400 (14 units, 0 bldgs), lost $2100 (9 units, 0 bldgs). Map explored 18%.\nPRODUCTION: Building: proc 18%; Vehicle: 1tnk 69%; Infantry: e3 64%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #153@(53,27)38% #165@(52,27) #166@(54,27)56% #168@(51,26)\n  e3 (Rocket Soldier) x4: #164@(52,26)82% #170@(53,27)97% #177@(39,21) #180@(19,16)\n  harv (Ore Truck (harvester)) x2: #132@(6,25)90% #172@(9,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 6 units\n  - move: 1 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Placed powr #2. Squad e1/e3 pushing east fighting #174 1tnk near (51,27). proc queued next for economy. Still need harvesters + cash.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Cash is at $0 so all production is stalled \u2014 economy is the bottleneck. Get both harvesters mining and drive the eastern infantry squad toward the enemy base to scout while keeping a proc building. Repair the damaged refinery.\", \"notes\": \"Enemy base likely (95,11). 6-man squad pushing east to scout; 2 idle e3 to join. Need cash: prioritize proc + harvesters. Canceled excess e1 spam.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":172},{\"do\":\"repair\",\"building\":131},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"attack_move\",\"units\":[153,165,166,168,164,170],\"x\":65,\"y\":22},{\"do\":\"attack_move\",\"units\":[177,180],\"x\":55,\"y\":24}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1682, "completion_tokens": 849, "total_tokens": 2531, "cost": 0.001297608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001297608, "upstream_inference_prompt_cost": 0.000278808, "upstream_inference_completions_cost": 0.0010188}, "completion_tokens_details": {"reasoning_tokens": 623, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.21, "thoughts": "Cash is at $0 so all production is stalled \u2014 economy is the bottleneck. Get both harvesters mining and drive the eastern infantry squad toward the enemy base to scout while keeping a proc building. Repair the damaged refinery.", "notes": "Enemy base likely (95,11). 6-man squad pushing east to scout; 2 idle e3 to join. Need cash: prioritize proc + harvesters. Canceled excess e1 spam.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 172}, {"do": "repair", "building": 131}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "attack_move", "units": [153, 165, 166, 168, 164, 170], "x": 65, "y": 22}, {"do": "attack_move", "units": [177, 180], "x": 55, "y": 24}], "feedback": ["repair #131: ordered", "attack_move: 6 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4400, "deaths_cost": 2100, "units_killed": 14, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11700, "army_value": 1600, "income": 3200, "experience": 44, "order_count": 59}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $981 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10800, army $2900, killed $2100 (9 units, 0 bldgs), lost $4400 (14 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Vehicle: 1tnk 74%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #178@(70,20)\n  harv (Ore Truck (harvester)) x2: #135@(98,18) #152@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - train 5x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry around (47\u201349,24\u201326); tanks #174 near contact and #178 near home. Continue tank production; protect harvesters.", "raw": "{\"thoughts\":\"Only one tank remains in the field, so send it scouting toward the likely enemy base while the War Factory keeps its tank queue running. Cash is empty; keep the two harvesters mining and preserve power for production.\",\"notes\":\"Enemy likely starts near (12,16); last seen infantry around (47\u201349,24\u201326). Tank #178 is near homeward side of the map; avoid unsupported fights until more tanks arrive.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[178],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1445, "completion_tokens": 276, "total_tokens": 1721, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1443, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003504325, "upstream_inference_prompt_cost": 0.0001986325, "upstream_inference_completions_cost": 0.0001518}, "completion_tokens_details": {"reasoning_tokens": 140, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.66, "thoughts": "Only one tank remains in the field, so send it scouting toward the likely enemy base while the War Factory keeps its tank queue running. Cash is empty; keep the two harvesters mining and preserve power for production.", "notes": "Enemy likely starts near (12,16); last seen infantry around (47\u201349,24\u201326). Tank #178 is near homeward side of the map; avoid unsupported fights until more tanks arrive.", "commands": [{"do": "attack_move", "units": [178], "x": 12, "y": 16}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 4400, "units_killed": 9, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 700, "income": 4500, "experience": 21, "order_count": 35}}
{"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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11700, army $3800, killed $4400 (14 units, 0 bldgs), lost $2100 (9 units, 0 bldgs). Map explored 18.4%.\nPRODUCTION: Building: proc 25%; Vehicle: 1tnk 83%; Infantry: e3 96%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #153@(59,28)38% #165@(58,28) #166@(59,28)15% #168@(58,28)\n  e3 (Rocket Soldier) x4: #164@(58,28)82% #170@(59,28)95% #177@(48,26) #180@(30,16)\n  harv (Ore Truck (harvester)) x2: #132@(6,25)90% #172@(7,28)\nVISIBLE ENEMY UNITS (1):\n  #178 1tnk@(62,27) 18%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #131: ordered\n  - attack_move: 6 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy base likely (95,11). 6-man squad pushing east to scout; 2 idle e3 to join. Need cash: prioritize proc + harvesters. Canceled excess e1 spam.", "raw": "{\"thoughts\": \"Cash is at $0 so production is stalled; both harvesters must be mining ASAP. My 6-man squad is already engaging near (58,28) and there's a nearly-dead enemy Light Tank at (62,27) to finish off. I'll push the squad east and pull the two idle rocket soldiers in to reinforce.\", \"notes\": \"Enemy base likely (95,11). Squad pushing E from ~(58,28); enemy 1tnk at (62,27) nearly dead. Both harvesters ordered to mine. Waiting on proc (25%) and 1tnk (83%) with no cash.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"harvest\", \"unit\": 172}, {\"do\": \"attack_move\", \"units\": [153, 165, 166, 168, 164, 170], \"x\": 66, \"y\": 27}, {\"do\": \"attack\", \"units\": [164, 170], \"target\": 178}, {\"do\": \"move\", \"units\": [177], \"x\": 58, \"y\": 28}, {\"do\": \"move\", \"units\": [180], \"x\": 58, \"y\": 28}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1644, "completion_tokens": 756, "total_tokens": 2400, "cost": 0.001174608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001174608, "upstream_inference_prompt_cost": 0.000267408, "upstream_inference_completions_cost": 0.0009072}, "completion_tokens_details": {"reasoning_tokens": 478, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.81, "thoughts": "Cash is at $0 so production is stalled; both harvesters must be mining ASAP. My 6-man squad is already engaging near (58,28) and there's a nearly-dead enemy Light Tank at (62,27) to finish off. I'll push the squad east and pull the two idle rocket soldiers in to reinforce.", "notes": "Enemy base likely (95,11). Squad pushing E from ~(58,28); enemy 1tnk at (62,27) nearly dead. Both harvesters ordered to mine. Waiting on proc (25%) and 1tnk (83%) with no cash.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 172}, {"do": "attack_move", "units": [153, 165, 166, 168, 164, 170], "x": 66, "y": 27}, {"do": "attack", "units": [164, 170], "target": 178}, {"do": "move", "units": [177], "x": 58, "y": 28}, {"do": "move", "units": [180], "x": 58, "y": 28}], "feedback": ["attack_move: 6 units", "attack: 2 units", "move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4400, "deaths_cost": 2100, "units_killed": 14, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11700, "army_value": 1600, "income": 3325, "experience": 44, "order_count": 64}}
{"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 (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1150 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $2100 (9 units, 0 bldgs), lost $4400 (14 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Vehicle: 1tnk 21%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #178@(62,27)18% #181@(90,9)\n  harv (Ore Truck (harvester)) x2: #135@(103,24) #152@(101,20)\nVISIBLE ENEMY UNITS (6):\n  #153 e1@(59,28) 38%, #164 e3@(58,28) 82%, #165 e1@(58,28) 100%, #166 e1@(59,28) 15%, #168 e1@(58,28) 100%, #170 e3@(59,28) 95%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (12,16); last seen infantry around (47\u201349,24\u201326). Tank #178 is near homeward side of the map; avoid unsupported fights until more tanks arrive.", "raw": "{\"thoughts\":\"The damaged tank is dangerously exposed near the enemy infantry, so pull it back while the healthy tank engages the visible cluster. Keep the existing tank queue running; spend incoming cash on more production once available.\",\"notes\":\"Enemy infantry and rocket soldiers last seen near (58,28); likely base toward (12,16). #178 badly damaged\u2014retreat. Continue tank production.\",\"commands\":[{\"do\":\"move\",\"units\":[178],\"x\":94,\"y\":12},{\"do\":\"attack_move\",\"units\":[181],\"x\":58,\"y\":28},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1514, "completion_tokens": 272, "total_tokens": 1786, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1512, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00035772, "upstream_inference_prompt_cost": 0.00020812, "upstream_inference_completions_cost": 0.0001496}, "completion_tokens_details": {"reasoning_tokens": 132, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.67, "thoughts": "The damaged tank is dangerously exposed near the enemy infantry, so pull it back while the healthy tank engages the visible cluster. Keep the existing tank queue running; spend incoming cash on more production once available.", "notes": "Enemy infantry and rocket soldiers last seen near (58,28); likely base toward (12,16). #178 badly damaged\u2014retreat. Continue tank production.", "commands": [{"do": "move", "units": [178], "x": 94, "y": 12}, {"do": "attack_move", "units": [181], "x": 58, "y": 28}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}], "feedback": ["move: 1 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 4400, "units_killed": 9, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11500, "army_value": 1400, "income": 4800, "experience": 21, "order_count": 35}}
{"tick": 8601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $203 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12000, army $4100, killed $5100 (15 units, 0 bldgs), lost $2100 (9 units, 0 bldgs). Map explored 19.4%.\nPRODUCTION: Building: proc 32%; Vehicle: 1tnk 97%; Infantry: e1 86%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #153@(66,27)38%* #165@(66,27)* #166@(66,27)9%* #168@(65,27)*\n  e3 (Rocket Soldier) x5: #164@(66,27)82%* #170@(66,27)95%* #177@(58,28) #180@(38,21) #182@(14,14)\n  harv (Ore Truck (harvester)) x2: #132@(8,21)90% #172@(9,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack: 2 units\n  - move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base likely (95,11). Squad pushing E from ~(58,28); enemy 1tnk at (62,27) nearly dead. Both harvesters ordered to mine. Waiting on proc (25%) and 1tnk (83%) with no cash.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Cash is drained and my attack squad is taking losses near (66,27) with an enemy 1tnk nearly dead. I'll retreat the badly damaged rifles, push the healthy rocket soldiers toward the enemy base NE, and keep all queues busy while waiting on the refinery for income.\", \"notes\": \"Enemy base ~(95,11). Squad at ~(66,27) pushing NE toward (80,20). Retreating wounded e1 #153/#166. Building proc ~32% (next: weap/fix for tanks). Keep 1tnk pumped.\", \"commands\": [{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"move\",\"units\":[153,166],\"x\":20,\"y\":18},{\"do\":\"attack_move\",\"units\":[164,170,177,180],\"x\":82,\"y\":20},{\"do\":\"stop\",\"units\":[168]},{\"do\":\"attack_move\",\"units\":[182],\"x\":40,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1660, "completion_tokens": 777, "total_tokens": 2437, "cost": 0.001204608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001204608, "upstream_inference_prompt_cost": 0.000272208, "upstream_inference_completions_cost": 0.0009324}, "completion_tokens_details": {"reasoning_tokens": 552, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.85, "thoughts": "Cash is drained and my attack squad is taking losses near (66,27) with an enemy 1tnk nearly dead. I'll retreat the badly damaged rifles, push the healthy rocket soldiers toward the enemy base NE, and keep all queues busy while waiting on the refinery for income.", "notes": "Enemy base ~(95,11). Squad at ~(66,27) pushing NE toward (80,20). Retreating wounded e1 #153/#166. Building proc ~32% (next: weap/fix for tanks). Keep 1tnk pumped.", "commands": [{"do": "train", "item": "1tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}, {"do": "move", "units": [153, 166], "x": 20, "y": 18}, {"do": "attack_move", "units": [164, 170, 177, 180], "x": 82, "y": 20}, {"do": "stop", "units": [168]}, {"do": "attack_move", "units": [182], "x": 40, "y": 18}], "feedback": ["train 2x 1tnk: queued", "train 2x e3: queued", "move: 2 units", "attack_move: 4 units", "stop: 1 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5100, "deaths_cost": 2100, "units_killed": 15, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12000, "army_value": 1900, "income": 3325, "experience": 51, "order_count": 64}}
{"tick": 8601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $816 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10800, army $2900, killed $2100 (9 units, 0 bldgs), lost $5100 (15 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Vehicle: 1tnk 69%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #181@(71,19)\n  harv (Ore Truck (harvester)) x2: #135@(104,24) #152@(103,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry and rocket soldiers last seen near (58,28); likely base toward (12,16). #178 badly damaged\u2014retreat. Continue tank production.", "raw": "{\"thoughts\":\"I have only one combat unit, but five light tanks are already queued; avoid spending scarce cash on another queue. Send the surviving tank toward the likely enemy base while the harvesters keep gathering.\",\"notes\":\"Likely enemy base near (12,16); enemy infantry/rockets last seen near (58,28). Five light tanks queued; regroup them before attacking if possible.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[181],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1433, "completion_tokens": 279, "total_tokens": 1712, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1431, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003504325, "upstream_inference_prompt_cost": 0.0001969825, "upstream_inference_completions_cost": 0.00015345}, "completion_tokens_details": {"reasoning_tokens": 172, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.89, "thoughts": "I have only one combat unit, but five light tanks are already queued; avoid spending scarce cash on another queue. Send the surviving tank toward the likely enemy base while the harvesters keep gathering.", "notes": "Likely enemy base near (12,16); enemy infantry/rockets last seen near (58,28). Five light tanks queued; regroup them before attacking if possible.", "commands": [{"do": "attack_move", "units": [181], "x": 12, "y": 16}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 5100, "units_killed": 9, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 700, "income": 4000, "experience": 21, "order_count": 35}}
{"tick": 8801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:52 (tick 8801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12800, army $4900, killed $5800 (16 units, 0 bldgs), lost $2100 (9 units, 0 bldgs). Map explored 20.3%.\nPRODUCTION: Building: proc 49%; Vehicle: 1tnk 30%; Vehicle: 1tnk 0%; Infantry: e3 73%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #184@(30,17)\n  e1 (Rifle Infantry) x5: #153@(54,28)38% #165@(66,27)* #166@(54,28)9% #168@(65,27)* #183@(21,16)\n  e3 (Rocket Soldier) x5: #164@(69,24)75% #170@(68,24)43% #177@(65,24) #180@(48,25) #182@(25,14)\n  harv (Ore Truck (harvester)) x2: #132@(5,28)90% #172@(7,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x 1tnk: queued\n  - train 2x e3: queued\n  - move: 2 units\n  - attack_move: 4 units\n  - stop: 1 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Squad at ~(66,27) pushing NE toward (80,20). Retreating wounded e1 #153/#166. Building proc ~32% (next: weap/fix for tanks). Keep 1tnk pumped.", "raw": "{\"thoughts\": \"Cash is at $0 so I can only let queued production run. My forward squad (~65,25) should keep pushing toward the enemy base at (95,11) to scout and harass, while the two badly wounded riflemen retreat home and the tanks near base move up to reinforce.\", \"notes\": \"Enemy base ~(95,11). Front squad ~(65,25) pushing NE. Wounded e1 #153/#166 retreating. Tanks #184/#182/#183 moving to (40,18). proc ~49%, 1tnk building, e3 building. Next: weap/fix for tanks once cash returns.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[164,170,177,180,165,168],\"x\":82,\"y\":16},{\"do\":\"move\",\"units\":[153,166],\"x\":18,\"y\":20},{\"do\":\"move\",\"units\":[184,182,183],\"x\":40,\"y\":18},{\"do\":\"rally\",\"building\":150,\"x\":40,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":40,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1723, "completion_tokens": 651, "total_tokens": 2374, "cost": 0.001072308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001072308, "upstream_inference_prompt_cost": 0.000291108, "upstream_inference_completions_cost": 0.0007812}, "completion_tokens_details": {"reasoning_tokens": 406, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.75, "thoughts": "Cash is at $0 so I can only let queued production run. My forward squad (~65,25) should keep pushing toward the enemy base at (95,11) to scout and harass, while the two badly wounded riflemen retreat home and the tanks near base move up to reinforce.", "notes": "Enemy base ~(95,11). Front squad ~(65,25) pushing NE. Wounded e1 #153/#166 retreating. Tanks #184/#182/#183 moving to (40,18). proc ~49%, 1tnk building, e3 building. Next: weap/fix for tanks once cash returns.", "commands": [{"do": "attack_move", "units": [164, 170, 177, 180, 165, 168], "x": 82, "y": 16}, {"do": "move", "units": [153, 166], "x": 18, "y": 20}, {"do": "move", "units": [184, 182, 183], "x": 40, "y": 18}, {"do": "rally", "building": 150, "x": 40, "y": 18}, {"do": "rally", "building": 133, "x": 40, "y": 20}], "feedback": ["attack_move: 6 units", "move: 2 units", "move: 3 units", "rally #150: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5800, "deaths_cost": 2100, "units_killed": 16, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12800, "army_value": 2700, "income": 3825, "experience": 58, "order_count": 68}}
{"tick": 8801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:52 (tick 8801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $485 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10800, army $2900, killed $2100 (9 units, 0 bldgs), lost $5800 (16 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Vehicle: 1tnk 16%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #185@(92,9)\n  harv (Ore Truck (harvester)) x2: #135@(99,14) #152@(102,24)\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: Likely enemy base near (12,16); enemy infantry/rockets last seen near (58,28). Five light tanks queued; regroup them before attacking if possible.", "raw": "{\"thoughts\":\"Four light tanks are already queued, but my current army is too small to push safely. I\u2019ll rally new tanks toward the center and keep the lone tank near home until reinforcements arrive; cash is too low to start another build.\",\"notes\":\"Enemy likely base near (12,16); enemy units previously seen near (58,28). Four light tanks queued. Gather reinforcements around (70,18) before attacking west.\",\"commands\":[{\"do\":\"rally\",\"building\":163,\"x\":70,\"y\":18}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1418, "completion_tokens": 363, "total_tokens": 1781, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1416, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00039457, "upstream_inference_prompt_cost": 0.00019492, "upstream_inference_completions_cost": 0.00019965}, "completion_tokens_details": {"reasoning_tokens": 244, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.84, "thoughts": "Four light tanks are already queued, but my current army is too small to push safely. I\u2019ll rally new tanks toward the center and keep the lone tank near home until reinforcements arrive; cash is too low to start another build.", "notes": "Enemy likely base near (12,16); enemy units previously seen near (58,28). Four light tanks queued. Gather reinforcements around (70,18) before attacking west.", "commands": [{"do": "rally", "building": 163, "x": 70, "y": 18}], "feedback": ["rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 5800, "units_killed": 9, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 700, "income": 4000, "experience": 21, "order_count": 35}}
{"tick": 9001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:00 (tick 9001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12800, army $4900, killed $5800 (16 units, 0 bldgs), lost $2100 (9 units, 0 bldgs). Map explored 22.1%.\nPRODUCTION: Building: proc 49%; Vehicle: 1tnk 30%; Vehicle: 1tnk 0%; Infantry: e3 73%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #184@(40,18)*\n  e1 (Rifle Infantry) x5: #153@(44,22)38% #165@(74,20) #166@(43,27)9% #168@(72,20) #183@(31,19)\n  e3 (Rocket Soldier) x5: #164@(76,17)72% #170@(76,17)23% #177@(74,19) #180@(57,28) #182@(35,14)\n  harv (Ore Truck (harvester)) x2: #132@(9,20)90% #172@(8,26)\nVISIBLE ENEMY UNITS (1):\n  #185 1tnk@(76,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - move: 2 units\n  - move: 3 units\n  - rally #150: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Front squad ~(65,25) pushing NE. Wounded e1 #153/#166 retreating. Tanks #184/#182/#183 moving to (40,18). proc ~49%, 1tnk building, e3 building. Next: weap/fix for tanks once cash returns.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Cash is $0 so everything is on economy/production. An enemy Light Tank sits alone at (76,14) near my front squad \u2014 kill it with healthy units and pull the 23% rocket soldier back. Keep queues busy and push the main squad NE toward the enemy base.\", \"notes\": \"Enemy base ~(95,11). Front squad ~(74,19) attacking enemy 1tnk #185. #170 (23%) and #153/#166 retreating to base. proc #131 at 59% - watch it. Cash 0, all queues running. Next: add fix/weap when cash returns, mass tanks.\", \"commands\": [{\"do\":\"attack\",\"units\":[164,165,168,177],\"target\":185},{\"do\":\"move\",\"units\":[170],\"x\":20,\"y\":18},{\"do\":\"move\",\"units\":[153,166],\"x\":20,\"y\":18},{\"do\":\"attack_move\",\"units\":[180,182,183,184],\"x\":60,\"y\":22},{\"do\":\"rally\",\"building\":150,\"x\":60,\"y\":22},{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":24}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1733, "completion_tokens": 663, "total_tokens": 2396, "cost": 0.001089708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001089708, "upstream_inference_prompt_cost": 0.000294108, "upstream_inference_completions_cost": 0.0007956}, "completion_tokens_details": {"reasoning_tokens": 407, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.79, "thoughts": "Cash is $0 so everything is on economy/production. An enemy Light Tank sits alone at (76,14) near my front squad \u2014 kill it with healthy units and pull the 23% rocket soldier back. Keep queues busy and push the main squad NE toward the enemy base.", "notes": "Enemy base ~(95,11). Front squad ~(74,19) attacking enemy 1tnk #185. #170 (23%) and #153/#166 retreating to base. proc #131 at 59% - watch it. Cash 0, all queues running. Next: add fix/weap when cash returns, mass tanks.", "commands": [{"do": "attack", "units": [164, 165, 168, 177], "target": 185}, {"do": "move", "units": [170], "x": 20, "y": 18}, {"do": "move", "units": [153, 166], "x": 20, "y": 18}, {"do": "attack_move", "units": [180, 182, 183, 184], "x": 60, "y": 22}, {"do": "rally", "building": 150, "x": 60, "y": 22}, {"do": "rally", "building": 133, "x": 55, "y": 24}], "feedback": ["attack: 4 units", "move: 1 units", "move: 2 units", "attack_move: 4 units", "rally #150: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5800, "deaths_cost": 2100, "units_killed": 16, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12800, "army_value": 2700, "income": 3825, "experience": 58, "order_count": 68}}
{"tick": 9001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:00 (tick 9001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $651 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10800, army $2900, killed $2100 (9 units, 0 bldgs), lost $5800 (16 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Vehicle: 1tnk 64%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #185@(76,14)\n  harv (Ore Truck (harvester)) x2: #135@(100,18) #152@(93,15)\nVISIBLE ENEMY UNITS (2):\n  #164 e3@(76,17) 72%, #170 e3@(76,17) 23%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely base near (12,16); enemy units previously seen near (58,28). Four light tanks queued. Gather reinforcements around (70,18) before attacking west.", "raw": "{\"thoughts\":\"The lone tank is near two enemy rocket soldiers; engage them before pushing farther west. Cash is exhausted, so keep both harvesters mining and let the queued tanks finish before regrouping for the attack.\",\"notes\":\"Enemy base likely near (12,16); rally tanks west. Current tank #185 near (76,14), enemy rocket soldiers at (76,17).\",\"commands\":[{\"do\":\"attack\",\"units\":[185],\"target\":164},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"rally\",\"building\":163,\"x\":70,\"y\":18}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1442, "completion_tokens": 299, "total_tokens": 1741, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1440, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00036267, "upstream_inference_prompt_cost": 0.00019822, "upstream_inference_completions_cost": 0.00016445}, "completion_tokens_details": {"reasoning_tokens": 163, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.03, "thoughts": "The lone tank is near two enemy rocket soldiers; engage them before pushing farther west. Cash is exhausted, so keep both harvesters mining and let the queued tanks finish before regrouping for the attack.", "notes": "Enemy base likely near (12,16); rally tanks west. Current tank #185 near (76,14), enemy rocket soldiers at (76,17).", "commands": [{"do": "attack", "units": [185], "target": 164}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}, {"do": "rally", "building": 163, "x": 70, "y": 18}], "feedback": ["attack: 1 units", "rally #163: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 5800, "units_killed": 9, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 700, "income": 4500, "experience": 21, "order_count": 35}}
{"tick": 9201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:08 (tick 9201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $198 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13100, army $5200, killed $6500 (17 units, 0 bldgs), lost $2100 (9 units, 0 bldgs). Map explored 23%.\nPRODUCTION: Building: proc 68%; Vehicle: 1tnk 69%; Vehicle: 1tnk 0%; Infantry: e3 62%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #184@(57,28)\n  e1 (Rifle Infantry) x5: #153@(33,18)38% #165@(74,18)* #166@(34,18)9% #168@(74,18)* #183@(38,26)\n  e3 (Rocket Soldier) x6: #164@(76,17)39%* #170@(68,23)15% #177@(75,18)* #180@(63,23) #182@(43,21) #186@(17,14)\n  harv (Ore Truck (harvester)) x2: #132@(6,27)90% #172@(8,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - move: 1 units\n  - move: 2 units\n  - attack_move: 4 units\n  - rally #150: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Front squad ~(74,19) attacking enemy 1tnk #185. #170 (23%) and #153/#166 retreating to base. proc #131 at 59% - watch it. Cash 0, all queues running. Next: add fix/weap when cash returns, mass tanks.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.23, "thoughts": "(no valid response)", "notes": "Enemy base ~(95,11). Front squad ~(74,19) attacking enemy 1tnk #185. #170 (23%) and #153/#166 retreating to base. proc #131 at 59% - watch it. Cash 0, all queues running. Next: add fix/weap when cash returns, mass tanks.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6500, "deaths_cost": 2100, "units_killed": 17, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13100, "army_value": 3000, "income": 4325, "experience": 65, "order_count": 68}}
{"tick": 9201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:08 (tick 9201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $820 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10800, army $2900, killed $2100 (9 units, 0 bldgs), lost $6500 (17 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Vehicle: 1tnk 11%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #187@(94,9)\n  harv (Ore Truck (harvester)) x2: #135@(103,25) #152@(97,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - rally #163: ordered\nYOUR NOTES FROM LAST TURN: Enemy base likely near (12,16); rally tanks west. Current tank #185 near (76,14), enemy rocket soldiers at (76,17).", "raw": "{\"thoughts\":\"Cash is depleted, so let the two harvesters replenish funds while the existing Light Tank queue continues. Send the available tank west toward the likely enemy base, but it is alone, so avoid committing it into a known enemy force.\",\"notes\":\"Enemy start likely near (12,16); rally tanks west. Two harvesters, three Light Tanks queued; build up before risking a small force.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[187],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1413, "completion_tokens": 284, "total_tokens": 1697, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1411, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003504325, "upstream_inference_prompt_cost": 0.0001942325, "upstream_inference_completions_cost": 0.0001562}, "completion_tokens_details": {"reasoning_tokens": 175, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Cash is depleted, so let the two harvesters replenish funds while the existing Light Tank queue continues. Send the available tank west toward the likely enemy base, but it is alone, so avoid committing it into a known enemy force.", "notes": "Enemy start likely near (12,16); rally tanks west. Two harvesters, three Light Tanks queued; build up before risking a small force.", "commands": [{"do": "attack_move", "units": [187], "x": 12, "y": 16}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 6500, "units_killed": 9, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 700, "income": 4000, "experience": 21, "order_count": 35}}
{"tick": 9401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:16 (tick 9401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13100, army $5200, killed $6500 (17 units, 0 bldgs), lost $2100 (9 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Building: proc 73%; Vehicle: 1tnk 78%; Vehicle: 1tnk 0%; Infantry: e3 83%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #184@(62,22)*\n  e1 (Rifle Infantry) x5: #153@(20,18)38% #165@(74,18)* #166@(21,18)9% #168@(74,18) #183@(47,24)\n  e3 (Rocket Soldier) x6: #164@(76,17)23% #170@(59,28)15% #177@(75,18) #180@(61,22)* #182@(51,26) #186@(28,14)\n  harv (Ore Truck (harvester)) x2: #132@(3,27)90% #172@(9,30)\nVISIBLE ENEMY UNITS (1):\n  #187 1tnk@(75,14) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Front squad ~(74,19) attacking enemy 1tnk #185. #170 (23%) and #153/#166 retreating to base. proc #131 at 59% - watch it. Cash 0, all queues running. Next: add fix/weap when cash returns, mass tanks.", "raw": "{\"thoughts\": \"Cash is 0 so I mainly keep existing queues running and consolidate my scattered front units. Kill the lone enemy light tank near (75,14) with rocket infantry + my tank, pull badly damaged units back toward base, and queue a Service Depot so I can repair vehicles/tanks later.\", \"notes\": \"Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.\", \"commands\": [{\"do\":\"attack\",\"units\":[184,180,165,168,177],\"target\":187},{\"do\":\"move\",\"units\":[170,153,166],\"x\":15,\"y\":18},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":150,\"x\":70,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1689, "completion_tokens": 1002, "total_tokens": 2691, "cost": 0.001483308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001483308, "upstream_inference_prompt_cost": 0.000280908, "upstream_inference_completions_cost": 0.0012024}, "completion_tokens_details": {"reasoning_tokens": 764, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.14, "thoughts": "Cash is 0 so I mainly keep existing queues running and consolidate my scattered front units. Kill the lone enemy light tank near (75,14) with rocket infantry + my tank, pull badly damaged units back toward base, and queue a Service Depot so I can repair vehicles/tanks later.", "notes": "Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "commands": [{"do": "attack", "units": [184, 180, 165, 168, 177], "target": 187}, {"do": "move", "units": [170, 153, 166], "x": 15, "y": 18}, {"do": "build", "item": "fix"}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 150, "x": 70, "y": 18}], "feedback": ["attack: 5 units", "move: 3 units", "build fix: started", "train 2x 1tnk: queued", "train 2x e3: queued", "train 3x e1: queued", "rally #150: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6500, "deaths_cost": 2100, "units_killed": 17, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13100, "army_value": 3000, "income": 4325, "experience": 65, "order_count": 68}}
{"tick": 9401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:16 (tick 9401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $486 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10800, army $2900, killed $2100 (9 units, 0 bldgs), lost $6500 (17 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Vehicle: 1tnk 59%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #187@(75,14)\n  harv (Ore Truck (harvester)) x2: #135@(105,25) #152@(101,27)\nVISIBLE ENEMY UNITS (4):\n  #164 e3@(76,17) 23%, #165 e1@(74,18) 100%, #168 e1@(74,18) 100%, #177 e3@(75,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy start likely near (12,16); rally tanks west. Two harvesters, three Light Tanks queued; build up before risking a small force.", "raw": "{\"thoughts\":\"The lone Light Tank is exposed to two Rocket Soldiers and two Rifle Infantry, so I\u2019m pulling it back toward the base while the queued tanks finish. Keep both harvesters working; there\u2019s no cash available for additional production yet.\",\"notes\":\"Enemy infantry near (75,17); retreat the lone tank westward pressure back toward base. Keep current Light Tank queue running and build army before advancing toward enemy start (12,16).\",\"commands\":[{\"do\":\"move\",\"units\":[187],\"x\":88,\"y\":13}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1450, "completion_tokens": 235, "total_tokens": 1685, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1448, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00032857, "upstream_inference_prompt_cost": 0.00019932, "upstream_inference_completions_cost": 0.00012925}, "completion_tokens_details": {"reasoning_tokens": 118, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.87, "thoughts": "The lone Light Tank is exposed to two Rocket Soldiers and two Rifle Infantry, so I\u2019m pulling it back toward the base while the queued tanks finish. Keep both harvesters working; there\u2019s no cash available for additional production yet.", "notes": "Enemy infantry near (75,17); retreat the lone tank westward pressure back toward base. Keep current Light Tank queue running and build army before advancing toward enemy start (12,16).", "commands": [{"do": "move", "units": [187], "x": 88, "y": 13}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 6500, "units_killed": 9, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 700, "income": 4000, "experience": 21, "order_count": 35}}
{"tick": 9601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:24 (tick 9601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $326 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12800, army $4900, killed $6500 (17 units, 0 bldgs), lost $2400 (10 units, 0 bldgs). Map explored 26%.\nPRODUCTION: Building: proc 75%; Building: fix 0%; Vehicle: 1tnk 81%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 92%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #184@(78,14)\n  e1 (Rifle Infantry) x5: #153@(15,18)38%* #165@(81,14) #166@(15,18)9%* #168@(80,15) #183@(56,28)\n  e3 (Rocket Soldier) x5: #170@(47,28)15% #177@(81,14) #180@(70,20) #182@(60,27) #186@(36,21)\n  harv (Ore Truck (harvester)) x2: #132@(9,20)90% #172@(9,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - move: 3 units\n  - build fix: started\n  - train 2x 1tnk: queued\n  - train 2x e3: queued\n  - train 3x e1: queued\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.14, "thoughts": "(no valid response)", "notes": "Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6500, "deaths_cost": 2400, "units_killed": 17, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12800, "army_value": 2700, "income": 4700, "experience": 65, "order_count": 76}}
{"tick": 9601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:24 (tick 9601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $155 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $2400 (10 units, 0 bldgs), lost $6500 (17 units, 0 bldgs). Map explored 24.3%.\nPRODUCTION: Vehicle: 1tnk 6%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #187@(88,13)28%* #188@(97,9)\n  harv (Ore Truck (harvester)) x2: #135@(101,20) #152@(95,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry near (75,17); retreat the lone tank westward pressure back toward base. Keep current Light Tank queue running and build army before advancing toward enemy start (12,16).", "raw": "{\"thoughts\":\"Cash is nearly exhausted, so prioritize getting both harvesters back to mining and let the two queued tanks finish. Keep the damaged tank near base; send the healthy tank west to investigate the last enemy contact without committing the whole force.\",\"notes\":\"Enemy infantry was last seen near (75,17); likely enemy start (12,16). Two Light Tanks queued; one tank at 28% HP should stay back. Two harvesters need income.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"move\",\"units\":[187],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[188],\"x\":75,\"y\":17}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1412, "completion_tokens": 359, "total_tokens": 1771, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1410, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000391545, "upstream_inference_prompt_cost": 0.000194095, "upstream_inference_completions_cost": 0.00019745}, "completion_tokens_details": {"reasoning_tokens": 205, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "Cash is nearly exhausted, so prioritize getting both harvesters back to mining and let the two queued tanks finish. Keep the damaged tank near base; send the healthy tank west to investigate the last enemy contact without committing the whole force.", "notes": "Enemy infantry was last seen near (75,17); likely enemy start (12,16). Two Light Tanks queued; one tank at 28% HP should stay back. Two harvesters need income.", "commands": [{"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}, {"do": "move", "units": [187], "x": 95, "y": 11}, {"do": "attack_move", "units": [188], "x": 75, "y": 17}], "feedback": ["move: 1 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 6500, "units_killed": 10, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11500, "army_value": 1400, "income": 4000, "experience": 24, "order_count": 35}}
{"tick": 9801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:32 (tick 9801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $14000, army $6100, killed $6500 (17 units, 0 bldgs), lost $2400 (10 units, 0 bldgs). Map explored 28.8%.\nPRODUCTION: Building: proc 97%; Building: fix 0%; Vehicle: 1tnk 26%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 81%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #184@(92,9)68% #191@(23,20)\n  e1 (Rifle Infantry) x7: #153@(15,18)38%* #165@(91,12) #166@(15,18)9%* #168@(89,12) #183@(63,23) #190@(18,14) #192@(14,14)\n  e3 (Rocket Soldier) x6: #170@(36,27)15% #177@(91,12) #180@(79,14) #182@(61,22)* #186@(45,24) #189@(21,14)\n  harv (Ore Truck (harvester)) x2: #132@(4,27)90% #172@(10,24)\nVISIBLE ENEMY UNITS (2):\n  #187 1tnk@(95,9) 13%, #188 1tnk@(89,9) 100%\nVISIBLE ENEMY BUILDINGS (5):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #167 powr@(91,11) 99%\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.12, "thoughts": "(no valid response)", "notes": "Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6500, "deaths_cost": 2400, "units_killed": 17, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14000, "army_value": 3900, "income": 5325, "experience": 65, "order_count": 76}}
{"tick": 9801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:32 (tick 9801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $821 (storage 4000), power 199 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $2400 (10 units, 0 bldgs), lost $6500 (17 units, 0 bldgs). Map explored 24.3%.\nPRODUCTION: Vehicle: 1tnk 54%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(93,11) 100%, #134 proc@(98,11) 100%, #136 tent@(95,8) 100%, #151 proc@(93,14) 100%, #163 weap@(97,8) 100%, #167 powr@(91,11) 99%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #187@(95,9)13% #188@(89,9)\n  harv (Ore Truck (harvester)) x2: #135@(98,12) #152@(97,19)\nVISIBLE ENEMY UNITS (4):\n  #165 e1@(91,12) 100%, #168 e1@(89,12) 100%, #177 e3@(91,12) 100%, #184 1tnk@(92,9) 68%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry was last seen near (75,17); likely enemy start (12,16). Two Light Tanks queued; one tank at 28% HP should stay back. Two harvesters need income.", "raw": "{\"thoughts\":\"Enemy forces are immediately beside the base, including a damaged Light Tank. Pull our critically damaged tank back and focus our healthier tank on the enemy tank; keep the existing tank production running and harvesters mining.\",\"notes\":\"Enemy force near (89\u201392, 9\u201312); likely base at (12,16). Tank #187 is critically damaged; #188 should engage enemy tank #184. Two Light Tanks are already in the War Factory queue.\",\"commands\":[{\"do\":\"move\",\"units\":[187],\"x\":96,\"y\":8},{\"do\":\"attack\",\"units\":[188],\"target\":184},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1471, "completion_tokens": 338, "total_tokens": 1809, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1469, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003881075, "upstream_inference_prompt_cost": 0.0002022075, "upstream_inference_completions_cost": 0.0001859}, "completion_tokens_details": {"reasoning_tokens": 187, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.98, "thoughts": "Enemy forces are immediately beside the base, including a damaged Light Tank. Pull our critically damaged tank back and focus our healthier tank on the enemy tank; keep the existing tank production running and harvesters mining.", "notes": "Enemy force near (89\u201392, 9\u201312); likely base at (12,16). Tank #187 is critically damaged; #188 should engage enemy tank #184. Two Light Tanks are already in the War Factory queue.", "commands": [{"do": "move", "units": [187], "x": 96, "y": 8}, {"do": "attack", "units": [188], "target": 184}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}], "feedback": ["move: 1 units", "attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 6500, "units_killed": 10, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11500, "army_value": 1400, "income": 4500, "experience": 24, "order_count": 35}}
{"tick": 10001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:40 (tick 10001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $14000, army $6100, killed $7200 (18 units, 0 bldgs), lost $2400 (10 units, 0 bldgs). Map explored 29.4%.\nPRODUCTION: Building: proc 97%; Building: fix 0%; Vehicle: 1tnk 26%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 81%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #184@(93,9)6% #191@(45,28)\n  e1 (Rifle Infantry) x7: #153@(15,18)38%* #165@(92,12) #166@(15,18)9%* #168@(92,12) #183@(61,22)* #190@(28,14) #192@(24,14)\n  e3 (Rocket Soldier) x6: #170@(27,25)15% #177@(92,12) #180@(81,14)* #182@(61,22)* #186@(53,27)* #189@(31,16)\n  harv (Ore Truck (harvester)) x2: #132@(8,27)90% #172@(11,31)\nVISIBLE ENEMY UNITS (2):\n  #188 1tnk@(90,9) 92%, #193 1tnk@(97,8) 100%\nVISIBLE ENEMY BUILDINGS (6):\n  #125 fact@(95,11) 99%, #126 powr@(93,11) 48%, #136 tent@(95,8) 98%, #151 proc@(93,14) 100%, #163 weap@(97,8) 99%, #167 powr@(91,11) 99%\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.14, "thoughts": "(no valid response)", "notes": "Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 7200, "deaths_cost": 2400, "units_killed": 18, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14000, "army_value": 3900, "income": 4825, "experience": 72, "order_count": 76}}
{"tick": 10001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:40 (tick 10001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $490 (storage 4000), power 147 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $2400 (10 units, 0 bldgs), lost $7200 (18 units, 0 bldgs). Map explored 24.3%.\nPRODUCTION: Vehicle: 1tnk 1%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 99%, #126 powr@(93,11) 48%, #134 proc@(98,11) 99%, #136 tent@(95,8) 98%, #151 proc@(93,14) 100%, #163 weap@(97,8) 99%, #167 powr@(91,11) 99%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #188@(90,9)92% #193@(97,8)\n  harv (Ore Truck (harvester)) x2: #135@(103,24) #152@(104,24)\nVISIBLE ENEMY UNITS (4):\n  #165 e1@(92,12) 100%, #168 e1@(92,12) 100%, #177 e3@(92,12) 100%, #184 1tnk@(93,9) 6%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: Enemy force near (89\u201392, 9\u201312); likely base at (12,16). Tank #187 is critically damaged; #188 should engage enemy tank #184. Two Light Tanks are already in the War Factory queue.", "raw": "{\"thoughts\":\"The enemy has a nearly destroyed tank and a small infantry force close to our base. Engage them with both Light Tanks while keeping the harvesters mining; the War Factory is already producing another tank.\",\"notes\":\"Enemy force near our base at (92,12); enemy tank #184 at 6% health. Two harvesters mining; tank production queued.\",\"commands\":[{\"do\":\"attack\",\"units\":[188],\"target\":184},{\"do\":\"attack_move\",\"units\":[193],\"x\":92,\"y\":12},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1468, "completion_tokens": 287, "total_tokens": 1755, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1466, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000359645, "upstream_inference_prompt_cost": 0.000201795, "upstream_inference_completions_cost": 0.00015785}, "completion_tokens_details": {"reasoning_tokens": 155, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.13, "thoughts": "The enemy has a nearly destroyed tank and a small infantry force close to our base. Engage them with both Light Tanks while keeping the harvesters mining; the War Factory is already producing another tank.", "notes": "Enemy force near our base at (92,12); enemy tank #184 at 6% health. Two harvesters mining; tank production queued.", "commands": [{"do": "attack", "units": [188], "target": 184}, {"do": "attack_move", "units": [193], "x": 92, "y": 12}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}], "feedback": ["attack: 1 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 7200, "units_killed": 10, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11500, "army_value": 1400, "income": 4000, "experience": 24, "order_count": 35}}
{"tick": 10201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:48 (tick 10201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $324 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13400, army $5500, killed $7500 (18 units, 1 bldgs), lost $3100 (11 units, 0 bldgs). Map explored 29.6%.\nPRODUCTION: Building: proc READY TO PLACE; Building: fix 0%; Vehicle: 1tnk 36%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 16%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #191@(64,24)\n  e1 (Rifle Infantry) x8: #153@(15,18)38%* #165@(92,12)49% #166@(15,18)9%* #168@(92,12)88% #183@(61,22)* #190@(36,21) #192@(33,18) #194@(13,14)\n  e3 (Rocket Soldier) x6: #170@(17,20)15% #177@(92,12)16% #180@(81,14)* #182@(61,22)* #186@(53,27)* #189@(39,23)\n  harv (Ore Truck (harvester)) x2: #132@(9,20)90% #172@(9,23)\nVISIBLE ENEMY UNITS (2):\n  #188 1tnk@(90,9) 83%, #193 1tnk@(95,13) 100%\nVISIBLE ENEMY BUILDINGS (3):\n  #125 fact@(95,11) 98%, #151 proc@(93,14) 99%, #167 powr@(91,11) 99%\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.24, "thoughts": "(no valid response)", "notes": "Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "commands": [], "feedback": ["(auto) placed ready proc near base because you did not place it"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 7500, "deaths_cost": 3100, "units_killed": 18, "units_lost": 11, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 13400, "army_value": 3300, "income": 5325, "experience": 75, "order_count": 76}}
{"tick": 10201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:48 (tick 10201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $223 (storage 4000), power 99 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11200, army $3600, killed $3100 (11 units, 0 bldgs), lost $7500 (18 units, 1 bldgs). Map explored 24.4%.\nPRODUCTION: Vehicle: 1tnk 39%\nCAN PRODUCE NOW:\n  Building: 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  #125 fact@(95,11) 98%, #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #151 proc@(93,14) 99%, #163 weap@(97,8) 99%, #167 powr@(91,11) 99%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #188@(90,9)83% #193@(95,13)\n  harv (Ore Truck (harvester)) x2: #135@(105,26) #152@(103,27)\nVISIBLE ENEMY UNITS (3):\n  #165 e1@(92,12) 49%, #168 e1@(92,12) 88%, #177 e3@(92,12) 16%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy force near our base at (92,12); enemy tank #184 at 6% health. Two harvesters mining; tank production queued.", "raw": "{\"thoughts\":\"Enemy infantry are inside our base, so the two light tanks should engage immediately. Power is short and funds are nearly exhausted; prioritize a power plant once mining income arrives, while keeping the tank queue running.\",\"notes\":\"Enemy force near home around (92,12); attack it with both light tanks. Enemy base likely near (12,16). Two harvesters mining; build power when affordable.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[188,193],\"x\":92,\"y\":12},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1433, "completion_tokens": 335, "total_tokens": 1768, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1431, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003812325, "upstream_inference_prompt_cost": 0.0001969825, "upstream_inference_completions_cost": 0.00018425}, "completion_tokens_details": {"reasoning_tokens": 214, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "Enemy infantry are inside our base, so the two light tanks should engage immediately. Power is short and funds are nearly exhausted; prioritize a power plant once mining income arrives, while keeping the tank queue running.", "notes": "Enemy force near home around (92,12); attack it with both light tanks. Enemy base likely near (12,16). Two harvesters mining; build power when affordable.", "commands": [{"do": "attack_move", "units": [188, 193], "x": 92, "y": 12}, {"do": "build", "item": "powr"}], "feedback": ["attack_move: 2 units", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3100, "deaths_cost": 7500, "units_killed": 11, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11200, "army_value": 1400, "income": 4000, "experience": 31, "order_count": 35}}
{"tick": 10401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:56 (tick 10401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15700, army $6400, killed $7500 (18 units, 1 bldgs), lost $3600 (14 units, 0 bldgs). Map explored 30%.\nPRODUCTION: Building: fix 22%; Vehicle: 1tnk 76%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 8%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #191@(70,18)*\n  e1 (Rifle Infantry) x6: #153@(15,18)38%* #166@(15,18)9%* #183@(61,22)* #190@(46,24) #192@(42,24) #194@(23,14)\n  e3 (Rocket Soldier) x6: #170@(15,18)15%* #180@(81,14)* #182@(61,22)* #186@(53,27)* #189@(49,26) #197@(13,14)\n  harv (Ore Truck (harvester)) x3: #132@(7,29)90% #172@(10,25) #196@(2,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - (auto) placed ready proc near base because you did not place it\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.15, "thoughts": "(no valid response)", "notes": "Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 7500, "deaths_cost": 3600, "units_killed": 18, "units_lost": 14, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15700, "army_value": 3100, "income": 5825, "experience": 75, "order_count": 77}}
{"tick": 10401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:56 (tick 10401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $4 (storage 4000), power 99 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11200, army $3600, killed $3600 (14 units, 0 bldgs), lost $7500 (18 units, 1 bldgs). Map explored 24.4%.\nPRODUCTION: Building: powr 36%; Vehicle: 1tnk 55%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 98%, #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #151 proc@(93,14) 98%, #163 weap@(97,8) 99%, #167 powr@(91,11) 99%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #188@(91,9)75% #193@(94,13)\n  harv (Ore Truck (harvester)) x2: #135@(101,21) #152@(95,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy force near home around (92,12); attack it with both light tanks. Enemy base likely near (12,16). Two harvesters mining; build power when affordable.", "raw": "{\"thoughts\":\"Power is low and a Power Plant is already building, so let it finish. Send both light tanks toward the likely enemy start to scout and engage while vehicle production continues.\",\"notes\":\"Enemy base likely near (12,16). Power Plant in progress; keep expanding power once affordable. Two harvesters mining; Light Tanks advancing west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[188,193],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1412, "completion_tokens": 163, "total_tokens": 1575, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1410, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000283745, "upstream_inference_prompt_cost": 0.000194095, "upstream_inference_completions_cost": 8.965e-05}, "completion_tokens_details": {"reasoning_tokens": 64, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.85, "thoughts": "Power is low and a Power Plant is already building, so let it finish. Send both light tanks toward the likely enemy start to scout and engage while vehicle production continues.", "notes": "Enemy base likely near (12,16). Power Plant in progress; keep expanding power once affordable. Two harvesters mining; Light Tanks advancing west.", "commands": [{"do": "attack_move", "units": [188, 193], "x": 12, "y": 16}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3600, "deaths_cost": 7500, "units_killed": 14, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11200, "army_value": 1400, "income": 3500, "experience": 36, "order_count": 36}}
{"tick": 10601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:04 (tick 10601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15700, army $6400, killed $7500 (18 units, 1 bldgs), lost $3600 (14 units, 0 bldgs). Map explored 30.1%.\nPRODUCTION: Building: fix 22%; Vehicle: 1tnk 76%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 8%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #191@(70,18)*\n  e1 (Rifle Infantry) x6: #153@(15,18)38%* #166@(15,18)9%* #183@(61,22)* #190@(53,27)* #192@(52,27) #194@(32,17)\n  e3 (Rocket Soldier) x6: #170@(15,18)15%* #180@(81,14)2% #182@(61,22)* #186@(53,27)* #189@(53,27)* #197@(23,14)\n  harv (Ore Truck (harvester)) x3: #132@(9,25)90% #172@(9,31) #196@(4,26)\nVISIBLE ENEMY UNITS (2):\n  #188 1tnk@(84,13) 32%, #193 1tnk@(84,14) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.12, "thoughts": "(no valid response)", "notes": "Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 7500, "deaths_cost": 3600, "units_killed": 18, "units_lost": 14, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15700, "army_value": 3100, "income": 4825, "experience": 75, "order_count": 77}}
{"tick": 10601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 7:04 (tick 10601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $737 (storage 4000), power 99 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11200, army $3600, killed $3600 (14 units, 0 bldgs), lost $7500 (18 units, 1 bldgs). Map explored 24.4%.\nPRODUCTION: Building: powr 60%; Vehicle: 1tnk 65%\nCAN PRODUCE NOW:\n  Building: 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  #125 fact@(95,11) 98%, #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #151 proc@(93,14) 98%, #163 weap@(97,8) 99%, #167 powr@(91,11) 99%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #188@(84,13)32% #193@(84,14)\n  harv (Ore Truck (harvester)) x2: #135@(98,12) #152@(96,20)\nVISIBLE ENEMY UNITS (1):\n  #180 e3@(81,14) 2%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy base likely near (12,16). Power Plant in progress; keep expanding power once affordable. Two harvesters mining; Light Tanks advancing west.", "raw": "{\"thoughts\":\"Power is critically low and the current Power Plant is still under construction, so place it as soon as it is ready. Keep the tanks pushing west; the badly damaged tank should avoid getting caught at the front, while both harvesters continue mining.\",\"notes\":\"Enemy start likely near (12,16). Current Power Plant in progress; place when ready, then expand power. Tanks advancing west; one tank at 32% HP. Two harvesters mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[188,193],\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1408, "completion_tokens": 314, "total_tokens": 1722, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1406, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000366245, "upstream_inference_prompt_cost": 0.000193545, "upstream_inference_completions_cost": 0.0001727}, "completion_tokens_details": {"reasoning_tokens": 172, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Power is critically low and the current Power Plant is still under construction, so place it as soon as it is ready. Keep the tanks pushing west; the badly damaged tank should avoid getting caught at the front, while both harvesters continue mining.", "notes": "Enemy start likely near (12,16). Current Power Plant in progress; place when ready, then expand power. Tanks advancing west; one tank at 32% HP. Two harvesters mining.", "commands": [{"do": "attack_move", "units": [188, 193], "x": 12, "y": 16}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3600, "deaths_cost": 7500, "units_killed": 14, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11200, "army_value": 1400, "income": 3850, "experience": 36, "order_count": 36}}
{"tick": 10801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:12 (tick 10801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $101 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15400, army $6100, killed $8200 (19 units, 1 bldgs), lost $3900 (15 units, 0 bldgs). Map explored 30.1%.\nPRODUCTION: Building: fix 33%; Vehicle: 1tnk 95%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 53%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #191@(71,18)68%\n  e1 (Rifle Infantry) x6: #153@(15,18)38%* #166@(15,18)9%* #183@(61,22)* #190@(53,27)* #192@(53,27)* #194@(41,24)\n  e3 (Rocket Soldier) x5: #170@(15,18)15%* #182@(61,22)* #186@(53,27)* #189@(53,27)* #197@(32,17)\n  harv (Ore Truck (harvester)) x3: #132@(10,22)90% #172@(9,22) #196@(9,20)\nVISIBLE ENEMY UNITS (1):\n  #193 1tnk@(74,16) 88%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.17, "thoughts": "(no valid response)", "notes": "Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8200, "deaths_cost": 3900, "units_killed": 19, "units_lost": 15, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15400, "army_value": 2800, "income": 5325, "experience": 82, "order_count": 77}}
{"tick": 10801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 7:12 (tick 10801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $617 (storage 4000), power 99 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10500, army $2900, killed $3900 (15 units, 0 bldgs), lost $8200 (19 units, 1 bldgs). Map explored 24.4%.\nPRODUCTION: Building: powr 96%; Vehicle: 1tnk 81%\nCAN PRODUCE NOW:\n  Building: 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  #125 fact@(95,11) 98%, #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #151 proc@(93,14) 98%, #163 weap@(97,8) 99%, #167 powr@(91,11) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #193@(74,16)88%\n  harv (Ore Truck (harvester)) x2: #135@(106,20) #152@(102,27)\nVISIBLE ENEMY UNITS (1):\n  #191 1tnk@(71,18) 68%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy start likely near (12,16). Current Power Plant in progress; place when ready, then expand power. Tanks advancing west; one tank at 32% HP. Two harvesters mining.", "raw": "{\"thoughts\":\"Our tank is close to a damaged enemy tank; engage it before it can threaten the harvesters. Power is short, so place the nearly finished Power Plant as soon as it is ready while keeping vehicle production running.\",\"notes\":\"Enemy start likely near (12,16). Tank #193 at (74,16); enemy tank #191 at (71,18). Two harvesters mining. Place Power Plant when ready; power is low.\",\"commands\":[{\"do\":\"attack\",\"units\":[193],\"target\":191},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1413, "completion_tokens": 273, "total_tokens": 1686, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1411, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003443825, "upstream_inference_prompt_cost": 0.0001942325, "upstream_inference_completions_cost": 0.00015015}, "completion_tokens_details": {"reasoning_tokens": 141, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.71, "thoughts": "Our tank is close to a damaged enemy tank; engage it before it can threaten the harvesters. Power is short, so place the nearly finished Power Plant as soon as it is ready while keeping vehicle production running.", "notes": "Enemy start likely near (12,16). Tank #193 at (74,16); enemy tank #191 at (71,18). Two harvesters mining. Place Power Plant when ready; power is low.", "commands": [{"do": "attack", "units": [193], "target": 191}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}], "feedback": ["attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3900, "deaths_cost": 8200, "units_killed": 15, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10500, "army_value": 700, "income": 3975, "experience": 39, "order_count": 36}}
{"tick": 11001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:20 (tick 11001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $172 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $16500, army $7200, killed $8200 (19 units, 1 bldgs), lost $3900 (15 units, 0 bldgs). Map explored 30.2%.\nPRODUCTION: Building: fix 59%; Vehicle: 1tnk 39%; Vehicle: 1tnk 0%; Infantry: e1 65%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #191@(71,18)16% #200@(30,20)\n  e1 (Rifle Infantry) x7: #153@(15,18)38%* #166@(15,18)9%* #183@(61,22)* #190@(53,27)* #192@(53,27)* #194@(51,26) #202@(13,14)\n  e3 (Rocket Soldier) x6: #170@(15,18)15%* #182@(61,22)* #186@(53,27)* #189@(53,27)* #197@(41,24) #201@(16,14)\n  harv (Ore Truck (harvester)) x3: #132@(8,31)90% #172@(8,22) #196@(3,27)\nVISIBLE ENEMY UNITS (1):\n  #193 1tnk@(74,16) 41%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.13, "thoughts": "(no valid response)", "notes": "Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8200, "deaths_cost": 3900, "units_killed": 19, "units_lost": 15, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 16500, "army_value": 3900, "income": 6325, "experience": 82, "order_count": 77}}
{"tick": 11001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 7:20 (tick 11001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $495 (storage 4000), power 99 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10500, army $2900, killed $3900 (15 units, 0 bldgs), lost $8200 (19 units, 1 bldgs). Map explored 24.4%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: 1tnk 97%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 98%, #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #151 proc@(93,14) 98%, #163 weap@(97,8) 99%, #167 powr@(91,11) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #193@(74,16)41%\n  harv (Ore Truck (harvester)) x2: #135@(107,24) #152@(97,23)\nVISIBLE ENEMY UNITS (1):\n  #191 1tnk@(71,18) 16%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: Enemy start likely near (12,16). Tank #193 at (74,16); enemy tank #191 at (71,18). Two harvesters mining. Place Power Plant when ready; power is low.", "raw": "{\"thoughts\":\"Place the ready Power Plant to restore adequate power. Our damaged tank still has a clear advantage over the more badly damaged enemy tank, so finish it while the next tank completes.\",\"notes\":\"Enemy start likely near (12,16). Tank #193 is at 41% near enemy tank #191 at 16%; engage to finish it. Two harvesters are mining; power was low.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack\",\"units\":[193],\"target\":191}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1416, "completion_tokens": 223, "total_tokens": 1639, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1414, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000317295, "upstream_inference_prompt_cost": 0.000194645, "upstream_inference_completions_cost": 0.00012265}, "completion_tokens_details": {"reasoning_tokens": 110, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.15, "thoughts": "Place the ready Power Plant to restore adequate power. Our damaged tank still has a clear advantage over the more badly damaged enemy tank, so finish it while the next tank completes.", "notes": "Enemy start likely near (12,16). Tank #193 is at 41% near enemy tank #191 at 16%; engage to finish it. Two harvesters are mining; power was low.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack", "units": [193], "target": 191}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3900, "deaths_cost": 8200, "units_killed": 15, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10500, "army_value": 700, "income": 3975, "experience": 39, "order_count": 36}}
{"tick": 11201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:28 (tick 11201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15900, army $6600, killed $8200 (19 units, 1 bldgs), lost $4600 (16 units, 0 bldgs). Map explored 30.2%.\nPRODUCTION: Building: fix 64%; Vehicle: 1tnk 48%; Vehicle: 1tnk 0%; Infantry: e1 21%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #200@(51,28)\n  e1 (Rifle Infantry) x8: #153@(15,18)38%* #166@(15,18)9%* #183@(61,22)* #190@(53,27)* #192@(53,27)* #194@(53,27)* #202@(24,14) #205@(21,14)\n  e3 (Rocket Soldier) x6: #170@(15,18)15%* #182@(61,22)* #186@(53,27)* #189@(53,27)* #197@(50,26) #201@(27,14)\n  harv (Ore Truck (harvester)) x3: #132@(9,24)90% #172@(7,31) #196@(4,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Front ~(74,18) vs enemy 1tnk #187. Retreating #170/#153/#166. proc #131 at 59%. Next: finish proc, build fix, mass 1tnk/e3.", "raw": "{\"thoughts\": \"Cash is empty but I have 3 harvesters working and queues in progress, so income will trickle back in. I'm ahead on kills (19:16), and the enemy base is at ~(95,11). I'll repair my damaged refinery, keep the Service Depot building, push my healthy tanks/inf toward the enemy base to keep pressure, and queue a 4th harvester to boost income.\", \"notes\": \"Enemy base ~(95,11). Pushing main group toward (78,14). Damaged leftovers #153/#166/#170 stay at base until repaired/healed. Building fix at 64%, place when ready. Vehicle line: 1tnk 48%, second queue switching to harv. Watch for enemy 1tnk #187 near front.\", \"commands\": [{\"do\": \"repair\", \"building\": 131}, {\"do\": \"train\", \"item\": \"harv\", \"count\": 1}, {\"do\": \"rally\", \"building\": 150, \"x\": 50, \"y\": 26}, {\"do\": \"rally\", \"building\": 133, \"x\": 50, \"y\": 26}, {\"do\": \"attack_move\", \"units\": [200, 190, 192, 194, 183, 182, 186, 189, 197, 201, 202, 205], \"x\": 78, \"y\": 14}]}", "routed_model": "z-ai/glm-5.3-flash", "usage": {"prompt_tokens": 1613, "completion_tokens": 1291, "total_tokens": 2904, "cost": 0.00088745, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00088745, "upstream_inference_prompt_cost": 0.00024195, "upstream_inference_completions_cost": 0.0006455}, "completion_tokens_details": {"reasoning_tokens": 979, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 16.44, "thoughts": "Cash is empty but I have 3 harvesters working and queues in progress, so income will trickle back in. I'm ahead on kills (19:16), and the enemy base is at ~(95,11). I'll repair my damaged refinery, keep the Service Depot building, push my healthy tanks/inf toward the enemy base to keep pressure, and queue a 4th harvester to boost income.", "notes": "Enemy base ~(95,11). Pushing main group toward (78,14). Damaged leftovers #153/#166/#170 stay at base until repaired/healed. Building fix at 64%, place when ready. Vehicle line: 1tnk 48%, second queue switching to harv. Watch for enemy 1tnk #187 near front.", "commands": [{"do": "repair", "building": 131}, {"do": "train", "item": "harv", "count": 1}, {"do": "rally", "building": 150, "x": 50, "y": 26}, {"do": "rally", "building": 133, "x": 50, "y": 26}, {"do": "attack_move", "units": [200, 190, 192, 194, 183, 182, 186, 189, 197, 201, 202, 205], "x": 78, "y": 14}], "feedback": ["repair #131: ordered", "train 1x harv: queued", "rally #150: ordered", "rally #133: ordered", "attack_move: 12 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8200, "deaths_cost": 4600, "units_killed": 19, "units_lost": 16, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15900, "army_value": 3300, "income": 5625, "experience": 82, "order_count": 77}}
{"tick": 11201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 7:28 (tick 11201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $975 (storage 4000), power 199 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $4600 (16 units, 0 bldgs), lost $8200 (19 units, 1 bldgs). Map explored 24.4%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 98%, #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #151 proc@(93,14) 98%, #163 weap@(97,8) 99%, #167 powr@(91,11) 99%, #203 powr@(93,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #193@(74,16)20%* #204@(80,11)\n  harv (Ore Truck (harvester)) x2: #135@(100,17) #152@(93,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: Enemy start likely near (12,16). Tank #193 is at 41% near enemy tank #191 at 16%; engage to finish it. Two harvesters are mining; power was low.", "raw": "{\"thoughts\":\"Cash is depleted and the only combat units are two light tanks, one critically damaged. Pull both tanks back toward the base while the harvesters keep mining; once income arrives, prioritize a Service Depot and stronger production.\",\"notes\":\"Enemy start likely near (12,16). Tank #193 is at 20% and #204 is undamaged; retreat both toward base. Two harvesters are working; no Service Depot yet.\",\"commands\":[{\"do\":\"move\",\"units\":[193,204],\"x\":91,\"y\":11},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1420, "completion_tokens": 357, "total_tokens": 1777, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1418, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000391545, "upstream_inference_prompt_cost": 0.000195195, "upstream_inference_completions_cost": 0.00019635}, "completion_tokens_details": {"reasoning_tokens": 222, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.21, "thoughts": "Cash is depleted and the only combat units are two light tanks, one critically damaged. Pull both tanks back toward the base while the harvesters keep mining; once income arrives, prioritize a Service Depot and stronger production.", "notes": "Enemy start likely near (12,16). Tank #193 is at 20% and #204 is undamaged; retreat both toward base. Two harvesters are working; no Service Depot yet.", "commands": [{"do": "move", "units": [193, 204], "x": 91, "y": 11}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}], "feedback": ["move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 8200, "units_killed": 16, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11500, "army_value": 1400, "income": 3975, "experience": 46, "order_count": 37}}
{"tick": 11401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:36 (tick 11401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $96 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $16000, army $6700, killed $8200 (19 units, 1 bldgs), lost $4600 (16 units, 0 bldgs). Map explored 30.2%.\nPRODUCTION: Building: fix 77%; Vehicle: 1tnk 70%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Infantry: e1 80%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #200@(70,20)\n  e1 (Rifle Infantry) x9: #153@(15,18)38%* #166@(15,18)9%* #183@(71,21) #190@(62,27) #192@(61,27) #194@(62,27) #202@(32,21) #205@(28,21) #206@(14,14)\n  e3 (Rocket Soldier) x6: #170@(15,18)15%* #182@(71,21) #186@(62,27) #189@(61,27) #197@(59,28) #201@(35,20)\n  harv (Ore Truck (harvester)) x3: #132@(8,24)90% #172@(9,25) #196@(9,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #131: ordered\n  - train 1x harv: queued\n  - rally #150: ordered\n  - rally #133: ordered\n  - attack_move: 12 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Pushing main group toward (78,14). Damaged leftovers #153/#166/#170 stay at base until repaired/healed. Building fix at 64%, place when ready. Vehicle line: 1tnk 48%, second queue switching to harv. Watch for enemy 1tnk #187 near front.", "raw": "{\"thoughts\": \"Our vanguard is approaching (71,21) while reinforcements follow. Pushing the forward elements toward (85,15) to locate and engage the enemy base perimeter, while rallying reinforcements to join.\", \"notes\": \"Enemy base ~(95,11). Main push to (85,15), reinforcements grouping up at (70,20). Fix will finish shortly; place it next turn to unlock Medium Tanks (2tnk).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [200, 182, 183, 186, 189, 190, 192, 194, 197], \"x\": 85, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [201, 202, 205, 206], \"x\": 70, \"y\": 20}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1935, "completion_tokens": 966, "total_tokens": 2901, "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": 0.0101475, "upstream_inference_prompt_cost": 0.0029025, "upstream_inference_completions_cost": 0.007245}, "completion_tokens_details": {"reasoning_tokens": 748, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.27, "thoughts": "Our vanguard is approaching (71,21) while reinforcements follow. Pushing the forward elements toward (85,15) to locate and engage the enemy base perimeter, while rallying reinforcements to join.", "notes": "Enemy base ~(95,11). Main push to (85,15), reinforcements grouping up at (70,20). Fix will finish shortly; place it next turn to unlock Medium Tanks (2tnk).", "commands": [{"do": "attack_move", "units": [200, 182, 183, 186, 189, 190, 192, 194, 197], "x": 85, "y": 15}, {"do": "attack_move", "units": [201, 202, 205, 206], "x": 70, "y": 20}], "feedback": ["attack_move: 9 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8200, "deaths_cost": 4600, "units_killed": 19, "units_lost": 16, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 16000, "army_value": 3400, "income": 6050, "experience": 82, "order_count": 78}}
{"tick": 11401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 7:36 (tick 11401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $1475 (storage 4000), power 199 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $4600 (16 units, 0 bldgs), lost $8200 (19 units, 1 bldgs). Map explored 24.4%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 98%, #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #151 proc@(93,14) 98%, #163 weap@(97,8) 99%, #167 powr@(91,11) 99%, #203 powr@(93,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #193@(90,13)20%* #204@(91,12)*\n  harv (Ore Truck (harvester)) x2: #135@(98,14) #152@(101,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy start likely near (12,16). Tank #193 is at 20% and #204 is undamaged; retreat both toward base. Two harvesters are working; no Service Depot yet.", "raw": "{\"thoughts\":\"Cash is empty, so I need the harvesters to unload before starting more production. Pull both tanks back from the front; the damaged one especially needs a Service Depot as soon as funds allow.\",\"notes\":\"Enemy likely near (12,16). Tanks #193 (20%) and #204 retreating; build a Service Depot when cash is available, then repair them and resume tank production.\",\"commands\":[{\"do\":\"move\",\"units\":[193,204],\"x\":96,\"y\":10},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1402, "completion_tokens": 303, "total_tokens": 1705, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1400, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00035937, "upstream_inference_prompt_cost": 0.00019272, "upstream_inference_completions_cost": 0.00016665}, "completion_tokens_details": {"reasoning_tokens": 175, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.39, "thoughts": "Cash is empty, so I need the harvesters to unload before starting more production. Pull both tanks back from the front; the damaged one especially needs a Service Depot as soon as funds allow.", "notes": "Enemy likely near (12,16). Tanks #193 (20%) and #204 retreating; build a Service Depot when cash is available, then repair them and resume tank production.", "commands": [{"do": "move", "units": [193, 204], "x": 96, "y": 10}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}], "feedback": ["move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 8200, "units_killed": 16, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11500, "army_value": 1400, "income": 3975, "experience": 46, "order_count": 37}}
{"tick": 11601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:44 (tick 11601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $131 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $17000, army $7700, killed $8200 (19 units, 1 bldgs), lost $4600 (16 units, 0 bldgs). Map explored 30.6%.\nPRODUCTION: Building: fix READY TO PLACE; Vehicle: harv 9%; Vehicle: 1tnk 0%; Infantry: e3 29%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #200@(85,15)* #209@(16,20)\n  e1 (Rifle Infantry) x12: #153@(15,18)38%* #166@(15,18)9%* #183@(78,14) #190@(69,20) #192@(69,20) #194@(69,20) #202@(41,23) #205@(38,23) #206@(23,19) #207@(21,14) #208@(18,14) #210@(14,14)\n  e3 (Rocket Soldier) x6: #170@(15,18)15%* #182@(79,14) #186@(69,20) #189@(69,20) #197@(68,24) #201@(45,25)\n  harv (Ore Truck (harvester)) x3: #132@(8,32)90% #172@(8,23) #196@(3,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Main push to (85,15), reinforcements grouping up at (70,20). Fix will finish shortly; place it next turn to unlock Medium Tanks (2tnk).", "raw": "{\"thoughts\": \"Fix is ready to place - dropping it to unlock Medium Tanks. Army is split; forward group is near enemy base at (85,15). Consolidating and pushing the main force in while keeping queues fed.\", \"notes\": \"Enemy base ~(95,11). Place fix, build 2tnk from weap. Push main group toward (90,15). Harvesters mining south.\", \"commands\": [{\"do\":\"place\",\"item\":\"fix\",\"x\":10,\"y\":20},{\"do\":\"rally\",\"building\":150,\"x\":80,\"y\":16},{\"do\":\"attack_move\",\"units\":[200,182,183,190,192,194,186,189],\"x\":90,\"y\":14},{\"do\":\"attack_move\",\"units\":[202,205,197,201],\"x\":78,\"y\":22},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1708, "completion_tokens": 479, "total_tokens": 2187, "cost": 0.000861408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000861408, "upstream_inference_prompt_cost": 0.000286608, "upstream_inference_completions_cost": 0.0005748}, "completion_tokens_details": {"reasoning_tokens": 272, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Fix is ready to place - dropping it to unlock Medium Tanks. Army is split; forward group is near enemy base at (85,15). Consolidating and pushing the main force in while keeping queues fed.", "notes": "Enemy base ~(95,11). Place fix, build 2tnk from weap. Push main group toward (90,15). Harvesters mining south.", "commands": [{"do": "place", "item": "fix", "x": 10, "y": 20}, {"do": "rally", "building": 150, "x": 80, "y": 16}, {"do": "attack_move", "units": [200, 182, 183, 190, 192, 194, 186, 189], "x": 90, "y": 14}, {"do": "attack_move", "units": [202, 205, 197, 201], "x": 78, "y": 22}, {"do": "train", "item": "2tnk", "count": 1}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "rally #150: ordered", "attack_move: 8 units", "attack_move: 4 units", "train 2tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8200, "deaths_cost": 4600, "units_killed": 19, "units_lost": 16, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 17000, "army_value": 4400, "income": 6500, "experience": 82, "order_count": 78}}
{"tick": 11601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 7:44 (tick 11601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $1475 (storage 4000), power 199 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $4600 (16 units, 0 bldgs), lost $8200 (19 units, 1 bldgs). Map explored 24.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 98%, #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #151 proc@(93,14) 98%, #163 weap@(97,8) 99%, #167 powr@(91,11) 99%, #203 powr@(93,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #193@(96,9)20%* #204@(90,12)*\n  harv (Ore Truck (harvester)) x2: #135@(103,24) #152@(100,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16). Tanks #193 (20%) and #204 retreating; build a Service Depot when cash is available, then repair them and resume tank production.", "raw": "{\"thoughts\":\"Power is healthy and both refineries are operating. Build a Service Depot so the badly damaged light tank can be repaired, then resume tank production as income arrives.\",\"notes\":\"Enemy base likely near (12,16); no enemy units or buildings seen. #193 is at 20% HP; get a Service Depot placed and repair it, then rebuild the army.\",\"commands\":[{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"place\",\"item\":\"fix\"},{\"do\":\"repair\",\"building\":163}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1399, "completion_tokens": 274, "total_tokens": 1673, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1397, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003430075, "upstream_inference_prompt_cost": 0.0001923075, "upstream_inference_completions_cost": 0.0001507}, "completion_tokens_details": {"reasoning_tokens": 163, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.21, "thoughts": "Power is healthy and both refineries are operating. Build a Service Depot so the badly damaged light tank can be repaired, then resume tank production as income arrives.", "notes": "Enemy base likely near (12,16); no enemy units or buildings seen. #193 is at 20% HP; get a Service Depot placed and repair it, then rebuild the army.", "commands": [{"do": "build", "item": "fix"}, {"do": "place", "item": "fix"}, {"do": "repair", "building": 163}], "feedback": ["build fix: started", "place fix: nothing READY TO PLACE with that type", "repair #163: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 8200, "units_killed": 16, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11500, "army_value": 1400, "income": 3975, "experience": 46, "order_count": 37}}
{"tick": 11801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:52 (tick 11801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $18200, army $7700, killed $8200 (19 units, 1 bldgs), lost $4600 (16 units, 0 bldgs). Map explored 31.5%.\nPRODUCTION: Vehicle: harv 15%; Vehicle: 1tnk 0%; Infantry: e3 51%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%, #211 fix@(9,13) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #200@(87,14)53% #209@(40,22)\n  e1 (Rifle Infantry) x12: #153@(15,18)38%* #166@(15,18)9%* #183@(85,14) #190@(78,14) #192@(77,14) #194@(78,14) #202@(51,26) #205@(48,25) #206@(32,24) #207@(31,16) #208@(28,14) #210@(25,14)\n  e3 (Rocket Soldier) x6: #170@(15,18)15%* #182@(85,14) #186@(77,14) #189@(77,14) #197@(77,23) #201@(54,28)\n  harv (Ore Truck (harvester)) x3: #132@(9,26)90% #172@(5,28) #196@(8,24)\nVISIBLE ENEMY UNITS (1):\n  #204 1tnk@(89,12) 7%\nVISIBLE ENEMY BUILDINGS (1):\n  #167 powr@(91,11) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - rally #150: ordered\n  - attack_move: 8 units\n  - attack_move: 4 units\n  - train 2tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Place fix, build 2tnk from weap. Push main group toward (90,15). Harvesters mining south.", "raw": "{\"thoughts\": \"Cash is empty so no new production can start beyond what's queued; focus on pushing my forward group onto the enemy power plant at (91,11) and rallying scattered units eastward. Repair the damaged refinery.\", \"notes\": \"Enemy base ~(95,11); visible enemy powr #167 and light tank #204 at 7%hp. Forward group (~85,14) attacking powr. Scattered units rallying to (70,18). 3 harvesters mining south. Cash $0.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[183,190,192,194,200,182,186,189],\"x\":90,\"y\":13},{\"do\":\"attack_move\",\"units\":[197,201,202,205,206,207,208,210,209],\"x\":72,\"y\":18},{\"do\":\"repair\",\"building\":131},{\"do\":\"rally\",\"building\":150,\"x\":70,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1838, "completion_tokens": 920, "total_tokens": 2758, "cost": 0.001429608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001429608, "upstream_inference_prompt_cost": 0.000325608, "upstream_inference_completions_cost": 0.001104}, "completion_tokens_details": {"reasoning_tokens": 710, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.49, "thoughts": "Cash is empty so no new production can start beyond what's queued; focus on pushing my forward group onto the enemy power plant at (91,11) and rallying scattered units eastward. Repair the damaged refinery.", "notes": "Enemy base ~(95,11); visible enemy powr #167 and light tank #204 at 7%hp. Forward group (~85,14) attacking powr. Scattered units rallying to (70,18). 3 harvesters mining south. Cash $0.", "commands": [{"do": "attack_move", "units": [183, 190, 192, 194, 200, 182, 186, 189], "x": 90, "y": 13}, {"do": "attack_move", "units": [197, 201, 202, 205, 206, 207, 208, 210, 209], "x": 72, "y": 18}, {"do": "repair", "building": 131}, {"do": "rally", "building": 150, "x": 70, "y": 18}], "feedback": ["attack_move: 8 units", "attack_move: 9 units", "repair #131: ordered", "rally #150: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8200, "deaths_cost": 4600, "units_killed": 19, "units_lost": 16, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 18200, "army_value": 4400, "income": 6000, "experience": 82, "order_count": 81}}
{"tick": 11801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 7:52 (tick 11801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $1150 (storage 4000), power 199 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $4600 (16 units, 0 bldgs), lost $8200 (19 units, 1 bldgs). Map explored 24.8%.\nPRODUCTION: Building: fix 27%\nCAN PRODUCE NOW:\n  Building: 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  #125 fact@(95,11) 98%, #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #151 proc@(93,14) 98%, #163 weap@(97,8) 99%, #167 powr@(91,11) 99%, #203 powr@(93,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #193@(96,9)20%* #204@(89,12)7%\n  harv (Ore Truck (harvester)) x2: #135@(105,24) #152@(95,20)\nVISIBLE ENEMY UNITS (3):\n  #182 e3@(85,14) 100%, #183 e1@(85,14) 100%, #200 1tnk@(87,14) 53%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: started\n  - place fix: nothing READY TO PLACE with that type\n  - repair #163: ordered\nYOUR NOTES FROM LAST TURN: Enemy base likely near (12,16); no enemy units or buildings seen. #193 is at 20% HP; get a Service Depot placed and repair it, then rebuild the army.", "raw": "{\"thoughts\":\"The enemy has units close to our base, while both tanks are critically damaged. Let the Service Depot finish and pull the tanks back toward it; keep the harvesters mining so production can resume.\",\"notes\":\"Enemy units near (85,14). Service Depot construction is underway; repair damaged tanks once it is placed. Enemy base likely near (12,16).\",\"commands\":[{\"do\":\"move\",\"units\":[193,204],\"x\":96,\"y\":12},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1460, "completion_tokens": 243, "total_tokens": 1703, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1458, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000334345, "upstream_inference_prompt_cost": 0.000200695, "upstream_inference_completions_cost": 0.00013365}, "completion_tokens_details": {"reasoning_tokens": 120, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.51, "thoughts": "The enemy has units close to our base, while both tanks are critically damaged. Let the Service Depot finish and pull the tanks back toward it; keep the harvesters mining so production can resume.", "notes": "Enemy units near (85,14). Service Depot construction is underway; repair damaged tanks once it is placed. Enemy base likely near (12,16).", "commands": [{"do": "move", "units": [193, 204], "x": 96, "y": 12}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}], "feedback": ["move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 8200, "units_killed": 16, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11500, "army_value": 1400, "income": 3975, "experience": 46, "order_count": 38}}
{"tick": 12001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:00 (tick 12001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $313 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $18500, army $8000, killed $8900 (20 units, 1 bldgs), lost $4600 (16 units, 0 bldgs). Map explored 31.6%.\nPRODUCTION: Vehicle: harv 31%; Vehicle: 1tnk 0%; Infantry: e3 7%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%, #211 fix@(9,13) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #200@(88,14)42% #209@(59,28)\n  e1 (Rifle Infantry) x12: #153@(15,18)38%* #166@(15,18)9%* #183@(88,13) #190@(87,13) #192@(87,13) #194@(87,13) #202@(60,28) #205@(57,28) #206@(42,25) #207@(39,22) #208@(37,20) #210@(32,21)\n  e3 (Rocket Soldier) x7: #170@(15,18)15%* #182@(88,13) #186@(87,13) #189@(87,13) #197@(72,18)* #201@(64,26) #212@(12,14)\n  harv (Ore Truck (harvester)) x3: #132@(9,20)90% #172@(9,22) #196@(7,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #151 proc@(93,14) 98%, #167 powr@(91,11) 49%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack_move: 9 units\n  - repair #131: ordered\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11); visible enemy powr #167 and light tank #204 at 7%hp. Forward group (~85,14) attacking powr. Scattered units rallying to (70,18). 3 harvesters mining south. Cash $0.", "raw": "{\"thoughts\": \"Cash is $0 with 3 harvesters mining, so I can't add production right now. My forward group is at the enemy base (~88-93,13) hitting their power plant and refinery; I'll push them onto the buildings and funnel scattered units forward while pulling the crippled light tank home.\", \"notes\": \"Enemy base ~(95,11). Forward group (87-88,13) hitting powr#167/proc#151. Rally line at (60-75,18-20). harv#200 retreating for repair. Cash $0, 3 harvesters.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[183,190,192,194,182,186,189],\"x\":92,\"y\":13},{\"do\":\"move\",\"units\":[200],\"x\":20,\"y\":16},{\"do\":\"attack_move\",\"units\":[209,197,201],\"x\":75,\"y\":18},{\"do\":\"attack_move\",\"units\":[206,207,208,210],\"x\":62,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1821, "completion_tokens": 1100, "total_tokens": 2921, "cost": 0.001640508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001640508, "upstream_inference_prompt_cost": 0.000320508, "upstream_inference_completions_cost": 0.00132}, "completion_tokens_details": {"reasoning_tokens": 860, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.81, "thoughts": "Cash is $0 with 3 harvesters mining, so I can't add production right now. My forward group is at the enemy base (~88-93,13) hitting their power plant and refinery; I'll push them onto the buildings and funnel scattered units forward while pulling the crippled light tank home.", "notes": "Enemy base ~(95,11). Forward group (87-88,13) hitting powr#167/proc#151. Rally line at (60-75,18-20). harv#200 retreating for repair. Cash $0, 3 harvesters.", "commands": [{"do": "attack_move", "units": [183, 190, 192, 194, 182, 186, 189], "x": 92, "y": 13}, {"do": "move", "units": [200], "x": 20, "y": 16}, {"do": "attack_move", "units": [209, 197, 201], "x": 75, "y": 18}, {"do": "attack_move", "units": [206, 207, 208, 210], "x": 62, "y": 20}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 7 units", "move: 1 units", "attack_move: 3 units", "attack_move: 4 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8900, "deaths_cost": 4600, "units_killed": 20, "units_lost": 16, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 18500, "army_value": 4700, "income": 6625, "experience": 89, "order_count": 81}}
{"tick": 12001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:00 (tick 12001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $1316 (storage 4000), power 148 made / 110 used, harvesters 2.\nSCORE: assets $10800, army $2900, killed $4600 (16 units, 0 bldgs), lost $8900 (20 units, 1 bldgs). Map explored 24.8%.\nPRODUCTION: Building: fix 55%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 98%, #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #151 proc@(93,14) 98%, #163 weap@(97,8) 99%, #167 powr@(91,11) 49%, #203 powr@(93,11) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #193@(96,13)20%*\n  harv (Ore Truck (harvester)) x2: #135@(99,14) #152@(96,18)\nVISIBLE ENEMY UNITS (8):\n  #182 e3@(88,13) 100%, #183 e1@(88,13) 100%, #186 e3@(87,13) 100%, #189 e3@(87,13) 100%, #190 e1@(87,13) 100%, #192 e1@(87,13) 100%, #194 e1@(87,13) 100%, #200 1tnk@(88,14) 42%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy units near (85,14). Service Depot construction is underway; repair damaged tanks once it is placed. Enemy base likely near (12,16).", "raw": "{\"thoughts\":\"The enemy has pushed into the base with infantry and a damaged tank, while my only combat vehicle is critically wounded. I\u2019ll pull it back, start rocket infantry to counter the incursion, and finish the Service Depot so the tank can be repaired.\",\"notes\":\"Enemy force near (87\u201388,13\u201314); likely base near (12,16). Tank #193 at 20%\u2014retreat and repair at the Service Depot when ready. Service Depot is 55% in progress.\",\"commands\":[{\"do\":\"move\",\"units\":[193],\"x\":99,\"y\":18},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"repair\",\"building\":167}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1483, "completion_tokens": 353, "total_tokens": 1836, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1481, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003980075, "upstream_inference_prompt_cost": 0.0002038575, "upstream_inference_completions_cost": 0.00019415}, "completion_tokens_details": {"reasoning_tokens": 202, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.72, "thoughts": "The enemy has pushed into the base with infantry and a damaged tank, while my only combat vehicle is critically wounded. I\u2019ll pull it back, start rocket infantry to counter the incursion, and finish the Service Depot so the tank can be repaired.", "notes": "Enemy force near (87\u201388,13\u201314); likely base near (12,16). Tank #193 at 20%\u2014retreat and repair at the Service Depot when ready. Service Depot is 55% in progress.", "commands": [{"do": "move", "units": [193], "x": 99, "y": 18}, {"do": "train", "item": "e3", "count": 5}, {"do": "repair", "building": 167}], "feedback": ["move: 1 units", "train 5x e3: queued", "repair #167: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 8900, "units_killed": 16, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10800, "army_value": 700, "income": 3975, "experience": 46, "order_count": 38}}
{"tick": 12201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:08 (tick 12201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $498 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $18800, army $8300, killed $9200 (20 units, 2 bldgs), lost $4600 (16 units, 0 bldgs). Map explored 31.6%.\nPRODUCTION: Vehicle: harv 61%; Vehicle: 1tnk 0%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%, #211 fix@(9,13) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #200@(73,20)42% #209@(71,21)\n  e1 (Rifle Infantry) x12: #153@(15,18)38%* #166@(15,18)9%* #183@(89,13) #190@(88,13) #192@(89,13) #194@(88,13) #202@(68,22) #205@(66,24) #206@(52,27) #207@(49,26) #208@(46,23) #210@(42,20)\n  e3 (Rocket Soldier) x8: #170@(15,18)15%* #182@(89,13) #186@(89,13) #189@(89,13) #197@(75,20) #201@(72,20) #212@(22,14) #213@(13,14)\n  harv (Ore Truck (harvester)) x3: #132@(9,31)90% #172@(7,25) #196@(3,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - move: 1 units\n  - attack_move: 3 units\n  - attack_move: 4 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Forward group (87-88,13) hitting powr#167/proc#151. Rally line at (60-75,18-20). harv#200 retreating for repair. Cash $0, 3 harvesters.", "raw": "{\"thoughts\": \"Economy is tight ($0) with a damaged refinery; forwards units are strung out near the enemy base but nothing is visible, so I need to scout and push. Continue unit production and consolidate my forces.\", \"notes\": \"Enemy base ~(95,11). Forward group (88-89,13) needs to push and reveal enemy. Damaged proc#131 needs repair. Cash $0 -> keep producing harv/tanks, don't over-queue. Rally at (60,20).\", \"commands\": [{\"do\":\"repair\",\"building\":131},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":150,\"x\":60,\"y\":20},{\"do\":\"rally\",\"building\":133,\"x\":60,\"y\":20},{\"do\":\"attack_move\",\"units\":[183,190,192,194,182,186,189],\"x\":94,\"y\":12},{\"do\":\"rally\",\"building\":150,\"x\":60,\"y\":20},{\"do\":\"attack_move\",\"units\":[197,201,202,205,206,207,208,210],\"x\":70,\"y\":20},{\"do\":\"move\",\"units\":[153,166,170,212,213],\"x\":40,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1825, "completion_tokens": 1581, "total_tokens": 3406, "cost": 0.002218908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002218908, "upstream_inference_prompt_cost": 0.000321708, "upstream_inference_completions_cost": 0.0018972}, "completion_tokens_details": {"reasoning_tokens": 1295, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.49, "thoughts": "Economy is tight ($0) with a damaged refinery; forwards units are strung out near the enemy base but nothing is visible, so I need to scout and push. Continue unit production and consolidate my forces.", "notes": "Enemy base ~(95,11). Forward group (88-89,13) needs to push and reveal enemy. Damaged proc#131 needs repair. Cash $0 -> keep producing harv/tanks, don't over-queue. Rally at (60,20).", "commands": [{"do": "repair", "building": 131}, {"do": "train", "item": "2tnk", "count": 1}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 150, "x": 60, "y": 20}, {"do": "rally", "building": 133, "x": 60, "y": 20}, {"do": "attack_move", "units": [183, 190, 192, 194, 182, 186, 189], "x": 94, "y": 12}, {"do": "rally", "building": 150, "x": 60, "y": 20}, {"do": "attack_move", "units": [197, 201, 202, 205, 206, 207, 208, 210], "x": 70, "y": 20}, {"do": "move", "units": [153, 166, 170, 212, 213], "x": 40, "y": 20}], "feedback": ["repair #131: ordered", "train 1x 2tnk: queued", "train 3x e3: queued", "rally #150: ordered", "rally #133: ordered", "attack_move: 7 units", "rally #150: ordered", "attack_move: 8 units", "move: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9200, "deaths_cost": 4600, "units_killed": 20, "units_lost": 16, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 18800, "army_value": 5000, "income": 6500, "experience": 92, "order_count": 83}}
{"tick": 12201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:08 (tick 12201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $1521 (storage 4000), power 89 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10500, army $2900, killed $4600 (16 units, 0 bldgs), lost $9200 (20 units, 2 bldgs). Map explored 24.8%.\nPRODUCTION: Building: fix 67%; Infantry: e3 47%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 98%, #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #151 proc@(93,14) 70%, #163 weap@(97,8) 99%, #203 powr@(93,11) 89%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #193@(99,18)20%*\n  harv (Ore Truck (harvester)) x2: #135@(100,18) #152@(103,25)\nVISIBLE ENEMY UNITS (7):\n  #182 e3@(89,13) 100%, #183 e1@(89,13) 100%, #186 e3@(89,13) 100%, #189 e3@(89,13) 100%, #190 e1@(88,13) 100%, #192 e1@(89,13) 100%, #194 e1@(88,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - train 5x e3: queued\n  - repair #167: ordered\nYOUR NOTES FROM LAST TURN: Enemy force near (87\u201388,13\u201314); likely base near (12,16). Tank #193 at 20%\u2014retreat and repair at the Service Depot when ready. Service Depot is 55% in progress.", "raw": "{\"thoughts\":\"The enemy infantry is close to my base, while my only tank is critically damaged; pull it back and avoid engaging. Finish the Service Depot, then restore power and keep both harvesters mining so production can resume.\",\"notes\":\"Enemy force near (88\u201389,13), likely base near (12,16). Tank #193 at 20%: retreat toward base and repair at Service Depot once complete. Power is low; build and place a Power Plant after the Depot.\",\"commands\":[{\"do\":\"move\",\"units\":[193],\"x\":101,\"y\":21},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1536, "completion_tokens": 305, "total_tokens": 1841, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1534, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000378895, "upstream_inference_prompt_cost": 0.000211145, "upstream_inference_completions_cost": 0.00016775}, "completion_tokens_details": {"reasoning_tokens": 161, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.17, "thoughts": "The enemy infantry is close to my base, while my only tank is critically damaged; pull it back and avoid engaging. Finish the Service Depot, then restore power and keep both harvesters mining so production can resume.", "notes": "Enemy force near (88\u201389,13), likely base near (12,16). Tank #193 at 20%: retreat toward base and repair at Service Depot once complete. Power is low; build and place a Power Plant after the Depot.", "commands": [{"do": "move", "units": [193], "x": 101, "y": 21}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 9200, "units_killed": 16, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10500, "army_value": 700, "income": 3975, "experience": 46, "order_count": 43}}
{"tick": 12401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:16 (tick 12401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $19100, army $8600, killed $9200 (20 units, 2 bldgs), lost $4600 (16 units, 0 bldgs). Map explored 31.9%.\nPRODUCTION: Vehicle: harv 84%; Vehicle: 2tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%, #211 fix@(9,13) 100%\nYOUR UNITS (26) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #200@(55,28)42% #209@(75,18)*\n  e1 (Rifle Infantry) x12: #153@(27,18)38% #166@(28,18)9% #183@(89,13) #190@(88,13) #192@(89,13) #194@(88,13) #202@(70,20)* #205@(70,20)* #206@(62,27) #207@(58,28) #208@(54,28) #210@(50,26)\n  e3 (Rocket Soldier) x9: #170@(27,18)15% #182@(89,13) #186@(89,13) #189@(89,13) #197@(70,20)* #201@(70,20)* #212@(32,17) #213@(23,14) #214@(14,14)\n  harv (Ore Truck (harvester)) x3: #132@(5,30)90% #172@(2,30) #196@(9,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #131: ordered\n  - train 1x 2tnk: queued\n  - train 3x e3: queued\n  - rally #150: ordered\n  - rally #133: ordered\n  - attack_move: 7 units\n  - rally #150: ordered\n  - attack_move: 8 units\n  - move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Forward group (88-89,13) needs to push and reveal enemy. Damaged proc#131 needs repair. Cash $0 -> keep producing harv/tanks, don't over-queue. Rally at (60,20).", "raw": "{\"thoughts\": \"Forward group at (88-89,13) is right by the enemy base (~95,11) \u2014 push it in with attack_move to reveal and hit. Cash is $0 so economy is tight; keep harvesters mining and keep production queued. Bring the mid group forward to support.\", \"notes\": \"Enemy base ~(95,11). Forward group (88,13): 3 e1 + 3 e3 pushing in. Mid group (70,20): 2 e3, 2 e1, 1tnk moving to (82,14). Scattered e1s south rallying to (70,20). 3 harvesters mining. Keep tanks/e3 queued.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[183,190,192,194,182,186,189],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[197,201,202,205,209],\"x\":82,\"y\":14},{\"do\":\"move\",\"units\":[206,207,208,210],\"x\":70,\"y\":20},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":172},{\"do\":\"harvest\",\"unit\":196},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"rally\",\"building\":150,\"x\":68,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":68,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1890, "completion_tokens": 665, "total_tokens": 2555, "cost": 0.001139208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001139208, "upstream_inference_prompt_cost": 0.000341208, "upstream_inference_completions_cost": 0.000798}, "completion_tokens_details": {"reasoning_tokens": 357, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.93, "thoughts": "Forward group at (88-89,13) is right by the enemy base (~95,11) \u2014 push it in with attack_move to reveal and hit. Cash is $0 so economy is tight; keep harvesters mining and keep production queued. Bring the mid group forward to support.", "notes": "Enemy base ~(95,11). Forward group (88,13): 3 e1 + 3 e3 pushing in. Mid group (70,20): 2 e3, 2 e1, 1tnk moving to (82,14). Scattered e1s south rallying to (70,20). 3 harvesters mining. Keep tanks/e3 queued.", "commands": [{"do": "attack_move", "units": [183, 190, 192, 194, 182, 186, 189], "x": 95, "y": 11}, {"do": "move", "units": [197, 201, 202, 205, 209], "x": 82, "y": 14}, {"do": "move", "units": [206, 207, 208, 210], "x": 70, "y": 20}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 172}, {"do": "harvest", "unit": 196}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "rally", "building": 150, "x": 68, "y": 18}, {"do": "rally", "building": 133, "x": 68, "y": 18}], "feedback": ["attack_move: 7 units", "move: 5 units", "move: 4 units", "train 2x 2tnk: queued", "rally #150: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9200, "deaths_cost": 4600, "units_killed": 20, "units_lost": 16, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 19100, "army_value": 5300, "income": 6500, "experience": 92, "order_count": 87}}
{"tick": 12401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:16 (tick 12401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $1301 (storage 4000), power 74 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10500, army $2900, killed $4600 (16 units, 0 bldgs), lost $9200 (20 units, 2 bldgs). Map explored 24.8%.\nPRODUCTION: Building: fix 76%; Infantry: e3 84%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 98%, #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #151 proc@(93,14) 14%, #163 weap@(97,8) 99%, #203 powr@(93,11) 74%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #193@(101,21)20%*\n  harv (Ore Truck (harvester)) x2: #135@(106,25) #152@(102,24)\nVISIBLE ENEMY UNITS (7):\n  #182 e3@(89,13) 100%, #183 e1@(89,13) 100%, #186 e3@(89,13) 100%, #189 e3@(89,13) 100%, #190 e1@(88,13) 100%, #192 e1@(89,13) 100%, #194 e1@(88,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy force near (88\u201389,13), likely base near (12,16). Tank #193 at 20%: retreat toward base and repair at Service Depot once complete. Power is low; build and place a Power Plant after the Depot.", "raw": "{\"thoughts\":\"The tank is critically damaged and enemy infantry are close, so pull it back toward the base. The Service Depot is still building; once it finishes, place it and prioritize a Power Plant, since low power is slowing production.\",\"notes\":\"Enemy infantry near (88\u201389,13); likely enemy base near (12,16). Tank #193 at 20% should retreat and repair once Service Depot is placed. Building queue is Service Depot at 76%; power is low.\",\"commands\":[{\"do\":\"move\",\"units\":[193],\"x\":100,\"y\":8}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1520, "completion_tokens": 314, "total_tokens": 1834, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1518, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000381645, "upstream_inference_prompt_cost": 0.000208945, "upstream_inference_completions_cost": 0.0001727}, "completion_tokens_details": {"reasoning_tokens": 188, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.27, "thoughts": "The tank is critically damaged and enemy infantry are close, so pull it back toward the base. The Service Depot is still building; once it finishes, place it and prioritize a Power Plant, since low power is slowing production.", "notes": "Enemy infantry near (88\u201389,13); likely enemy base near (12,16). Tank #193 at 20% should retreat and repair once Service Depot is placed. Building queue is Service Depot at 76%; power is low.", "commands": [{"do": "move", "units": [193], "x": 100, "y": 8}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 9200, "units_killed": 16, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10500, "army_value": 700, "income": 3975, "experience": 46, "order_count": 43}}
{"tick": 12601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:24 (tick 12601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $216 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $19100, army $8600, killed $10900 (20 units, 4 bldgs), lost $4600 (16 units, 0 bldgs). Map explored 31.9%.\nPRODUCTION: Vehicle: harv 97%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 47%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%, #211 fix@(9,13) 100%\nYOUR UNITS (26) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #200@(34,21)42% #209@(82,14)*\n  e1 (Rifle Infantry) x12: #153@(39,19)38% #166@(40,19)9% #183@(90,13) #190@(89,12) #192@(90,13) #194@(90,12)91% #202@(78,15) #205@(78,15) #206@(69,21) #207@(67,23) #208@(62,27) #210@(57,29)\n  e3 (Rocket Soldier) x9: #170@(38,18)15% #182@(90,13) #186@(90,13) #189@(90,13) #197@(78,15) #201@(78,15) #212@(40,20)* #213@(34,14) #214@(23,19)\n  harv (Ore Truck (harvester)) x3: #132@(9,21)90% #172@(8,23) #196@(7,23)\nVISIBLE ENEMY UNITS (1):\n  #215 e3@(92,9) 33%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - move: 5 units\n  - move: 4 units\n  - train 2x 2tnk: queued\n  - rally #150: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Forward group (88,13): 3 e1 + 3 e3 pushing in. Mid group (70,20): 2 e3, 2 e1, 1tnk moving to (82,14). Scattered e1s south rallying to (70,20). 3 harvesters mining. Keep tanks/e3 queued.", "raw": "{\"thoughts\": \"Cash is drained ($0) but 3 harvesters are mining so income should resume. Army is scattered; I'll consolidate the forward group at (88-90,13) and push into the enemy base at (95,11), while pulling the mid/south strays toward the front.\", \"notes\": \"Enemy base ~(95,11). Forward assault group pushing (95,11). Reinforce from (78,15). Regroup scattered e1s at (75,20). Harvesters mining, cash low. Keep e3/2tnk queued.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [183, 190, 192, 194, 182, 186, 189], \"x\": 95, \"y\": 11}, {\"do\": \"attack_move\", \"units\": [209, 197, 201, 202, 205], \"x\": 90, \"y\": 12}, {\"do\": \"move\", \"units\": [206, 207, 208, 210], \"x\": 78, \"y\": 18}, {\"do\": \"move\", \"units\": [212, 213, 214], \"x\": 45, \"y\": 18}, {\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"harvest\", \"unit\": 172}, {\"do\": \"harvest\", \"unit\": 196}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 3}, {\"do\": \"train\", \"item\": \"2tnk\", \"count\": 2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1918, "completion_tokens": 1106, "total_tokens": 3024, "cost": 0.001676808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001676808, "upstream_inference_prompt_cost": 0.000349608, "upstream_inference_completions_cost": 0.0013272}, "completion_tokens_details": {"reasoning_tokens": 754, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.95, "thoughts": "Cash is drained ($0) but 3 harvesters are mining so income should resume. Army is scattered; I'll consolidate the forward group at (88-90,13) and push into the enemy base at (95,11), while pulling the mid/south strays toward the front.", "notes": "Enemy base ~(95,11). Forward assault group pushing (95,11). Reinforce from (78,15). Regroup scattered e1s at (75,20). Harvesters mining, cash low. Keep e3/2tnk queued.", "commands": [{"do": "attack_move", "units": [183, 190, 192, 194, 182, 186, 189], "x": 95, "y": 11}, {"do": "attack_move", "units": [209, 197, 201, 202, 205], "x": 90, "y": 12}, {"do": "move", "units": [206, 207, 208, 210], "x": 78, "y": 18}, {"do": "move", "units": [212, 213, 214], "x": 45, "y": 18}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 172}, {"do": "harvest", "unit": 196}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "2tnk", "count": 2}], "feedback": ["attack_move: 7 units", "attack_move: 5 units", "move: 4 units", "move: 3 units", "train 3x e3: queued", "train 2x 2tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 10900, "deaths_cost": 4600, "units_killed": 20, "units_lost": 16, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 19100, "army_value": 5300, "income": 6625, "experience": 109, "order_count": 89}}
{"tick": 12601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:24 (tick 12601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $460 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9100, army $3200, killed $4600 (16 units, 0 bldgs), lost $10900 (20 units, 4 bldgs). Map explored 25.1%.\nPRODUCTION: Building: fix 86%; Infantry: e3 21%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, 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  #125 fact@(95,11) 98%, #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #163 weap@(97,8) 99%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #193@(100,8)20%*\n  e3 (Rocket Soldier) x1: #215@(92,9)33%\n  harv (Ore Truck (harvester)) x2: #135@(107,23) #152@(98,14)\nVISIBLE ENEMY UNITS (7):\n  #182 e3@(90,13) 100%, #183 e1@(90,13) 100%, #186 e3@(90,13) 99%, #189 e3@(90,13) 100%, #190 e1@(89,12) 100%, #192 e1@(90,13) 100%, #194 e1@(90,12) 91%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry near (88\u201389,13); likely enemy base near (12,16). Tank #193 at 20% should retreat and repair once Service Depot is placed. Building queue is Service Depot at 76%; power is low.", "raw": "{\"thoughts\":\"Power is critically low and enemy infantry are already near the base. Place the nearly finished Service Depot so the damaged tank can recover, then prioritize power and use the rocket soldier to engage the nearby attackers.\",\"notes\":\"Enemy infantry pressure near (90,13); likely enemy base near (12,16). Tank #193 at 20% needs repair at Service Depot. Power is 0/80; build a Power Plant after the depot.\",\"commands\":[{\"do\":\"place\",\"item\":\"fix\"},{\"do\":\"move\",\"units\":[193],\"x\":96,\"y\":12},{\"do\":\"attack_move\",\"units\":[215],\"x\":90,\"y\":13},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1483, "completion_tokens": 314, "total_tokens": 1797, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1481, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003765575, "upstream_inference_prompt_cost": 0.0002038575, "upstream_inference_completions_cost": 0.0001727}, "completion_tokens_details": {"reasoning_tokens": 162, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.77, "thoughts": "Power is critically low and enemy infantry are already near the base. Place the nearly finished Service Depot so the damaged tank can recover, then prioritize power and use the rocket soldier to engage the nearby attackers.", "notes": "Enemy infantry pressure near (90,13); likely enemy base near (12,16). Tank #193 at 20% needs repair at Service Depot. Power is 0/80; build a Power Plant after the depot.", "commands": [{"do": "place", "item": "fix"}, {"do": "move", "units": [193], "x": 96, "y": 12}, {"do": "attack_move", "units": [215], "x": 90, "y": 13}, {"do": "build", "item": "powr"}], "feedback": ["place fix: nothing READY TO PLACE with that type", "move: 1 units", "attack_move: 1 units", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 10900, "units_killed": 16, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 9100, "army_value": 1000, "income": 3975, "experience": 46, "order_count": 43}}
{"tick": 12801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:32 (tick 12801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $552 (storage 6000), power 200 made / 170 used, harvesters 4.\nSCORE: assets $20500, army $10000, killed $11200 (21 units, 4 bldgs), lost $4600 (16 units, 0 bldgs). Map explored 32%.\nPRODUCTION: Vehicle: 2tnk 35%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 58%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%, #211 fix@(9,13) 100%\nYOUR UNITS (28) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #200@(20,16)42%* #209@(89,13)*\n  e1 (Rifle Infantry) x12: #153@(40,20)38%* #166@(40,20)9%* #183@(91,12) #190@(90,12) #192@(91,12) #194@(90,12)87% #202@(88,12) #205@(88,12) #206@(78,18)* #207@(75,18) #208@(70,22) #210@(65,24)\n  e3 (Rocket Soldier) x10: #170@(40,20)15%* #182@(91,12) #186@(91,12)98% #189@(91,12) #197@(87,12) #201@(87,12) #212@(45,18)* #213@(43,18) #214@(31,18) #217@(16,15)\n  harv (Ore Truck (harvester)) x4: #132@(5,27)90% #172@(8,21) #196@(5,31) #216@(22,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 5 units\n  - move: 4 units\n  - move: 3 units\n  - train 3x e3: queued\n  - train 2x 2tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11). Forward assault group pushing (95,11). Reinforce from (78,15). Regroup scattered e1s at (75,20). Harvesters mining, cash low. Keep e3/2tnk queued.", "raw": "{\"thoughts\":\"Our forward group has reached (91,12) just outside the enemy base. Pushing into (95,11) with the main assault force while repairing damaged proc and light tank. Sending mid-field reinforcements forward.\",\"notes\":\"Assaulting enemy base at (95,11). 1tnk, 6 e1, 5 e3 attacking. Damaged light tank #200 sent to fix depot. Reinforcements moving up.\",\"commands\":[{\"do\":\"repair\",\"building\":131},{\"do\":\"move\",\"units\":[200],\"x\":9,\"y\":13},{\"do\":\"attack_move\",\"units\":[209,183,190,192,194,202,205,182,186,189,197,201],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[206,207,208,210],\"x\":88,\"y\":13},{\"do\":\"attack_move\",\"units\":[212,213,214,217,153,166,170],\"x\":70,\"y\":18}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 2133, "completion_tokens": 776, "total_tokens": 2909, "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": 0.0090195, "upstream_inference_prompt_cost": 0.0031995, "upstream_inference_completions_cost": 0.00582}, "completion_tokens_details": {"reasoning_tokens": 497, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.79, "thoughts": "Our forward group has reached (91,12) just outside the enemy base. Pushing into (95,11) with the main assault force while repairing damaged proc and light tank. Sending mid-field reinforcements forward.", "notes": "Assaulting enemy base at (95,11). 1tnk, 6 e1, 5 e3 attacking. Damaged light tank #200 sent to fix depot. Reinforcements moving up.", "commands": [{"do": "repair", "building": 131}, {"do": "move", "units": [200], "x": 9, "y": 13}, {"do": "attack_move", "units": [209, 183, 190, 192, 194, 202, 205, 182, 186, 189, 197, 201], "x": 95, "y": 11}, {"do": "attack_move", "units": [206, 207, 208, 210], "x": 88, "y": 13}, {"do": "attack_move", "units": [212, 213, 214, 217, 153, 166, 170], "x": 70, "y": 18}], "feedback": ["repair #131: ordered", "move: 1 units", "attack_move: 12 units", "attack_move: 4 units", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 11200, "deaths_cost": 4600, "units_killed": 21, "units_lost": 16, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 20500, "army_value": 5600, "income": 7000, "experience": 112, "order_count": 94}}
{"tick": 12801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:32 (tick 12801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $738 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8800, army $2900, killed $4600 (16 units, 0 bldgs), lost $11200 (21 units, 4 bldgs). Map explored 25.1%.\nPRODUCTION: Building: fix 95%; Building: powr 0%; Infantry: e3 58%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, 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  #125 fact@(95,11) 68%, #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #163 weap@(97,8) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #193@(96,13)20%*\n  harv (Ore Truck (harvester)) x2: #135@(99,14) #152@(98,18)\nVISIBLE ENEMY UNITS (7):\n  #182 e3@(91,12) 100%, #183 e1@(91,12) 100%, #186 e3@(91,12) 98%, #189 e3@(91,12) 100%, #190 e1@(90,12) 100%, #192 e1@(91,12) 100%, #194 e1@(90,12) 87%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: nothing READY TO PLACE with that type\n  - move: 1 units\n  - attack_move: 1 units\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy infantry pressure near (90,13); likely enemy base near (12,16). Tank #193 at 20% needs repair at Service Depot. Power is 0/80; build a Power Plant after the depot.", "raw": "{\"thoughts\":\"Enemy infantry are pressing the base, while our only tank is badly damaged; pull it away from the fight. The Service Depot is nearly ready, and the queued Power Plant is critical to restoring production; keep the harvesters mining and let the queued rocket soldiers reinforce us.\",\"notes\":\"Enemy pressure at (90\u201391,12); likely base near (12,16). Retreat tank #193 and repair it once Service Depot is placed. Building queue: Service Depot nearly complete, then Power Plant.\",\"commands\":[{\"do\":\"move\",\"units\":[193],\"x\":99,\"y\":8},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1498, "completion_tokens": 377, "total_tokens": 1875, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1496, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00041327, "upstream_inference_prompt_cost": 0.00020592, "upstream_inference_completions_cost": 0.00020735}, "completion_tokens_details": {"reasoning_tokens": 230, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.95, "thoughts": "Enemy infantry are pressing the base, while our only tank is badly damaged; pull it away from the fight. The Service Depot is nearly ready, and the queued Power Plant is critical to restoring production; keep the harvesters mining and let the queued rocket soldiers reinforce us.", "notes": "Enemy pressure at (90\u201391,12); likely base near (12,16). Retreat tank #193 and repair it once Service Depot is placed. Building queue: Service Depot nearly complete, then Power Plant.", "commands": [{"do": "move", "units": [193], "x": 99, "y": 8}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 11200, "units_killed": 16, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 8800, "army_value": 700, "income": 3475, "experience": 46, "order_count": 44}}
{"tick": 13001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:40 (tick 13001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 200 made / 170 used, harvesters 4.\nSCORE: assets $20800, army $10300, killed $11200 (21 units, 4 bldgs), lost $4600 (16 units, 0 bldgs). Map explored 32.2%.\nPRODUCTION: Vehicle: 2tnk 67%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 50%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%, #211 fix@(9,13) 100%\nYOUR UNITS (29) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #200@(8,14)42%* #209@(92,12)\n  e1 (Rifle Infantry) x12: #153@(50,26)38% #166@(50,26)9% #183@(91,12) #190@(90,12) #192@(91,12) #194@(90,12)87% #202@(91,11) #205@(91,11) #206@(84,14) #207@(84,14) #208@(78,15) #210@(73,16)\n  e3 (Rocket Soldier) x11: #170@(49,26)15% #182@(91,12) #186@(91,12)98% #189@(91,12) #197@(91,11) #201@(91,11) #212@(49,26) #213@(48,25) #214@(38,25) #217@(24,23) #218@(13,11)\n  harv (Ore Truck (harvester)) x4: #132@(2,30)90% #172@(4,31) #196@(9,24) #216@(36,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #125 fact@(95,11) 5%, #136 tent@(95,8) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #131: ordered\n  - move: 1 units\n  - attack_move: 12 units\n  - attack_move: 4 units\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Assaulting enemy base at (95,11). 1tnk, 6 e1, 5 e3 attacking. Damaged light tank #200 sent to fix depot. Reinforcements moving up.", "raw": "{\"thoughts\": \"Enemy main base is nearly dead (fact #125 at 5%). Push the front group to finish it and set rallies so reinforcements stream in. Cash is $0, so keep harvesters mining and production queued for when ore comes in.\", \"notes\": \"Enemy base at (95,11); fact #125 almost destroyed, tent #136 remains. Front group ~12 units at (90,11) attacking; reinforcements trailing. Cash 0, power OK. Next: finish fact then hit tent, bring more e3/2tnk forward.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [209, 183, 190, 192, 194, 202, 205, 182, 186, 189, 197, 201], \"x\": 95, \"y\": 11}, {\"do\": \"attack_move\", \"units\": [206, 207, 208, 210], \"x\": 91, \"y\": 13}, {\"do\": \"attack_move\", \"units\": [170, 212, 213, 214], \"x\": 75, \"y\": 18}, {\"do\": \"rally\", \"building\": 150, \"x\": 90, \"y\": 14}, {\"do\": \"rally\", \"building\": 133, \"x\": 90, \"y\": 14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1923, "completion_tokens": 1610, "total_tokens": 3533, "cost": 0.002283108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002283108, "upstream_inference_prompt_cost": 0.000351108, "upstream_inference_completions_cost": 0.001932}, "completion_tokens_details": {"reasoning_tokens": 1309, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.99, "thoughts": "Enemy main base is nearly dead (fact #125 at 5%). Push the front group to finish it and set rallies so reinforcements stream in. Cash is $0, so keep harvesters mining and production queued for when ore comes in.", "notes": "Enemy base at (95,11); fact #125 almost destroyed, tent #136 remains. Front group ~12 units at (90,11) attacking; reinforcements trailing. Cash 0, power OK. Next: finish fact then hit tent, bring more e3/2tnk forward.", "commands": [{"do": "attack_move", "units": [209, 183, 190, 192, 194, 202, 205, 182, 186, 189, 197, 201], "x": 95, "y": 11}, {"do": "attack_move", "units": [206, 207, 208, 210], "x": 91, "y": 13}, {"do": "attack_move", "units": [170, 212, 213, 214], "x": 75, "y": 18}, {"do": "rally", "building": 150, "x": 90, "y": 14}, {"do": "rally", "building": 133, "x": 90, "y": 14}], "feedback": ["attack_move: 12 units", "attack_move: 4 units", "attack_move: 4 units", "rally #150: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 11200, "deaths_cost": 4600, "units_killed": 21, "units_lost": 16, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 20800, "army_value": 5900, "income": 7000, "experience": 112, "order_count": 94}}
{"tick": 13001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:40 (tick 13001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $1071 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8800, army $2900, killed $4600 (16 units, 0 bldgs), lost $11200 (21 units, 4 bldgs). Map explored 25.1%.\nPRODUCTION: Building: fix READY TO PLACE; Building: powr 0%; Infantry: e3 96%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, 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  #125 fact@(95,11) 5%, #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #163 weap@(97,8) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #193@(99,8)20%*\n  harv (Ore Truck (harvester)) x2: #135@(98,18) #152@(104,24)\nVISIBLE ENEMY UNITS (12):\n  #182 e3@(91,12) 100%, #183 e1@(91,12) 100%, #186 e3@(91,12) 98%, #189 e3@(91,12) 100%, #190 e1@(90,12) 100%, #192 e1@(91,12) 100%, #194 e1@(90,12) 87%, #197 e3@(91,11) 100%, #201 e3@(91,11) 100%, #202 e1@(91,11) 100%, #205 e1@(91,11) 100%, #209 1tnk@(92,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy pressure at (90\u201391,12); likely base near (12,16). Retreat tank #193 and repair it once Service Depot is placed. Building queue: Service Depot nearly complete, then Power Plant.", "raw": "{\"thoughts\":\"Enemy infantry and a tank are at the edge of the base, while our only combat vehicle is badly damaged and power is out. Place the ready Service Depot for repairs, retreat the tank, and get the queued Power Plant placed as soon as it is ready; keep rocket infantry production running to blunt the attack.\",\"notes\":\"Enemy pressure at (90\u201392,11\u201312); likely base near (12,16). Service Depot ready to place, Power Plant queued at 0%. Retreat tank and repair it when possible.\",\"commands\":[{\"do\":\"place\",\"item\":\"fix\"},{\"do\":\"move\",\"units\":[193],\"x\":101,\"y\":7},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1529, "completion_tokens": 434, "total_tokens": 1963, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1527, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004488825, "upstream_inference_prompt_cost": 0.0002101825, "upstream_inference_completions_cost": 0.0002387}, "completion_tokens_details": {"reasoning_tokens": 278, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.11, "thoughts": "Enemy infantry and a tank are at the edge of the base, while our only combat vehicle is badly damaged and power is out. Place the ready Service Depot for repairs, retreat the tank, and get the queued Power Plant placed as soon as it is ready; keep rocket infantry production running to blunt the attack.", "notes": "Enemy pressure at (90\u201392,11\u201312); likely base near (12,16). Service Depot ready to place, Power Plant queued at 0%. Retreat tank and repair it when possible.", "commands": [{"do": "place", "item": "fix"}, {"do": "move", "units": [193], "x": 101, "y": 7}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "move: 1 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 11200, "units_killed": 16, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 8800, "army_value": 700, "income": 3975, "experience": 46, "order_count": 44}}
{"tick": 13201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:48 (tick 13201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $174 (storage 6000), power 200 made / 170 used, harvesters 4.\nSCORE: assets $21000, army $10500, killed $14800 (23 units, 6 bldgs), lost $4700 (17 units, 0 bldgs). Map explored 32.3%.\nPRODUCTION: Vehicle: 2tnk 87%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 4%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%, #211 fix@(9,13) 100%\nYOUR UNITS (29) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #200@(8,14)42%* #209@(92,12)78%\n  e1 (Rifle Infantry) x11: #153@(61,27)38% #166@(61,27)9% #183@(91,12) #190@(90,12) #192@(91,12) #194@(91,12)87% #202@(91,11)97% #206@(90,13) #207@(91,13) #208@(88,14) #210@(83,14)\n  e3 (Rocket Soldier) x12: #170@(60,28)15% #182@(91,12) #186@(91,12)98% #189@(91,12) #197@(91,11) #201@(91,11) #212@(59,28) #213@(58,28) #214@(48,26) #217@(32,26) #218@(21,17) #221@(12,14)\n  harv (Ore Truck (harvester)) x4: #132@(7,26)90% #172@(8,29) #196@(8,24) #216@(48,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #163 weap@(97,8) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - attack_move: 4 units\n  - attack_move: 4 units\n  - rally #150: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11); fact #125 almost destroyed, tent #136 remains. Front group ~12 units at (90,11) attacking; reinforcements trailing. Cash 0, power OK. Next: finish fact then hit tent, bring more e3/2tnk forward.", "raw": "{\"thoughts\": \"Main force is massed at (90,12) right next to the enemy base; the enemy War Factory #163 and tent #136 are exposed. Push everything in to finish the base while pulling stragglers and damaged troops back. Cash is 0 so no new builds \u2014 just commit the army.\", \"notes\": \"Enemy base (95,11): #134 proc, #136 tent, #163 weap remain. Main attack group ~15 units at (90,12) hitting weap/tent. Reinforcements (e3) trailing from (48-60,28). Damaged e1/e3 pulled home. #200 light tank sent to service depot #211.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [209,183,190,192,194,202,206,207,208,210,182,186,189,197,201], \"x\": 97, \"y\": 9}, {\"do\": \"attack\", \"units\": [209,186,189,197,201], \"target\": 163}, {\"do\": \"attack\", \"units\": [183,190,192,194,202,206,207,208,210], \"target\": 136}, {\"do\": \"move\", \"units\": [214,212,213], \"x\": 82, \"y\": 16}, {\"do\": \"move\", \"units\": [217], \"x\": 80, \"y\": 18}, {\"do\": \"move\", \"units\": [166,170,153], \"x\": 14, \"y\": 15}, {\"do\": \"move\", \"units\": [200], \"x\": 9, \"y\": 13}, {\"do\": \"move\", \"units\": [221,218], \"x\": 13, \"y\": 14}, {\"do\": \"harvest\", \"unit\": 216}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1948, "completion_tokens": 1172, "total_tokens": 3120, "cost": 0.001765008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001765008, "upstream_inference_prompt_cost": 0.000358608, "upstream_inference_completions_cost": 0.0014064}, "completion_tokens_details": {"reasoning_tokens": 764, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.33, "thoughts": "Main force is massed at (90,12) right next to the enemy base; the enemy War Factory #163 and tent #136 are exposed. Push everything in to finish the base while pulling stragglers and damaged troops back. Cash is 0 so no new builds \u2014 just commit the army.", "notes": "Enemy base (95,11): #134 proc, #136 tent, #163 weap remain. Main attack group ~15 units at (90,12) hitting weap/tent. Reinforcements (e3) trailing from (48-60,28). Damaged e1/e3 pulled home. #200 light tank sent to service depot #211.", "commands": [{"do": "attack_move", "units": [209, 183, 190, 192, 194, 202, 206, 207, 208, 210, 182, 186, 189, 197, 201], "x": 97, "y": 9}, {"do": "attack", "units": [209, 186, 189, 197, 201], "target": 163}, {"do": "attack", "units": [183, 190, 192, 194, 202, 206, 207, 208, 210], "target": 136}, {"do": "move", "units": [214, 212, 213], "x": 82, "y": 16}, {"do": "move", "units": [217], "x": 80, "y": 18}, {"do": "move", "units": [166, 170, 153], "x": 14, "y": 15}, {"do": "move", "units": [200], "x": 9, "y": 13}, {"do": "move", "units": [221, 218], "x": 13, "y": 14}, {"do": "harvest", "unit": 216}], "feedback": ["attack_move: 15 units", "attack: 5 units", "attack: 9 units", "move: 3 units", "move: 1 units", "move: 3 units", "move: 1 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 14800, "deaths_cost": 4700, "units_killed": 23, "units_lost": 17, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 21000, "army_value": 6100, "income": 7000, "experience": 147, "order_count": 94}}
{"tick": 13201, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:48 (tick 13201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $959 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6800, army $2900, killed $4600 (16 units, 0 bldgs), lost $14700 (22 units, 6 bldgs). Map explored 25.2%.\nPRODUCTION: Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #134 proc@(98,11) 99%, #136 tent@(95,8) 97%, #163 weap@(97,8) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #193@(101,7)20%*\n  harv (Ore Truck (harvester)) x2: #135@(103,26) #152@(105,26)\nVISIBLE ENEMY UNITS (10):\n  #182 e3@(91,12) 100%, #183 e1@(91,12) 100%, #186 e3@(91,12) 98%, #189 e3@(91,12) 100%, #192 e1@(91,12) 100%, #194 e1@(91,12) 87%, #197 e3@(91,11) 100%, #201 e3@(91,11) 99%, #202 e1@(91,11) 97%, #209 1tnk@(92,12) 78%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - move: 1 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy pressure at (90\u201392,11\u201312); likely base near (12,16). Service Depot ready to place, Power Plant queued at 0%. Retreat tank and repair it when possible.", "raw": "{\"thoughts\":\"The enemy force is pressing close to the base, and our lone tank is critically damaged, so preserve it rather than engage. Power is completely down; place the ready Service Depot and try to restart power while the harvesters continue working.\",\"notes\":\"Enemy infantry and light tank at (91\u201392,11\u201312), threatening base near (95,8). Tank #193 is at 20% HP; retreat it east. Two harvesters are mining. No Construction Yard is visible; check whether building placement is still possible.\",\"commands\":[{\"do\":\"move\",\"units\":[193],\"x\":106,\"y\":7},{\"do\":\"place\",\"item\":\"fix\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1441, "completion_tokens": 463, "total_tokens": 1904, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1439, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004527325, "upstream_inference_prompt_cost": 0.0001980825, "upstream_inference_completions_cost": 0.00025465}, "completion_tokens_details": {"reasoning_tokens": 292, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.7, "thoughts": "The enemy force is pressing close to the base, and our lone tank is critically damaged, so preserve it rather than engage. Power is completely down; place the ready Service Depot and try to restart power while the harvesters continue working.", "notes": "Enemy infantry and light tank at (91\u201392,11\u201312), threatening base near (95,8). Tank #193 is at 20% HP; retreat it east. Two harvesters are mining. No Construction Yard is visible; check whether building placement is still possible.", "commands": [{"do": "move", "units": [193], "x": 106, "y": 7}, {"do": "place", "item": "fix"}, {"do": "build", "item": "powr"}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 152}], "feedback": ["move: 1 units", "place fix: nothing READY TO PLACE with that type", "build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 14700, "units_killed": 16, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 6800, "army_value": 700, "income": 3975, "experience": 46, "order_count": 48}}
{"tick": 13401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:56 (tick 13401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $281 (storage 6000), power 200 made / 170 used, harvesters 4.\nSCORE: assets $21850, army $11350, killed $14800 (23 units, 6 bldgs), lost $4700 (17 units, 0 bldgs). Map explored 32.4%.\nPRODUCTION: Vehicle: 2tnk 10%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 70%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%, #211 fix@(9,13) 100%\nYOUR UNITS (30) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #200@(8,14)42%* #209@(93,11)56%\n  2tnk (Medium Tank) x1: #222@(13,21)\n  e1 (Rifle Infantry) x11: #153@(51,26)38% #166@(52,27)9% #183@(92,11) #190@(91,12) #192@(92,11) #194@(92,12)87% #202@(91,11)97% #206@(92,12) #207@(92,12) #208@(91,11) #210@(91,11)\n  e3 (Rocket Soldier) x12: #170@(49,29)15% #182@(92,11) #186@(92,11)98% #189@(93,10) #197@(92,10) #201@(92,10) #212@(67,22) #213@(66,23) #214@(58,28) #217@(43,26) #218@(14,14) #221@(13,14)*\n  harv (Ore Truck (harvester)) x4: #132@(8,22)90% #172@(9,20) #196@(3,31) #216@(48,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #134 proc@(98,11) 99%, #136 tent@(95,8) 30%, #163 weap@(97,8) 55%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - attack: 5 units\n  - attack: 9 units\n  - move: 3 units\n  - move: 1 units\n  - move: 3 units\n  - move: 1 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy base (95,11): #134 proc, #136 tent, #163 weap remain. Main attack group ~15 units at (90,12) hitting weap/tent. Reinforcements (e3) trailing from (48-60,28). Damaged e1/e3 pulled home. #200 light tank sent to service depot #211.", "raw": "{\"thoughts\": \"Enemy base is nearly dead (tent 30%, weap 55%, proc). Push the main group onto the war factory first to stop their vehicle production, then the rest. Low cash means no new buildings now; just repair the damaged refinery and keep queues running.\", \"notes\": \"Enemy base (95,11): #134 proc, #136 tent(30%), #163 weap(55%). Main group ~16 units at (91-93,10-12) attacking #163. Trailing e3 (#212-217) moving up from (43-67,22-28). Damaged e1/e3 (#153,#166,#170) heading home to fix #211. #200 ltank repairing. Harvesters mining. Cash tight.\", \"commands\": [{\"do\":\"attack\",\"units\":[183,190,192,194,202,206,207,208,210,182,186,189,197,201,209],\"target\":163}, {\"do\":\"attack_move\",\"units\":[212,213,214,217],\"x\":90,\"y\":12}, {\"do\":\"move\",\"units\":[153,166,170],\"x\":10,\"y\":14}, {\"do\":\"harvest\",\"unit\":216}, {\"do\":\"repair\",\"building\":131}, {\"do\":\"rally\",\"building\":150,\"x\":85,\"y\":14}, {\"do\":\"rally\",\"building\":133,\"x\":85,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1994, "completion_tokens": 1104, "total_tokens": 3098, "cost": 0.001697208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001697208, "upstream_inference_prompt_cost": 0.000372408, "upstream_inference_completions_cost": 0.0013248}, "completion_tokens_details": {"reasoning_tokens": 796, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.54, "thoughts": "Enemy base is nearly dead (tent 30%, weap 55%, proc). Push the main group onto the war factory first to stop their vehicle production, then the rest. Low cash means no new buildings now; just repair the damaged refinery and keep queues running.", "notes": "Enemy base (95,11): #134 proc, #136 tent(30%), #163 weap(55%). Main group ~16 units at (91-93,10-12) attacking #163. Trailing e3 (#212-217) moving up from (43-67,22-28). Damaged e1/e3 (#153,#166,#170) heading home to fix #211. #200 ltank repairing. Harvesters mining. Cash tight.", "commands": [{"do": "attack", "units": [183, 190, 192, 194, 202, 206, 207, 208, 210, 182, 186, 189, 197, 201, 209], "target": 163}, {"do": "attack_move", "units": [212, 213, 214, 217], "x": 90, "y": 12}, {"do": "move", "units": [153, 166, 170], "x": 10, "y": 14}, {"do": "harvest", "unit": 216}, {"do": "repair", "building": 131}, {"do": "rally", "building": 150, "x": 85, "y": 14}, {"do": "rally", "building": 133, "x": 85, "y": 14}], "feedback": ["attack: 15 units", "attack_move: 4 units", "move: 3 units", "repair #131: ordered", "rally #150: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 14800, "deaths_cost": 4700, "units_killed": 23, "units_lost": 17, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 21850, "army_value": 6950, "income": 7000, "experience": 147, "order_count": 94}}
{"tick": 13401, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:56 (tick 13401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $849 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6800, army $2900, killed $4600 (16 units, 0 bldgs), lost $14700 (22 units, 6 bldgs). Map explored 25.2%.\nPRODUCTION: Infantry: e3 70%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #134 proc@(98,11) 99%, #136 tent@(95,8) 30%, #163 weap@(97,8) 55%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #193@(101,7)20%*\n  harv (Ore Truck (harvester)) x2: #135@(103,27) #152@(101,21)\nVISIBLE ENEMY UNITS (15):\n  #182 e3@(92,11) 100%, #183 e1@(92,11) 100%, #186 e3@(92,11) 98%, #189 e3@(93,10) 100%, #190 e1@(91,12) 100%, #192 e1@(92,11) 100%, #194 e1@(92,12) 87%, #197 e3@(92,10) 100%, #201 e3@(92,10) 99%, #202 e1@(91,11) 97%, #206 e1@(92,12) 100%, #207 e1@(92,12) 100%, #208 e1@(91,11) 100%, #209 1tnk@(93,11) 56%, #210 e1@(91,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - place fix: nothing READY TO PLACE with that type\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy infantry and light tank at (91\u201392,11\u201312), threatening base near (95,8). Tank #193 is at 20% HP; retreat it east. Two harvesters are mining. No Construction Yard is visible; check whether building placement is still possible.", "raw": "{\"thoughts\":\"The enemy has a large infantry force and a light tank at our doorstep, while our only combat unit is critically damaged. Retreat the tank east and keep both harvesters mining; our buildings and queues offer no immediate way to restore power or mount a defense.\",\"notes\":\"Enemy mass at (91\u201393,10\u201312). Tank #193 retreating east; two harvesters mining. No Construction Yard or power plant visible; cash empty and power at zero.\",\"commands\":[{\"do\":\"move\",\"units\":[193],\"x\":107,\"y\":7}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1517, "completion_tokens": 324, "total_tokens": 1841, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1515, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003867325, "upstream_inference_prompt_cost": 0.0002085325, "upstream_inference_completions_cost": 0.0001782}, "completion_tokens_details": {"reasoning_tokens": 202, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.86, "thoughts": "The enemy has a large infantry force and a light tank at our doorstep, while our only combat unit is critically damaged. Retreat the tank east and keep both harvesters mining; our buildings and queues offer no immediate way to restore power or mount a defense.", "notes": "Enemy mass at (91\u201393,10\u201312). Tank #193 retreating east; two harvesters mining. No Construction Yard or power plant visible; cash empty and power at zero.", "commands": [{"do": "move", "units": [193], "x": 107, "y": 7}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 14700, "units_killed": 16, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 6800, "army_value": 700, "income": 3975, "experience": 46, "order_count": 48}}
{"tick": 13601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:04 (tick 13601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $116 (storage 6000), power 200 made / 170 used, harvesters 4.\nSCORE: assets $22150, army $11650, killed $16800 (23 units, 7 bldgs), lost $4700 (17 units, 0 bldgs). Map explored 32.5%.\nPRODUCTION: Vehicle: 2tnk 49%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 81%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%, #211 fix@(9,13) 100%\nYOUR UNITS (31) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #200@(8,14)42%* #209@(93,11)56%\n  2tnk (Medium Tank) x1: #222@(28,20)\n  e1 (Rifle Infantry) x11: #153@(40,23)38% #166@(40,24)9% #183@(93,10) #190@(93,10)97% #192@(92,11) #194@(94,12)87% #202@(93,10)90% #206@(94,12) #207@(94,12) #208@(94,12) #210@(93,10)\n  e3 (Rocket Soldier) x13: #170@(40,24)15% #182@(92,11) #186@(92,11)98% #189@(93,10) #197@(92,10) #201@(92,10) #212@(74,15) #213@(74,15) #214@(66,22) #217@(53,27) #218@(13,14)* #221@(13,14)* #223@(18,16)\n  harv (Ore Truck (harvester)) x4: #132@(3,30)90% #172@(7,29) #196@(2,31) #216@(38,22)\nVISIBLE ENEMY UNITS (2):\n  #152 harv@(98,12) 100%, #226 e3@(94,9) 98%\nVISIBLE ENEMY BUILDINGS (2):\n  #134 proc@(98,11) 97%, #136 tent@(95,8) 4%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 15 units\n  - attack_move: 4 units\n  - move: 3 units\n  - repair #131: ordered\n  - rally #150: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base (95,11): #134 proc, #136 tent(30%), #163 weap(55%). Main group ~16 units at (91-93,10-12) attacking #163. Trailing e3 (#212-217) moving up from (43-67,22-28). Damaged e1/e3 (#153,#166,#170) heading home to fix #211. #200 ltank repairing. Harvesters mining. Cash tight.", "raw": "{\"thoughts\": \"Finish off the enemy barracks (#136 at 4% hp) and eliminate the rocket soldier #226, then focus on their refinery #134. Keep funneling reinforcements to (95,11). Repair #200 light tank at the service depot.\", \"notes\": \"Enemy barracks #136 almost dead. Refinery #134 and harv #152 remain visible. Main assault group wiping out defenders. Reinforcements streaming east.\", \"commands\": [{\"do\": \"attack\", \"units\": [209], \"target\": 136}, {\"do\": \"attack\", \"units\": [183, 190, 192, 194, 202, 206, 207, 208, 210, 182, 186, 189, 197, 201], \"target\": 226}, {\"do\": \"attack_move\", \"units\": [212, 213, 214, 217, 222, 223, 218, 221], \"x\": 95, \"y\": 11}, {\"do\": \"move\", \"units\": [200], \"x\": 9, \"y\": 13}, {\"do\": \"repair\", \"building\": 131}, {\"do\": \"rally\", \"building\": 150, \"x\": 95, \"y\": 11}, {\"do\": \"rally\", \"building\": 133, \"x\": 95, \"y\": 11}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 2286, "completion_tokens": 1150, "total_tokens": 3436, "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": 0.012054, "upstream_inference_prompt_cost": 0.003429, "upstream_inference_completions_cost": 0.008625}, "completion_tokens_details": {"reasoning_tokens": 773, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 13.66, "thoughts": "Finish off the enemy barracks (#136 at 4% hp) and eliminate the rocket soldier #226, then focus on their refinery #134. Keep funneling reinforcements to (95,11). Repair #200 light tank at the service depot.", "notes": "Enemy barracks #136 almost dead. Refinery #134 and harv #152 remain visible. Main assault group wiping out defenders. Reinforcements streaming east.", "commands": [{"do": "attack", "units": [209], "target": 136}, {"do": "attack", "units": [183, 190, 192, 194, 202, 206, 207, 208, 210, 182, 186, 189, 197, 201], "target": 226}, {"do": "attack_move", "units": [212, 213, 214, 217, 222, 223, 218, 221], "x": 95, "y": 11}, {"do": "move", "units": [200], "x": 9, "y": 13}, {"do": "repair", "building": 131}, {"do": "rally", "building": 150, "x": 95, "y": 11}, {"do": "rally", "building": 133, "x": 95, "y": 11}], "feedback": ["attack: 1 units", "attack: 14 units", "attack_move: 8 units", "move: 1 units", "repair #131: ordered", "rally #150: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 16800, "deaths_cost": 4700, "units_killed": 23, "units_lost": 17, "buildings_killed": 7, "buildings_lost": 0, "assets_value": 22150, "army_value": 7250, "income": 7500, "experience": 167, "order_count": 94}}
{"tick": 13601, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 9:04 (tick 13601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $963 (storage 2000), power 0 made / 50 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $5100, army $3200, killed $4600 (16 units, 0 bldgs), lost $16700 (22 units, 7 bldgs). Map explored 25.2%.\nPRODUCTION: Infantry: e3 7%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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  #134 proc@(98,11) 97%, #136 tent@(95,8) 4%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #193@(101,7)20%*\n  e3 (Rocket Soldier) x1: #226@(94,9)98%\n  harv (Ore Truck (harvester)) x2: #135@(101,21) #152@(98,12)\nVISIBLE ENEMY UNITS (15):\n  #182 e3@(92,11) 100%, #183 e1@(93,10) 99%, #186 e3@(92,11) 98%, #189 e3@(93,10) 100%, #190 e1@(93,10) 97%, #192 e1@(92,11) 100%, #194 e1@(94,12) 87%, #197 e3@(92,10) 100%, #201 e3@(92,10) 99%, #202 e1@(93,10) 90%, #206 e1@(94,12) 100%, #207 e1@(94,12) 100%, #208 e1@(94,12) 100%, #209 1tnk@(93,11) 56%, #210 e1@(93,10) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy mass at (91\u201393,10\u201312). Tank #193 retreating east; two harvesters mining. No Construction Yard or power plant visible; cash empty and power at zero.", "raw": "{\"thoughts\":\"The enemy force is on top of my base, while my only tank is critically damaged and power and cash are exhausted. Pull the tank and harvesters east to preserve assets; use the rocket soldier against the damaged enemy tank and keep the queued rocket production going.\",\"notes\":\"Enemy rush at (92\u201394,10\u201312). Retreating #193 tank east; preserve harvesters. No Construction Yard or power plant visible; power 0, stored ore $963, cash $0. Tent barely started with e3 queued.\",\"commands\":[{\"do\":\"move\",\"units\":[193],\"x\":105,\"y\":20},{\"do\":\"move\",\"units\":[135,152],\"x\":106,\"y\":25},{\"do\":\"attack\",\"units\":[226],\"target\":209},{\"do\":\"stance\",\"units\":[226],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1434, "completion_tokens": 321, "total_tokens": 1755, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1432, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00037367, "upstream_inference_prompt_cost": 0.00019712, "upstream_inference_completions_cost": 0.00017655}, "completion_tokens_details": {"reasoning_tokens": 142, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.01, "thoughts": "The enemy force is on top of my base, while my only tank is critically damaged and power and cash are exhausted. Pull the tank and harvesters east to preserve assets; use the rocket soldier against the damaged enemy tank and keep the queued rocket production going.", "notes": "Enemy rush at (92\u201394,10\u201312). Retreating #193 tank east; preserve harvesters. No Construction Yard or power plant visible; power 0, stored ore $963, cash $0. Tent barely started with e3 queued.", "commands": [{"do": "move", "units": [193], "x": 105, "y": 20}, {"do": "move", "units": [135, 152], "x": 106, "y": 25}, {"do": "attack", "units": [226], "target": 209}, {"do": "stance", "units": [226], "stance": "return_fire"}], "feedback": ["move: 1 units", "move: 2 units", "attack: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 16700, "units_killed": 16, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 7, "assets_value": 5100, "army_value": 1000, "income": 3325, "experience": 46, "order_count": 48}}
{"tick": 13801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:12 (tick 13801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 200 made / 170 used, harvesters 4.\nSCORE: assets $22450, army $11950, killed $17600 (24 units, 8 bldgs), lost $4700 (17 units, 0 bldgs). Map explored 33.5%.\nPRODUCTION: Vehicle: 2tnk 56%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%, #211 fix@(9,13) 100%\nYOUR UNITS (32) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #200@(8,14)42%* #209@(93,11)56%*\n  2tnk (Medium Tank) x1: #222@(41,24)\n  e1 (Rifle Infantry) x11: #153@(30,15)38% #166@(31,16)9% #183@(93,10)* #190@(93,10)97%* #192@(92,11)* #194@(99,18)87% #202@(93,10)95% #206@(97,16) #207@(98,17) #208@(97,17) #210@(93,10)\n  e3 (Rocket Soldier) x14: #170@(31,16)15% #182@(92,11)* #186@(92,11)98%* #189@(93,10)* #197@(92,10)* #201@(92,10)* #212@(85,14) #213@(83,15) #214@(74,15) #217@(62,27) #218@(22,18) #221@(22,18) #223@(26,20) #227@(19,16)\n  harv (Ore Truck (harvester)) x4: #132@(3,31)90% #172@(7,31) #196@(8,24) #216@(27,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #134 proc@(98,11) 88%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - attack: 14 units\n  - attack_move: 8 units\n  - move: 1 units\n  - repair #131: ordered\n  - rally #150: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy barracks #136 almost dead. Refinery #134 and harv #152 remain visible. Main assault group wiping out defenders. Reinforcements streaming east.", "raw": "{\"thoughts\": \"Cash is at $0 so my economy needs harvesters back at work immediately. Enemy base appears largely destroyed (8 buildings killed) with refinery #134 still standing near (98,11). I'll put all harvesters to mining and sweep my army across the enemy start area to finish remaining buildings.\", \"notes\": \"Main assault sweeping enemy base area (95,11), refinery #134 last seen. Harvesters sent back to mine. Keep queues running, no cash for new production.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":172},{\"do\":\"harvest\",\"unit\":196},{\"do\":\"harvest\",\"unit\":216},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":103,\"y\":13},{\"do\":\"repair\",\"building\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1927, "completion_tokens": 1339, "total_tokens": 3266, "cost": 0.001959108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001959108, "upstream_inference_prompt_cost": 0.000352308, "upstream_inference_completions_cost": 0.0016068}, "completion_tokens_details": {"reasoning_tokens": 1163, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.28, "thoughts": "Cash is at $0 so my economy needs harvesters back at work immediately. Enemy base appears largely destroyed (8 buildings killed) with refinery #134 still standing near (98,11). I'll put all harvesters to mining and sweep my army across the enemy start area to finish remaining buildings.", "notes": "Main assault sweeping enemy base area (95,11), refinery #134 last seen. Harvesters sent back to mine. Keep queues running, no cash for new production.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 172}, {"do": "harvest", "unit": 196}, {"do": "harvest", "unit": 216}, {"do": "attack_move", "units": "all_army", "x": 103, "y": 13}, {"do": "repair", "building": 131}], "feedback": ["attack_move: 28 units", "repair #131: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 17600, "deaths_cost": 4700, "units_killed": 24, "units_lost": 17, "buildings_killed": 8, "buildings_lost": 0, "assets_value": 22450, "army_value": 7550, "income": 7000, "experience": 175, "order_count": 94}}
{"tick": 13801, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 9:12 (tick 13801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 $1083 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $4300, army $2900, killed $4600 (16 units, 0 bldgs), lost $17500 (23 units, 8 bldgs). Map explored 25.5%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #134 proc@(98,11) 88%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #193@(105,20)20%*\n  harv (Ore Truck (harvester)) x2: #135@(106,25)* #152@(103,21)97%\nVISIBLE ENEMY UNITS (11):\n  #182 e3@(92,11) 100%, #183 e1@(93,10) 99%, #186 e3@(92,11) 98%, #189 e3@(93,10) 100%, #190 e1@(93,10) 97%, #192 e1@(92,11) 100%, #202 e1@(93,10) 95%, #206 e1@(97,16) 100%, #208 e1@(97,17) 100%, #209 1tnk@(93,11) 56%, #210 e1@(93,10) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 2 units\n  - attack: 1 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy rush at (92\u201394,10\u201312). Retreating #193 tank east; preserve harvesters. No Construction Yard or power plant visible; power 0, stored ore $963, cash $0. Tent barely started with e3 queued.", "raw": "{\"thoughts\":\"The base is nearly lost: only the damaged refinery remains, enemy infantry and a tank are on top of it, and our light tank is critically damaged. Pull the tank and both harvesters east to preserve what assets we can; there are no buildings available to restart production.\",\"notes\":\"Enemy rush at (92\u201397,10\u201317). No Construction Yard or power plant; only refinery #134. Keep surviving units retreating east and away from the enemy.\",\"commands\":[{\"do\":\"move\",\"units\":[193],\"x\":107,\"y\":30},{\"do\":\"move\",\"units\":[135,152],\"x\":108,\"y\":36}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1337, "completion_tokens": 247, "total_tokens": 1584, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1335, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003196325, "upstream_inference_prompt_cost": 0.0001837825, "upstream_inference_completions_cost": 0.00013585}, "completion_tokens_details": {"reasoning_tokens": 106, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.42, "thoughts": "The base is nearly lost: only the damaged refinery remains, enemy infantry and a tank are on top of it, and our light tank is critically damaged. Pull the tank and both harvesters east to preserve what assets we can; there are no buildings available to restart production.", "notes": "Enemy rush at (92\u201397,10\u201317). No Construction Yard or power plant; only refinery #134. Keep surviving units retreating east and away from the enemy.", "commands": [{"do": "move", "units": [193], "x": 107, "y": 30}, {"do": "move", "units": [135, 152], "x": 108, "y": 36}], "feedback": ["move: 1 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 17500, "units_killed": 16, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 8, "assets_value": 4300, "army_value": 700, "income": 3325, "experience": 46, "order_count": 48}}
{"tick": 14001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:20 (tick 14001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $152 (storage 6000), power 200 made / 170 used, harvesters 4.\nSCORE: assets $22450, army $11950, killed $19000 (24 units, 9 bldgs), lost $4700 (17 units, 0 bldgs). Map explored 34.6%.\nPRODUCTION: Vehicle: 2tnk 76%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 58%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,16) 59%, #133 tent@(12,13) 100%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%, #179 powr@(14,13) 100%, #195 proc@(7,16) 100%, #211 fix@(9,13) 100%\nYOUR UNITS (32) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #200@(25,20)42% #209@(94,12)56%\n  2tnk (Medium Tank) x1: #222@(54,28)\n  e1 (Rifle Infantry) x11: #153@(38,20)38% #166@(39,22)9% #183@(94,10) #190@(94,10)97% #192@(94,13) #194@(103,13)87%* #202@(94,10) #206@(99,16) #207@(102,14) #208@(102,14) #210@(94,10)\n  e3 (Rocket Soldier) x14: #170@(38,21)15% #182@(94,13) #186@(94,12)98% #189@(94,10) #197@(94,13) #201@(94,13) #212@(95,14) #213@(93,14) #214@(84,14) #217@(71,21) #218@(31,24) #221@(31,24) #223@(35,24) #227@(28,22)\n  harv (Ore Truck (harvester)) x4: #132@(3,31)90% #172@(8,23) #196@(8,22) #216@(16,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 28 units\n  - repair #131: ordered\nYOUR NOTES FROM LAST TURN: Main assault sweeping enemy base area (95,11), refinery #134 last seen. Harvesters sent back to mine. Keep queues running, no cash for new production.", "raw": "{\"thoughts\": \"No enemy seen anymore; main army sits near enemy start (95,11). Cash is 0 so all queues just run. I'll sweep the enemy base area for remaining buildings, keep harvesters mining, and repair the damaged refinery.\", \"notes\": \"Army sweeping enemy start (95,11) and surroundings for remaining buildings. Queues: 2tnk x4 + 1tnk, e3 x5 running. Harvesters mining. Repair proc #131.\", \"commands\": [{\"do\":\"repair\",\"building\":131},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":172},{\"do\":\"harvest\",\"unit\":196},{\"do\":\"harvest\",\"unit\":216},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":100,\"y\":11},{\"do\":\"rally\",\"building\":150,\"x\":90,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":90,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1874, "completion_tokens": 520, "total_tokens": 2394, "cost": 0.000960408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000960408, "upstream_inference_prompt_cost": 0.000336408, "upstream_inference_completions_cost": 0.000624}, "completion_tokens_details": {"reasoning_tokens": 312, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.8, "thoughts": "No enemy seen anymore; main army sits near enemy start (95,11). Cash is 0 so all queues just run. I'll sweep the enemy base area for remaining buildings, keep harvesters mining, and repair the damaged refinery.", "notes": "Army sweeping enemy start (95,11) and surroundings for remaining buildings. Queues: 2tnk x4 + 1tnk, e3 x5 running. Harvesters mining. Repair proc #131.", "commands": [{"do": "repair", "building": 131}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 172}, {"do": "harvest", "unit": 196}, {"do": "harvest", "unit": 216}, {"do": "attack_move", "units": "all_army", "x": 100, "y": 11}, {"do": "rally", "building": 150, "x": 90, "y": 11}, {"do": "rally", "building": 133, "x": 90, "y": 11}], "feedback": ["repair #131: ordered", "attack_move: 28 units", "rally #150: ordered", "rally #133: ordered"], "stats": {"win_state": "Won", "faction": "england", "bot_type": "llm-arena", "kills_cost": 19000, "deaths_cost": 4700, "units_killed": 24, "units_lost": 17, "buildings_killed": 9, "buildings_lost": 0, "assets_value": 22450, "army_value": 7550, "income": 6500, "experience": 189, "order_count": 94}}
{"tick": 14001, "slot": "Multi1", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 9:20 (tick 14001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (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 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $0, army $0, killed $4600 (16 units, 0 bldgs), lost $18900 (23 units, 9 bldgs). Map explored 28.4%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (31):\n  #153 e1@(38,20) 38%, #166 e1@(39,22) 9%, #170 e3@(38,21) 15%, #172 harv@(8,23) 100%, #182 e3@(94,13) 100%, #183 e1@(94,10) 99%, #186 e3@(94,12) 98%, #189 e3@(94,10) 100%, #190 e1@(94,10) 97%, #192 e1@(94,13) 100%, #194 e1@(103,13) 87%, #196 harv@(8,22) 100%, #197 e3@(94,13) 100%, #200 1tnk@(25,20) 42%, #201 e3@(94,13) 99%, #202 e1@(94,10) 100%, #206 e1@(99,16) 100%, #207 e1@(102,14) 100%, #208 e1@(102,14) 100%, #209 1tnk@(94,12) 56%, #210 e1@(94,10) 99%, #212 e3@(95,14) 100%, #213 e3@(93,14) 100%, #214 e3@(84,14) 100%, #216 harv@(16,17) 100%, #217 e3@(71,21) 100%, #218 e3@(31,24) 100%, #221 e3@(31,24) 100%, #222 2tnk@(54,28) 100%, #223 e3@(35,24) 100%, #227 e3@(28,22) 100%\nVISIBLE ENEMY BUILDINGS (4):\n  #121 fact@(12,16) 100%, #131 proc@(15,16) 59%, #150 weap@(12,20) 100%, #171 proc@(9,19) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy rush at (92\u201397,10\u201317). No Construction Yard or power plant; only refinery #134. Keep surviving units retreating east and away from the enemy.", "raw": "{\"thoughts\":\"I have no buildings, units, cash, or production, so I can\u2019t rebuild or contest the enemy force. With no actionable orders available, the game is effectively lost unless the match ends by score.\",\"notes\":\"No assets or production; enemy has a strong force near our former base and buildings around (9\u201315,16\u201320).\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1523, "completion_tokens": 147, "total_tokens": 1670, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1521, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002902075, "upstream_inference_prompt_cost": 0.0002093575, "upstream_inference_completions_cost": 8.085e-05}, "completion_tokens_details": {"reasoning_tokens": 64, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.94, "thoughts": "I have no buildings, units, cash, or production, so I can\u2019t rebuild or contest the enemy force. With no actionable orders available, the game is effectively lost unless the match ends by score.", "notes": "No assets or production; enemy has a strong force near our former base and buildings around (9\u201315,16\u201320).", "commands": [], "feedback": [], "stats": {"win_state": "Lost", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 18900, "units_killed": 16, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 9, "assets_value": 0, "army_value": 0, "income": 3325, "experience": 46, "order_count": 48}}
