{"tick": 1, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy the MCV immediately to establish a Construction Yard, then begin the standard power-and-refinery economy. The enemy is likely across the map near (12,16), so I\u2019ll expand while preparing production.\",\"notes\":\"Home at (95,11); enemy likely starts near (12,16). Opening: deploy MCV, power plant, refinery, barracks, then war factory and tanks.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1096, "completion_tokens": 144, "total_tokens": 1240, "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": 0.000229845, "upstream_inference_prompt_cost": 0.000150645, "upstream_inference_completions_cost": 7.92e-05}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.35, "thoughts": "Deploy the MCV immediately to establish a Construction Yard, then begin the standard power-and-refinery economy. The enemy is likely across the map near (12,16), so I\u2019ll expand while preparing production.", "notes": "Home at (95,11); enemy likely starts near (12,16). Opening: deploy MCV, power plant, refinery, barracks, then war factory and tanks.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\": \"Standard opening: deploy MCV, start power, then refinery for economy. Enemy likely at (95,11), far east.\", \"notes\": \"Opening build: deploy MCV at (12,16), powr then proc. Enemy likely east at (95,11).\", \"commands\": [{\"do\":\"deploy\",\"unit\":120}, {\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 102, "total_tokens": 1247, "cost": 0.000240108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000240108, "upstream_inference_prompt_cost": 0.000117708, "upstream_inference_completions_cost": 0.0001224}, "completion_tokens_details": {"reasoning_tokens": 12, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 0.86, "thoughts": "Standard opening: deploy MCV, start power, then refinery for economy. Enemy likely at (95,11), far east.", "notes": "Opening build: deploy MCV at (12,16), powr then proc. Enemy likely east at (95,11).", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely starts near (12,16). Opening: deploy MCV, power plant, refinery, barracks, then war factory and tanks.", "raw": "{\"thoughts\":\"The Construction Yard is deployed and the first power plant is underway. Place it near the base, then start the refinery as soon as the building queue is free.\",\"notes\":\"Home at (95,11); enemy likely near (12,16). Opening: power plant, refinery, barracks, then war factory and tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1140, "completion_tokens": 236, "total_tokens": 1376, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1138, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000286495, "upstream_inference_prompt_cost": 0.000156695, "upstream_inference_completions_cost": 0.0001298}, "completion_tokens_details": {"reasoning_tokens": 140, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.58, "thoughts": "The Construction Yard is deployed and the first power plant is underway. Place it near the base, then start the refinery as soon as the building queue is free.", "notes": "Home at (95,11); enemy likely near (12,16). Opening: power plant, refinery, barracks, then war factory and tanks.", "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": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening build: deploy MCV at (12,16), powr then proc. Enemy likely east at (95,11).", "raw": "{\"thoughts\": \"Just deployed and started the Power Plant. Nothing else to do until it finishes; I'll place it as soon as it's ready and then follow with a refinery.\", \"notes\": \"Opening: fact@12,16. powr building; next proc, then barr, then second proc/weap. Enemy likely at (95,11) east.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1177, "completion_tokens": 441, "total_tokens": 1618, "cost": 0.000656508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000656508, "upstream_inference_prompt_cost": 0.000127308, "upstream_inference_completions_cost": 0.0005292}, "completion_tokens_details": {"reasoning_tokens": 337, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.18, "thoughts": "Just deployed and started the Power Plant. Nothing else to do until it finishes; I'll place it as soon as it's ready and then follow with a refinery.", "notes": "Opening: fact@12,16. powr building; next proc, then barr, then second proc/weap. Enemy likely at (95,11) east.", "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": "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - 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); enemy likely near (12,16). Opening: power plant, refinery, barracks, then war factory and tanks.", "raw": "{\"thoughts\":\"Deploy the MCV to establish the Construction Yard, then start the opening Power Plant. Once placed, prioritize a refinery for income.\",\"notes\":\"Home near (95,11); likely enemy start near (12,16). Opening: powr -> proc -> barracks -> war factory/tanks.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1148, "completion_tokens": 119, "total_tokens": 1267, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1146, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000223245, "upstream_inference_prompt_cost": 0.000157795, "upstream_inference_completions_cost": 6.545e-05}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.89, "thoughts": "Deploy the MCV to establish the Construction Yard, then start the opening Power Plant. Once placed, prioritize a refinery for income.", "notes": "Home near (95,11); likely enemy start near (12,16). Opening: powr -> proc -> barracks -> war factory/tanks.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening: fact@12,16. powr building; next proc, then barr, then second proc/weap. Enemy likely at (95,11) east.", "raw": "{\"thoughts\": \"Construction Yard is up. Start power plant, then refinery for income. Keep queue busy.\", \"notes\": \"Opening: fact@12,16. Building powr now; next proc, then barr, then second proc/weap. Enemy likely east (95,11).\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1203, "completion_tokens": 151, "total_tokens": 1354, "cost": 0.000316308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000316308, "upstream_inference_prompt_cost": 0.000135108, "upstream_inference_completions_cost": 0.0001812}, "completion_tokens_details": {"reasoning_tokens": 71, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.0, "thoughts": "Construction Yard is up. Start power plant, then refinery for income. Keep queue busy.", "notes": "Opening: fact@12,16. Building powr now; next proc, then barr, then second proc/weap. Enemy likely east (95,11).", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home near (95,11); likely enemy start near (12,16). Opening: powr -> proc -> barracks -> war factory/tanks.", "raw": "{\"thoughts\":\"The Construction Yard is already deployed, and the first Power Plant is ready to place. Place it and immediately start an Ore Refinery to establish income.\",\"notes\":\"Home at (95,11); likely enemy start near (12,16). Opening: power -> refinery -> barracks -> war factory/tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1131, "completion_tokens": 185, "total_tokens": 1316, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1129, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002572075, "upstream_inference_prompt_cost": 0.0001554575, "upstream_inference_completions_cost": 0.00010175}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.84, "thoughts": "The Construction Yard is already deployed, and the first Power Plant is ready to place. Place it and immediately start an Ore Refinery to establish income.", "notes": "Home at (95,11); likely enemy start near (12,16). Opening: power -> refinery -> barracks -> war factory/tanks.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: fact@12,16. Building powr now; next proc, then barr, then second proc/weap. Enemy likely east (95,11).", "raw": "{\"thoughts\": \"Opening turn: place the ready Power Plant near the Construction Yard, then queue the Ore Refinery to start income.\", \"notes\": \"Opening: fact@12,16. Placing powr; next proc -> barr -> weap/2nd proc. Enemy likely east (95,11).\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":14,\"y\":18},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1183, "completion_tokens": 130, "total_tokens": 1313, "cost": 0.000285108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000285108, "upstream_inference_prompt_cost": 0.000129108, "upstream_inference_completions_cost": 0.000156}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.09, "thoughts": "Opening turn: place the ready Power Plant near the Construction Yard, then queue the Ore Refinery to start income.", "notes": "Opening: fact@12,16. Placing powr; next proc -> barr -> weap/2nd proc. Enemy likely east (95,11).", "commands": [{"do": "place", "item": "powr", "x": 14, "y": 18}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home at (95,11); likely enemy start near (12,16). Opening: power -> refinery -> barracks -> war factory/tanks.", "raw": "{\"thoughts\":\"Power is sufficient and the base is ready to expand. Start the refinery for income, then establish infantry and vehicle production before pushing toward the likely enemy base to the west.\",\"notes\":\"Home at (95,11); enemy likely near (12,16). Opening: refinery, barracks, war factory, then tanks; keep power adequate.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1187, "completion_tokens": 175, "total_tokens": 1362, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1185, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002594075, "upstream_inference_prompt_cost": 0.0001631575, "upstream_inference_completions_cost": 9.625e-05}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.11, "thoughts": "Power is sufficient and the base is ready to expand. Start the refinery for income, then establish infantry and vehicle production before pushing toward the likely enemy base to the west.", "notes": "Home at (95,11); enemy likely near (12,16). Opening: refinery, barracks, war factory, then tanks; keep power adequate.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 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: fact@12,16. Placing powr; next proc -> barr -> weap/2nd proc. Enemy likely east (95,11).", "raw": "{\"thoughts\": \"Economy first: My Construction Yard is up and a Power Plant is placed. Immediately start the Ore Refinery to get a harvester and income flowing, then Barracks for scouting/defense. Enemy likely far east at (95,11).\", \"notes\": \"Opening: fact@12,16, powr placed. Building proc -> next tent (barracks) -> weap. Enemy likely east (95,11). Send scout east when barracks up.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1239, "completion_tokens": 199, "total_tokens": 1438, "cost": 0.000384708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000384708, "upstream_inference_prompt_cost": 0.000145908, "upstream_inference_completions_cost": 0.0002388}, "completion_tokens_details": {"reasoning_tokens": 82, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.45, "thoughts": "Economy first: My Construction Yard is up and a Power Plant is placed. Immediately start the Ore Refinery to get a harvester and income flowing, then Barracks for scouting/defense. Enemy likely far east at (95,11).", "notes": "Opening: fact@12,16, powr placed. Building proc -> next tent (barracks) -> weap. Enemy likely east (95,11). Send scout east when barracks up.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "model": "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely near (12,16). Opening: refinery, barracks, war factory, then tanks; keep power adequate.", "raw": "{\"thoughts\":\"The first refinery is already building, and power is ample for the opening. I\u2019ll let it finish, then place it and start barracks production before expanding toward a War Factory.\",\"notes\":\"Home (95,11); enemy likely near (12,16). First proc is building. Next: place proc, build tent, then weap; keep power adequate and scout west.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1165, "completion_tokens": 211, "total_tokens": 1376, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1163, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002761825, "upstream_inference_prompt_cost": 0.0001601325, "upstream_inference_completions_cost": 0.00011605}, "completion_tokens_details": {"reasoning_tokens": 122, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.46, "thoughts": "The first refinery is already building, and power is ample for the opening. I\u2019ll let it finish, then place it and start barracks production before expanding toward a War Factory.", "notes": "Home (95,11); enemy likely near (12,16). First proc is building. Next: place proc, build tent, then weap; keep power adequate and scout west.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Opening: fact@12,16, powr placed. Building proc -> next tent (barracks) -> weap. Enemy likely east (95,11). Send scout east when barracks up.", "raw": "{\"thoughts\": \"Opening is on track: fact + powr up, first refinery (proc) underway at 23%. Nothing ready to place and only one building queue, so I'll let proc finish, then queue barracks (tent) and a second powr before War Factory.\", \"notes\": \"fact@12,16, powr@15,19. Building proc(23%) -> next tent -> powr -> weap. Enemy likely east (95,11). Scout east with infantry once barracks up.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1220, "completion_tokens": 369, "total_tokens": 1589, "cost": 0.000583008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000583008, "upstream_inference_prompt_cost": 0.000140208, "upstream_inference_completions_cost": 0.0004428}, "completion_tokens_details": {"reasoning_tokens": 256, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.49, "thoughts": "Opening is on track: fact + powr up, first refinery (proc) underway at 23%. Nothing ready to place and only one building queue, so I'll let proc finish, then queue barracks (tent) and a second powr before War Factory.", "notes": "fact@12,16, powr@15,19. Building proc(23%) -> next tent -> powr -> weap. Enemy likely east (95,11). Scout east with infantry once barracks up.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi0", "model": "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). First proc is building. Next: place proc, build tent, then weap; keep power adequate and scout west.", "raw": "{\"thoughts\":\"The Ore Refinery is still building, so I can\u2019t start another building until it\u2019s ready and placed. I\u2019ll place it next, then build a barracks and War Factory while keeping power sufficient.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Proc is 47% complete; place when ready, then build tent and weap. No units yet to scout.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1156, "completion_tokens": 200, "total_tokens": 1356, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1154, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000268895, "upstream_inference_prompt_cost": 0.000158895, "upstream_inference_completions_cost": 0.00011}, "completion_tokens_details": {"reasoning_tokens": 106, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.33, "thoughts": "The Ore Refinery is still building, so I can\u2019t start another building until it\u2019s ready and placed. I\u2019ll place it next, then build a barracks and War Factory while keeping power sufficient.", "notes": "Home (95,11); enemy likely near (12,16). Proc is 47% complete; place when ready, then build tent and weap. No units yet to scout.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: fact@12,16, powr@15,19. Building proc(23%) -> next tent -> powr -> weap. Enemy likely east (95,11). Scout east with infantry once barracks up.", "raw": "{\"thoughts\": \"Opening is on track: Construction Yard and Power Plant up, Ore Refinery at 47% in the Building queue. Nothing can be queued until it finishes, so this turn is just waiting; I'll be ready to place the refinery and follow with barracks.\", \"notes\": \"fact@12,16, powr@15,19. proc building (47%). Next: place proc -> build tent -> powr -> weap. Then train infantry to scout east toward enemy at (95,11).\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1210, "completion_tokens": 509, "total_tokens": 1719, "cost": 0.000748008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000748008, "upstream_inference_prompt_cost": 0.000137208, "upstream_inference_completions_cost": 0.0006108}, "completion_tokens_details": {"reasoning_tokens": 394, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.61, "thoughts": "Opening is on track: Construction Yard and Power Plant up, Ore Refinery at 47% in the Building queue. Nothing can be queued until it finishes, so this turn is just waiting; I'll be ready to place the refinery and follow with barracks.", "notes": "fact@12,16, powr@15,19. proc building (47%). Next: place proc -> build tent -> powr -> weap. Then train infantry to scout east toward enemy at (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "model": "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Proc is 47% complete; place when ready, then build tent and weap. No units yet to scout.", "raw": "{\"thoughts\":\"The Ore Refinery is 70% complete, so let it finish; then place it and start a Barracks. Power is ample, and there are no units yet to scout the distant likely enemy start.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Place current Proc when ready, then build Tent and War Factory.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1156, "completion_tokens": 224, "total_tokens": 1380, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1154, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000282095, "upstream_inference_prompt_cost": 0.000158895, "upstream_inference_completions_cost": 0.0001232}, "completion_tokens_details": {"reasoning_tokens": 140, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.43, "thoughts": "The Ore Refinery is 70% complete, so let it finish; then place it and start a Barracks. Power is ample, and there are no units yet to scout the distant likely enemy start.", "notes": "Home (95,11); enemy likely near (12,16). Place current Proc when ready, then build Tent and War Factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: fact@12,16, powr@15,19. proc building (47%). Next: place proc -> build tent -> powr -> weap. Then train infantry to scout east toward enemy at (95,11).", "raw": "{\"thoughts\": \"Opener is on track: power plant done, refinery nearly complete. No harvesters yet (proc will spawn one). I'll queue the barracks so the build queue keeps flowing, then power and war factory.\", \"notes\": \"fact@12,16, powr@15,19. proc ~70% building. Queued tent -> powr -> weap. Place proc ASAP for free harvester, then scout east toward enemy (95,11).\", \"commands\": [{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1212, "completion_tokens": 1020, "total_tokens": 2232, "cost": 0.001361808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001361808, "upstream_inference_prompt_cost": 0.000137808, "upstream_inference_completions_cost": 0.001224}, "completion_tokens_details": {"reasoning_tokens": 904, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.33, "thoughts": "Opener is on track: power plant done, refinery nearly complete. No harvesters yet (proc will spawn one). I'll queue the barracks so the build queue keeps flowing, then power and war factory.", "notes": "fact@12,16, powr@15,19. proc ~70% building. Queued tent -> powr -> weap. Place proc ASAP for free harvester, then scout east toward enemy (95,11).", "commands": [{"do": "build", "item": "tent"}], "feedback": ["build tent: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Place current Proc when ready, then build Tent and War Factory.", "raw": "{\"thoughts\":\"The Ore Refinery is nearly complete, so place it as soon as it becomes ready; then establish infantry production and expand the economy. There are no units to command yet.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Proc is at 94%\u2014place next turn, then build Tent and War Factory.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1145, "completion_tokens": 242, "total_tokens": 1387, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1143, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002904825, "upstream_inference_prompt_cost": 0.0001573825, "upstream_inference_completions_cost": 0.0001331}, "completion_tokens_details": {"reasoning_tokens": 160, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.26, "thoughts": "The Ore Refinery is nearly complete, so place it as soon as it becomes ready; then establish infantry production and expand the economy. There are no units to command yet.", "notes": "Home (95,11); enemy likely near (12,16). Proc is at 94%\u2014place next turn, then build Tent and War Factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 94%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build tent: started\nYOUR NOTES FROM LAST TURN: fact@12,16, powr@15,19. proc ~70% building. Queued tent -> powr -> weap. Place proc ASAP for free harvester, then scout east toward enemy (95,11).", "raw": "{\"thoughts\": \"Opening is on track: powr done, proc at 94%, tent queued. Cash is $3375 so I should keep the building queue busy and get economy running. Need to place proc as soon as ready, then queue weap after tent for tanks.\", \"notes\": \"fact@12,16, powr@15,19. proc almost done, tent queued, then weap. Place proc immediately when ready (free harvester). Next: train e1 scouts and push east toward (95,11).\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1233, "completion_tokens": 280, "total_tokens": 1513, "cost": 0.000480108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000480108, "upstream_inference_prompt_cost": 0.000144108, "upstream_inference_completions_cost": 0.000336}, "completion_tokens_details": {"reasoning_tokens": 141, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.03, "thoughts": "Opening is on track: powr done, proc at 94%, tent queued. Cash is $3375 so I should keep the building queue busy and get economy running. Need to place proc as soon as ready, then queue weap after tent for tanks.", "notes": "fact@12,16, powr@15,19. proc almost done, tent queued, then weap. Place proc immediately when ready (free harvester). Next: train e1 scouts and push east toward (95,11).", "commands": [{"do": "build", "item": "proc"}, {"do": "build", "item": "weap"}], "feedback": ["build proc: started", "build weap: 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": 5}}
{"tick": 1801, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Proc is at 94%\u2014place next turn, then build Tent and War Factory.", "raw": "{\"thoughts\":\"Place the ready refinery to start income, then begin a barracks. With no units to scout or defend yet, prioritize establishing production.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Refinery placement underway; next build barracks, then second refinery or War Factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1151, "completion_tokens": 145, "total_tokens": 1296, "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": 0.0002379575, "upstream_inference_prompt_cost": 0.0001582075, "upstream_inference_completions_cost": 7.975e-05}, "completion_tokens_details": {"reasoning_tokens": 55, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.52, "thoughts": "Place the ready refinery to start income, then begin a barracks. With no units to scout or defend yet, prioritize establishing production.", "notes": "Home (95,11); enemy likely near (12,16). Refinery placement underway; next build barracks, then second refinery or War Factory.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc READY TO PLACE; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: fact@12,16, powr@15,19. proc almost done, tent queued, then weap. Place proc immediately when ready (free harvester). Next: train e1 scouts and push east toward (95,11).", "raw": "{\"thoughts\": \"Ore Refinery is ready to place, providing our first harvester. We will place it immediately and queue an Allied Barracks (tent) followed by War Factory (weap).\", \"notes\": \"proc placed, building tent. Next: train e1 for scouting, build weap once unlocked, expand east.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}, {\"do\": \"build\", \"item\": \"tent\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1287, "completion_tokens": 281, "total_tokens": 1568, "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": 0.004038, "upstream_inference_prompt_cost": 0.0019305, "upstream_inference_completions_cost": 0.0021075}, "completion_tokens_details": {"reasoning_tokens": 188, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.14, "thoughts": "Ore Refinery is ready to place, providing our first harvester. We will place it immediately and queue an Allied Barracks (tent) followed by War Factory (weap).", "notes": "proc placed, building tent. Next: train e1 for scouting, build weap once unlocked, expand east.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Refinery placement underway; next build barracks, then second refinery or War Factory.", "raw": "{\"thoughts\":\"The barracks is still under construction, so I\u2019ll keep the harvester mining and continue the opening once the barracks is ready. The enemy is likely far west near (12,16), but I have no units to scout yet.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Tent building; place it when ready, then train infantry and build a War Factory or second Refinery.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1234, "completion_tokens": 289, "total_tokens": 1523, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1232, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00032857, "upstream_inference_prompt_cost": 0.00016962, "upstream_inference_completions_cost": 0.00015895}, "completion_tokens_details": {"reasoning_tokens": 181, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "The barracks is still under construction, so I\u2019ll keep the harvester mining and continue the opening once the barracks is ready. The enemy is likely far west near (12,16), but I have no units to scout yet.", "notes": "Home (95,11); enemy likely near (12,16). Tent building; place it when ready, then train infantry and build a War Factory or second Refinery.", "commands": [{"do": "harvest", "unit": 131}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\nPRODUCTION: Building: tent 64%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(2,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build tent: started\nYOUR NOTES FROM LAST TURN: proc placed, building tent. Next: train e1 for scouting, build weap once unlocked, expand east.", "raw": "{\"thoughts\": \"Economy is running with one harvester and 3 buildings up. Tent almost ready. Start War Factory so I can pump tanks, and queue some infantry for scouting once barracks finishes.\", \"notes\": \"tent ~done, weap started. Next turn: train 3-4 e1 scouts, send one east toward enemy start (95,11), keep harvester mining.\", \"commands\": [{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1289, "completion_tokens": 304, "total_tokens": 1593, "cost": 0.000525708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000525708, "upstream_inference_prompt_cost": 0.000160908, "upstream_inference_completions_cost": 0.0003648}, "completion_tokens_details": {"reasoning_tokens": 203, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.86, "thoughts": "Economy is running with one harvester and 3 buildings up. Tent almost ready. Start War Factory so I can pump tanks, and queue some infantry for scouting once barracks finishes.", "notes": "tent ~done, weap started. Next turn: train 3-4 e1 scouts, send one east toward enemy start (95,11), keep harvester mining.", "commands": [{"do": "build", "item": "weap"}], "feedback": ["build weap: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 2201, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Tent building; place it when ready, then train infantry and build a War Factory or second Refinery.", "raw": "{\"thoughts\":\"Place the ready Barracks and start infantry production while adding a second Refinery for another free harvester and stronger income. Keep the existing harvester mining; build a War Factory as soon as funds allow.\",\"notes\":\"Home at (95,11); enemy likely near (12,16). Barracks just placed, infantry queued; second Refinery underway. Expand toward tanks and scout west.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1206, "completion_tokens": 264, "total_tokens": 1470, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1204, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00031097, "upstream_inference_prompt_cost": 0.00016577, "upstream_inference_completions_cost": 0.0001452}, "completion_tokens_details": {"reasoning_tokens": 134, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.46, "thoughts": "Place the ready Barracks and start infantry production while adding a second Refinery for another free harvester and stronger income. Keep the existing harvester mining; build a War Factory as soon as funds allow.", "notes": "Home at (95,11); enemy likely near (12,16). Barracks just placed, infantry queued; second Refinery underway. Expand toward tanks and scout west.", "commands": [{"do": "place", "item": "tent"}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "proc"}, {"do": "harvest", "unit": 131}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.7%.\nPRODUCTION: Building: tent READY TO PLACE; Building: weap 0%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(4,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\nYOUR NOTES FROM LAST TURN: tent ~done, weap started. Next turn: train 3-4 e1 scouts, send one east toward enemy start (95,11), keep harvester mining.", "raw": "{\"thoughts\": \"Barracks is ready; place it and start pumping out riflemen to scout and defend. Keep the war factory coming and add a refinery soon for economy. Send a scout east toward the likely enemy base at (95,11).\", \"notes\": \"tent ready->place. weap building. Next: 2nd proc, more e1/e3 mix, scout east to (95,11).\", \"commands\": [{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1292, "completion_tokens": 476, "total_tokens": 1768, "cost": 0.000733008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000733008, "upstream_inference_prompt_cost": 0.000161808, "upstream_inference_completions_cost": 0.0005712}, "completion_tokens_details": {"reasoning_tokens": 338, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.93, "thoughts": "Barracks is ready; place it and start pumping out riflemen to scout and defend. Keep the war factory coming and add a refinery soon for economy. Send a scout east toward the likely enemy base at (95,11).", "notes": "tent ready->place. weap building. Next: 2nd proc, more e1/e3 mix, scout east to (95,11).", "commands": [{"do": "place", "item": "tent"}, {"do": "train", "item": "e1", "count": 4}, {"do": "build", "item": "proc"}, {"do": "build", "item": "powr"}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build proc: started", "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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 9}}
{"tick": 2401, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2508 + stored ore $445 (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 4.8%.\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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely near (12,16). Barracks just placed, infantry queued; second Refinery underway. Expand toward tanks and scout west.", "raw": "{\"thoughts\":\"The second refinery is already building, and power is ample. Keep the barracks producing a small scouting force; once the refinery finishes, prioritize a War Factory and then tank production.\",\"notes\":\"Home at (95,11); enemy likely near (12,16), still unexplored. Second Refinery underway; build War Factory next, then produce tanks and scout west.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1315, "completion_tokens": 281, "total_tokens": 1596, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1313, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003353075, "upstream_inference_prompt_cost": 0.0001807575, "upstream_inference_completions_cost": 0.00015455}, "completion_tokens_details": {"reasoning_tokens": 150, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "The second refinery is already building, and power is ample. Keep the barracks producing a small scouting force; once the refinery finishes, prioritize a War Factory and then tank production.", "notes": "Home at (95,11); enemy likely near (12,16), still unexplored. Second Refinery underway; build War Factory next, then produce tanks and scout west.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 133, "x": 75, "y": 16}], "feedback": ["train 5x e1: queued", "train 3x 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": 450, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2543 + stored ore $457 (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: powr READY TO PLACE; Building: proc 0%; Building: weap 0%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(9,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build proc: started\n  - build powr: started\nYOUR NOTES FROM LAST TURN: tent ready->place. weap building. Next: 2nd proc, more e1/e3 mix, scout east to (95,11).", "raw": "{\"thoughts\": \"Economy is running with $2543 banked; I need to place the ready power plant, keep infantry production going, and get eyes east toward the likely enemy base. Buildings are already queued (proc/weap/proc/tent), so focus on placing power and training a small mixed force.\", \"notes\": \"Placed powr; training e1/e3 mix from tent. weap still queued. Next: finish weap, build harvester/tanks, scout east to (95,11) with infantry.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"}, {\"do\":\"train\",\"item\":\"e1\",\"count\":4}, {\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1400, "completion_tokens": 584, "total_tokens": 1984, "cost": 0.000895008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000895008, "upstream_inference_prompt_cost": 0.000194208, "upstream_inference_completions_cost": 0.0007008}, "completion_tokens_details": {"reasoning_tokens": 427, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.59, "thoughts": "Economy is running with $2543 banked; I need to place the ready power plant, keep infantry production going, and get eyes east toward the likely enemy base. Buildings are already queued (proc/weap/proc/tent), so focus on placing power and training a small mixed force.", "notes": "Placed powr; training e1/e3 mix from tent. weap still queued. Next: finish weap, build harvester/tanks, scout east to (95,11) with infantry.", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 4x e1: queued", "train 2x 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": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 12}}
{"tick": 2601, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2325 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.6%.\nPRODUCTION: Building: proc 46%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(87,9)\n  harv (Ore Truck (harvester)) x1: #131@(104,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely near (12,16), still unexplored. Second Refinery underway; build War Factory next, then produce tanks and scout west.", "raw": "{\"thoughts\":\"The second refinery is already building and power has plenty of headroom. Queue a War Factory next, and send the available rifleman west to scout toward the likely enemy start while the barracks finishes its queued infantry.\",\"notes\":\"Home (95,11); enemy likely near (12,16), unexplored. Second Refinery building; War Factory queued next. Scout west; existing barracks queues are loaded with e3/e1.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":[136],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1372, "completion_tokens": 276, "total_tokens": 1648, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1370, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000340395, "upstream_inference_prompt_cost": 0.000188595, "upstream_inference_completions_cost": 0.0001518}, "completion_tokens_details": {"reasoning_tokens": 149, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.96, "thoughts": "The second refinery is already building and power has plenty of headroom. Queue a War Factory next, and send the available rifleman west to scout toward the likely enemy start while the barracks finishes its queued infantry.", "notes": "Home (95,11); enemy likely near (12,16), unexplored. Second Refinery building; War Factory queued next. Scout west; existing barracks queues are loaded with e3/e1.", "commands": [{"do": "build", "item": "weap"}, {"do": "attack_move", "units": [136], "x": 12, "y": 16}], "feedback": ["build weap: started", "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": 16}}
{"tick": 2601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2360 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: proc 22%; Building: weap 0%; Building: proc 0%; Building: tent 0%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(11,14)*\n  harv (Ore Truck (harvester)) x1: #132@(3,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - train 4x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Placed powr; training e1/e3 mix from tent. weap still queued. Next: finish weap, build harvester/tanks, scout east to (95,11) with infantry.", "raw": "{\"thoughts\": \"Second refinery is under construction to boost economy, followed by War Factory. Sending our rifle infantry to scout towards the enemy base.\", \"notes\": \"Scouting towards (95,11) with e1. proc in progress, weap next in queue. Next turn check if proc is ready to place.\", \"commands\": [{\"do\": \"move\", \"units\": [137], \"x\": 40, \"y\": 20}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1533, "completion_tokens": 379, "total_tokens": 1912, "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": 0.005142, "upstream_inference_prompt_cost": 0.0022995, "upstream_inference_completions_cost": 0.0028425}, "completion_tokens_details": {"reasoning_tokens": 282, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.29, "thoughts": "Second refinery is under construction to boost economy, followed by War Factory. Sending our rifle infantry to scout towards the enemy base.", "notes": "Scouting towards (95,11) with e1. proc in progress, weap next in queue. Next turn check if proc is ready to place.", "commands": [{"do": "move", "units": [137], "x": 40, "y": 20}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 100, "income": 500, "experience": 0, "order_count": 19}}
{"tick": 2801, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1659 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7%.\nPRODUCTION: Building: proc 70%; Building: weap 0%; Infantry: e3 84%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(79,14)\n  e3 (Rocket Soldier) x1: #138@(86,10)\n  harv (Ore Truck (harvester)) x1: #131@(102,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16), unexplored. Second Refinery building; War Factory queued next. Scout west; existing barracks queues are loaded with e3/e1.", "raw": "{\"thoughts\":\"The second refinery is still nearing completion, with the War Factory next in the building queue. Scout west toward the likely enemy start while the existing infantry queues finish; add power before expanding further if the new facilities strain supply.\",\"notes\":\"Home (95,11); enemy likely near (12,16), unexplored west. Second Refinery building, War Factory queued. Scout west; infantry queues already loaded.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[136,138],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1380, "completion_tokens": 375, "total_tokens": 1755, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1378, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000395945, "upstream_inference_prompt_cost": 0.000189695, "upstream_inference_completions_cost": 0.00020625}, "completion_tokens_details": {"reasoning_tokens": 261, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.47, "thoughts": "The second refinery is still nearing completion, with the War Factory next in the building queue. Scout west toward the likely enemy start while the existing infantry queues finish; add power before expanding further if the new facilities strain supply.", "notes": "Home (95,11); enemy likely near (12,16), unexplored west. Second Refinery building, War Factory queued. Scout west; infantry queues already loaded.", "commands": [{"do": "attack_move", "units": [136, 138], "x": 12, "y": 16}], "feedback": ["attack_move: 2 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": 500, "experience": 0, "order_count": 17}}
{"tick": 2801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1694 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.3%.\nPRODUCTION: Building: proc 46%; Building: weap 0%; Building: proc 0%; Building: tent 0%; Infantry: e3 84%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(21,14)\n  e3 (Rocket Soldier) x1: #139@(12,14)*\n  harv (Ore Truck (harvester)) x1: #132@(6,22)\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: Scouting towards (95,11) with e1. proc in progress, weap next in queue. Next turn check if proc is ready to place.", "raw": "{\"thoughts\": \"Base is developing well: proc at 46% with weap queued next. Keep the e1 scouting east toward the likely enemy start (95,11), send the idle harvester back to mining, and keep infantry production going.\", \"notes\": \"e1 #137 scouting east toward (95,11). Building: proc->weap. Infantry: e3 nearly done then e1s. Place proc when ready. Cash healthy.\", \"commands\": [{\"do\":\"move\",\"units\":[137],\"x\":45,\"y\":14},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1429, "completion_tokens": 713, "total_tokens": 2142, "cost": 0.001058508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001058508, "upstream_inference_prompt_cost": 0.000202908, "upstream_inference_completions_cost": 0.0008556}, "completion_tokens_details": {"reasoning_tokens": 571, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.71, "thoughts": "Base is developing well: proc at 46% with weap queued next. Keep the e1 scouting east toward the likely enemy start (95,11), send the idle harvester back to mining, and keep infantry production going.", "notes": "e1 #137 scouting east toward (95,11). Building: proc->weap. Infantry: e3 nearly done then e1s. Place proc when ready. Cash healthy.", "commands": [{"do": "move", "units": [137], "x": 45, "y": 14}, {"do": "harvest", "unit": 132}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["move: 1 units", "train 2x 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": 6000, "army_value": 400, "income": 500, "experience": 0, "order_count": 19}}
{"tick": 3001, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1034 + stored ore $285 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.4%.\nPRODUCTION: Building: proc 94%; Building: weap 0%; Infantry: e3 95%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(71,22)\n  e3 (Rocket Soldier) x2: #138@(78,15) #140@(85,10)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16), unexplored west. Second Refinery building, War Factory queued. Scout west; infantry queues already loaded.", "raw": "{\"thoughts\":\"The second Refinery is nearly ready, and the War Factory is queued behind it. Secure the additional income, scout west toward the likely enemy base, and keep Rocket Soldiers coming until vehicle production is available.\",\"notes\":\"Home (95,11); enemy likely near (12,16), west unexplored. Place second Refinery when ready; War Factory queued. Scout west and build a tank force when possible.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"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": 1367, "completion_tokens": 379, "total_tokens": 1746, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1365, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003963575, "upstream_inference_prompt_cost": 0.0001879075, "upstream_inference_completions_cost": 0.00020845}, "completion_tokens_details": {"reasoning_tokens": 243, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.3, "thoughts": "The second Refinery is nearly ready, and the War Factory is queued behind it. Secure the additional income, scout west toward the likely enemy base, and keep Rocket Soldiers coming until vehicle production is available.", "notes": "Home (95,11); enemy likely near (12,16), west unexplored. Place second Refinery when ready; War Factory queued. Scout west and build a tank force when possible.", "commands": [{"do": "place", "item": "proc"}, {"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", "train 3x e3: queued", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 800, "experience": 0, "order_count": 17}}
{"tick": 3001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1286 + stored ore $243 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6300, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.8%.\nPRODUCTION: Building: proc 70%; Building: weap 0%; Building: proc 0%; Building: tent 0%; Infantry: e3 95%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(32,14)\n  e3 (Rocket Soldier) x2: #139@(12,14)* #141@(11,14)*\n  harv (Ore Truck (harvester)) x1: #132@(8,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: e1 #137 scouting east toward (95,11). Building: proc->weap. Infantry: e3 nearly done then e1s. Place proc when ready. Cash healthy.", "raw": "{\"thoughts\": \"Economy is fine, power surplus, infantry queue busy. Keep the scout moving east and push the two rocket soldiers out to a forward rally so they can support the scout/incoming units. Keep harvesters mining and let the proc finish for a second harvester.\", \"notes\": \"e1 #137 scouting east (~32,14) toward enemy start (95,11). e3s #139/#141 moving to forward rally (24,14). Building: proc 70% -> weap next. Tent rally set. Place proc when ready, then weap for tanks.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"rally\", \"building\": 134, \"x\": 20, \"y\": 16}, {\"do\": \"move\", \"units\": [139, 141], \"x\": 24, \"y\": 14}, {\"do\": \"move\", \"units\": [137], \"x\": 45, \"y\": 13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1464, "completion_tokens": 680, "total_tokens": 2144, "cost": 0.001029408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001029408, "upstream_inference_prompt_cost": 0.000213408, "upstream_inference_completions_cost": 0.000816}, "completion_tokens_details": {"reasoning_tokens": 463, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.38, "thoughts": "Economy is fine, power surplus, infantry queue busy. Keep the scout moving east and push the two rocket soldiers out to a forward rally so they can support the scout/incoming units. Keep harvesters mining and let the proc finish for a second harvester.", "notes": "e1 #137 scouting east (~32,14) toward enemy start (95,11). e3s #139/#141 moving to forward rally (24,14). Building: proc 70% -> weap next. Tent rally set. Place proc when ready, then weap for tanks.", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 20, "y": 16}, {"do": "move", "units": [139, 141], "x": 24, "y": 14}, {"do": "move", "units": [137], "x": 45, "y": 13}], "feedback": ["rally #134: ordered", "move: 2 units", "move: 1 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": 6300, "army_value": 700, "income": 1000, "experience": 0, "order_count": 21}}
{"tick": 3201, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1034 + stored ore $52 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.9%.\nPRODUCTION: Building: proc READY TO PLACE; Building: weap 0%; Infantry: e3 5%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(62,27)\n  e3 (Rocket Soldier) x4: #138@(70,23) #140@(77,16) #142@(84,11) #144@(93,9)\n  harv (Ore Truck (harvester)) x1: #131@(104,22)\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  - train 3x e3: queued\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16), west unexplored. Place second Refinery when ready; War Factory queued. Scout west and build a tank force when possible.", "raw": "{\"thoughts\":\"Place the ready refinery to expand income, then let the queued War Factory finish. Send the scattered infantry west toward the likely enemy start to scout and engage while the production queues continue.\",\"notes\":\"Home (95,11); enemy likely near (12,16), west unexplored. Second refinery ready to place; War Factory queued. Army scouting west; build tank force when affordable.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1417, "completion_tokens": 277, "total_tokens": 1694, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1415, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003471325, "upstream_inference_prompt_cost": 0.0001947825, "upstream_inference_completions_cost": 0.00015235}, "completion_tokens_details": {"reasoning_tokens": 160, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.39, "thoughts": "Place the ready refinery to expand income, then let the queued War Factory finish. Send the scattered infantry west toward the likely enemy start to scout and engage while the production queues continue.", "notes": "Home (95,11); enemy likely near (12,16), west unexplored. Second refinery ready to place; War Factory queued. Army scouting west; build tank force when affordable.", "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: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 20}}
{"tick": 3201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $866 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.5%.\nPRODUCTION: Building: proc 94%; Building: weap 0%; Building: proc 0%; Building: tent 0%; Infantry: e1 14%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #137@(42,13)\n  e3 (Rocket Soldier) x4: #139@(22,14) #141@(21,14) #143@(20,16)* #145@(12,14)\n  harv (Ore Truck (harvester)) x1: #132@(4,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - move: 2 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: e1 #137 scouting east (~32,14) toward enemy start (95,11). e3s #139/#141 moving to forward rally (24,14). Building: proc 70% -> weap next. Tent rally set. Place proc when ready, then weap for tanks.", "raw": "{\"thoughts\": \"Second Ore Refinery is nearly complete (94%) and War Factory is queued right after. Advancing scout e1 #137 further east toward enemy base (95,11) and grouping rocket soldiers at our forward perimeter.\", \"notes\": \"Scout #137 moving to (65,12). Next turn: place completed proc, let War Factory build ($2000). Group e3s at (25,15).\", \"commands\": [\n  {\"do\": \"move\", \"units\": [137], \"x\": 65, \"y\": 12},\n  {\"do\": \"move\", \"units\": [139, 141, 143, 145], \"x\": 25, \"y\": 15}\n]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1586, "completion_tokens": 890, "total_tokens": 2476, "cost": 0.004527, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004527, "upstream_inference_prompt_cost": 0.0011895, "upstream_inference_completions_cost": 0.0033375}, "completion_tokens_details": {"reasoning_tokens": 708, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 18.81, "thoughts": "Second Ore Refinery is nearly complete (94%) and War Factory is queued right after. Advancing scout e1 #137 further east toward enemy base (95,11) and grouping rocket soldiers at our forward perimeter.", "notes": "Scout #137 moving to (65,12). Next turn: place completed proc, let War Factory build ($2000). Group e3s at (25,15).", "commands": [{"do": "move", "units": [137], "x": 65, "y": 12}, {"do": "move", "units": [139, 141, 143, 145], "x": 25, "y": 15}], "feedback": ["move: 1 units", "move: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 21}}
{"tick": 3401, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $431 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $3800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.5%.\nPRODUCTION: Building: weap 16%; Infantry: e3 15%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #146 proc@(93,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(53,27)\n  e3 (Rocket Soldier) x5: #138@(62,27) #140@(70,23) #142@(76,17) #144@(84,13) #150@(92,9)\n  harv (Ore Truck (harvester)) x2: #131@(103,23) #147@(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: 5 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16), west unexplored. Second refinery ready to place; War Factory queued. Army scouting west; build tank force when affordable.", "raw": "{\"thoughts\":\"The second refinery is down and the War Factory is underway; power is sufficient, but cash is low. Keep the infantry queue working and push the scattered rocket soldiers and rifleman west to scout toward the likely enemy base.\",\"notes\":\"Home (95,11); enemy likely near (12,16), west. Second refinery placed; War Factory building. Scout west with army, then produce tanks when the War Factory is ready.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1420, "completion_tokens": 261, "total_tokens": 1681, "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": 0.000338745, "upstream_inference_prompt_cost": 0.000195195, "upstream_inference_completions_cost": 0.00014355}, "completion_tokens_details": {"reasoning_tokens": 143, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.79, "thoughts": "The second refinery is down and the War Factory is underway; power is sufficient, but cash is low. Keep the infantry queue working and push the scattered rocket soldiers and rifleman west to scout toward the likely enemy base.", "notes": "Home (95,11); enemy likely near (12,16), west. Second refinery placed; War Factory building. Scout west with army, then produce tanks when the War Factory is ready.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 6 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": 9400, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 21}}
{"tick": 3401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $500 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $7200, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.1%.\nPRODUCTION: Building: proc READY TO PLACE; Building: weap 0%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #137@(45,21) #148@(18,16) #149@(16,15) #151@(13,14)\n  e3 (Rocket Soldier) x4: #139@(25,15)* #141@(25,15)* #143@(25,15)* #145@(22,14)\n  harv (Ore Truck (harvester)) x1: #132@(9,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 4 units\nYOUR NOTES FROM LAST TURN: Scout #137 moving to (65,12). Next turn: place completed proc, let War Factory build ($2000). Group e3s at (25,15).", "raw": "{\"thoughts\": \"Refinery is ready to place \u2014 drop it near ore to boost income. Only $500 in the bank, so I'll keep it for the War Factory and let the barracks idle briefly. Continue scouting toward the enemy start (95,11) and keep my rocket squad massed.\", \"notes\": \"proc placed near base. Scout #137 heading to enemy base ~(95,11). e3 squad massing at (25,15). War Factory is top priority once cash allows.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"move\",\"units\":[137],\"x\":70,\"y\":14},{\"do\":\"move\",\"units\":[139,141,143,145],\"x\":28,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1462, "completion_tokens": 446, "total_tokens": 1908, "cost": 0.000748008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000748008, "upstream_inference_prompt_cost": 0.000212808, "upstream_inference_completions_cost": 0.0005352}, "completion_tokens_details": {"reasoning_tokens": 286, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.16, "thoughts": "Refinery is ready to place \u2014 drop it near ore to boost income. Only $500 in the bank, so I'll keep it for the War Factory and let the barracks idle briefly. Continue scouting toward the enemy start (95,11) and keep my rocket squad massed.", "notes": "proc placed near base. Scout #137 heading to enemy base ~(95,11). e3 squad massing at (25,15). War Factory is top priority once cash allows.", "commands": [{"do": "place", "item": "proc"}, {"do": "move", "units": [137], "x": 70, "y": 14}, {"do": "move", "units": [139, 141, 143, 145], "x": 28, "y": 12}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "move: 1 units", "move: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7200, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 21}}
{"tick": 3601, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $3800, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.4%.\nPRODUCTION: Building: weap 27%; Infantry: e3 87%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #146 proc@(93,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(48,25)\n  e3 (Rocket Soldier) x5: #138@(52,27) #140@(61,27) #142@(69,24) #144@(76,17) #150@(83,13)\n  harv (Ore Truck (harvester)) x2: #131@(99,13) #147@(100,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16), west. Second refinery placed; War Factory building. Scout west with army, then produce tanks when the War Factory is ready.", "raw": "{\"thoughts\":\"Cash is exhausted, but both refineries and the War Factory are in place. Keep the infantry moving west to scout and engage near the likely enemy start while production completes.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Army scouting west; War Factory at 27% and Rocket Soldier production at 87%.\",\"commands\":[{\"do\":\"rally\",\"building\":129,\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1403, "completion_tokens": 254, "total_tokens": 1657, "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": 0.0003325575, "upstream_inference_prompt_cost": 0.0001928575, "upstream_inference_completions_cost": 0.0001397}, "completion_tokens_details": {"reasoning_tokens": 135, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.54, "thoughts": "Cash is exhausted, but both refineries and the War Factory are in place. Keep the infantry moving west to scout and engage near the likely enemy start while production completes.", "notes": "Home (95,11); enemy likely near (12,16). Army scouting west; War Factory at 27% and Rocket Soldier production at 87%.", "commands": [{"do": "rally", "building": 129, "x": 12, "y": 16}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["rally #129: ordered", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 1600, "income": 1000, "experience": 1, "order_count": 21}}
{"tick": 3601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $386 + stored ore $292 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9600, army $3700, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 11.4%.\nPRODUCTION: Building: weap 16%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #148@(20,16)* #149@(20,16)* #151@(20,16)*\n  e3 (Rocket Soldier) x4: #139@(28,12)* #141@(28,12)* #143@(28,12)* #145@(28,12)*\n  harv (Ore Truck (harvester)) x2: #132@(7,23) #153@(6,27)\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  - move: 1 units\n  - move: 4 units\nYOUR NOTES FROM LAST TURN: proc placed near base. Scout #137 heading to enemy base ~(95,11). e3 squad massing at (25,15). War Factory is top priority once cash allows.", "raw": "{\"thoughts\": \"Economy is thin but power is healthy; war factory is progressing and is the key to getting tanks. I'll keep the barracks busy with a rocket soldier and push my e3 squad toward mid-map to find the enemy while rifles guard the base.\", \"notes\": \"weap in progress (top priority). e3 squad (4) probing toward mid ~(55,14). 2 harvesters mining. Need tanks soon; keep queues busy.\", \"commands\": [{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"attack_move\",\"units\":[139,141,143,145],\"x\":55,\"y\":14},{\"do\":\"move\",\"units\":[148,149,151],\"x\":30,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1488, "completion_tokens": 734, "total_tokens": 2222, "cost": 0.001101408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001101408, "upstream_inference_prompt_cost": 0.000220608, "upstream_inference_completions_cost": 0.0008808}, "completion_tokens_details": {"reasoning_tokens": 564, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.58, "thoughts": "Economy is thin but power is healthy; war factory is progressing and is the key to getting tanks. I'll keep the barracks busy with a rocket soldier and push my e3 squad toward mid-map to find the enemy while rifles guard the base.", "notes": "weap in progress (top priority). e3 squad (4) probing toward mid ~(55,14). 2 harvesters mining. Need tanks soon; keep queues busy.", "commands": [{"do": "build", "item": "weap"}, {"do": "train", "item": "e3", "count": 1}, {"do": "attack_move", "units": [139, 141, 143, 145], "x": 55, "y": 14}, {"do": "move", "units": [148, 149, 151], "x": 30, "y": 16}], "feedback": ["build weap: started", "train 1x e3: queued", "attack_move: 4 units", "move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 1500, "income": 1500, "experience": 0, "order_count": 22}}
{"tick": 3801, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $397 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9900, army $4300, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.1%.\nPRODUCTION: Building: weap 39%; Infantry: e1 10%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #146 proc@(93,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #136@(39,23) #155@(90,9) #157@(93,8)\n  e3 (Rocket Soldier) x6: #138@(43,24) #140@(51,28) #142@(60,28) #144@(68,24) #150@(75,18) #154@(87,9)\n  harv (Ore Truck (harvester)) x2: #131@(100,19) #147@(93,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #129: ordered\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Army scouting west; War Factory at 27% and Rocket Soldier production at 87%.", "raw": "{\"thoughts\":\"Our scouting force is already spread west toward the likely enemy start. Keep it advancing while shifting infantry production toward rocket soldiers for tank defense; the War Factory should finish when ore income restores cash.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Advance army west; 2 harvesters. War Factory in progress, cash depleted.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1404, "completion_tokens": 405, "total_tokens": 1809, "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": 0.000415745, "upstream_inference_prompt_cost": 0.000192995, "upstream_inference_completions_cost": 0.00022275}, "completion_tokens_details": {"reasoning_tokens": 288, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.94, "thoughts": "Our scouting force is already spread west toward the likely enemy start. Keep it advancing while shifting infantry production toward rocket soldiers for tank defense; the War Factory should finish when ore income restores cash.", "notes": "Home (95,11); enemy likely near (12,16). Advance army west; 2 harvesters. War Factory in progress, cash depleted.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["attack_move: 9 units", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 2100, "income": 1875, "experience": 1, "order_count": 21}}
{"tick": 3801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $45 + stored ore $0 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9900, army $4000, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 11.6%.\nPRODUCTION: Building: weap 32%; Building: weap 0%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #148@(30,16)* #149@(30,16)* #151@(30,16)*\n  e3 (Rocket Soldier) x5: #139@(28,12)* #141@(28,12)* #143@(28,12)* #145@(28,12)* #156@(12,14)\n  harv (Ore Truck (harvester)) x2: #132@(5,27) #153@(10,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\n  - train 1x e3: queued\n  - attack_move: 4 units\n  - move: 3 units\nYOUR NOTES FROM LAST TURN: weap in progress (top priority). e3 squad (4) probing toward mid ~(55,14). 2 harvesters mining. Need tanks soon; keep queues busy.", "raw": "{\"thoughts\": \"Cash is nearly empty ($45), so I just need to keep production running and let harvesters bring in ore. I'll continue the war factory build and send my idle infantry east to probe for the enemy base while keeping the e3s as escort.\", \"notes\": \"weap building (~32%, second one queued too). Very low cash - avoid excess spending until income returns. Infantry squad (e1+e3) scouting east/mid. 2 harvesters mining.\", \"commands\": [{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"rally\",\"building\":134,\"x\":22,\"y\":16},{\"do\":\"attack_move\",\"units\":[148,149,151,139,141,143,145],\"x\":45,\"y\":14},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1501, "completion_tokens": 564, "total_tokens": 2065, "cost": 0.000901308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000901308, "upstream_inference_prompt_cost": 0.000224508, "upstream_inference_completions_cost": 0.0006768}, "completion_tokens_details": {"reasoning_tokens": 380, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.9, "thoughts": "Cash is nearly empty ($45), so I just need to keep production running and let harvesters bring in ore. I'll continue the war factory build and send my idle infantry east to probe for the enemy base while keeping the e3s as escort.", "notes": "weap building (~32%, second one queued too). Very low cash - avoid excess spending until income returns. Infantry squad (e1+e3) scouting east/mid. 2 harvesters mining.", "commands": [{"do": "build", "item": "weap"}, {"do": "rally", "building": 134, "x": 22, "y": 16}, {"do": "attack_move", "units": [148, 149, 151, 139, 141, 143, 145], "x": 45, "y": 14}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}], "feedback": ["build weap: started", "rally #134: ordered", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 1800, "income": 1500, "experience": 0, "order_count": 24}}
{"tick": 4001, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9600, army $4000, killed $100 (1 units, 0 bldgs), lost $400 (2 units, 0 bldgs). Map explored 15.9%.\nPRODUCTION: Building: weap 52%; Infantry: e3 52%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #146 proc@(93,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #155@(82,14) #157@(85,13) #158@(86,10)\n  e3 (Rocket Soldier) x5: #140@(41,24) #142@(49,28) #144@(59,28) #150@(67,24) #154@(79,14)\n  harv (Ore Truck (harvester)) x2: #131@(104,23) #147@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Advance army west; 2 harvesters. War Factory in progress, cash depleted.", "raw": "{\"thoughts\":\"The army is already advancing west and no enemy forces or buildings are visible yet. Keep the combat units pushing toward the likely enemy start while the War Factory and queued rocket soldiers finish; preserve the harvesters at home.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Army advancing west toward enemy; 2 harvesters. War Factory 52%, rocket soldiers queued.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1427, "completion_tokens": 245, "total_tokens": 1672, "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": 0.0003309075, "upstream_inference_prompt_cost": 0.0001961575, "upstream_inference_completions_cost": 0.00013475}, "completion_tokens_details": {"reasoning_tokens": 133, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.25, "thoughts": "The army is already advancing west and no enemy forces or buildings are visible yet. Keep the combat units pushing toward the likely enemy start while the War Factory and queued rocket soldiers finish; preserve the harvesters at home.", "notes": "Home (95,11); enemy likely near (12,16). Army advancing west toward enemy; 2 harvesters. War Factory 52%, rocket soldiers queued.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 400, "units_killed": 1, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 1800, "income": 2000, "experience": 1, "order_count": 26}}
{"tick": 4001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $296 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9900, army $4000, killed $400 (2 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 12.3%.\nPRODUCTION: Building: weap 45%; Building: weap 0%; Building: weap 0%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #148@(36,16)40% #149@(36,16)89% #151@(37,16)91%\n  e3 (Rocket Soldier) x5: #139@(38,12) #141@(38,12) #143@(39,12) #145@(38,12) #156@(20,16)*\n  harv (Ore Truck (harvester)) x2: #132@(10,22) #153@(9,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\n  - rally #134: ordered\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: weap building (~32%, second one queued too). Very low cash - avoid excess spending until income returns. Infantry squad (e1+e3) scouting east/mid. 2 harvesters mining.", "raw": "{\"thoughts\": \"Economy is tight ($0 cash) but 2 harvesters are mining and power is fine. Building queue is full of war factories/refinery. I'll push my scouting squad further east toward the likely enemy base and keep light infantry production going to protect harvesters.\", \"notes\": \"weap~45% plus more queued; cash near zero, rely on 2 harvesters. 7-unit squad scouting east at ~(38,13) heading to (60,14). One idle e3 #156 near base.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[148,149,151,139,141,143,145],\"x\":60,\"y\":14},{\"do\":\"move\",\"units\":[156],\"x\":20,\"y\":18},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1507, "completion_tokens": 674, "total_tokens": 2181, "cost": 0.001035108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001035108, "upstream_inference_prompt_cost": 0.000226308, "upstream_inference_completions_cost": 0.0008088}, "completion_tokens_details": {"reasoning_tokens": 492, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.32, "thoughts": "Economy is tight ($0 cash) but 2 harvesters are mining and power is fine. Building queue is full of war factories/refinery. I'll push my scouting squad further east toward the likely enemy base and keep light infantry production going to protect harvesters.", "notes": "weap~45% plus more queued; cash near zero, rely on 2 harvesters. 7-unit squad scouting east at ~(38,13) heading to (60,14). One idle e3 #156 near base.", "commands": [{"do": "attack_move", "units": [148, 149, 151, 139, 141, 143, 145], "x": 60, "y": 14}, {"do": "move", "units": [156], "x": 20, "y": 18}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 7 units", "move: 1 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 100, "units_killed": 2, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 1800, "income": 2000, "experience": 4, "order_count": 25}}
{"tick": 4201, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9000, army $3400, killed $100 (1 units, 0 bldgs), lost $1000 (4 units, 0 bldgs). Map explored 16.1%.\nPRODUCTION: Building: weap 52%; Infantry: e3 52%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #146 proc@(93,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #155@(74,19) #157@(76,17) #158@(78,15)\n  e3 (Rocket Soldier) x3: #144@(48,28) #150@(58,28) #154@(71,22)\n  harv (Ore Truck (harvester)) x2: #131@(99,14) #147@(100,25)\nVISIBLE ENEMY UNITS (3):\n  #148 e1@(42,21) 25%, #149 e1@(42,21) 78%, #151 e1@(42,21) 88%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Army advancing west toward enemy; 2 harvesters. War Factory 52%, rocket soldiers queued.", "raw": "{\"thoughts\":\"Cash is depleted, so the best immediate move is to keep the advancing force pushing toward the likely enemy base and uncover it. The War Factory and first rocket squad are already in production; avoid drawing the harvesters into the fight.\",\"notes\":\"Home (95,11); enemy likely near (12,16). Attack force advancing west; 2 harvesters. War Factory and e3 production underway.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1440, "completion_tokens": 299, "total_tokens": 1739, "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": 0.000362395, "upstream_inference_prompt_cost": 0.000197945, "upstream_inference_completions_cost": 0.00016445}, "completion_tokens_details": {"reasoning_tokens": 186, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.39, "thoughts": "Cash is depleted, so the best immediate move is to keep the advancing force pushing toward the likely enemy base and uncover it. The War Factory and first rocket squad are already in production; avoid drawing the harvesters into the fight.", "notes": "Home (95,11); enemy likely near (12,16). Attack force advancing west; 2 harvesters. War Factory and e3 production underway.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 1000, "units_killed": 1, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 1200, "income": 2000, "experience": 1, "order_count": 26}}
{"tick": 4201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $163 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10200, army $4300, killed $1000 (4 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 12.7%.\nPRODUCTION: Building: weap 61%; Building: weap 0%; Building: weap 0%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #148@(42,21)25% #149@(42,21)78% #151@(42,21)88% #159@(18,16) #160@(15,14) #161@(12,14)\n  e3 (Rocket Soldier) x5: #139@(45,19) #141@(45,19) #143@(45,19) #145@(45,19) #156@(20,18)*\n  harv (Ore Truck (harvester)) x2: #132@(7,24) #153@(6,28)\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  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: weap~45% plus more queued; cash near zero, rely on 2 harvesters. 7-unit squad scouting east at ~(38,13) heading to (60,14). One idle e3 #156 near base.", "raw": "{\"thoughts\": \"Cash is near zero so I can't train units right now; economy relies on my two harvesters. My 7-unit squad should keep pushing east to find the enemy base, and the idle rocket soldier near base should stay as defense. Let harvesters mine and let the War Factory finish.\", \"notes\": \"Squad of 7 pushing east to ~(75,14) to find enemy base near (95,11). One e3 (#156) staying home as defense. Weap ~61%, low cash until harvesters deliver.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [139, 141, 143, 145, 148, 149, 151], \"x\": 75, \"y\": 14}, {\"do\": \"move\", \"units\": [156], \"x\": 16, \"y\": 18}, {\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"harvest\", \"unit\": 153}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1545, "completion_tokens": 768, "total_tokens": 2313, "cost": 0.001159308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001159308, "upstream_inference_prompt_cost": 0.000237708, "upstream_inference_completions_cost": 0.0009216}, "completion_tokens_details": {"reasoning_tokens": 553, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.82, "thoughts": "Cash is near zero so I can't train units right now; economy relies on my two harvesters. My 7-unit squad should keep pushing east to find the enemy base, and the idle rocket soldier near base should stay as defense. Let harvesters mine and let the War Factory finish.", "notes": "Squad of 7 pushing east to ~(75,14) to find enemy base near (95,11). One e3 (#156) staying home as defense. Weap ~61%, low cash until harvesters deliver.", "commands": [{"do": "attack_move", "units": [139, 141, 143, 145, 148, 149, 151], "x": 75, "y": 14}, {"do": "move", "units": [156], "x": 16, "y": 18}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}], "feedback": ["attack_move: 7 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 100, "units_killed": 4, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 2100, "income": 2500, "experience": 10, "order_count": 28}}
{"tick": 4401, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $71 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $8700, army $3100, killed $100 (1 units, 0 bldgs), lost $1600 (6 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: Building: weap 63%; Infantry: e3 23%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #146 proc@(93,14) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #155@(65,24) #157@(68,24) #158@(71,22)\n  e3 (Rocket Soldier) x2: #154@(63,26) #162@(92,9)\n  harv (Ore Truck (harvester)) x2: #131@(101,17) #147@(93,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Home (95,11); enemy likely near (12,16). Attack force advancing west; 2 harvesters. War Factory and e3 production underway.", "raw": "{\"thoughts\":\"Cash is depleted, so let the second War Factory finish and avoid starting another building for now. Keep the western force advancing toward the likely enemy start; once the factory is placed, prioritize more tank production and add power as needed.\",\"notes\":\"Enemy likely near (12,16). Western force advancing; preserve harvesters and spend new income on tanks after War Factory completes.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1390, "completion_tokens": 248, "total_tokens": 1638, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1388, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00032747, "upstream_inference_prompt_cost": 0.00019107, "upstream_inference_completions_cost": 0.0001364}, "completion_tokens_details": {"reasoning_tokens": 141, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.87, "thoughts": "Cash is depleted, so let the second War Factory finish and avoid starting another building for now. Keep the western force advancing toward the likely enemy start; once the factory is placed, prioritize more tank production and add power as needed.", "notes": "Enemy likely near (12,16). Western force advancing; preserve harvesters and spend new income on tanks after War Factory completes.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 1600, "units_killed": 1, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 900, "income": 2500, "experience": 1, "order_count": 26}}
{"tick": 4401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $375 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10200, army $4300, killed $1600 (6 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 13%.\nPRODUCTION: Building: weap 71%; Building: weap 0%; Building: weap 0%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #148@(47,24)17% #149@(47,24)78% #151@(48,24)87% #159@(22,16)* #160@(22,16)* #161@(22,16)\n  e3 (Rocket Soldier) x5: #139@(48,25)98% #141@(48,25) #143@(48,25)88% #145@(48,26) #156@(16,18)*\n  harv (Ore Truck (harvester)) x2: #132@(8,29) #153@(12,21)\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\nYOUR NOTES FROM LAST TURN: Squad of 7 pushing east to ~(75,14) to find enemy base near (95,11). One e3 (#156) staying home as defense. Weap ~61%, low cash until harvesters deliver.", "raw": "{\"thoughts\": \"Economy is starved ($0 cash, only 2 harvesters) while the war factory nears completion at 71%. The 7-unit squad pushed east and found nothing yet. I'll keep the squad advancing toward the likely enemy start (95,11), pull the badly damaged rifleman back, keep harvesters mining, and hold idle infantry as a forward screen.\", \"notes\": \"Weap ~71% (soon make tanks). Squad pushing east from (48,25) to ~(95,11). e3 #156 home defense. e1 #148 at 17% pulled back. Need money: 2 harvesters mining.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[139,141,143,145,149,151],\"x\":88,\"y\":14},{\"do\":\"move\",\"units\":[148],\"x\":20,\"y\":16},{\"do\":\"move\",\"units\":[159,160,161],\"x\":30,\"y\":20},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1531, "completion_tokens": 665, "total_tokens": 2196, "cost": 0.001031508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001031508, "upstream_inference_prompt_cost": 0.000233508, "upstream_inference_completions_cost": 0.000798}, "completion_tokens_details": {"reasoning_tokens": 438, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.82, "thoughts": "Economy is starved ($0 cash, only 2 harvesters) while the war factory nears completion at 71%. The 7-unit squad pushed east and found nothing yet. I'll keep the squad advancing toward the likely enemy start (95,11), pull the badly damaged rifleman back, keep harvesters mining, and hold idle infantry as a forward screen.", "notes": "Weap ~71% (soon make tanks). Squad pushing east from (48,25) to ~(95,11). e3 #156 home defense. e1 #148 at 17% pulled back. Need money: 2 harvesters mining.", "commands": [{"do": "attack_move", "units": [139, 141, 143, 145, 149, 151], "x": 88, "y": 14}, {"do": "move", "units": [148], "x": 20, "y": 16}, {"do": "move", "units": [159, 160, 161], "x": 30, "y": 20}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}], "feedback": ["attack_move: 6 units", "move: 1 units", "move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 100, "units_killed": 6, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 2100, "income": 2875, "experience": 16, "order_count": 28}}
{"tick": 4601, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $8700, army $3100, killed $100 (1 units, 0 bldgs), lost $1900 (7 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: Building: weap 77%; Infantry: e3 18%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #146 proc@(93,14) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #155@(58,28)45% #157@(59,28) #158@(62,27)\n  e3 (Rocket Soldier) x2: #162@(83,14) #165@(91,9)\n  harv (Ore Truck (harvester)) x2: #131@(106,22) #147@(98,23)\nVISIBLE ENEMY UNITS (3):\n  #139 e3@(54,28) 98%, #141 e3@(54,28) 96%, #145 e3@(54,28) 50%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16). Western force advancing; preserve harvesters and spend new income on tanks after War Factory completes.", "raw": "{\"thoughts\":\"The western force is near three enemy rocket soldiers and should regroup and push toward the likely enemy base. Cash is empty, so let the War Factory finish and keep the harvesters mining; avoid starting anything that cannot be funded.\",\"notes\":\"Enemy likely base near (12,16); enemy rocket infantry spotted at (54,28). Regroup army westward, then attack toward enemy start. War Factory at 77%; two refineries and two harvesters.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1413, "completion_tokens": 326, "total_tokens": 1739, "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": 0.0003735325, "upstream_inference_prompt_cost": 0.0001942325, "upstream_inference_completions_cost": 0.0001793}, "completion_tokens_details": {"reasoning_tokens": 201, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.11, "thoughts": "The western force is near three enemy rocket soldiers and should regroup and push toward the likely enemy base. Cash is empty, so let the War Factory finish and keep the harvesters mining; avoid starting anything that cannot be funded.", "notes": "Enemy likely base near (12,16); enemy rocket infantry spotted at (54,28). Regroup army westward, then attack toward enemy start. War Factory at 77%; two refineries and two harvesters.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 900, "income": 3000, "experience": 1, "order_count": 26}}
{"tick": 4601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $116 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10200, army $4300, killed $1900 (7 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 15.5%.\nPRODUCTION: Building: weap 88%; Building: weap 0%; Building: weap 0%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #148@(38,25)17% #149@(53,27)78% #151@(53,28)87% #159@(30,20)* #160@(30,20)* #161@(30,20)*\n  e3 (Rocket Soldier) x5: #139@(54,28)98% #141@(54,28)96% #143@(53,27)88% #145@(54,28)50% #156@(16,18)*\n  harv (Ore Truck (harvester)) x2: #132@(12,21) #153@(9,29)\nVISIBLE ENEMY UNITS (1):\n  #155 e1@(58,28) 45%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - move: 1 units\n  - move: 3 units\nYOUR NOTES FROM LAST TURN: Weap ~71% (soon make tanks). Squad pushing east from (48,25) to ~(95,11). e3 #156 home defense. e1 #148 at 17% pulled back. Need money: 2 harvesters mining.", "raw": "{\"thoughts\": \"War Factory nearly done at 88% but cash is $0 so I can't push much production. Push the eastern squad toward the enemy base while pulling the badly damaged rifleman back, and rally new infantry near the front.\", \"notes\": \"Weap ~88% (place ASAP next turn, then make tanks). Eastern squad ~(54,28) pushing east. e1 #148 (17%) retreating home. e3 #156 at base. Income low ($116) - need harvesters working, 2 mining.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[149,151,139,141,143,145],\"x\":78,\"y\":22},{\"do\":\"move\",\"units\":[148],\"x\":22,\"y\":22},{\"do\":\"rally\",\"building\":134,\"x\":32,\"y\":24},{\"do\":\"rally\",\"building\":152,\"x\":30,\"y\":22}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1564, "completion_tokens": 917, "total_tokens": 2481, "cost": 0.001343808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001343808, "upstream_inference_prompt_cost": 0.000243408, "upstream_inference_completions_cost": 0.0011004}, "completion_tokens_details": {"reasoning_tokens": 720, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.4, "thoughts": "War Factory nearly done at 88% but cash is $0 so I can't push much production. Push the eastern squad toward the enemy base while pulling the badly damaged rifleman back, and rally new infantry near the front.", "notes": "Weap ~88% (place ASAP next turn, then make tanks). Eastern squad ~(54,28) pushing east. e1 #148 (17%) retreating home. e3 #156 at base. Income low ($116) - need harvesters working, 2 mining.", "commands": [{"do": "attack_move", "units": [149, 151, 139, 141, 143, 145], "x": 78, "y": 22}, {"do": "move", "units": [148], "x": 22, "y": 22}, {"do": "rally", "building": 134, "x": 32, "y": 24}, {"do": "rally", "building": 152, "x": 30, "y": 22}], "feedback": ["attack_move: 6 units", "move: 1 units", "rally #134: ordered", "rally #152: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 7, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 2100, "income": 2975, "experience": 19, "order_count": 28}}
{"tick": 4801, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $8400, army $2800, killed $400 (2 units, 0 bldgs), lost $2200 (10 units, 0 bldgs). Map explored 16.5%.\nPRODUCTION: Building: weap 77%; Infantry: e3 18%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #146 proc@(93,14) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #162@(74,19) #165@(83,14)\n  harv (Ore Truck (harvester)) x2: #131@(101,15) #147@(101,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy likely base near (12,16); enemy rocket infantry spotted at (54,28). Regroup army westward, then attack toward enemy start. War Factory at 77%; two refineries and two harvesters.", "raw": "{\"thoughts\":\"Cash is empty, but two refineries and harvesters should resume income soon. Keep the rocket soldiers advancing west toward the likely enemy base and let the War Factory finish; avoid starting another building until funds recover.\",\"notes\":\"Enemy likely near (12,16); last spotted enemy rocket infantry near (54,28). Advance west and regroup new units with the army.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":48,\"y\":20}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1364, "completion_tokens": 245, "total_tokens": 1609, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1362, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000322245, "upstream_inference_prompt_cost": 0.000187495, "upstream_inference_completions_cost": 0.00013475}, "completion_tokens_details": {"reasoning_tokens": 139, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.23, "thoughts": "Cash is empty, but two refineries and harvesters should resume income soon. Keep the rocket soldiers advancing west toward the likely enemy base and let the War Factory finish; avoid starting another building until funds recover.", "notes": "Enemy likely near (12,16); last spotted enemy rocket infantry near (54,28). Advance west and regroup new units with the army.", "commands": [{"do": "attack_move", "units": "all_army", "x": 48, "y": 20}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 2200, "units_killed": 2, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8400, "army_value": 600, "income": 3000, "experience": 4, "order_count": 26}}
{"tick": 4801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $375 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9900, army $4000, killed $2200 (10 units, 0 bldgs), lost $400 (2 units, 0 bldgs). Map explored 17.1%.\nPRODUCTION: Building: weap READY TO PLACE; Building: weap 0%; Building: weap 0%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #148@(28,23)17% #149@(59,28)76% #151@(58,28)86% #159@(30,20)* #160@(30,20)* #161@(30,20)*\n  e3 (Rocket Soldier) x4: #141@(58,28)81% #143@(59,28)77% #145@(58,28)19% #156@(16,18)*\n  harv (Ore Truck (harvester)) x2: #132@(8,29) #153@(11,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - move: 1 units\n  - rally #134: ordered\n  - rally #152: ordered\nYOUR NOTES FROM LAST TURN: Weap ~88% (place ASAP next turn, then make tanks). Eastern squad ~(54,28) pushing east. e1 #148 (17%) retreating home. e3 #156 at base. Income low ($116) - need harvesters working, 2 mining.", "raw": "{\"thoughts\": \"War Factory is ready - place it immediately so I can start producing tanks. Economy is starved ($0 cash), so I'll keep queues fed and let ore accumulate. The eastern squad (~5 units at 58,28) will probe toward the enemy base at (95,11); idle infantry hold near home.\", \"notes\": \"Weap placed next turn. Eastern probe heading to ~(75,25). Home guard: e1 #159-161 + e3 #156 at base. Need harvesters mining; save for tanks.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\"}, {\"do\":\"train\",\"item\":\"e1\",\"count\":2}, {\"do\":\"attack_move\",\"units\":[149,151,141,143,145],\"x\":75,\"y\":24}, {\"do\":\"stance\",\"units\":[159,160,161,156],\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1560, "completion_tokens": 1264, "total_tokens": 2824, "cost": 0.001759008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001759008, "upstream_inference_prompt_cost": 0.000242208, "upstream_inference_completions_cost": 0.0015168}, "completion_tokens_details": {"reasoning_tokens": 1071, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.63, "thoughts": "War Factory is ready - place it immediately so I can start producing tanks. Economy is starved ($0 cash), so I'll keep queues fed and let ore accumulate. The eastern squad (~5 units at 58,28) will probe toward the enemy base at (95,11); idle infantry hold near home.", "notes": "Weap placed next turn. Eastern probe heading to ~(75,25). Home guard: e1 #159-161 + e3 #156 at base. Need harvesters mining; save for tanks.", "commands": [{"do": "place", "item": "weap"}, {"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": [149, 151, 141, 143, 145], "x": 75, "y": 24}, {"do": "stance", "units": [159, 160, 161, 156], "stance": "defend"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "train 2x e1: queued", "attack_move: 5 units", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 400, "units_killed": 10, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 1800, "income": 3475, "experience": 22, "order_count": 28}}
{"tick": 5001, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $140 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $8100, army $2500, killed $400 (2 units, 0 bldgs), lost $2500 (11 units, 0 bldgs). Map explored 16.5%.\nPRODUCTION: Building: weap 86%; Infantry: e3 78%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #146 proc@(93,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #165@(74,19)\n  harv (Ore Truck (harvester)) x2: #131@(101,15) #147@(95,18)\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: Enemy likely near (12,16); last spotted enemy rocket infantry near (54,28). Advance west and regroup new units with the army.", "raw": "{\"thoughts\":\"The War Factory is nearly ready, but cash is exhausted and only one combat unit is available. Keep the existing rocket-soldier queues running and rally new infantry west to regroup before pushing toward the enemy.\",\"notes\":\"Enemy likely near (12,16); last spotted enemy rocket infantry near (54,28). Regroup west before advancing. War Factory building queue at 86%.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":54,\"y\":25},{\"do\":\"move\",\"units\":[165],\"x\":54,\"y\":25}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1341, "completion_tokens": 301, "total_tokens": 1642, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1339, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003498825, "upstream_inference_prompt_cost": 0.0001843325, "upstream_inference_completions_cost": 0.00016555}, "completion_tokens_details": {"reasoning_tokens": 177, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.0, "thoughts": "The War Factory is nearly ready, but cash is exhausted and only one combat unit is available. Keep the existing rocket-soldier queues running and rally new infantry west to regroup before pushing toward the enemy.", "notes": "Enemy likely near (12,16); last spotted enemy rocket infantry near (54,28). Regroup west before advancing. War Factory building queue at 86%.", "commands": [{"do": "rally", "building": 133, "x": 54, "y": 25}, {"do": "move", "units": [165], "x": 54, "y": 25}], "feedback": ["rally #133: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 2500, "units_killed": 2, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 300, "income": 3500, "experience": 4, "order_count": 26}}
{"tick": 5001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $370 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12100, army $4200, killed $2500 (11 units, 0 bldgs), lost $400 (2 units, 0 bldgs). Map explored 19.3%.\nPRODUCTION: Building: weap 15%; Building: weap 0%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #148@(22,22)17%* #149@(68,26)68% #151@(67,26)86% #159@(30,20)* #160@(30,20)* #161@(30,20)* #167@(18,16) #168@(15,14)\n  e3 (Rocket Soldier) x4: #141@(67,26)81% #143@(67,26)77% #145@(67,26)19% #156@(16,18)*\n  harv (Ore Truck (harvester)) x2: #132@(11,31) #153@(12,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - train 2x e1: queued\n  - attack_move: 5 units\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Weap placed next turn. Eastern probe heading to ~(75,25). Home guard: e1 #159-161 + e3 #156 at base. Need harvesters mining; save for tanks.", "raw": "{\"thoughts\": \"Economy is stalling at $0 with only 2 harvesters; power is fine. My eastern probe (5 units at ~67,26) can scout toward the enemy base at ~95,11. Retreat the nearly-dead rifleman. Can't afford new production this turn, so just keep the army active and set a rally point.\", \"notes\": \"Eastern group 5 units scouting toward enemy base (95,11). #148 badly hurt, retreating. Waiting on ore for next harv/tank. Base guard = e1 #159-161 + e3 #156.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[149,151,141,143,145],\"x\":88,\"y\":14}, {\"do\":\"move\",\"units\":[148],\"x\":30,\"y\":20}, {\"do\":\"rally\",\"building\":166,\"x\":30,\"y\":18}, {\"do\":\"stance\",\"units\":[149,151,141,143,145],\"stance\":\"attack_anything\"}, {\"do\":\"harvest\",\"unit\":132}, {\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1620, "completion_tokens": 907, "total_tokens": 2527, "cost": 0.001348608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001348608, "upstream_inference_prompt_cost": 0.000260208, "upstream_inference_completions_cost": 0.0010884}, "completion_tokens_details": {"reasoning_tokens": 669, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.6, "thoughts": "Economy is stalling at $0 with only 2 harvesters; power is fine. My eastern probe (5 units at ~67,26) can scout toward the enemy base at ~95,11. Retreat the nearly-dead rifleman. Can't afford new production this turn, so just keep the army active and set a rally point.", "notes": "Eastern group 5 units scouting toward enemy base (95,11). #148 badly hurt, retreating. Waiting on ore for next harv/tank. Base guard = e1 #159-161 + e3 #156.", "commands": [{"do": "attack_move", "units": [149, 151, 141, 143, 145], "x": 88, "y": 14}, {"do": "move", "units": [148], "x": 30, "y": 20}, {"do": "rally", "building": 166, "x": 30, "y": 18}, {"do": "stance", "units": [149, 151, 141, 143, 145], "stance": "attack_anything"}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}], "feedback": ["attack_move: 5 units", "move: 1 units", "rally #166: ordered", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2500, "deaths_cost": 400, "units_killed": 11, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12100, "army_value": 2000, "income": 3975, "experience": 25, "order_count": 31}}
{"tick": 5201, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $102 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $8100, army $2500, killed $400 (2 units, 0 bldgs), lost $2800 (12 units, 0 bldgs). Map explored 16.6%.\nPRODUCTION: Building: weap 99%; Infantry: e3 68%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #146 proc@(93,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #169@(86,10)\n  harv (Ore Truck (harvester)) x2: #131@(107,22) #147@(95,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16); last spotted enemy rocket infantry near (54,28). Regroup west before advancing. War Factory building queue at 86%.", "raw": "{\"thoughts\":\"The War Factory is nearly ready, but cash is depleted and only one combat unit is available. Place it, keep Rocket Soldiers queued, and cautiously scout west toward the last enemy sighting while harvesters rebuild funds.\",\"notes\":\"Enemy likely near (12,16); last spotted rocket infantry near (54,28). Regroup west before advancing. Two harvesters; preserve them. War Factory nearly complete.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":3},{\"do\":\"attack_move\",\"units\":[169],\"x\":60,\"y\":18}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1345, "completion_tokens": 381, "total_tokens": 1726, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1343, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003944325, "upstream_inference_prompt_cost": 0.0001848825, "upstream_inference_completions_cost": 0.00020955}, "completion_tokens_details": {"reasoning_tokens": 246, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.71, "thoughts": "The War Factory is nearly ready, but cash is depleted and only one combat unit is available. Place it, keep Rocket Soldiers queued, and cautiously scout west toward the last enemy sighting while harvesters rebuild funds.", "notes": "Enemy likely near (12,16); last spotted rocket infantry near (54,28). Regroup west before advancing. Two harvesters; preserve them. War Factory nearly complete.", "commands": [{"do": "place", "item": "weap"}, {"do": "train", "item": "2tnk", "count": 3}, {"do": "attack_move", "units": [169], "x": 60, "y": 18}], "feedback": ["place weap: nothing READY TO PLACE with that type", "train 2tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 2800, "units_killed": 2, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 300, "income": 4000, "experience": 4, "order_count": 26}}
{"tick": 5201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $36 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12100, army $4200, killed $2800 (12 units, 0 bldgs), lost $400 (2 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: weap 32%; Building: weap 0%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #148@(30,20)17%* #149@(73,17)68% #151@(71,18)86% #159@(30,20)* #160@(30,20)* #161@(30,20)* #167@(27,20) #168@(24,19)\n  e3 (Rocket Soldier) x4: #141@(71,18)81% #143@(71,18)77% #145@(71,18)19% #156@(16,18)*\n  harv (Ore Truck (harvester)) x2: #132@(12,21) #153@(10,31)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - move: 1 units\n  - rally #166: ordered\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Eastern group 5 units scouting toward enemy base (95,11). #148 badly hurt, retreating. Waiting on ore for next harv/tank. Base guard = e1 #159-161 + e3 #156.", "raw": "{\"thoughts\": \"Economy is stalled at $0 with only 2 harvesters, so I can't afford new units \u2014 I'll keep scouting east toward the likely enemy base and pull the badly damaged rifleman home. Once ore comes in I'll resume war factory/tank production.\", \"notes\": \"Eastern scout group #149,151,141,143,145 pushing toward enemy base (95,11). #148 (17%) retreating to base. Base guard #156,159-161. Need ore for next harv/tank.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[149,151,141,143,145],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[148],\"x\":14,\"y\":18},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1610, "completion_tokens": 542, "total_tokens": 2152, "cost": 0.000907608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000907608, "upstream_inference_prompt_cost": 0.000257208, "upstream_inference_completions_cost": 0.0006504}, "completion_tokens_details": {"reasoning_tokens": 361, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.31, "thoughts": "Economy is stalled at $0 with only 2 harvesters, so I can't afford new units \u2014 I'll keep scouting east toward the likely enemy base and pull the badly damaged rifleman home. Once ore comes in I'll resume war factory/tank production.", "notes": "Eastern scout group #149,151,141,143,145 pushing toward enemy base (95,11). #148 (17%) retreating to base. Base guard #156,159-161. Need ore for next harv/tank.", "commands": [{"do": "attack_move", "units": [149, 151, 141, 143, 145], "x": 95, "y": 11}, {"do": "move", "units": [148], "x": 14, "y": 18}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}], "feedback": ["attack_move: 5 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 400, "units_killed": 12, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12100, "army_value": 2000, "income": 3975, "experience": 28, "order_count": 31}}
{"tick": 5401, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $8100, army $2500, killed $400 (2 units, 0 bldgs), lost $3100 (13 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: weap READY TO PLACE; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #146 proc@(93,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #170@(87,9)\n  harv (Ore Truck (harvester)) x2: #131@(101,18) #147@(102,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - train 2tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16); last spotted rocket infantry near (54,28). Regroup west before advancing. Two harvesters; preserve them. War Factory nearly complete.", "raw": "{\"thoughts\":\"Place the ready War Factory so vehicle production can begin once ore is delivered. Send the lone rocket soldier west to scout toward the likely enemy base, while leaving the harvesters to mine.\",\"notes\":\"Enemy likely near (12,16); scout west from home at (95,11). Two harvesters; preserve them. Place the ready War Factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":[170],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1367, "completion_tokens": 207, "total_tokens": 1574, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1365, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003017575, "upstream_inference_prompt_cost": 0.0001879075, "upstream_inference_completions_cost": 0.00011385}, "completion_tokens_details": {"reasoning_tokens": 97, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.95, "thoughts": "Place the ready War Factory so vehicle production can begin once ore is delivered. Send the lone rocket soldier west to scout toward the likely enemy base, while leaving the harvesters to mine.", "notes": "Enemy likely near (12,16); scout west from home at (95,11). Two harvesters; preserve them. Place the ready War Factory.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": [170], "x": 12, "y": 16}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 3100, "units_killed": 2, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 300, "income": 3550, "experience": 4, "order_count": 26}}
{"tick": 5401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $213 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12100, army $4200, killed $3100 (13 units, 0 bldgs), lost $400 (2 units, 0 bldgs). Map explored 22.2%.\nPRODUCTION: Building: weap 48%; Building: weap 0%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #148@(19,18)17% #149@(79,12)59% #151@(80,12)86% #159@(30,20)* #160@(30,20)* #161@(30,20)* #167@(32,24)* #168@(32,24)*\n  e3 (Rocket Soldier) x4: #141@(79,12)81% #143@(78,12)77% #145@(79,12)19% #156@(16,18)*\n  harv (Ore Truck (harvester)) x2: #132@(6,27) #153@(11,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Eastern scout group #149,151,141,143,145 pushing toward enemy base (95,11). #148 (17%) retreating to base. Base guard #156,159-161. Need ore for next harv/tank.", "raw": "{\"thoughts\": \"Cancel redundant second War Factory to refund ~$960 into our empty treasury. Push our advanced scout force closer to the enemy base at (95,11) while pulling back damaged rocket soldier #145. Queue Light Tank and rocket soldiers once funds clear.\", \"notes\": \"Canceled 2nd weap for refund. Advanced group pushing to (88,11). Group 2 assembling at (45,20). Target enemy base at (95,11).\", \"commands\": [{\"do\": \"cancel\", \"item\": \"weap\"}, {\"do\": \"attack_move\", \"units\": [141, 143, 149, 151], \"x\": 88, \"y\": 11}, {\"do\": \"move\", \"units\": [145], \"x\": 50, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [156, 159, 160, 161, 167, 168], \"x\": 45, \"y\": 20}, {\"do\": \"train\", \"item\": \"1tnk\", \"count\": 1}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 3}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1754, "completion_tokens": 857, "total_tokens": 2611, "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": 0.0090585, "upstream_inference_prompt_cost": 0.002631, "upstream_inference_completions_cost": 0.0064275}, "completion_tokens_details": {"reasoning_tokens": 567, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.8, "thoughts": "Cancel redundant second War Factory to refund ~$960 into our empty treasury. Push our advanced scout force closer to the enemy base at (95,11) while pulling back damaged rocket soldier #145. Queue Light Tank and rocket soldiers once funds clear.", "notes": "Canceled 2nd weap for refund. Advanced group pushing to (88,11). Group 2 assembling at (45,20). Target enemy base at (95,11).", "commands": [{"do": "cancel", "item": "weap"}, {"do": "attack_move", "units": [141, 143, 149, 151], "x": 88, "y": 11}, {"do": "move", "units": [145], "x": 50, "y": 15}, {"do": "attack_move", "units": [156, 159, 160, 161, 167, 168], "x": 45, "y": 20}, {"do": "train", "item": "1tnk", "count": 1}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 4 units", "move: 1 units", "attack_move: 6 units", "train 1x 1tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3100, "deaths_cost": 400, "units_killed": 13, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12100, "army_value": 2000, "income": 3975, "experience": 31, "order_count": 31}}
{"tick": 5601, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $463 (storage 4000), power 98 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9800, army $2200, killed $400 (2 units, 0 bldgs), lost $3400 (14 units, 0 bldgs). Map explored 17.2%.\nPRODUCTION: Infantry: e3 12%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 98%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #146 proc@(93,14) 100%, #171 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(98,14) #147@(99,20)\nVISIBLE ENEMY UNITS (4):\n  #141 e3@(88,11) 81%, #143 e3@(88,11) 77%, #149 e1@(88,11) 59%, #151 e1@(88,11) 77%\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: 1 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16); scout west from home at (95,11). Two harvesters; preserve them. Place the ready War Factory.", "raw": "{\"thoughts\":\"Enemy infantry are dangerously close to the base, and low power is slowing production. Prioritize a Power Plant, keep the Rocket Soldier queue running, and rally new infantry to defend the base.\",\"notes\":\"Enemy infantry spotted near (88,11); likely base near (12,16). Two harvesters; protect them. War Factory is placed. Recover from low power and rebuild army.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"rally\",\"building\":133,\"x\":91,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1433, "completion_tokens": 272, "total_tokens": 1705, "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": 0.0003465825, "upstream_inference_prompt_cost": 0.0001969825, "upstream_inference_completions_cost": 0.0001496}, "completion_tokens_details": {"reasoning_tokens": 155, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.07, "thoughts": "Enemy infantry are dangerously close to the base, and low power is slowing production. Prioritize a Power Plant, keep the Rocket Soldier queue running, and rally new infantry to defend the base.", "notes": "Enemy infantry spotted near (88,11); likely base near (12,16). Two harvesters; protect them. War Factory is placed. Recover from low power and rebuild army.", "commands": [{"do": "build", "item": "powr"}, {"do": "rally", "building": 133, "x": 91, "y": 11}], "feedback": ["build powr: started", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 3400, "units_killed": 2, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 0, "income": 4000, "experience": 4, "order_count": 27}}
{"tick": 5601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12100, army $4200, killed $3400 (14 units, 0 bldgs), lost $400 (2 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: weap 60%; Building: proc 0%; Building: tent 0%; Vehicle: 1tnk 33%; Infantry: e3 78%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #148@(13,18)17%* #149@(88,11)59% #151@(88,11)77% #159@(41,20) #160@(40,20) #161@(41,20) #167@(42,22) #168@(41,22)\n  e3 (Rocket Soldier) x4: #141@(88,11)81% #143@(88,11)77% #145@(73,19)19% #156@(26,18)\n  harv (Ore Truck (harvester)) x2: #132@(6,25) #153@(12,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 1 units\n  - attack_move: 6 units\n  - train 1x 1tnk: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Canceled 2nd weap for refund. Advanced group pushing to (88,11). Group 2 assembling at (45,20). Target enemy base at (95,11).", "raw": "{\"thoughts\": \"Cash is drained at $0 so I must keep harvesters mining and avoid wasting money. Advanced group of 4 units is already at (88,11) near the enemy start (95,11) \u2014 push it in to reveal and harass while consolidating the second group. Damaged rocket soldier #145 should pull back toward base.\", \"notes\": \"Advanced group (149,151,141,143) scouting/attacking (95,11). Group 2 (~159,160,161,167,168) rendezvous (72,14). weap 60% building, 1tnk 33% vehicle, e3 queued. Cash $0 - harvesters critical. No enemy seen yet.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"attack_move\",\"units\":[149,151,141,143],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[159,160,161,167,168],\"x\":72,\"y\":14},{\"do\":\"move\",\"units\":[145],\"x\":40,\"y\":20},{\"do\":\"move\",\"units\":[156],\"x\":45,\"y\":20},{\"do\":\"rally\",\"building\":166,\"x\":72,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1643, "completion_tokens": 814, "total_tokens": 2457, "cost": 0.001243908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001243908, "upstream_inference_prompt_cost": 0.000267108, "upstream_inference_completions_cost": 0.0009768}, "completion_tokens_details": {"reasoning_tokens": 541, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.22, "thoughts": "Cash is drained at $0 so I must keep harvesters mining and avoid wasting money. Advanced group of 4 units is already at (88,11) near the enemy start (95,11) \u2014 push it in to reveal and harass while consolidating the second group. Damaged rocket soldier #145 should pull back toward base.", "notes": "Advanced group (149,151,141,143) scouting/attacking (95,11). Group 2 (~159,160,161,167,168) rendezvous (72,14). weap 60% building, 1tnk 33% vehicle, e3 queued. Cash $0 - harvesters critical. No enemy seen yet.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "attack_move", "units": [149, 151, 141, 143], "x": 95, "y": 11}, {"do": "move", "units": [159, 160, 161, 167, 168], "x": 72, "y": 14}, {"do": "move", "units": [145], "x": 40, "y": 20}, {"do": "move", "units": [156], "x": 45, "y": 20}, {"do": "rally", "building": 166, "x": 72, "y": 14}], "feedback": ["attack_move: 4 units", "move: 5 units", "move: 1 units", "move: 1 units", "rally #166: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3400, "deaths_cost": 400, "units_killed": 14, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12100, "army_value": 2000, "income": 4475, "experience": 34, "order_count": 36}}
{"tick": 5801, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $744 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9800, army $2200, killed $400 (2 units, 0 bldgs), lost $3400 (14 units, 0 bldgs). Map explored 17.2%.\nPRODUCTION: Building: powr 36%; Infantry: e3 49%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 0%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #146 proc@(93,14) 100%, #171 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(106,23) #147@(93,15)\nVISIBLE ENEMY UNITS (4):\n  #141 e3@(88,11) 81%, #143 e3@(88,11) 77%, #149 e1@(88,11) 59%, #151 e1@(88,11) 77%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry spotted near (88,11); likely base near (12,16). Two harvesters; protect them. War Factory is placed. Recover from low power and rebuild army.", "raw": "{\"thoughts\":\"Power is critically low and the power plant is already in progress, so let that finish rather than starting another building. Enemy infantry are close to the base; pull the exposed harvester back and keep the barracks rallying defensively while production resumes.\",\"notes\":\"Finish the in-progress power plant; enemy infantry near (88,11), likely base near (12,16). Protect both harvesters and rebuild army when cash allows.\",\"commands\":[{\"do\":\"move\",\"units\":[147],\"x\":100,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1434, "completion_tokens": 378, "total_tokens": 1812, "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": 0.00040502, "upstream_inference_prompt_cost": 0.00019712, "upstream_inference_completions_cost": 0.0002079}, "completion_tokens_details": {"reasoning_tokens": 245, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "Power is critically low and the power plant is already in progress, so let that finish rather than starting another building. Enemy infantry are close to the base; pull the exposed harvester back and keep the barracks rallying defensively while production resumes.", "notes": "Finish the in-progress power plant; enemy infantry near (88,11), likely base near (12,16). Protect both harvesters and rebuild army when cash allows.", "commands": [{"do": "move", "units": [147], "x": 100, "y": 18}, {"do": "rally", "building": 133, "x": 95, "y": 11}], "feedback": ["move: 1 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 3400, "units_killed": 2, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 0, "income": 4500, "experience": 4, "order_count": 28}}
{"tick": 5801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $380 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12100, army $4200, killed $3400 (14 units, 0 bldgs), lost $400 (2 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Building: weap 62%; Building: proc 0%; Building: tent 0%; Vehicle: 1tnk 39%; Infantry: e3 91%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #148@(13,18)17%* #149@(88,11)59% #151@(88,11)77% #159@(49,26) #160@(48,25) #161@(49,25) #167@(51,26) #168@(50,26)\n  e3 (Rocket Soldier) x4: #141@(88,11)81% #143@(88,11)77% #145@(65,24)19% #156@(36,20)\n  harv (Ore Truck (harvester)) x2: #132@(12,21) #153@(7,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 5 units\n  - move: 1 units\n  - move: 1 units\n  - rally #166: ordered\nYOUR NOTES FROM LAST TURN: Advanced group (149,151,141,143) scouting/attacking (95,11). Group 2 (~159,160,161,167,168) rendezvous (72,14). weap 60% building, 1tnk 33% vehicle, e3 queued. Cash $0 - harvesters critical. No enemy seen yet.", "raw": "{\"thoughts\": \"No enemy seen and cash is $0, so economy is the bottleneck. Get both harvesters mining, keep the war factory building, and push the advanced squad toward the likely enemy base at (95,11) to find targets.\", \"notes\": \"Adv squad (149,151,141,143) at (88,11) pushing to (95,11). Mid squad (159,160,161,167,168) at ~(50,26) moving to rendezvous. harvs mining. weap building, then proc. Cash $0 - need harvest income.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"attack_move\",\"units\":[149,151,141,143],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[159,160,161,167,168],\"x\":72,\"y\":14},{\"do\":\"move\",\"units\":[148],\"x\":13,\"y\":18},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1670, "completion_tokens": 854, "total_tokens": 2524, "cost": 0.001300008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001300008, "upstream_inference_prompt_cost": 0.000275208, "upstream_inference_completions_cost": 0.0010248}, "completion_tokens_details": {"reasoning_tokens": 629, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.56, "thoughts": "No enemy seen and cash is $0, so economy is the bottleneck. Get both harvesters mining, keep the war factory building, and push the advanced squad toward the likely enemy base at (95,11) to find targets.", "notes": "Adv squad (149,151,141,143) at (88,11) pushing to (95,11). Mid squad (159,160,161,167,168) at ~(50,26) moving to rendezvous. harvs mining. weap building, then proc. Cash $0 - need harvest income.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "attack_move", "units": [149, 151, 141, 143], "x": 95, "y": 11}, {"do": "move", "units": [159, 160, 161, 167, 168], "x": 72, "y": 14}, {"do": "move", "units": [148], "x": 13, "y": 18}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 4 units", "move: 5 units", "move: 1 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3400, "deaths_cost": 400, "units_killed": 14, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12100, "army_value": 2000, "income": 4975, "experience": 34, "order_count": 36}}
{"tick": 6001, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $522 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9500, army $2200, killed $400 (2 units, 0 bldgs), lost $3700 (14 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: powr 73%; Infantry: e3 86%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #146 proc@(93,14) 66%, #171 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(101,22) #147@(100,18)*\nVISIBLE ENEMY UNITS (4):\n  #141 e3@(90,11) 81%, #143 e3@(90,11) 77%, #149 e1@(89,11) 59%, #151 e1@(90,11) 77%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Finish the in-progress power plant; enemy infantry near (88,11), likely base near (12,16). Protect both harvesters and rebuild army when cash allows.", "raw": "{\"thoughts\":\"Power is critically low, so let the in-progress plant finish. Enemy infantry are close to the base, but I have no combat units yet; keep the idle harvester mining and finish the queued rocket soldier.\",\"notes\":\"Finish and place powr as soon as ready; enemy infantry last seen near (90,11). Two harvesters; rebuild army after ore unloads.\",\"commands\":[{\"do\":\"harvest\",\"unit\":147}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1397, "completion_tokens": 320, "total_tokens": 1717, "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": 0.0003680325, "upstream_inference_prompt_cost": 0.0001920325, "upstream_inference_completions_cost": 0.000176}, "completion_tokens_details": {"reasoning_tokens": 222, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "Power is critically low, so let the in-progress plant finish. Enemy infantry are close to the base, but I have no combat units yet; keep the idle harvester mining and finish the queued rocket soldier.", "notes": "Finish and place powr as soon as ready; enemy infantry last seen near (90,11). Two harvesters; rebuild army after ore unloads.", "commands": [{"do": "harvest", "unit": 147}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 3700, "units_killed": 2, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9500, "army_value": 0, "income": 4200, "experience": 4, "order_count": 28}}
{"tick": 6001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $85 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12400, army $4500, killed $3700 (14 units, 1 bldgs), lost $400 (2 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: weap 69%; Building: proc 0%; Building: tent 0%; Vehicle: 1tnk 58%; Infantry: e3 35%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #148@(13,18)17%* #149@(89,11)59% #151@(90,11)77% #159@(58,28) #160@(58,28) #161@(58,28) #167@(60,28) #168@(60,28)\n  e3 (Rocket Soldier) x5: #141@(90,11)81% #143@(90,11)77% #145@(56,28)19% #156@(45,20)* #172@(20,16)\n  harv (Ore Truck (harvester)) x2: #132@(4,27) #153@(12,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 5 units\n  - move: 1 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Adv squad (149,151,141,143) at (88,11) pushing to (95,11). Mid squad (159,160,161,167,168) at ~(50,26) moving to rendezvous. harvs mining. weap building, then proc. Cash $0 - need harvest income.", "raw": "{\"thoughts\": \"Cash is $0 so I can't build much this turn; focus on consolidating my scattered army and pushing toward the enemy base at (95,11). The forward squad is already near their base, so I'll reinforce it with the mid squad and idle rocket soldiers, and let production finish the war factory then refinery.\", \"notes\": \"Forward squad 149/151/141/143 at (89-90,11). Mid squad 159/160/161/167/168 at (58,28). Push all toward enemy (95,11). Cash $0 - harvs mining, weap 69% then proc. Add harv when cash allows.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [149, 151, 141, 143], \"x\": 93, \"y\": 13}, {\"do\": \"attack_move\", \"units\": [159, 160, 161, 167, 168], \"x\": 90, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [156, 172], \"x\": 88, \"y\": 18}, {\"do\": \"rally\", \"building\": 166, \"x\": 85, \"y\": 18}, {\"do\": \"rally\", \"building\": 134, \"x\": 85, \"y\": 18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1673, "completion_tokens": 1132, "total_tokens": 2805, "cost": 0.001634508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001634508, "upstream_inference_prompt_cost": 0.000276108, "upstream_inference_completions_cost": 0.0013584}, "completion_tokens_details": {"reasoning_tokens": 837, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.22, "thoughts": "Cash is $0 so I can't build much this turn; focus on consolidating my scattered army and pushing toward the enemy base at (95,11). The forward squad is already near their base, so I'll reinforce it with the mid squad and idle rocket soldiers, and let production finish the war factory then refinery.", "notes": "Forward squad 149/151/141/143 at (89-90,11). Mid squad 159/160/161/167/168 at (58,28). Push all toward enemy (95,11). Cash $0 - harvs mining, weap 69% then proc. Add harv when cash allows.", "commands": [{"do": "attack_move", "units": [149, 151, 141, 143], "x": 93, "y": 13}, {"do": "attack_move", "units": [159, 160, 161, 167, 168], "x": 90, "y": 16}, {"do": "attack_move", "units": [156, 172], "x": 88, "y": 18}, {"do": "rally", "building": 166, "x": 85, "y": 18}, {"do": "rally", "building": 134, "x": 85, "y": 18}], "feedback": ["attack_move: 4 units", "attack_move: 5 units", "attack_move: 2 units", "rally #166: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 400, "units_killed": 14, "units_lost": 2, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12400, "army_value": 2300, "income": 4550, "experience": 37, "order_count": 38}}
{"tick": 6201, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $430 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9800, army $2500, killed $400 (2 units, 0 bldgs), lost $3700 (14 units, 1 bldgs). Map explored 17.2%.\nPRODUCTION: Building: powr READY TO PLACE; Infantry: e1 71%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #146 proc@(93,14) 14%, #171 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #173@(94,9)\n  harv (Ore Truck (harvester)) x2: #131@(93,15) #147@(102,25)\nVISIBLE ENEMY UNITS (4):\n  #141 e3@(90,11) 81%, #143 e3@(90,11) 56%, #149 e1@(89,11) 59%, #151 e1@(90,11) 75%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Finish and place powr as soon as ready; enemy infantry last seen near (90,11). Two harvesters; rebuild army after ore unloads.", "raw": "{\"thoughts\":\"Place the ready power plant immediately to restore production, then queue another plant if the remaining ore allows. Use the lone rocket soldier to engage the nearby enemy infantry while keeping both harvesters mining.\",\"notes\":\"Enemy infantry last seen at (89\u201390,11), close to base. Restore power and rebuild army; refinery #146 is badly damaged.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[173],\"x\":90,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":147}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1380, "completion_tokens": 328, "total_tokens": 1708, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1378, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000370095, "upstream_inference_prompt_cost": 0.000189695, "upstream_inference_completions_cost": 0.0001804}, "completion_tokens_details": {"reasoning_tokens": 192, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.18, "thoughts": "Place the ready power plant immediately to restore production, then queue another plant if the remaining ore allows. Use the lone rocket soldier to engage the nearby enemy infantry while keeping both harvesters mining.", "notes": "Enemy infantry last seen at (89\u201390,11), close to base. Restore power and rebuild army; refinery #146 is badly damaged.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "powr"}, {"do": "attack_move", "units": [173], "x": 90, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 147}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 3700, "units_killed": 2, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9800, "army_value": 300, "income": 4075, "experience": 4, "order_count": 28}}
{"tick": 6201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12400, army $4500, killed $3700 (14 units, 1 bldgs), lost $400 (2 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: weap 77%; Building: proc 0%; Building: tent 0%; Vehicle: 1tnk 81%; Infantry: e3 88%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #148@(13,18)17%* #149@(89,11)59% #151@(90,11)75% #159@(67,23) #160@(66,23) #161@(67,23) #167@(69,23) #168@(68,23)\n  e3 (Rocket Soldier) x5: #141@(90,11)81% #143@(90,11)56% #145@(47,25)19% #156@(51,26) #172@(29,22)\n  harv (Ore Truck (harvester)) x2: #132@(8,24) #153@(6,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 5 units\n  - attack_move: 2 units\n  - rally #166: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Forward squad 149/151/141/143 at (89-90,11). Mid squad 159/160/161/167/168 at (58,28). Push all toward enemy (95,11). Cash $0 - harvs mining, weap 69% then proc. Add harv when cash allows.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.11, "thoughts": "(no valid response)", "notes": "Forward squad 149/151/141/143 at (89-90,11). Mid squad 159/160/161/167/168 at (58,28). Push all toward enemy (95,11). Cash $0 - harvs mining, weap 69% then proc. Add harv when cash allows.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 400, "units_killed": 14, "units_lost": 2, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12400, "army_value": 2300, "income": 4975, "experience": 37, "order_count": 38}}
{"tick": 6401, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $55 (storage 2000), power 69 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8800, army $2600, killed $800 (4 units, 0 bldgs), lost $5100 (14 units, 2 bldgs). Map explored 17.3%.\nPRODUCTION: Building: powr 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, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #171 weap@(97,8) 100%, #174 powr@(93,11) 69%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #175@(94,9)\n  e3 (Rocket Soldier) x1: #173@(94,9)\n  harv (Ore Truck (harvester)) x2: #131@(98,25) #147@(100,22)\nVISIBLE ENEMY UNITS (2):\n  #141 e3@(90,11) 66%, #149 e1@(89,11) 59%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry last seen at (89\u201390,11), close to base. Restore power and rebuild army; refinery #146 is badly damaged.", "raw": "{\"thoughts\":\"Power plant is nearly complete, but there is no spendable cash yet. Use the two infantry to deal with the enemy infantry threatening the base while the harvesters keep mining.\",\"notes\":\"Enemy infantry last seen near (89\u201390,11). Power plant in progress; rebuild army once cash arrives.\",\"commands\":[{\"do\":\"attack\",\"units\":[175,173],\"target\":141},{\"do\":\"stance\",\"units\":[175,173],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1432, "completion_tokens": 241, "total_tokens": 1673, "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": 0.000329395, "upstream_inference_prompt_cost": 0.000196845, "upstream_inference_completions_cost": 0.00013255}, "completion_tokens_details": {"reasoning_tokens": 137, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.34, "thoughts": "Power plant is nearly complete, but there is no spendable cash yet. Use the two infantry to deal with the enemy infantry threatening the base while the harvesters keep mining.", "notes": "Enemy infantry last seen near (89\u201390,11). Power plant in progress; rebuild army once cash arrives.", "commands": [{"do": "attack", "units": [175, 173], "target": 141}, {"do": "stance", "units": [175, 173], "stance": "attack_anything"}], "feedback": ["attack: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 5100, "units_killed": 4, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8800, "army_value": 400, "income": 4175, "experience": 8, "order_count": 30}}
{"tick": 6401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $96 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13000, army $5100, killed $5100 (14 units, 2 bldgs), lost $800 (4 units, 0 bldgs). Map explored 24.2%.\nPRODUCTION: Building: weap 84%; Building: proc 0%; Building: tent 0%; Infantry: e3 33%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #177@(14,13)\n  e1 (Rifle Infantry) x7: #148@(13,18)17%* #149@(89,11)59% #159@(75,17) #160@(75,17) #161@(75,17) #167@(76,16) #168@(76,16)\n  e3 (Rocket Soldier) x5: #141@(90,11)66% #145@(40,20)19%* #156@(61,27) #172@(39,23) #176@(14,14)\n  harv (Ore Truck (harvester)) x2: #132@(9,23) #153@(8,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #174 powr@(93,11) 69%\nYOUR NOTES FROM LAST TURN: Forward squad 149/151/141/143 at (89-90,11). Mid squad 159/160/161/167/168 at (58,28). Push all toward enemy (95,11). Cash $0 - harvs mining, weap 69% then proc. Add harv when cash allows.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.16, "thoughts": "(no valid response)", "notes": "Forward squad 149/151/141/143 at (89-90,11). Mid squad 159/160/161/167/168 at (58,28). Push all toward enemy (95,11). Cash $0 - harvs mining, weap 69% then proc. Add harv when cash allows.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 5100, "deaths_cost": 800, "units_killed": 14, "units_lost": 4, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13000, "army_value": 2900, "income": 5475, "experience": 51, "order_count": 38}}
{"tick": 6601, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 40 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8800, army $2600, killed $1100 (5 units, 0 bldgs), lost $5100 (14 units, 2 bldgs). Map explored 17.5%.\nPRODUCTION: Building: powr 86%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 100%, #171 weap@(97,8) 100%, #174 powr@(93,11) 40%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #175@(94,9)*\n  e3 (Rocket Soldier) x1: #173@(94,9)*\n  harv (Ore Truck (harvester)) x2: #131@(99,22) #147@(98,12)\nVISIBLE ENEMY UNITS (1):\n  #149 e1@(89,11) 59%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy infantry last seen near (89\u201390,11). Power plant in progress; rebuild army once cash arrives.", "raw": "{\"thoughts\":\"The power plant is nearly complete, but cash is depleted and the base is exposed to enemy infantry. Have our two infantry eliminate the nearby threat while the harvesters keep mining; resume production once income arrives.\",\"notes\":\"Enemy infantry last seen at (89,11). Power plant is 86% in progress; prioritize restoring power and rebuilding the army when cash allows.\",\"commands\":[{\"do\":\"attack\",\"units\":[175,173],\"target\":149},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":147}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1397, "completion_tokens": 283, "total_tokens": 1680, "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": 0.0003476825, "upstream_inference_prompt_cost": 0.0001920325, "upstream_inference_completions_cost": 0.00015565}, "completion_tokens_details": {"reasoning_tokens": 164, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.06, "thoughts": "The power plant is nearly complete, but cash is depleted and the base is exposed to enemy infantry. Have our two infantry eliminate the nearby threat while the harvesters keep mining; resume production once income arrives.", "notes": "Enemy infantry last seen at (89,11). Power plant is 86% in progress; prioritize restoring power and rebuilding the army when cash allows.", "commands": [{"do": "attack", "units": [175, 173], "target": 149}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 147}], "feedback": ["attack: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1100, "deaths_cost": 5100, "units_killed": 5, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8800, "army_value": 400, "income": 4175, "experience": 11, "order_count": 30}}
{"tick": 6601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $271 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12700, army $4800, killed $5100 (14 units, 2 bldgs), lost $1100 (5 units, 0 bldgs). Map explored 25%.\nPRODUCTION: Building: weap 92%; Building: proc 0%; Building: tent 0%; Infantry: e3 87%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #177@(22,17)\n  e1 (Rifle Infantry) x7: #148@(13,18)17%* #149@(89,11)59% #159@(83,16) #160@(83,16) #161@(83,16) #167@(85,16) #168@(85,16)\n  e3 (Rocket Soldier) x4: #145@(40,20)19%* #156@(69,21) #172@(49,26) #176@(23,19)\n  harv (Ore Truck (harvester)) x2: #132@(6,29) #153@(10,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #174 powr@(93,11) 40%\nYOUR NOTES FROM LAST TURN: Forward squad 149/151/141/143 at (89-90,11). Mid squad 159/160/161/167/168 at (58,28). Push all toward enemy (95,11). Cash $0 - harvs mining, weap 69% then proc. Add harv when cash allows.", "raw": "{\"thoughts\": \"Cash is nearly zero so I can't start new buildings; harvesters are mining. My forward squad near (83-89,11) should finish off the enemy power plant at (93,11) and probe the enemy base, while I gather the mid squad and bring my tank/rocket units forward.\", \"notes\": \"Forward group 159-168 pushing enemy power #174 @ (93,11). Reserve e3 145 (low hp) back. Tank 177 + e3 176 moving to rally (55,18). Building queue: weap 92%, proc, tent. Infantry: e3s. Add harv when cash allows.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[149,159,160,161,167,168],\"x\":92,\"y\":11},{\"do\":\"attack_move\",\"units\":[177,176],\"x\":55,\"y\":18},{\"do\":\"attack_move\",\"units\":[172],\"x\":50,\"y\":20},{\"do\":\"rally\",\"building\":166,\"x\":55,\"y\":18},{\"do\":\"rally\",\"building\":134,\"x\":55,\"y\":18},{\"do\":\"move\",\"units\":[145],\"x\":14,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1621, "completion_tokens": 829, "total_tokens": 2450, "cost": 0.001255308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001255308, "upstream_inference_prompt_cost": 0.000260508, "upstream_inference_completions_cost": 0.0009948}, "completion_tokens_details": {"reasoning_tokens": 557, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.13, "thoughts": "Cash is nearly zero so I can't start new buildings; harvesters are mining. My forward squad near (83-89,11) should finish off the enemy power plant at (93,11) and probe the enemy base, while I gather the mid squad and bring my tank/rocket units forward.", "notes": "Forward group 159-168 pushing enemy power #174 @ (93,11). Reserve e3 145 (low hp) back. Tank 177 + e3 176 moving to rally (55,18). Building queue: weap 92%, proc, tent. Infantry: e3s. Add harv when cash allows.", "commands": [{"do": "attack_move", "units": [149, 159, 160, 161, 167, 168], "x": 92, "y": 11}, {"do": "attack_move", "units": [177, 176], "x": 55, "y": 18}, {"do": "attack_move", "units": [172], "x": 50, "y": 20}, {"do": "rally", "building": 166, "x": 55, "y": 18}, {"do": "rally", "building": 134, "x": 55, "y": 18}, {"do": "move", "units": [145], "x": 14, "y": 20}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 6 units", "attack_move: 2 units", "attack_move: 1 units", "rally #166: ordered", "rally #134: ordered", "move: 1 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 5100, "deaths_cost": 1100, "units_killed": 14, "units_lost": 5, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 12700, "army_value": 2600, "income": 5475, "experience": 51, "order_count": 38}}
{"tick": 6801, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $459 (storage 2000), power 27 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8800, army $2600, killed $1200 (6 units, 0 bldgs), lost $5100 (14 units, 2 bldgs). Map explored 17.5%.\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  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 99%, #171 weap@(97,8) 100%, #174 powr@(93,11) 27%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #175@(93,9)74%\n  e3 (Rocket Soldier) x1: #173@(93,9)95%\n  harv (Ore Truck (harvester)) x2: #131@(98,12) #147@(102,20)\nVISIBLE ENEMY UNITS (5):\n  #159 e1@(90,12) 93%, #160 e1@(90,12) 96%, #161 e1@(91,12) 5%, #167 e1@(89,13) 100%, #168 e1@(89,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\nYOUR NOTES FROM LAST TURN: Enemy infantry last seen at (89,11). Power plant is 86% in progress; prioritize restoring power and rebuilding the army when cash allows.", "raw": "{\"thoughts\":\"Place the ready Power Plant to improve the severe power shortage. Our two infantry are badly outnumbered by enemy infantry near the base, so target the nearly destroyed enemy and pull the harvesters back to mining rather than advancing.\",\"notes\":\"Enemy infantry clustered near (89,12), one nearly destroyed. Power Plant placed this turn; cash is depleted, two harvesters are our income source.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack\",\"units\":[175,173],\"target\":161},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":147}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1447, "completion_tokens": 356, "total_tokens": 1803, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1445, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003947075, "upstream_inference_prompt_cost": 0.0001989075, "upstream_inference_completions_cost": 0.0001958}, "completion_tokens_details": {"reasoning_tokens": 223, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.7, "thoughts": "Place the ready Power Plant to improve the severe power shortage. Our two infantry are badly outnumbered by enemy infantry near the base, so target the nearly destroyed enemy and pull the harvesters back to mining rather than advancing.", "notes": "Enemy infantry clustered near (89,12), one nearly destroyed. Power Plant placed this turn; cash is depleted, two harvesters are our income source.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack", "units": [175, 173], "target": 161}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 147}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 5100, "units_killed": 6, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8800, "army_value": 400, "income": 3800, "experience": 12, "order_count": 30}}
{"tick": 6801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12900, army $5000, killed $5100 (14 units, 2 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 26.4%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Building: tent 0%; Infantry: e3 32%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #177@(36,21)\n  e1 (Rifle Infantry) x6: #148@(13,18)17%* #159@(90,12)93% #160@(90,12)96% #161@(91,12)5% #167@(89,13) #168@(89,13)\n  e3 (Rocket Soldier) x5: #145@(31,20)19% #156@(77,26) #172@(48,23)* #176@(33,21) #178@(20,16)\n  harv (Ore Truck (harvester)) x2: #132@(9,27) #153@(4,29)\nVISIBLE ENEMY UNITS (2):\n  #173 e3@(93,9) 95%, #175 e1@(93,9) 74%\nVISIBLE ENEMY BUILDINGS (2):\n  #121 fact@(95,11) 100%, #174 powr@(93,11) 27%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 2 units\n  - attack_move: 1 units\n  - rally #166: ordered\n  - rally #134: ordered\n  - move: 1 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Forward group 159-168 pushing enemy power #174 @ (93,11). Reserve e3 145 (low hp) back. Tank 177 + e3 176 moving to rally (55,18). Building queue: weap 92%, proc, tent. Infantry: e3s. Add harv when cash allows.", "raw": "{\"thoughts\": \"We're ahead on score and the forward infantry group is sitting on the enemy base doorstep at (89-91,12). Cash is $0 so everything will build from incoming ore. Push the healthiest forward units onto the enemy power/factory while the second wave (tank + e3s) advances from the middle, and queue a third harvester for economy. Pull the near-dead e3 #145 back.\", \"notes\": \"Main push: e1s 159/160/161/167/168 + e3 156 -> enemy base (94,11); 2nd wave 177 tank + 172/176 e3 -> (88,14). e3 145 (19%) retreating to base. e1 148 (17%) and e3 178 defending base. Building queue: weap done->proc->tent. Queued harv + e3s. Enemy fact #121 @95,11, powr #174 @93,11 (27%).\", \"commands\": [{\"do\": \"train\", \"item\": \"harv\", \"count\": 1}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 3}, {\"do\": \"attack_move\", \"units\": [159, 160, 161, 167, 168, 156], \"x\": 94, \"y\": 11}, {\"do\": \"attack_move\", \"units\": [177, 172, 176], \"x\": 88, \"y\": 14}, {\"do\": \"move\", \"units\": [145], \"x\": 20, \"y\": 20}, {\"do\": \"stance\", \"units\": [148, 178], \"stance\": \"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1740, "completion_tokens": 2517, "total_tokens": 4257, "cost": 0.003316608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003316608, "upstream_inference_prompt_cost": 0.000296208, "upstream_inference_completions_cost": 0.0030204}, "completion_tokens_details": {"reasoning_tokens": 2142, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.37, "thoughts": "We're ahead on score and the forward infantry group is sitting on the enemy base doorstep at (89-91,12). Cash is $0 so everything will build from incoming ore. Push the healthiest forward units onto the enemy power/factory while the second wave (tank + e3s) advances from the middle, and queue a third harvester for economy. Pull the near-dead e3 #145 back.", "notes": "Main push: e1s 159/160/161/167/168 + e3 156 -> enemy base (94,11); 2nd wave 177 tank + 172/176 e3 -> (88,14). e3 145 (19%) retreating to base. e1 148 (17%) and e3 178 defending base. Building queue: weap done->proc->tent. Queued harv + e3s. Enemy fact #121 @95,11, powr #174 @93,11 (27%).", "commands": [{"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 3}, {"do": "attack_move", "units": [159, 160, 161, 167, 168, 156], "x": 94, "y": 11}, {"do": "attack_move", "units": [177, 172, 176], "x": 88, "y": 14}, {"do": "move", "units": [145], "x": 20, "y": 20}, {"do": "stance", "units": [148, 178], "stance": "defend"}], "feedback": ["train 1x harv: queued", "train 3x e3: queued", "attack_move: 6 units", "attack_move: 3 units", "move: 1 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 5100, "deaths_cost": 1200, "units_killed": 14, "units_lost": 6, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 12900, "army_value": 2800, "income": 5475, "experience": 51, "order_count": 40}}
{"tick": 7001, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $959 (storage 2000), power 111 made / 80 used, harvesters 2.\nSCORE: assets $8700, army $2200, killed $1300 (7 units, 0 bldgs), lost $5500 (16 units, 2 bldgs). Map explored 17.5%.\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  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 99%, #171 weap@(97,8) 100%, #174 powr@(93,11) 11%, #179 powr@(93,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(100,20) #147@(104,24)\nVISIBLE ENEMY UNITS (4):\n  #159 e1@(93,12) 93%, #160 e1@(93,12) 27%, #167 e1@(89,13) 100%, #168 e1@(89,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 2 units\nYOUR NOTES FROM LAST TURN: Enemy infantry clustered near (89,12), one nearly destroyed. Power Plant placed this turn; cash is depleted, two harvesters are our income source.", "raw": "{\"thoughts\":\"Enemy infantry are already near the base, while I have no combat units and no cash on hand. Queue cheap infantry immediately, keep both harvesters mining, and rally reinforcements toward the threat.\",\"notes\":\"Enemy infantry clustered near (89,12), close to base. Two harvesters are the only units; prioritize building a combat force and protect the base.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":90,\"y\":13},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":147}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1416, "completion_tokens": 369, "total_tokens": 1785, "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": 0.000397595, "upstream_inference_prompt_cost": 0.000194645, "upstream_inference_completions_cost": 0.00020295}, "completion_tokens_details": {"reasoning_tokens": 234, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.84, "thoughts": "Enemy infantry are already near the base, while I have no combat units and no cash on hand. Queue cheap infantry immediately, keep both harvesters mining, and rally reinforcements toward the threat.", "notes": "Enemy infantry clustered near (89,12), close to base. Two harvesters are the only units; prioritize building a combat force and protect the base.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 90, "y": 13}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 147}], "feedback": ["train 5x e1: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 5500, "units_killed": 7, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8700, "army_value": 0, "income": 4175, "experience": 13, "order_count": 31}}
{"tick": 7001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $362 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12800, army $4900, killed $5500 (16 units, 2 bldgs), lost $1300 (7 units, 0 bldgs). Map explored 28.3%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Building: tent 0%; Vehicle: harv 5%; Infantry: e3 51%; 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\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #177@(54,28)\n  e1 (Rifle Infantry) x5: #148@(13,18)17%* #159@(93,12)93%* #160@(93,12)27%* #167@(89,13) #168@(89,13)\n  e3 (Rocket Soldier) x5: #145@(20,20)19% #156@(86,25) #172@(55,28) #176@(43,24) #178@(29,21)\n  harv (Ore Truck (harvester)) x2: #132@(12,21) #153@(6,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #121 fact@(95,11) 100%, #174 powr@(93,11) 11%, #179 powr@(93,14) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - train 3x e3: queued\n  - attack_move: 6 units\n  - attack_move: 3 units\n  - move: 1 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Main push: e1s 159/160/161/167/168 + e3 156 -> enemy base (94,11); 2nd wave 177 tank + 172/176 e3 -> (88,14). e3 145 (19%) retreating to base. e1 148 (17%) and e3 178 defending base. Building queue: weap done->proc->tent. Queued harv + e3s. Enemy fact #121 @95,11, powr #174 @93,11 (27%).", "raw": "{\"thoughts\": \"War Factory is ready to place \u2014 get it down immediately for vehicles. Economy is tight ($0) with 2 harvesters, so keep harv queued. Main push is near enemy base; press the attack on their fact and power.\", \"notes\": \"weap placed; building queue continues proc->tent. Push: e1s 159/160/167/168 + e3 156 -> enemy fact (95,11); 2nd wave tank 177 + e3 172/176 -> (88,14). Enemy fact #121 @95,11, powr #174 @93,11 (11%). Keep harv/e3 production going.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":[159,160,167,168,156],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[177,172,176],\"x\":88,\"y\":14},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"move\",\"units\":[145],\"x\":14,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1795, "completion_tokens": 989, "total_tokens": 2784, "cost": 0.001499508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001499508, "upstream_inference_prompt_cost": 0.000312708, "upstream_inference_completions_cost": 0.0011868}, "completion_tokens_details": {"reasoning_tokens": 752, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.42, "thoughts": "War Factory is ready to place \u2014 get it down immediately for vehicles. Economy is tight ($0) with 2 harvesters, so keep harv queued. Main push is near enemy base; press the attack on their fact and power.", "notes": "weap placed; building queue continues proc->tent. Push: e1s 159/160/167/168 + e3 156 -> enemy fact (95,11); 2nd wave tank 177 + e3 172/176 -> (88,14). Enemy fact #121 @95,11, powr #174 @93,11 (11%). Keep harv/e3 production going.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": [159, 160, 167, 168, 156], "x": 95, "y": 11}, {"do": "attack_move", "units": [177, 172, 176], "x": 88, "y": 14}, {"do": "train", "item": "e3", "count": 3}, {"do": "move", "units": [145], "x": 14, "y": 18}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 5 units", "attack_move: 3 units", "train 3x e3: queued", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 5500, "deaths_cost": 1300, "units_killed": 16, "units_lost": 7, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 12800, "army_value": 2700, "income": 5475, "experience": 55, "order_count": 44}}
{"tick": 7201, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $640 (storage 2000), power 96 made / 80 used, harvesters 2.\nSCORE: assets $8800, army $2300, killed $1400 (8 units, 0 bldgs), lost $5700 (18 units, 2 bldgs). Map explored 17.6%.\nPRODUCTION: Infantry: e1 19%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #174 powr@(93,11) 11%, #179 powr@(93,14) 85%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #183@(93,9)\n  harv (Ore Truck (harvester)) x2: #131@(103,26) #147@(99,17)\nVISIBLE ENEMY UNITS (3):\n  #160 e1@(92,9) 5%, #167 e1@(89,13) 100%, #168 e1@(89,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry clustered near (89,12), close to base. Two harvesters are the only units; prioritize building a combat force and protect the base.", "raw": "{\"thoughts\":\"Enemy infantry are dangerously close to the base, while our only combat unit is outnumbered. Keep the queued infantry coming and have our rifleman engage the weakened enemy; leave the harvesters mining to restore cash for tanks and repairs.\",\"notes\":\"Enemy infantry near (89,12); rifleman #183 is the only combat unit. Two harvesters; cash depleted. Prioritize e3/1tnk production and repair the damaged power plant when funds allow.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[183],\"x\":89,\"y\":12},{\"do\":\"rally\",\"building\":171,\"x\":91,\"y\":12},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":147}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1424, "completion_tokens": 375, "total_tokens": 1799, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1422, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000401995, "upstream_inference_prompt_cost": 0.000195745, "upstream_inference_completions_cost": 0.00020625}, "completion_tokens_details": {"reasoning_tokens": 216, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Enemy infantry are dangerously close to the base, while our only combat unit is outnumbered. Keep the queued infantry coming and have our rifleman engage the weakened enemy; leave the harvesters mining to restore cash for tanks and repairs.", "notes": "Enemy infantry near (89,12); rifleman #183 is the only combat unit. Two harvesters; cash depleted. Prioritize e3/1tnk production and repair the damaged power plant when funds allow.", "commands": [{"do": "attack_move", "units": [183], "x": 89, "y": 12}, {"do": "rally", "building": 171, "x": 91, "y": 12}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 147}], "feedback": ["attack_move: 1 units", "rally #171: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 5700, "units_killed": 8, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 8800, "army_value": 100, "income": 4175, "experience": 14, "order_count": 36}}
{"tick": 7201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $246 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $14700, army $4800, killed $5700 (18 units, 2 bldgs), lost $1400 (8 units, 0 bldgs). Map explored 29.9%.\nPRODUCTION: Building: proc 9%; Building: tent 0%; Vehicle: harv 18%; Infantry: e3 98%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #177@(68,21)\n  e1 (Rifle Infantry) x4: #148@(13,18)17%* #160@(92,9)5% #167@(89,13) #168@(89,13)\n  e3 (Rocket Soldier) x5: #145@(13,18)19%* #156@(88,16) #172@(64,25) #176@(52,27) #178@(40,21)\n  harv (Ore Truck (harvester)) x2: #132@(5,29) #153@(12,21)\nVISIBLE ENEMY UNITS (1):\n  #183 e1@(93,9) 99%\nVISIBLE ENEMY BUILDINGS (3):\n  #121 fact@(95,11) 100%, #133 tent@(94,8) 98%, #174 powr@(93,11) 11%\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 5 units\n  - attack_move: 3 units\n  - train 3x e3: queued\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: weap placed; building queue continues proc->tent. Push: e1s 159/160/167/168 + e3 156 -> enemy fact (95,11); 2nd wave tank 177 + e3 172/176 -> (88,14). Enemy fact #121 @95,11, powr #174 @93,11 (11%). Keep harv/e3 production going.", "raw": "{\"thoughts\": \"Our vanguard is engaging at the enemy base at (95,11) and has critically damaged powr #174. Push all forward units to finish off powr #174 and attack fact #121/tent #133, while reinforcing with 1tnk and rocket soldiers.\", \"notes\": \"Attacking enemy fact #121, tent #133, powr #174 (11%) at (95,11). Reinforced with 1tnk #177 and e3s. Harvesting and production ongoing.\", \"commands\": [{\"do\": \"attack\", \"units\": [160, 167, 168, 156], \"target\": 174}, {\"do\": \"attack_move\", \"units\": [177, 172, 176, 178], \"x\": 94, \"y\": 10}, {\"do\": \"attack_move\", \"units\": \"idle_army\", \"x\": 94, \"y\": 10}, {\"do\": \"train\", \"item\": \"1tnk\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1967, "completion_tokens": 261, "total_tokens": 2228, "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": 0.004908, "upstream_inference_prompt_cost": 0.0029505, "upstream_inference_completions_cost": 0.0019575}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.98, "thoughts": "Our vanguard is engaging at the enemy base at (95,11) and has critically damaged powr #174. Push all forward units to finish off powr #174 and attack fact #121/tent #133, while reinforcing with 1tnk and rocket soldiers.", "notes": "Attacking enemy fact #121, tent #133, powr #174 (11%) at (95,11). Reinforced with 1tnk #177 and e3s. Harvesting and production ongoing.", "commands": [{"do": "attack", "units": [160, 167, 168, 156], "target": 174}, {"do": "attack_move", "units": [177, 172, 176, 178], "x": 94, "y": 10}, {"do": "attack_move", "units": "idle_army", "x": 94, "y": 10}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["attack: 4 units", "attack_move: 4 units", "attack_move: 2 units", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 5700, "deaths_cost": 1400, "units_killed": 18, "units_lost": 8, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 14700, "army_value": 2600, "income": 5250, "experience": 57, "order_count": 48}}
{"tick": 7401, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $959 (storage 2000), power 78 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8700, army $2500, killed $1700 (11 units, 0 bldgs), lost $6000 (18 units, 3 bldgs). Map explored 17.6%.\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  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 78%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #183@(90,11) #185@(92,11)80% #186@(92,11)98%\n  harv (Ore Truck (harvester)) x2: #131@(100,16) #147@(99,13)\nVISIBLE ENEMY UNITS (1):\n  #156 e3@(90,15) 50%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #171: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry near (89,12); rifleman #183 is the only combat unit. Two harvesters; cash depleted. Prioritize e3/1tnk production and repair the damaged power plant when funds allow.", "raw": "{\"thoughts\":\"Power is slightly low, so start another power plant immediately. Queue rocket soldiers to handle the nearby enemy infantry, and keep the riflemen together to defend the base while funds recover.\",\"notes\":\"Enemy start likely (12,16); enemy e3 was spotted near home at (90,15). Two harvesters. Build power, then add tanks and expand toward enemy when affordable.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[183,185,186],\"x\":89,\"y\":15}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1415, "completion_tokens": 268, "total_tokens": 1683, "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": 0.0003419075, "upstream_inference_prompt_cost": 0.0001945075, "upstream_inference_completions_cost": 0.0001474}, "completion_tokens_details": {"reasoning_tokens": 126, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.75, "thoughts": "Power is slightly low, so start another power plant immediately. Queue rocket soldiers to handle the nearby enemy infantry, and keep the riflemen together to defend the base while funds recover.", "notes": "Enemy start likely (12,16); enemy e3 was spotted near home at (90,15). Two harvesters. Build power, then add tanks and expand toward enemy when affordable.", "commands": [{"do": "build", "item": "powr"}, {"do": "place", "item": "powr"}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [183, 185, 186], "x": 89, "y": 15}], "feedback": ["build powr: started", "place powr: nothing READY TO PLACE with that type", "train 2x e3: queued", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 6000, "units_killed": 11, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 8700, "army_value": 300, "income": 4175, "experience": 17, "order_count": 36}}
{"tick": 7401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $14700, army $4800, killed $6000 (18 units, 3 bldgs), lost $1700 (11 units, 0 bldgs). Map explored 30.4%.\nPRODUCTION: Building: proc 20%; Building: tent 0%; Vehicle: harv 31%; Vehicle: 1tnk 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%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #177@(86,10)\n  e1 (Rifle Infantry) x1: #148@(21,23)17%\n  e3 (Rocket Soldier) x6: #145@(21,22)19% #156@(90,15)50% #172@(71,17) #176@(62,27) #178@(48,25) #184@(21,17)\n  harv (Ore Truck (harvester)) x2: #132@(4,27) #153@(5,30)\nVISIBLE ENEMY UNITS (1):\n  #183 e1@(90,11) 99%\nVISIBLE ENEMY BUILDINGS (1):\n  #179 powr@(93,14) 78%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - attack_move: 4 units\n  - attack_move: 2 units\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Attacking enemy fact #121, tent #133, powr #174 (11%) at (95,11). Reinforced with 1tnk #177 and e3s. Harvesting and production ongoing.", "raw": "{\"thoughts\": \"My strike force (1tnk #177 and e3 #156) is already at the enemy base; more rocket soldiers are scattered along the route and should keep pushing forward. Cash is $0 with two refineries and 9 e3s in production, so I'll just advance everyone toward the enemy power plant/barracks area and set my war factories to rally units to the front.\", \"notes\": \"Enemy base at ~(95,11): seen powr #179 (78%), previously fact #121, tent #133, powr #174. Strike group: 1tnk #177, e3 #156 at front. Remaining e3s (#145,172,176,178,184,148) en route. 2 war factories producing 1tnks; proc and 2nd tent building. Keep harvesters #132/#153 mining; army should push to destroy enemy buildings.\", \"commands\": [\n  {\"do\":\"attack_move\",\"units\":[177,156],\"x\":95,\"y\":12},\n  {\"do\":\"attack_move\",\"units\":[172],\"x\":88,\"y\":11},\n  {\"do\":\"attack_move\",\"units\":[176],\"x\":80,\"y\":14},\n  {\"do\":\"attack_move\",\"units\":[178],\"x\":68,\"y\":18},\n  {\"do\":\"attack_move\",\"units\":[145,184,148],\"x\":50,\"y\":20},\n  {\"do\":\"rally\",\"building\":166,\"x\":80,\"y\":10},\n  {\"do\":\"rally\",\"building\":180,\"x\":80,\"y\":10},\n  {\"do\":\"harvest\",\"unit\":132},\n  {\"do\":\"harvest\",\"unit\":153}\n]}", "routed_model": "z-ai/glm-5.3-flash", "usage": {"prompt_tokens": 1631, "completion_tokens": 779, "total_tokens": 2410, "cost": 0.00063415, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00063415, "upstream_inference_prompt_cost": 0.00024465, "upstream_inference_completions_cost": 0.0003895}, "completion_tokens_details": {"reasoning_tokens": 420, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.69, "thoughts": "My strike force (1tnk #177 and e3 #156) is already at the enemy base; more rocket soldiers are scattered along the route and should keep pushing forward. Cash is $0 with two refineries and 9 e3s in production, so I'll just advance everyone toward the enemy power plant/barracks area and set my war factories to rally units to the front.", "notes": "Enemy base at ~(95,11): seen powr #179 (78%), previously fact #121, tent #133, powr #174. Strike group: 1tnk #177, e3 #156 at front. Remaining e3s (#145,172,176,178,184,148) en route. 2 war factories producing 1tnks; proc and 2nd tent building. Keep harvesters #132/#153 mining; army should push to destroy enemy buildings.", "commands": [{"do": "attack_move", "units": [177, 156], "x": 95, "y": 12}, {"do": "attack_move", "units": [172], "x": 88, "y": 11}, {"do": "attack_move", "units": [176], "x": 80, "y": 14}, {"do": "attack_move", "units": [178], "x": 68, "y": 18}, {"do": "attack_move", "units": [145, 184, 148], "x": 50, "y": 20}, {"do": "rally", "building": 166, "x": 80, "y": 10}, {"do": "rally", "building": 180, "x": 80, "y": 10}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}], "feedback": ["attack_move: 2 units", "attack_move: 1 units", "attack_move: 1 units", "attack_move: 1 units", "attack_move: 3 units", "rally #166: ordered", "rally #180: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6000, "deaths_cost": 1700, "units_killed": 18, "units_lost": 11, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 14700, "army_value": 2600, "income": 5100, "experience": 60, "order_count": 50}}
{"tick": 7601, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1241 (storage 2000), power 78 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8700, army $2500, killed $2000 (12 units, 0 bldgs), lost $6000 (18 units, 3 bldgs). Map explored 17.6%.\nPRODUCTION: Building: powr 36%; Infantry: e3 36%; 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@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 78%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #183@(90,11)10% #185@(90,14)80% #186@(92,11)98%\n  harv (Ore Truck (harvester)) x2: #131@(98,16) #147@(108,22)\nVISIBLE ENEMY UNITS (1):\n  #177 1tnk@(87,10) 88%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - place powr: nothing READY TO PLACE with that type\n  - train 2x e3: queued\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy start likely (12,16); enemy e3 was spotted near home at (90,15). Two harvesters. Build power, then add tanks and expand toward enemy when affordable.", "raw": "{\"thoughts\":\"Power is critically low and the Power Plant is already under construction, so let it finish before starting another build. The enemy tank is close to home; keep the infantry defending the base and avoid sending them into a losing fight while the queued rocket soldiers complete.\",\"notes\":\"Enemy likely starts at (12,16); enemy 1tnk spotted near home at (87,10). Finish current powr, then restore power and build tanks. Two harvesters; preserve them.\",\"commands\":[{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":133,\"x\":94,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":147}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1456, "completion_tokens": 329, "total_tokens": 1785, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1454, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000381095, "upstream_inference_prompt_cost": 0.000200145, "upstream_inference_completions_cost": 0.00018095}, "completion_tokens_details": {"reasoning_tokens": 170, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.08, "thoughts": "Power is critically low and the Power Plant is already under construction, so let it finish before starting another build. The enemy tank is close to home; keep the infantry defending the base and avoid sending them into a losing fight while the queued rocket soldiers complete.", "notes": "Enemy likely starts at (12,16); enemy 1tnk spotted near home at (87,10). Finish current powr, then restore power and build tanks. Two harvesters; preserve them.", "commands": [{"do": "stance", "units": "all_army", "stance": "defend"}, {"do": "rally", "building": 133, "x": 94, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 147}], "feedback": ["stance: 3 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 6000, "units_killed": 12, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 8700, "army_value": 300, "income": 4175, "experience": 20, "order_count": 39}}
{"tick": 7601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $14400, army $4500, killed $6000 (18 units, 3 bldgs), lost $2000 (12 units, 0 bldgs). Map explored 30.4%.\nPRODUCTION: Building: proc 20%; Building: tent 0%; Vehicle: harv 31%; Vehicle: 1tnk 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%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #177@(87,10)88%\n  e1 (Rifle Infantry) x1: #148@(32,23)17%\n  e3 (Rocket Soldier) x5: #145@(31,23)19% #172@(80,14) #176@(69,20) #178@(58,28) #184@(30,23)\n  harv (Ore Truck (harvester)) x2: #132@(12,21) #153@(3,28)\nVISIBLE ENEMY UNITS (2):\n  #183 e1@(90,11) 10%, #185 e1@(90,14) 80%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - attack_move: 1 units\n  - attack_move: 1 units\n  - attack_move: 1 units\n  - attack_move: 3 units\n  - rally #166: ordered\n  - rally #180: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at ~(95,11): seen powr #179 (78%), previously fact #121, tent #133, powr #174. Strike group: 1tnk #177, e3 #156 at front. Remaining e3s (#145,172,176,178,184,148) en route. 2 war factories producing 1tnks; proc and 2nd tent building. Keep harvesters #132/#153 mining; army should push to destroy enemy buildings.", "raw": "{\"thoughts\": \"Our vanguard Light Tank and Rocket Soldiers are nearing the enemy base around (95,11), facing light enemy infantry. Reinforcements are streaming across the map while harvesters sustain vehicle and rocket soldier production.\", \"notes\": \"Enemy base at (95,11). #177 (1tnk) and #172 (e3) engaging forward enemy infantry (#183, #185). En route: #176, #178, #145, #148, #184. 3rd harvester and 1tnks queued.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [177, 172], \"x\": 92, \"y\": 12}, {\"do\": \"attack_move\", \"units\": [176, 178], \"x\": 90, \"y\": 12}, {\"do\": \"attack_move\", \"units\": [145, 148, 184], \"x\": 80, \"y\": 15}, {\"do\": \"rally\", \"building\": 166, \"x\": 80, \"y\": 15}, {\"do\": \"rally\", \"building\": 180, \"x\": 80, \"y\": 15}, {\"do\": \"rally\", \"building\": 134, \"x\": 80, \"y\": 15}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1944, "completion_tokens": 796, "total_tokens": 2740, "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": 0.008886, "upstream_inference_prompt_cost": 0.002916, "upstream_inference_completions_cost": 0.00597}, "completion_tokens_details": {"reasoning_tokens": 467, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.57, "thoughts": "Our vanguard Light Tank and Rocket Soldiers are nearing the enemy base around (95,11), facing light enemy infantry. Reinforcements are streaming across the map while harvesters sustain vehicle and rocket soldier production.", "notes": "Enemy base at (95,11). #177 (1tnk) and #172 (e3) engaging forward enemy infantry (#183, #185). En route: #176, #178, #145, #148, #184. 3rd harvester and 1tnks queued.", "commands": [{"do": "attack_move", "units": [177, 172], "x": 92, "y": 12}, {"do": "attack_move", "units": [176, 178], "x": 90, "y": 12}, {"do": "attack_move", "units": [145, 148, 184], "x": 80, "y": 15}, {"do": "rally", "building": 166, "x": 80, "y": 15}, {"do": "rally", "building": 180, "x": 80, "y": 15}, {"do": "rally", "building": 134, "x": 80, "y": 15}], "feedback": ["attack_move: 2 units", "attack_move: 2 units", "attack_move: 3 units", "rally #166: ordered", "rally #180: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6000, "deaths_cost": 2000, "units_killed": 18, "units_lost": 12, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 14400, "army_value": 2300, "income": 5000, "experience": 60, "order_count": 50}}
{"tick": 7801, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1021 (storage 2000), power 78 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8600, army $2400, killed $2000 (12 units, 0 bldgs), lost $6100 (19 units, 3 bldgs). Map explored 17.6%.\nPRODUCTION: Building: powr 73%; Infantry: e3 73%; 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@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 78%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #185@(90,14)60% #186@(92,11)41%\n  harv (Ore Truck (harvester)) x2: #131@(106,24) #147@(104,23)\nVISIBLE ENEMY UNITS (2):\n  #172 e3@(86,14) 100%, #177 1tnk@(89,10) 77%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 3 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely starts at (12,16); enemy 1tnk spotted near home at (87,10). Finish current powr, then restore power and build tanks. Two harvesters; preserve them.", "raw": "{\"thoughts\":\"Power is nearly restored, but cash is currently tied up in stored ore and production. Keep the infantry focused on the nearby rocket soldier, and queue a tank as soon as funds permit; avoid exposing the harvesters to the enemy tank.\",\"notes\":\"Enemy pressure near home: 1tnk at (89,10), e3 at (86,14). Two harvesters. Finish powr, then prioritize tanks and maintain power.\",\"commands\":[{\"do\":\"attack\",\"units\":[185,186],\"target\":172},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1437, "completion_tokens": 412, "total_tokens": 1849, "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": 0.0004241325, "upstream_inference_prompt_cost": 0.0001975325, "upstream_inference_completions_cost": 0.0002266}, "completion_tokens_details": {"reasoning_tokens": 283, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.09, "thoughts": "Power is nearly restored, but cash is currently tied up in stored ore and production. Keep the infantry focused on the nearby rocket soldier, and queue a tank as soon as funds permit; avoid exposing the harvesters to the enemy tank.", "notes": "Enemy pressure near home: 1tnk at (89,10), e3 at (86,14). Two harvesters. Finish powr, then prioritize tanks and maintain power.", "commands": [{"do": "attack", "units": [185, 186], "target": 172}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["attack: 2 units", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 6100, "units_killed": 12, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 8600, "army_value": 200, "income": 4175, "experience": 20, "order_count": 39}}
{"tick": 7801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $14700, army $4800, killed $6100 (19 units, 3 bldgs), lost $2000 (12 units, 0 bldgs). Map explored 30.4%.\nPRODUCTION: Building: proc 32%; Building: tent 0%; Vehicle: harv 47%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 2%; 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\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #177@(89,10)77%\n  e1 (Rifle Infantry) x1: #148@(42,24)17%\n  e3 (Rocket Soldier) x6: #145@(41,24)19% #172@(86,14) #176@(77,12) #178@(66,23) #184@(40,24) #189@(15,14)\n  harv (Ore Truck (harvester)) x2: #132@(4,28) #153@(12,21)\nVISIBLE ENEMY UNITS (2):\n  #185 e1@(90,14) 60%, #186 e1@(92,11) 41%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - attack_move: 2 units\n  - attack_move: 3 units\n  - rally #166: ordered\n  - rally #180: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). #177 (1tnk) and #172 (e3) engaging forward enemy infantry (#183, #185). En route: #176, #178, #145, #148, #184. 3rd harvester and 1tnks queued.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.08, "thoughts": "(no valid response)", "notes": "Enemy base at (95,11). #177 (1tnk) and #172 (e3) engaging forward enemy infantry (#183, #185). En route: #176, #178, #145, #148, #184. 3rd harvester and 1tnks queued.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6100, "deaths_cost": 2000, "units_killed": 19, "units_lost": 12, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 14700, "army_value": 2600, "income": 5000, "experience": 61, "order_count": 50}}
{"tick": 8001, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $722 (storage 2000), power 78 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8800, army $2600, killed $2300 (13 units, 0 bldgs), lost $6200 (20 units, 3 bldgs). Map explored 17.6%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: 1tnk 15%; Infantry: e3 10%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 78%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #185@(90,14)13%\n  e3 (Rocket Soldier) x1: #190@(93,10)\n  harv (Ore Truck (harvester)) x2: #131@(101,20) #147@(99,13)\nVISIBLE ENEMY UNITS (1):\n  #177 1tnk@(89,11) 74%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy pressure near home: 1tnk at (89,10), e3 at (86,14). Two harvesters. Finish powr, then prioritize tanks and maintain power.", "raw": "{\"thoughts\":\"Place the ready power plant to restore full power and keep the tank and rocket soldier queues running. The enemy tank is close to the base; send the rocket soldier after it while pulling the nearly destroyed rifleman back.\",\"notes\":\"Enemy tank last seen at (89,11), threatening home. Keep producing tanks and rockets; two harvesters.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack\",\"units\":[190],\"target\":177},{\"do\":\"move\",\"units\":[185],\"x\":96,\"y\":15},{\"do\":\"rally\",\"building\":171,\"x\":92,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1436, "completion_tokens": 325, "total_tokens": 1761, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1434, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000376145, "upstream_inference_prompt_cost": 0.000197395, "upstream_inference_completions_cost": 0.00017875}, "completion_tokens_details": {"reasoning_tokens": 189, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.35, "thoughts": "Place the ready power plant to restore full power and keep the tank and rocket soldier queues running. The enemy tank is close to the base; send the rocket soldier after it while pulling the nearly destroyed rifleman back.", "notes": "Enemy tank last seen at (89,11), threatening home. Keep producing tanks and rockets; two harvesters.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack", "units": [190], "target": 177}, {"do": "move", "units": [185], "x": 96, "y": 15}, {"do": "rally", "building": 171, "x": 92, "y": 11}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack: 1 units", "move: 1 units", "rally #171: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 6200, "units_killed": 13, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 8800, "army_value": 400, "income": 3675, "experience": 23, "order_count": 40}}
{"tick": 8001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $14400, army $4500, killed $6200 (20 units, 3 bldgs), lost $2300 (13 units, 0 bldgs). Map explored 30.5%.\nPRODUCTION: Building: proc 44%; Building: tent 0%; Vehicle: harv 62%; Vehicle: 1tnk 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #177@(89,11)74%\n  e1 (Rifle Infantry) x1: #148@(52,27)17%\n  e3 (Rocket Soldier) x5: #145@(51,26)19% #176@(86,12) #178@(74,15) #184@(50,26) #189@(25,20)\n  harv (Ore Truck (harvester)) x2: #132@(6,31) #153@(4,27)\nVISIBLE ENEMY UNITS (2):\n  #185 e1@(90,14) 13%, #190 e3@(93,10) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #179 powr@(93,14) 78%\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). #177 (1tnk) and #172 (e3) engaging forward enemy infantry (#183, #185). En route: #176, #178, #145, #148, #184. 3rd harvester and 1tnks queued.", "raw": "{\"thoughts\": \"We have forward units near the enemy base (95,11). Cash is $0 so production continues on its own; I'll press the attack on the exposed enemy Power Plant and infantry while retreating the badly-damaged infantry back toward base. Queues stay busy.\", \"notes\": \"Enemy base (95,11). #177 1tnk + #176/#178 e3 pushing onto enemy powr #179 and inf #185/#190. Low-HP e3 #145/#184 and e1 #148 retreating to ~(30,24). Keep producing; add harv/tanks when cash allows.\", \"commands\": [{\"do\":\"attack\",\"units\":[177,176],\"target\":179},{\"do\":\"attack_move\",\"units\":[178],\"x\":92,\"y\":12},{\"do\":\"attack\",\"units\":[176],\"target\":185},{\"do\":\"move\",\"units\":[145,184,148],\"x\":30,\"y\":24},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1667, "completion_tokens": 752, "total_tokens": 2419, "cost": 0.001176708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001176708, "upstream_inference_prompt_cost": 0.000274308, "upstream_inference_completions_cost": 0.0009024}, "completion_tokens_details": {"reasoning_tokens": 520, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.1, "thoughts": "We have forward units near the enemy base (95,11). Cash is $0 so production continues on its own; I'll press the attack on the exposed enemy Power Plant and infantry while retreating the badly-damaged infantry back toward base. Queues stay busy.", "notes": "Enemy base (95,11). #177 1tnk + #176/#178 e3 pushing onto enemy powr #179 and inf #185/#190. Low-HP e3 #145/#184 and e1 #148 retreating to ~(30,24). Keep producing; add harv/tanks when cash allows.", "commands": [{"do": "attack", "units": [177, 176], "target": 179}, {"do": "attack_move", "units": [178], "x": 92, "y": 12}, {"do": "attack", "units": [176], "target": 185}, {"do": "move", "units": [145, 184, 148], "x": 30, "y": 24}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["attack: 2 units", "attack_move: 1 units", "attack: 1 units", "move: 3 units", "train 2x e3: queued", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2300, "units_killed": 20, "units_lost": 13, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 14400, "army_value": 2300, "income": 5000, "experience": 62, "order_count": 50}}
{"tick": 8201, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1124 (storage 2000), power 136 made / 80 used, harvesters 2.\nSCORE: assets $9300, army $2800, killed $3000 (14 units, 0 bldgs), lost $6300 (21 units, 3 bldgs). Map explored 17.6%.\nPRODUCTION: Vehicle: 1tnk 62%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 81%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #190@(93,10)* #192@(93,10)\n  harv (Ore Truck (harvester)) x2: #131@(98,12) #147@(101,19)\nVISIBLE ENEMY UNITS (1):\n  #176 e3@(88,12) 96%\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\n  - move: 1 units\n  - rally #171: ordered\nYOUR NOTES FROM LAST TURN: Enemy tank last seen at (89,11), threatening home. Keep producing tanks and rockets; two harvesters.", "raw": "{\"thoughts\":\"The enemy is close to home, so keep the two rocket soldiers focused on its visible infantry while the Light Tank finishes. Preserve the harvesters and send newly produced armor west toward the enemy start once it rallies.\",\"notes\":\"Enemy start likely (12,16); enemy infantry #176 currently at (88,12). Factory has a Light Tank 62% complete. Two harvesters; defend base until armor arrives.\",\"commands\":[{\"do\":\"attack\",\"units\":[190,192],\"target\":176},{\"do\":\"rally\",\"building\":171,\"x\":75,\"y\":12}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1418, "completion_tokens": 319, "total_tokens": 1737, "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": 0.00037037, "upstream_inference_prompt_cost": 0.00019492, "upstream_inference_completions_cost": 0.00017545}, "completion_tokens_details": {"reasoning_tokens": 191, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.49, "thoughts": "The enemy is close to home, so keep the two rocket soldiers focused on its visible infantry while the Light Tank finishes. Preserve the harvesters and send newly produced armor west toward the enemy start once it rallies.", "notes": "Enemy start likely (12,16); enemy infantry #176 currently at (88,12). Factory has a Light Tank 62% complete. Two harvesters; defend base until armor arrives.", "commands": [{"do": "attack", "units": [190, 192], "target": 176}, {"do": "rally", "building": 171, "x": 75, "y": 12}], "feedback": ["attack: 2 units", "rally #171: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 6300, "units_killed": 14, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9300, "army_value": 600, "income": 4175, "experience": 30, "order_count": 41}}
{"tick": 8201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $13700, army $3800, killed $6300 (21 units, 3 bldgs), lost $3000 (14 units, 0 bldgs). Map explored 30.5%.\nPRODUCTION: Building: proc 44%; Building: tent 0%; Vehicle: harv 62%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #148@(44,24)17%\n  e3 (Rocket Soldier) x5: #145@(44,24)19% #176@(88,12)96% #178@(84,14) #184@(40,24) #189@(34,24)\n  harv (Ore Truck (harvester)) x2: #132@(11,24) #153@(2,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - attack_move: 1 units\n  - attack: 1 units\n  - move: 3 units\n  - train 2x e3: queued\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy base (95,11). #177 1tnk + #176/#178 e3 pushing onto enemy powr #179 and inf #185/#190. Low-HP e3 #145/#184 and e1 #148 retreating to ~(30,24). Keep producing; add harv/tanks when cash allows.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"We're broke ($0) with only 2 harvesters, so economy is the bottleneck. Get both harvesters mining, pull the low-HP squad back to safety, and regroup the two forward rocket soldiers instead of feeding them to the enemy alone.\", \"notes\": \"Enemy base (95,11). Broke - focus mining. #176/#178 e3 regroup at (70,15). #145/#184/#189/#148 e1 fall back to (30,22). Build order: finish proc, then weap #2 does tanks.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"move\",\"units\":[145,184,189,148],\"x\":30,\"y\":22},{\"do\":\"move\",\"units\":[176,178],\"x\":70,\"y\":15},{\"do\":\"rally\",\"building\":166,\"x\":40,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1708, "completion_tokens": 985, "total_tokens": 2693, "cost": 0.001468608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001468608, "upstream_inference_prompt_cost": 0.000286608, "upstream_inference_completions_cost": 0.001182}, "completion_tokens_details": {"reasoning_tokens": 785, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.72, "thoughts": "We're broke ($0) with only 2 harvesters, so economy is the bottleneck. Get both harvesters mining, pull the low-HP squad back to safety, and regroup the two forward rocket soldiers instead of feeding them to the enemy alone.", "notes": "Enemy base (95,11). Broke - focus mining. #176/#178 e3 regroup at (70,15). #145/#184/#189/#148 e1 fall back to (30,22). Build order: finish proc, then weap #2 does tanks.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "move", "units": [145, 184, 189, 148], "x": 30, "y": 22}, {"do": "move", "units": [176, 178], "x": 70, "y": 15}, {"do": "rally", "building": 166, "x": 40, "y": 20}], "feedback": ["move: 4 units", "move: 2 units", "rally #166: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6300, "deaths_cost": 3000, "units_killed": 21, "units_lost": 14, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 13700, "army_value": 1600, "income": 5000, "experience": 63, "order_count": 53}}
{"tick": 8401, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $859 (storage 2000), power 127 made / 80 used, harvesters 2.\nSCORE: assets $10000, army $3500, killed $3000 (14 units, 0 bldgs), lost $6300 (21 units, 3 bldgs). Map explored 17.6%.\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  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #193@(95,9)\n  e3 (Rocket Soldier) x2: #190@(84,11) #192@(84,13)\n  harv (Ore Truck (harvester)) x2: #131@(104,22) #147@(103,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - rally #171: ordered\nYOUR NOTES FROM LAST TURN: Enemy start likely (12,16); enemy infantry #176 currently at (88,12). Factory has a Light Tank 62% complete. Two harvesters; defend base until armor arrives.", "raw": "{\"thoughts\":\"Cash is depleted, so I can\u2019t start production yet. Send the tank and rocket soldiers west toward the likely enemy start to scout and engage, while keeping the harvesters mining.\",\"notes\":\"Enemy start likely (12,16); advance west from home at (95,11). Two harvesters; restart armor production when cash allows.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":147}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1410, "completion_tokens": 286, "total_tokens": 1696, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1408, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00035112, "upstream_inference_prompt_cost": 0.00019382, "upstream_inference_completions_cost": 0.0001573}, "completion_tokens_details": {"reasoning_tokens": 168, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.7, "thoughts": "Cash is depleted, so I can\u2019t start production yet. Send the tank and rocket soldiers west toward the likely enemy start to scout and engage, while keeping the harvesters mining.", "notes": "Enemy start likely (12,16); advance west from home at (95,11). Two harvesters; restart armor production when cash allows.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 147}], "feedback": ["attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 6300, "units_killed": 14, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 10000, "army_value": 1300, "income": 4175, "experience": 30, "order_count": 41}}
{"tick": 8401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $14000, army $4100, killed $6300 (21 units, 3 bldgs), lost $3000 (14 units, 0 bldgs). Map explored 30.5%.\nPRODUCTION: Building: proc 56%; Building: tent 0%; Vehicle: harv 77%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 13%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #148@(33,22)17%\n  e3 (Rocket Soldier) x6: #145@(33,22)19% #176@(78,13)96% #178@(74,15) #184@(30,22) #189@(30,22)* #194@(13,14)\n  harv (Ore Truck (harvester)) x2: #132@(12,26) #153@(11,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 4 units\n  - move: 2 units\n  - rally #166: ordered\nYOUR NOTES FROM LAST TURN: Enemy base (95,11). Broke - focus mining. #176/#178 e3 regroup at (70,15). #145/#184/#189/#148 e1 fall back to (30,22). Build order: finish proc, then weap #2 does tanks.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Cash is $0 so all queues are stalled waiting on ore; focus on economy and keeping units alive. Pull the badly damaged e1/e3 back to base, regroup the forward e3s so they aren't picked off, and make sure both harvesters are mining.\", \"notes\": \"Enemy base (95,11), no enemy units visible. #148/#145 damaged ~17-19% retreat to base. #176/#178 forward e3 regroup at (60,15). Build order: finish proc, harv, then tanks. Push when 8+ units ready.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"move\",\"units\":[148,145],\"x\":22,\"y\":22},{\"do\":\"move\",\"units\":[176,178],\"x\":60,\"y\":15},{\"do\":\"move\",\"units\":[184,189],\"x\":30,\"y\":22},{\"do\":\"rally\",\"building\":166,\"x\":30,\"y\":22}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1662, "completion_tokens": 986, "total_tokens": 2648, "cost": 0.001456008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001456008, "upstream_inference_prompt_cost": 0.000272808, "upstream_inference_completions_cost": 0.0011832}, "completion_tokens_details": {"reasoning_tokens": 765, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.36, "thoughts": "Cash is $0 so all queues are stalled waiting on ore; focus on economy and keeping units alive. Pull the badly damaged e1/e3 back to base, regroup the forward e3s so they aren't picked off, and make sure both harvesters are mining.", "notes": "Enemy base (95,11), no enemy units visible. #148/#145 damaged ~17-19% retreat to base. #176/#178 forward e3 regroup at (60,15). Build order: finish proc, harv, then tanks. Push when 8+ units ready.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "move", "units": [148, 145], "x": 22, "y": 22}, {"do": "move", "units": [176, 178], "x": 60, "y": 15}, {"do": "move", "units": [184, 189], "x": 30, "y": 22}, {"do": "rally", "building": 166, "x": 30, "y": 22}], "feedback": ["move: 2 units", "move: 2 units", "move: 2 units", "rally #166: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6300, "deaths_cost": 3000, "units_killed": 21, "units_lost": 14, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 14000, "army_value": 1900, "income": 5000, "experience": 63, "order_count": 53}}
{"tick": 8601, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $859 (storage 2000), power 127 made / 80 used, harvesters 2.\nSCORE: assets $10000, army $3500, killed $3000 (14 units, 0 bldgs), lost $6300 (21 units, 3 bldgs). Map explored 18.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #193@(75,15)\n  e3 (Rocket Soldier) x2: #190@(75,18) #192@(75,17)\n  harv (Ore Truck (harvester)) x2: #131@(105,23) #147@(99,21)\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: Enemy start likely (12,16); advance west from home at (95,11). Two harvesters; restart armor production when cash allows.", "raw": "{\"thoughts\":\"Stored ore is nearly enough for another Refinery, while the two harvesters keep mining. Queue a Light Tank and keep the advancing force moving toward the likely enemy start.\",\"notes\":\"Enemy start likely near (12,16); advance west. Two harvesters; prioritize another Refinery when affordable.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1},{\"do\":\"attack_move\",\"units\":[193,190,192],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1393, "completion_tokens": 226, "total_tokens": 1619, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1391, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003157825, "upstream_inference_prompt_cost": 0.0001914825, "upstream_inference_completions_cost": 0.0001243}, "completion_tokens_details": {"reasoning_tokens": 118, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.6, "thoughts": "Stored ore is nearly enough for another Refinery, while the two harvesters keep mining. Queue a Light Tank and keep the advancing force moving toward the likely enemy start.", "notes": "Enemy start likely near (12,16); advance west. Two harvesters; prioritize another Refinery when affordable.", "commands": [{"do": "train", "item": "1tnk", "count": 1}, {"do": "attack_move", "units": [193, 190, 192], "x": 12, "y": 16}], "feedback": ["train 1x 1tnk: queued", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 6300, "units_killed": 14, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 10000, "army_value": 1300, "income": 3675, "experience": 30, "order_count": 41}}
{"tick": 8601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $14000, army $4100, killed $6300 (21 units, 3 bldgs), lost $3000 (14 units, 0 bldgs). Map explored 31.5%.\nPRODUCTION: Building: proc 68%; Building: tent 0%; Vehicle: harv 92%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 68%; 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\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #148@(22,22)17%\n  e3 (Rocket Soldier) x6: #145@(23,22)19% #176@(68,15)96% #178@(65,18) #184@(30,22)* #189@(30,22)* #194@(22,18)\n  harv (Ore Truck (harvester)) x2: #132@(10,32) #153@(12,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - move: 2 units\n  - move: 2 units\n  - rally #166: ordered\nYOUR NOTES FROM LAST TURN: Enemy base (95,11), no enemy units visible. #148/#145 damaged ~17-19% retreat to base. #176/#178 forward e3 regroup at (60,15). Build order: finish proc, harv, then tanks. Push when 8+ units ready.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Cash is at $0 so nothing new can start until harvesters deliver ore. Retreat the two badly damaged units to base, keep harvesters mining, and hold the forward rocket squad together as a scouting group.\", \"notes\": \"Enemy base at (95,11), nothing visible. #148/#145 (17-19%) pulling back to base. #176/#178 hold at (60,15) as forward scout. Priority: get ore flowing, finish proc+harv, then mass tanks/e3 to push.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"harvest\", \"unit\": 153}, {\"do\": \"move\", \"units\": [148, 145], \"x\": 14, \"y\": 18}, {\"do\": \"move\", \"units\": [176, 178], \"x\": 60, \"y\": 15}, {\"do\": \"rally\", \"building\": 166, \"x\": 40, \"y\": 16}, {\"do\": \"rally\", \"building\": 180, \"x\": 40, \"y\": 16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1673, "completion_tokens": 634, "total_tokens": 2307, "cost": 0.001036908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001036908, "upstream_inference_prompt_cost": 0.000276108, "upstream_inference_completions_cost": 0.0007608}, "completion_tokens_details": {"reasoning_tokens": 386, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.67, "thoughts": "Cash is at $0 so nothing new can start until harvesters deliver ore. Retreat the two badly damaged units to base, keep harvesters mining, and hold the forward rocket squad together as a scouting group.", "notes": "Enemy base at (95,11), nothing visible. #148/#145 (17-19%) pulling back to base. #176/#178 hold at (60,15) as forward scout. Priority: get ore flowing, finish proc+harv, then mass tanks/e3 to push.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "move", "units": [148, 145], "x": 14, "y": 18}, {"do": "move", "units": [176, 178], "x": 60, "y": 15}, {"do": "rally", "building": 166, "x": 40, "y": 16}, {"do": "rally", "building": 180, "x": 40, "y": 16}], "feedback": ["move: 2 units", "move: 2 units", "rally #166: ordered", "rally #180: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6300, "deaths_cost": 3000, "units_killed": 21, "units_lost": 14, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 14000, "army_value": 1900, "income": 5000, "experience": 63, "order_count": 53}}
{"tick": 8801, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $934 (storage 2000), power 127 made / 80 used, harvesters 2.\nSCORE: assets $10000, army $3500, killed $3000 (14 units, 0 bldgs), lost $6300 (21 units, 3 bldgs). Map explored 19.3%.\nPRODUCTION: Vehicle: 1tnk 46%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #193@(67,17)78%\n  e3 (Rocket Soldier) x2: #190@(67,24) #192@(68,24)\n  harv (Ore Truck (harvester)) x2: #131@(99,14) #147@(98,12)\nVISIBLE ENEMY UNITS (2):\n  #176 e3@(63,18) 23%, #178 e3@(63,18) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x 1tnk: queued\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy start likely near (12,16); advance west. Two harvesters; prioritize another Refinery when affordable.", "raw": "{\"thoughts\":\"Our forward force has encountered two enemy rocket soldiers; advance west with attack-move to engage them and continue toward the likely enemy base. Keep the Light Tank production queue running and direct new units toward the front.\",\"notes\":\"Enemy start likely near (12,16); current contact at (63,18). Two harvesters; build another Refinery when affordable. Forward force: tank #193, rockets #190/#192.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[193,190,192],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":171,\"x\":60,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":60,\"y\":18}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1429, "completion_tokens": 303, "total_tokens": 1732, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1427, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003630825, "upstream_inference_prompt_cost": 0.0001964325, "upstream_inference_completions_cost": 0.00016665}, "completion_tokens_details": {"reasoning_tokens": 149, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.98, "thoughts": "Our forward force has encountered two enemy rocket soldiers; advance west with attack-move to engage them and continue toward the likely enemy base. Keep the Light Tank production queue running and direct new units toward the front.", "notes": "Enemy start likely near (12,16); current contact at (63,18). Two harvesters; build another Refinery when affordable. Forward force: tank #193, rockets #190/#192.", "commands": [{"do": "attack_move", "units": [193, 190, 192], "x": 12, "y": 16}, {"do": "rally", "building": 171, "x": 60, "y": 18}, {"do": "rally", "building": 133, "x": 60, "y": 18}], "feedback": ["attack_move: 3 units", "rally #171: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 6300, "units_killed": 14, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 10000, "army_value": 1300, "income": 3550, "experience": 30, "order_count": 42}}
{"tick": 8801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:52 (tick 8801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $14000, army $4100, killed $6300 (21 units, 3 bldgs), lost $3000 (14 units, 0 bldgs). Map explored 31.6%.\nPRODUCTION: Building: proc 68%; Building: tent 0%; Vehicle: harv 92%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 68%; 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\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #148@(13,19)17%\n  e3 (Rocket Soldier) x6: #145@(13,19)19% #176@(63,18)23% #178@(63,18) #184@(30,22)* #189@(30,22)* #194@(31,24)\n  harv (Ore Truck (harvester)) x2: #132@(11,23) #153@(8,31)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - move: 2 units\n  - rally #166: ordered\n  - rally #180: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), nothing visible. #148/#145 (17-19%) pulling back to base. #176/#178 hold at (60,15) as forward scout. Priority: get ore flowing, finish proc+harv, then mass tanks/e3 to push.", "raw": "{\"thoughts\": \"Economy is stalled at $0 cash with ore not flowing. Both harvesters must return to mining immediately so queued production can resume. Forward rocket soldiers stay as a cautious scout; damaged infantry already retreating.\", \"notes\": \"Enemy base (95,11). Economy priority: harvesters mining. Queues stacked (tent, 3x 1tnk, 8x e3). Forward scouts #176/#178 at (63,18). Mass army once cash flows.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"stance\",\"units\":[176,178],\"stance\":\"return_fire\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1673, "completion_tokens": 568, "total_tokens": 2241, "cost": 0.000957708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000957708, "upstream_inference_prompt_cost": 0.000276108, "upstream_inference_completions_cost": 0.0006816}, "completion_tokens_details": {"reasoning_tokens": 419, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.39, "thoughts": "Economy is stalled at $0 cash with ore not flowing. Both harvesters must return to mining immediately so queued production can resume. Forward rocket soldiers stay as a cautious scout; damaged infantry already retreating.", "notes": "Enemy base (95,11). Economy priority: harvesters mining. Queues stacked (tent, 3x 1tnk, 8x e3). Forward scouts #176/#178 at (63,18). Mass army once cash flows.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "stance", "units": [176, 178], "stance": "return_fire"}], "feedback": ["stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6300, "deaths_cost": 3000, "units_killed": 21, "units_lost": 14, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 14000, "army_value": 1900, "income": 4500, "experience": 63, "order_count": 53}}
{"tick": 9001, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1200 (storage 2000), power 127 made / 80 used, harvesters 2.\nSCORE: assets $9300, army $2800, killed $3300 (15 units, 0 bldgs), lost $7000 (22 units, 3 bldgs). Map explored 19.4%.\nPRODUCTION: Vehicle: 1tnk 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #190@(58,28) #192@(59,28)\n  harv (Ore Truck (harvester)) x2: #131@(99,17) #147@(100,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - rally #171: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy start likely near (12,16); current contact at (63,18). Two harvesters; build another Refinery when affordable. Forward force: tank #193, rockets #190/#192.", "raw": "{\"thoughts\":\"The enemy base is still unlocated, likely near (12,16), and my two rocket soldiers are the only visible combat units. Keep the nearly finished tank production running and push the rockets west to scout; prioritize another refinery once income allows.\",\"notes\":\"Enemy likely starts near (12,16); scout west from current forward position. Two harvesters; war factory queue has a 1tnk at 94%.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[190,192],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":171,\"x\":40,\"y\":20}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1408, "completion_tokens": 303, "total_tokens": 1711, "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": 0.000360195, "upstream_inference_prompt_cost": 0.000193545, "upstream_inference_completions_cost": 0.00016665}, "completion_tokens_details": {"reasoning_tokens": 168, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.51, "thoughts": "The enemy base is still unlocated, likely near (12,16), and my two rocket soldiers are the only visible combat units. Keep the nearly finished tank production running and push the rockets west to scout; prioritize another refinery once income allows.", "notes": "Enemy likely starts near (12,16); scout west from current forward position. Two harvesters; war factory queue has a 1tnk at 94%.", "commands": [{"do": "attack_move", "units": [190, 192], "x": 12, "y": 16}, {"do": "rally", "building": 171, "x": 40, "y": 20}], "feedback": ["attack_move: 2 units", "rally #171: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3300, "deaths_cost": 7000, "units_killed": 15, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9300, "army_value": 600, "income": 4175, "experience": 33, "order_count": 42}}
{"tick": 9001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:00 (tick 9001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15100, army $5200, killed $7000 (22 units, 3 bldgs), lost $3300 (15 units, 0 bldgs). Map explored 31.6%.\nPRODUCTION: Building: proc 79%; Building: tent 0%; Vehicle: 1tnk 14%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 21%; 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\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #148@(13,18)17%*\n  e3 (Rocket Soldier) x6: #145@(13,18)19%* #178@(63,18)63%* #184@(30,22)* #189@(30,22)* #194@(42,24) #196@(14,14)\n  harv (Ore Truck (harvester)) x3: #132@(8,25) #153@(12,21) #195@(7,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy base (95,11). Economy priority: harvesters mining. Queues stacked (tent, 3x 1tnk, 8x e3). Forward scouts #176/#178 at (63,18). Mass army once cash flows.", "raw": "{\"thoughts\": \"Cash is $0, so nothing can complete until harvesters deliver ore. Consolidate idle units near the base as defense and keep harvesters mining. Enemy base is at (95,11); I need economy before attacking.\", \"notes\": \"Enemy base (95,11). No enemy units visible. 3 harvesters mining. Idle e3s rallied near base (14,17). Queues stacked: proc, tent, 3x1tnk, 8x e3.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"harvest\", \"unit\": 153}, {\"do\": \"harvest\", \"unit\": 195}, {\"do\": \"attack_move\", \"units\": [148, 145, 196, 184, 189], \"x\": 16, \"y\": 20}, {\"do\": \"rally\", \"building\": 166, \"x\": 16, \"y\": 19}, {\"do\": \"rally\", \"building\": 180, \"x\": 16, \"y\": 19}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1639, "completion_tokens": 646, "total_tokens": 2285, "cost": 0.001041108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001041108, "upstream_inference_prompt_cost": 0.000265908, "upstream_inference_completions_cost": 0.0007752}, "completion_tokens_details": {"reasoning_tokens": 408, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.54, "thoughts": "Cash is $0, so nothing can complete until harvesters deliver ore. Consolidate idle units near the base as defense and keep harvesters mining. Enemy base is at (95,11); I need economy before attacking.", "notes": "Enemy base (95,11). No enemy units visible. 3 harvesters mining. Idle e3s rallied near base (14,17). Queues stacked: proc, tent, 3x1tnk, 8x e3.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 195}, {"do": "attack_move", "units": [148, 145, 196, 184, 189], "x": 16, "y": 20}, {"do": "rally", "building": 166, "x": 16, "y": 19}, {"do": "rally", "building": 180, "x": 16, "y": 19}], "feedback": ["attack_move: 5 units", "rally #166: ordered", "rally #180: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 7000, "deaths_cost": 3300, "units_killed": 22, "units_lost": 15, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 15100, "army_value": 1900, "income": 4925, "experience": 70, "order_count": 53}}
{"tick": 9201, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1159 (storage 2000), power 127 made / 80 used, harvesters 2.\nSCORE: assets $10000, army $3500, killed $3300 (15 units, 0 bldgs), lost $7000 (22 units, 3 bldgs). Map explored 19.4%.\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  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #197@(81,11)\n  e3 (Rocket Soldier) x2: #190@(51,26)84% #192@(52,28)\n  harv (Ore Truck (harvester)) x2: #131@(106,25) #147@(105,24)\nVISIBLE ENEMY UNITS (1):\n  #194 e3@(48,25) 77%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #171: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (12,16); scout west from current forward position. Two harvesters; war factory queue has a 1tnk at 94%.", "raw": "{\"thoughts\":\"Cash is depleted, so keep the economy working while the harvesters convert stored ore into spendable funds. Push the tank and rocket soldiers west to scout and pressure the enemy, and repair the damaged power plants when funds allow.\",\"notes\":\"Enemy likely near (12,16). Scout/attack west with army; keep both harvesters mining. Prioritize another refinery and nonstop tank production as cash arrives.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":147},{\"do\":\"repair\",\"building\":179},{\"do\":\"repair\",\"building\":191},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1418, "completion_tokens": 314, "total_tokens": 1732, "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": 0.00036762, "upstream_inference_prompt_cost": 0.00019492, "upstream_inference_completions_cost": 0.0001727}, "completion_tokens_details": {"reasoning_tokens": 153, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.1, "thoughts": "Cash is depleted, so keep the economy working while the harvesters convert stored ore into spendable funds. Push the tank and rocket soldiers west to scout and pressure the enemy, and repair the damaged power plants when funds allow.", "notes": "Enemy likely near (12,16). Scout/attack west with army; keep both harvesters mining. Prioritize another refinery and nonstop tank production as cash arrives.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 147}, {"do": "repair", "building": 179}, {"do": "repair", "building": 191}, {"do": "train", "item": "1tnk", "count": 5}], "feedback": ["attack_move: 3 units", "repair #179: ordered", "repair #191: ordered", "train 5x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3300, "deaths_cost": 7000, "units_killed": 15, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 10000, "army_value": 1300, "income": 4100, "experience": 33, "order_count": 42}}
{"tick": 9201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:08 (tick 9201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15100, army $5200, killed $7000 (22 units, 3 bldgs), lost $3300 (15 units, 0 bldgs). Map explored 32.2%.\nPRODUCTION: Building: proc 90%; Building: tent 0%; Vehicle: 1tnk 43%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 71%; 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\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x6: #145@(16,20)19%* #178@(63,18)63%* #184@(20,20) #189@(20,20) #194@(48,25)77% #196@(16,20)*\n  harv (Ore Truck (harvester)) x3: #132@(6,31) #153@(5,28) #195@(15,6)\nVISIBLE ENEMY UNITS (1):\n  #190 e3@(51,26) 84%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - rally #166: ordered\n  - rally #180: ordered\nYOUR NOTES FROM LAST TURN: Enemy base (95,11). No enemy units visible. 3 harvesters mining. Idle e3s rallied near base (14,17). Queues stacked: proc, tent, 3x1tnk, 8x e3.", "raw": "{\"thoughts\": \"Cash is 0 (fully spent), power is fine, 3 harvesters mining, queues are deeply stacked (proc+tent, 3x1tnk, 8x e3). No enemy push visible yet. Best play is to hold the base, protect harvesters, and let the queued tanks/rockets finish before attacking the known enemy base at (95,11).\", \"notes\": \"Enemy base (95,11). Forward e3 #178 at (63,18), enemy e3 #190 at (51,26). 6 e3 + 1 e1, mostly damaged. Queues: proc, tent, 3x1tnk, 8x e3. Waiting to mass tanks before attacking.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":195},{\"do\":\"stance\",\"units\":[184,189,196,145,148],\"stance\":\"defend\"},{\"do\":\"move\",\"units\":[178],\"x\":40,\"y\":22}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1669, "completion_tokens": 1170, "total_tokens": 2839, "cost": 0.001678908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001678908, "upstream_inference_prompt_cost": 0.000274908, "upstream_inference_completions_cost": 0.001404}, "completion_tokens_details": {"reasoning_tokens": 937, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.75, "thoughts": "Cash is 0 (fully spent), power is fine, 3 harvesters mining, queues are deeply stacked (proc+tent, 3x1tnk, 8x e3). No enemy push visible yet. Best play is to hold the base, protect harvesters, and let the queued tanks/rockets finish before attacking the known enemy base at (95,11).", "notes": "Enemy base (95,11). Forward e3 #178 at (63,18), enemy e3 #190 at (51,26). 6 e3 + 1 e1, mostly damaged. Queues: proc, tent, 3x1tnk, 8x e3. Waiting to mass tanks before attacking.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 195}, {"do": "stance", "units": [184, 189, 196, 145, 148], "stance": "defend"}, {"do": "move", "units": [178], "x": 40, "y": 22}], "feedback": ["stance: 5 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 7000, "deaths_cost": 3300, "units_killed": 22, "units_lost": 15, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 15100, "army_value": 1900, "income": 5000, "experience": 70, "order_count": 53}}
{"tick": 9401, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $834 (storage 2000), power 127 made / 80 used, harvesters 2.\nSCORE: assets $10000, army $3500, killed $3300 (15 units, 0 bldgs), lost $7000 (22 units, 3 bldgs). Map explored 19.5%.\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  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #197@(65,24)\n  e3 (Rocket Soldier) x2: #190@(51,26)47% #192@(52,28)\n  harv (Ore Truck (harvester)) x2: #131@(108,23) #147@(101,23)\nVISIBLE ENEMY UNITS (2):\n  #178 e3@(62,27) 54%, #194 e3@(48,25) 32%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - repair #179: ordered\n  - repair #191: ordered\n  - train 5x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16). Scout/attack west with army; keep both harvesters mining. Prioritize another refinery and nonstop tank production as cash arrives.", "raw": "{\"thoughts\":\"The tank queue is already running, but cash is depleted, so I\u2019ll keep the harvesters mining and push the available combat units west toward the enemy start. The visible enemy infantry are near our advancing force; attack-move should engage them en route.\",\"notes\":\"Enemy likely near (12,16). Advance west with army; tank queue has five 1tnks. Two harvesters mining; build another refinery when cash permits.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":147}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1491, "completion_tokens": 303, "total_tokens": 1794, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1489, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003716075, "upstream_inference_prompt_cost": 0.0002049575, "upstream_inference_completions_cost": 0.00016665}, "completion_tokens_details": {"reasoning_tokens": 165, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.97, "thoughts": "The tank queue is already running, but cash is depleted, so I\u2019ll keep the harvesters mining and push the available combat units west toward the enemy start. The visible enemy infantry are near our advancing force; attack-move should engage them en route.", "notes": "Enemy likely near (12,16). Advance west with army; tank queue has five 1tnks. Two harvesters mining; build another refinery when cash permits.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 147}], "feedback": ["attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3300, "deaths_cost": 7000, "units_killed": 15, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 10000, "army_value": 1300, "income": 4000, "experience": 33, "order_count": 47}}
{"tick": 9401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:16 (tick 9401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15100, army $5200, killed $7000 (22 units, 3 bldgs), lost $3300 (15 units, 0 bldgs). Map explored 32.4%.\nPRODUCTION: Building: proc 90%; Building: tent 0%; Vehicle: 1tnk 43%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 71%; 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\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x6: #145@(16,20)19%* #178@(62,27)54% #184@(16,20)* #189@(16,20)* #194@(48,25)32% #196@(16,20)*\n  harv (Ore Truck (harvester)) x3: #132@(11,26) #153@(4,29) #195@(14,6)\nVISIBLE ENEMY UNITS (1):\n  #190 e3@(51,26) 47%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 5 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base (95,11). Forward e3 #178 at (63,18), enemy e3 #190 at (51,26). 6 e3 + 1 e1, mostly damaged. Queues: proc, tent, 3x1tnk, 8x e3. Waiting to mass tanks before attacking.", "raw": "{\"thoughts\": \"We're broke ($0) with a proc almost done and queues full, so priority is securing ore income and consolidating. The stray rocket soldiers #178/#194 are damaged and far forward near the enemy e3 #190 \u2014 pull them home. Cancel the pointless second barracks queue and keep cheap production running.\", \"notes\": \"Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).\", \"commands\": [{\"do\":\"cancel\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"move\",\"units\":[178,194],\"x\":18,\"y\":22},{\"do\":\"stance\",\"units\":[184,189,196,148,145],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":166,\"x\":16,\"y\":20},{\"do\":\"rally\",\"building\":180,\"x\":16,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1676, "completion_tokens": 939, "total_tokens": 2615, "cost": 0.001403808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001403808, "upstream_inference_prompt_cost": 0.000277008, "upstream_inference_completions_cost": 0.0011268}, "completion_tokens_details": {"reasoning_tokens": 711, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.36, "thoughts": "We're broke ($0) with a proc almost done and queues full, so priority is securing ore income and consolidating. The stray rocket soldiers #178/#194 are damaged and far forward near the enemy e3 #190 \u2014 pull them home. Cancel the pointless second barracks queue and keep cheap production running.", "notes": "Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "commands": [{"do": "cancel", "item": "tent"}, {"do": "build", "item": "powr"}, {"do": "move", "units": [178, 194], "x": 18, "y": 22}, {"do": "stance", "units": [184, 189, 196, 148, 145], "stance": "defend"}, {"do": "rally", "building": 166, "x": 16, "y": 20}, {"do": "rally", "building": 180, "x": 16, "y": 20}], "feedback": ["build powr: started", "move: 2 units", "stance: 5 units", "rally #166: ordered", "rally #180: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 7000, "deaths_cost": 3300, "units_killed": 22, "units_lost": 15, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 15100, "army_value": 1900, "income": 4500, "experience": 70, "order_count": 53}}
{"tick": 9601, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $500 (storage 2000), power 127 made / 80 used, harvesters 2.\nSCORE: assets $10000, army $3500, killed $3900 (17 units, 0 bldgs), lost $7000 (22 units, 3 bldgs). Map explored 20%.\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  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #197@(55,28)\n  e3 (Rocket Soldier) x2: #190@(47,25)47% #192@(46,25)\n  harv (Ore Truck (harvester)) x2: #131@(100,15) #147@(98,12)\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: Enemy likely near (12,16). Advance west with army; tank queue has five 1tnks. Two harvesters mining; build another refinery when cash permits.", "raw": "{\"thoughts\":\"Keep the available combat units pushing toward the likely enemy start to reveal and pressure their base. The five-tank production queue is already active; conserve commands for the advance while cash recovers.\",\"notes\":\"Enemy likely near (12,16). Combat units advancing west; keep rallying them toward enemy base. Five 1tnks queued. Two harvesters mining; build another refinery when cash permits.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1439, "completion_tokens": 277, "total_tokens": 1716, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1437, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003501575, "upstream_inference_prompt_cost": 0.0001978075, "upstream_inference_completions_cost": 0.00015235}, "completion_tokens_details": {"reasoning_tokens": 164, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.63, "thoughts": "Keep the available combat units pushing toward the likely enemy start to reveal and pressure their base. The five-tank production queue is already active; conserve commands for the advance while cash recovers.", "notes": "Enemy likely near (12,16). Combat units advancing west; keep rallying them toward enemy base. Five 1tnks queued. Two harvesters mining; build another refinery when cash permits.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3900, "deaths_cost": 7000, "units_killed": 17, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 10000, "army_value": 1300, "income": 4000, "experience": 39, "order_count": 47}}
{"tick": 9601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:24 (tick 9601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $69 (storage 4000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $14800, army $4900, killed $7000 (22 units, 3 bldgs), lost $3900 (17 units, 0 bldgs). Map explored 32.5%.\nPRODUCTION: Building: proc 99%; Building: powr 0%; Vehicle: 1tnk 67%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 13%; 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\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x5: #145@(16,20)19%* #184@(16,20)* #189@(16,20)* #196@(16,20)* #198@(13,14)\n  harv (Ore Truck (harvester)) x3: #132@(12,24) #153@(7,24) #195@(7,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - move: 2 units\n  - stance: 5 units\n  - rally #166: ordered\n  - rally #180: ordered\nYOUR NOTES FROM LAST TURN: Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.27, "thoughts": "(no valid response)", "notes": "Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 7000, "deaths_cost": 3900, "units_killed": 22, "units_lost": 17, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 14800, "army_value": 1600, "income": 4500, "experience": 70, "order_count": 55}}
{"tick": 9801, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1169 (storage 2000), power 127 made / 80 used, harvesters 2.\nSCORE: assets $10700, army $4200, killed $3900 (17 units, 0 bldgs), lost $7000 (22 units, 3 bldgs). Map explored 20.8%.\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  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #197@(38,22) #199@(81,11)\n  e3 (Rocket Soldier) x2: #190@(36,24)47% #192@(36,22)\n  harv (Ore Truck (harvester)) x2: #131@(99,13) #147@(101,21)\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: Enemy likely near (12,16). Combat units advancing west; keep rallying them toward enemy base. Five 1tnks queued. Two harvesters mining; build another refinery when cash permits.", "raw": "{\"thoughts\":\"The enemy base is still unspotted, but the westbound force is already advancing toward its likely start near (12,16). Keep the tank queue working and send all combat units west; set the War Factory rally point to reinforce that push.\",\"notes\":\"Enemy likely starts near (12,16); continue scouting and attacking west. Four light tanks are queued; two harvesters mining. Build another refinery when funds allow.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":171,\"x\":12,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1446, "completion_tokens": 361, "total_tokens": 1807, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1444, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00039732, "upstream_inference_prompt_cost": 0.00019877, "upstream_inference_completions_cost": 0.00019855}, "completion_tokens_details": {"reasoning_tokens": 218, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.95, "thoughts": "The enemy base is still unspotted, but the westbound force is already advancing toward its likely start near (12,16). Keep the tank queue working and send all combat units west; set the War Factory rally point to reinforce that push.", "notes": "Enemy likely starts near (12,16); continue scouting and attacking west. Four light tanks are queued; two harvesters mining. Build another refinery when funds allow.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 171, "x": 12, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["attack_move: 4 units", "rally #171: ordered", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3900, "deaths_cost": 7000, "units_killed": 17, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 10700, "army_value": 2000, "income": 4500, "experience": 39, "order_count": 47}}
{"tick": 9801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:32 (tick 9801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $653 (storage 4000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $15500, army $5600, killed $7000 (22 units, 3 bldgs), lost $3900 (17 units, 0 bldgs). Map explored 32.5%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Vehicle: 1tnk 1%; Vehicle: 1tnk 0%; Infantry: e3 72%; 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\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #200@(9,13)\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x5: #145@(16,20)19%* #184@(16,20)* #189@(16,20)* #196@(16,20)* #198@(22,18)\n  harv (Ore Truck (harvester)) x3: #132@(8,32) #153@(11,22) #195@(7,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.16, "thoughts": "(no valid response)", "notes": "Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "commands": [], "feedback": ["(auto) placed ready proc near base because you did not place it"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 7000, "deaths_cost": 3900, "units_killed": 22, "units_lost": 17, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 15500, "army_value": 2300, "income": 5500, "experience": 70, "order_count": 55}}
{"tick": 10001, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $510 (storage 2000), power 127 made / 80 used, harvesters 2.\nSCORE: assets $10700, army $4200, killed $3900 (17 units, 0 bldgs), lost $7000 (22 units, 3 bldgs). Map explored 22.6%.\nPRODUCTION: Building: proc 23%; 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  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #197@(29,21)34% #199@(65,24)\n  e3 (Rocket Soldier) x2: #190@(30,19)47% #192@(29,14)\n  harv (Ore Truck (harvester)) x2: #131@(108,23) #147@(105,26)\nVISIBLE ENEMY UNITS (1):\n  #198 e3@(26,20) 32%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - rally #171: ordered\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (12,16); continue scouting and attacking west. Four light tanks are queued; two harvesters mining. Build another refinery when funds allow.", "raw": "{\"thoughts\":\"The four-unit force is close to the enemy and can focus down the visible, damaged rocket soldier. The refinery and tank queue are already running; keep new tanks rallying west and let the harvesters keep mining.\",\"notes\":\"Enemy likely near (12,16); push west when the force is ready. Two light tanks and two rocket soldiers are forward; refinery is building and four light tanks are queued.\",\"commands\":[{\"do\":\"attack\",\"units\":[197,190,192],\"target\":198},{\"do\":\"attack_move\",\"units\":[199],\"x\":18,\"y\":16},{\"do\":\"rally\",\"building\":171,\"x\":18,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1471, "completion_tokens": 341, "total_tokens": 1812, "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": 0.0003897575, "upstream_inference_prompt_cost": 0.0002022075, "upstream_inference_completions_cost": 0.00018755}, "completion_tokens_details": {"reasoning_tokens": 196, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.43, "thoughts": "The four-unit force is close to the enemy and can focus down the visible, damaged rocket soldier. The refinery and tank queue are already running; keep new tanks rallying west and let the harvesters keep mining.", "notes": "Enemy likely near (12,16); push west when the force is ready. Two light tanks and two rocket soldiers are forward; refinery is building and four light tanks are queued.", "commands": [{"do": "attack", "units": [197, 190, 192], "target": 198}, {"do": "attack_move", "units": [199], "x": 18, "y": 16}, {"do": "rally", "building": 171, "x": 18, "y": 16}], "feedback": ["attack: 3 units", "attack_move: 1 units", "rally #171: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3900, "deaths_cost": 7000, "units_killed": 17, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 10700, "army_value": 2000, "income": 4000, "experience": 39, "order_count": 48}}
{"tick": 10001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:40 (tick 10001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 200 made / 170 used, harvesters 4.\nSCORE: assets $18300, army $7000, killed $7000 (22 units, 3 bldgs), lost $3900 (17 units, 0 bldgs). Map explored 32.6%.\nPRODUCTION: Building: powr 63%; Vehicle: 1tnk 39%; Vehicle: 1tnk 0%; Infantry: e3 37%; 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\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #200@(16,19)*\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x6: #145@(16,20)19%* #184@(16,20)* #189@(16,20)* #196@(16,20)* #198@(26,20)32% #203@(8,18)\n  harv (Ore Truck (harvester)) x4: #132@(9,25) #153@(2,29) #195@(15,4) #202@(2,28)\nVISIBLE ENEMY UNITS (1):\n  #197 1tnk@(29,21) 34%\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); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.37, "thoughts": "(no valid response)", "notes": "Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 7000, "deaths_cost": 3900, "units_killed": 22, "units_lost": 17, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 18300, "army_value": 2600, "income": 5000, "experience": 70, "order_count": 56}}
{"tick": 10201, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 127 made / 80 used, harvesters 2.\nSCORE: assets $11400, army $4900, killed $4200 (18 units, 0 bldgs), lost $7000 (22 units, 3 bldgs). Map explored 22.8%.\nPRODUCTION: Building: proc 41%; Vehicle: 1tnk 25%; 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  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #197@(29,21)13%* #199@(45,25) #204@(83,11)\n  e3 (Rocket Soldier) x2: #190@(30,19)47%* #192@(28,16)*\n  harv (Ore Truck (harvester)) x2: #131@(104,22) #147@(99,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack_move: 1 units\n  - rally #171: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16); push west when the force is ready. Two light tanks and two rocket soldiers are forward; refinery is building and four light tanks are queued.", "raw": "{\"thoughts\":\"Cash is exhausted while the second refinery is still building, so keep the existing tank production flowing and direct the healthier forward units toward the likely enemy start. Pull the critically damaged tank back rather than losing it; repair the weakened power plants when funds allow.\",\"notes\":\"Enemy likely near (12,16). Refinery is in progress; three light tanks are queued across vehicle production. #197 is critically damaged and should retreat. Send the healthier forward force west.\",\"commands\":[{\"do\":\"move\",\"units\":[197],\"x\":96,\"y\":11},{\"do\":\"attack_move\",\"units\":[199,190,192],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":171,\"x\":30,\"y\":20}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1466, "completion_tokens": 385, "total_tokens": 1851, "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": 0.00041327, "upstream_inference_prompt_cost": 0.00020152, "upstream_inference_completions_cost": 0.00021175}, "completion_tokens_details": {"reasoning_tokens": 226, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.56, "thoughts": "Cash is exhausted while the second refinery is still building, so keep the existing tank production flowing and direct the healthier forward units toward the likely enemy start. Pull the critically damaged tank back rather than losing it; repair the weakened power plants when funds allow.", "notes": "Enemy likely near (12,16). Refinery is in progress; three light tanks are queued across vehicle production. #197 is critically damaged and should retreat. Send the healthier forward force west.", "commands": [{"do": "move", "units": [197], "x": 96, "y": 11}, {"do": "attack_move", "units": [199, 190, 192], "x": 12, "y": 16}, {"do": "rally", "building": 171, "x": 30, "y": 20}], "feedback": ["move: 1 units", "attack_move: 3 units", "rally #171: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 7000, "units_killed": 18, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 11400, "army_value": 2700, "income": 4000, "experience": 42, "order_count": 48}}
{"tick": 10201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:48 (tick 10201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 200 made / 170 used, harvesters 4.\nSCORE: assets $18000, army $6700, killed $7000 (22 units, 3 bldgs), lost $4200 (18 units, 0 bldgs). Map explored 32.7%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: 1tnk 71%; Vehicle: 1tnk 0%; Infantry: e3 93%; 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\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 100%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #200@(16,19)*\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x5: #145@(16,20)19%* #184@(16,20)* #189@(16,20)* #196@(16,20)* #203@(16,21)\n  harv (Ore Truck (harvester)) x4: #132@(9,25) #153@(8,26) #195@(16,9) #202@(3,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.14, "thoughts": "(no valid response)", "notes": "Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "commands": [], "feedback": ["(auto) placed ready powr near base because you did not place it"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 7000, "deaths_cost": 4200, "units_killed": 22, "units_lost": 18, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 18000, "army_value": 2300, "income": 5225, "experience": 70, "order_count": 56}}
{"tick": 10401, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $386 (storage 2000), power 127 made / 80 used, harvesters 2.\nSCORE: assets $11400, army $4900, killed $4200 (18 units, 0 bldgs), lost $7000 (22 units, 3 bldgs). Map explored 25%.\nPRODUCTION: Building: proc 45%; Vehicle: 1tnk 33%; 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  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #197@(47,28)13% #199@(25,17) #204@(67,25)\n  e3 (Rocket Soldier) x2: #190@(23,19)33% #192@(19,16)62%\n  harv (Ore Truck (harvester)) x2: #131@(99,13) #147@(98,12)\nVISIBLE ENEMY UNITS (2):\n  #200 1tnk@(17,18) 100%, #203 e3@(21,22) 81%\nVISIBLE ENEMY BUILDINGS (1):\n  #135 powr@(15,16) 90%\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 3 units\n  - rally #171: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16). Refinery is in progress; three light tanks are queued across vehicle production. #197 is critically damaged and should retreat. Send the healthier forward force west.", "raw": "{\"thoughts\":\"The refinery is nearly complete and cash is depleted, so prioritize preserving the surviving force until income resumes. Pull the critically damaged tank back; send the healthier tanks toward the enemy and keep the rocket soldiers supporting them.\",\"notes\":\"Enemy activity near (12,16). Refinery still building; cash low. Tank #197 needs retreating; #199 and #204 advance west.\",\"commands\":[{\"do\":\"move\",\"units\":[197],\"x\":94,\"y\":11},{\"do\":\"attack_move\",\"units\":[199,204],\"x\":15,\"y\":16},{\"do\":\"move\",\"units\":[190,192],\"x\":25,\"y\":17}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1500, "completion_tokens": 284, "total_tokens": 1784, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1498, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000362395, "upstream_inference_prompt_cost": 0.000206195, "upstream_inference_completions_cost": 0.0001562}, "completion_tokens_details": {"reasoning_tokens": 142, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.79, "thoughts": "The refinery is nearly complete and cash is depleted, so prioritize preserving the surviving force until income resumes. Pull the critically damaged tank back; send the healthier tanks toward the enemy and keep the rocket soldiers supporting them.", "notes": "Enemy activity near (12,16). Refinery still building; cash low. Tank #197 needs retreating; #199 and #204 advance west.", "commands": [{"do": "move", "units": [197], "x": 94, "y": 11}, {"do": "attack_move", "units": [199, 204], "x": 15, "y": 16}, {"do": "move", "units": [190, 192], "x": 25, "y": 17}], "feedback": ["move: 1 units", "attack_move: 2 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 7000, "units_killed": 18, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 11400, "army_value": 2700, "income": 4000, "experience": 42, "order_count": 48}}
{"tick": 10401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:56 (tick 10401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $210 (storage 6000), power 290 made / 170 used, harvesters 4.\nSCORE: assets $18600, army $7000, killed $7000 (22 units, 3 bldgs), lost $4200 (18 units, 0 bldgs). Map explored 32.7%.\nPRODUCTION: Vehicle: 1tnk 94%; Vehicle: 1tnk 0%; Infantry: e3 34%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #200@(17,18)\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x6: #145@(16,20)19% #184@(16,20)* #189@(16,20) #196@(16,20)* #203@(21,22)81% #206@(14,14)\n  harv (Ore Truck (harvester)) x4: #132@(10,33) #153@(8,23) #195@(12,18) #202@(9,21)\nVISIBLE ENEMY UNITS (2):\n  #190 e3@(23,19) 33%, #192 e3@(19,16) 62%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - (auto) placed ready powr near base because you did not place it\nYOUR NOTES FROM LAST TURN: Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.19, "thoughts": "(no valid response)", "notes": "Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 7000, "deaths_cost": 4200, "units_killed": 22, "units_lost": 18, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 18600, "army_value": 2600, "income": 5500, "experience": 70, "order_count": 57}}
{"tick": 10601, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $220 (storage 2000), power 127 made / 80 used, harvesters 2.\nSCORE: assets $10400, army $3900, killed $4200 (18 units, 0 bldgs), lost $8000 (24 units, 3 bldgs). Map explored 25.2%.\nPRODUCTION: Building: proc 69%; Vehicle: 1tnk 81%; 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  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #197@(63,26)13% #204@(52,27)\n  e3 (Rocket Soldier) x1: #190@(25,17)4%\n  harv (Ore Truck (harvester)) x2: #131@(100,17) #147@(102,24)\nVISIBLE ENEMY UNITS (1):\n  #206 e3@(21,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 2 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy activity near (12,16). Refinery still building; cash low. Tank #197 needs retreating; #199 and #204 advance west.", "raw": "{\"thoughts\":\"The refinery is nearly complete, but cash is too low to start anything else. Pull the badly damaged tank and rocket soldier back; send the healthier tank west toward the enemy activity.\",\"notes\":\"Enemy likely near (12,16); no enemy buildings visible yet. Proc is 69% complete. Retreat #197 and #190; advance #204 west.\",\"commands\":[{\"do\":\"move\",\"units\":[197,190],\"x\":90,\"y\":20},{\"do\":\"attack_move\",\"units\":[204],\"x\":20,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1454, "completion_tokens": 297, "total_tokens": 1751, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1452, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00036322, "upstream_inference_prompt_cost": 0.00019987, "upstream_inference_completions_cost": 0.00016335}, "completion_tokens_details": {"reasoning_tokens": 177, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.53, "thoughts": "The refinery is nearly complete, but cash is too low to start anything else. Pull the badly damaged tank and rocket soldier back; send the healthier tank west toward the enemy activity.", "notes": "Enemy likely near (12,16); no enemy buildings visible yet. Proc is 69% complete. Retreat #197 and #190; advance #204 west.", "commands": [{"do": "move", "units": [197, 190], "x": 90, "y": 20}, {"do": "attack_move", "units": [204], "x": 20, "y": 16}], "feedback": ["move: 2 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 8000, "units_killed": 18, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 10400, "army_value": 1700, "income": 4000, "experience": 42, "order_count": 48}}
{"tick": 10601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:04 (tick 10601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $436 (storage 6000), power 290 made / 170 used, harvesters 4.\nSCORE: assets $19600, army $8000, killed $8000 (24 units, 3 bldgs), lost $4200 (18 units, 0 bldgs). Map explored 32.8%.\nPRODUCTION: Vehicle: 1tnk 58%; Infantry: e3 45%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #200@(19,18)78%* #207@(16,19)*\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x7: #145@(16,20)19%* #184@(16,20)* #189@(16,20)* #196@(16,20)* #203@(22,21)63% #206@(21,17) #210@(15,14)\n  harv (Ore Truck (harvester)) x4: #132@(9,26) #153@(3,29) #195@(14,17) #202@(4,27)\nVISIBLE ENEMY UNITS (1):\n  #190 e3@(25,17) 4%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.22, "thoughts": "(no valid response)", "notes": "Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 8000, "deaths_cost": 4200, "units_killed": 24, "units_lost": 18, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 19600, "army_value": 3600, "income": 6500, "experience": 80, "order_count": 57}}
{"tick": 10801, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 127 made / 80 used, harvesters 2.\nSCORE: assets $10100, army $3600, killed $4200 (18 units, 0 bldgs), lost $8300 (25 units, 3 bldgs). Map explored 27.7%.\nPRODUCTION: Building: proc 77%; Vehicle: 1tnk 96%; 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  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #197@(83,27)13% #204@(31,21)78%\n  harv (Ore Truck (harvester)) x2: #131@(107,25) #147@(103,24)\nVISIBLE ENEMY UNITS (2):\n  #203 e3@(29,24) 57%, #206 e3@(28,21) 82%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16); no enemy buildings visible yet. Proc is 69% complete. Retreat #197 and #190; advance #204 west.", "raw": "{\"thoughts\":\"#197 is critically damaged and should withdraw; #204 should engage the nearby rocket soldiers rather than push deeper alone. Cash is depleted, so keep the existing production queues running and avoid starting more construction.\",\"notes\":\"Enemy likely base near (12,16); rocket soldiers spotted around (28,21\u201324). Withdraw #197, have #204 attack the exposed rocket soldier.\",\"commands\":[{\"do\":\"move\",\"units\":[197],\"x\":92,\"y\":18},{\"do\":\"attack\",\"units\":[204],\"target\":206}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1443, "completion_tokens": 297, "total_tokens": 1740, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1441, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003617075, "upstream_inference_prompt_cost": 0.0001983575, "upstream_inference_completions_cost": 0.00016335}, "completion_tokens_details": {"reasoning_tokens": 180, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.06, "thoughts": "#197 is critically damaged and should withdraw; #204 should engage the nearby rocket soldiers rather than push deeper alone. Cash is depleted, so keep the existing production queues running and avoid starting more construction.", "notes": "Enemy likely base near (12,16); rocket soldiers spotted around (28,21\u201324). Withdraw #197, have #204 attack the exposed rocket soldier.", "commands": [{"do": "move", "units": [197], "x": 92, "y": 18}, {"do": "attack", "units": [204], "target": 206}], "feedback": ["move: 1 units", "attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 8300, "units_killed": 18, "units_lost": 25, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 10100, "army_value": 1400, "income": 4000, "experience": 42, "order_count": 48}}
{"tick": 10801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:12 (tick 10801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $315 (storage 6000), power 290 made / 170 used, harvesters 4.\nSCORE: assets $20600, army $9000, killed $8300 (25 units, 3 bldgs), lost $4200 (18 units, 0 bldgs). Map explored 32.9%.\nPRODUCTION: Infantry: e3 53%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #200@(19,18)78%* #207@(16,19)* #212@(13,14)\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x8: #145@(16,20)19%* #184@(16,20)* #189@(16,20)* #196@(16,20)* #203@(29,24)57% #206@(28,21)82% #210@(24,20) #211@(16,15)\n  harv (Ore Truck (harvester)) x4: #132@(9,24) #153@(7,28) #195@(16,6) #202@(4,31)\nVISIBLE ENEMY UNITS (1):\n  #204 1tnk@(31,21) 78%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.25, "thoughts": "(no valid response)", "notes": "Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 8300, "deaths_cost": 4200, "units_killed": 25, "units_lost": 18, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 20600, "army_value": 4600, "income": 6500, "experience": 83, "order_count": 57}}
{"tick": 11001, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 127 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $2900, killed $4200 (18 units, 0 bldgs), lost $9000 (26 units, 3 bldgs). Map explored 28.5%.\nPRODUCTION: Building: proc 77%; Vehicle: 1tnk 96%; 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  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 tent@(94,8) 98%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #197@(92,18)13%*\n  harv (Ore Truck (harvester)) x2: #131@(104,26) #147@(99,17)\nVISIBLE ENEMY UNITS (0):\n  none\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 likely base near (12,16); rocket soldiers spotted around (28,21\u201324). Withdraw #197, have #204 attack the exposed rocket soldier.", "raw": "{\"thoughts\":\"Cash is exhausted and the nearly completed tank cannot help at 13% health. Pull it back toward the base, sell the barracks to raise funds, and let the refinery and harvesters restore the economy before committing to an attack.\",\"notes\":\"Enemy base likely near (12,16); rocket soldiers were spotted around (28,21\u201324). Tank #197 is critically damaged; retreat it. Two harvesters remain active. Vehicle queue is backed up with light tanks.\",\"commands\":[{\"do\":\"move\",\"units\":[197],\"x\":96,\"y\":12},{\"do\":\"sell\",\"building\":133}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1412, "completion_tokens": 287, "total_tokens": 1699, "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": 0.000351945, "upstream_inference_prompt_cost": 0.000194095, "upstream_inference_completions_cost": 0.00015785}, "completion_tokens_details": {"reasoning_tokens": 154, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.1, "thoughts": "Cash is exhausted and the nearly completed tank cannot help at 13% health. Pull it back toward the base, sell the barracks to raise funds, and let the refinery and harvesters restore the economy before committing to an attack.", "notes": "Enemy base likely near (12,16); rocket soldiers were spotted around (28,21\u201324). Tank #197 is critically damaged; retreat it. Two harvesters remain active. Vehicle queue is backed up with light tanks.", "commands": [{"do": "move", "units": [197], "x": 96, "y": 12}, {"do": "sell", "building": 133}], "feedback": ["move: 1 units", "sell #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 9000, "units_killed": 18, "units_lost": 26, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9400, "army_value": 700, "income": 4000, "experience": 42, "order_count": 48}}
{"tick": 11001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:20 (tick 11001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $483 (storage 6000), power 290 made / 170 used, harvesters 4.\nSCORE: assets $20900, army $9300, killed $9000 (26 units, 3 bldgs), lost $4200 (18 units, 0 bldgs). Map explored 33%.\nPRODUCTION: Infantry: e3 64%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #200@(19,18)78%* #207@(17,18)* #212@(16,19)*\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x9: #145@(16,20)19%* #184@(16,20)* #189@(16,20)* #196@(16,20)* #203@(36,24)57% #206@(33,24)55% #210@(32,24) #211@(26,20) #213@(17,16)\n  harv (Ore Truck (harvester)) x4: #132@(8,33) #153@(9,21) #195@(17,9) #202@(9,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy base (95,11); enemy e3 #190 roams ~(51,26). Consolidate army at ~(16,20). proc nearly done -> place it. Need more harvesters/tanks once cash flows. No Service Depot yet (repairs).", "raw": "{\"thoughts\": \"Economy is strong (3 refineries, 4 harvesters, plenty of power) but cash is near zero, so I'll keep queues lightly loaded and add a Service Depot for repairs/medium tanks. No enemies visible; I'll push my idle army toward the enemy base while scouting.\", \"notes\": \"Enemy base (95,11), map only 33% explored. Consolidated army pushing east from ~(16-36,20-24). Built fix. Keep making e3 + 1tnk.\", \"commands\": [{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"rally\",\"building\":166,\"x\":22,\"y\":20},{\"do\":\"rally\",\"building\":180,\"x\":22,\"y\":20},{\"do\":\"attack_move\",\"units\":[200,207,212,211,210,206,203],\"x\":45,\"y\":22}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1640, "completion_tokens": 986, "total_tokens": 2626, "cost": 0.001449408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001449408, "upstream_inference_prompt_cost": 0.000266208, "upstream_inference_completions_cost": 0.0011832}, "completion_tokens_details": {"reasoning_tokens": 769, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.7, "thoughts": "Economy is strong (3 refineries, 4 harvesters, plenty of power) but cash is near zero, so I'll keep queues lightly loaded and add a Service Depot for repairs/medium tanks. No enemies visible; I'll push my idle army toward the enemy base while scouting.", "notes": "Enemy base (95,11), map only 33% explored. Consolidated army pushing east from ~(16-36,20-24). Built fix. Keep making e3 + 1tnk.", "commands": [{"do": "build", "item": "fix"}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "rally", "building": 166, "x": 22, "y": 20}, {"do": "rally", "building": 180, "x": 22, "y": 20}, {"do": "attack_move", "units": [200, 207, 212, 211, 210, 206, 203], "x": 45, "y": 22}], "feedback": ["build fix: started", "train 4x e3: queued", "train 3x 1tnk: queued", "rally #166: ordered", "rally #180: ordered", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9000, "deaths_cost": 4200, "units_killed": 26, "units_lost": 18, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 20900, "army_value": 4900, "income": 6500, "experience": 90, "order_count": 57}}
{"tick": 11201, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $223 (storage 2000), power 127 made / 60 used, harvesters 2.\nSCORE: assets $9700, army $3750, killed $4200 (18 units, 0 bldgs), lost $9000 (26 units, 3 bldgs). Map explored 29%.\nPRODUCTION: Building: proc 96%; Vehicle: 1tnk 34%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #197@(96,13)13%* #220@(83,8)\n  e1 (Rifle Infantry) x1: #214@(93,8)*\n  harv (Ore Truck (harvester)) x2: #131@(99,21) #147@(98,15)\n  tecn (tecn) x4: #216@(93,7)* #217@(93,9)* #218@(94,7)* #219@(94,9)*\n  tecn2 (tecn2) x1: #215@(94,8)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - sell #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base likely near (12,16); rocket soldiers were spotted around (28,21\u201324). Tank #197 is critically damaged; retreat it. Two harvesters remain active. Vehicle queue is backed up with light tanks.", "raw": "{\"thoughts\":\"The enemy is likely west near (12,16), but my only healthy tank should scout cautiously; the other tank is critically damaged and should stay safe. Cash is nearly exhausted, so let the refinery finish and preserve the harvesters while tank production continues.\",\"notes\":\"Enemy likely near (12,16); rocket soldiers previously spotted around (28,21\u201324). Keep #197 out of combat; build a Service Depot when funds allow. Building queue is nearly done with a Refinery.\",\"commands\":[{\"do\":\"move\",\"units\":[197],\"x\":96,\"y\":11},{\"do\":\"attack_move\",\"units\":[220],\"x\":55,\"y\":12},{\"do\":\"stance\",\"units\":[216,217,218,219,215],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1436, "completion_tokens": 362, "total_tokens": 1798, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1434, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000396495, "upstream_inference_prompt_cost": 0.000197395, "upstream_inference_completions_cost": 0.0001991}, "completion_tokens_details": {"reasoning_tokens": 196, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.73, "thoughts": "The enemy is likely west near (12,16), but my only healthy tank should scout cautiously; the other tank is critically damaged and should stay safe. Cash is nearly exhausted, so let the refinery finish and preserve the harvesters while tank production continues.", "notes": "Enemy likely near (12,16); rocket soldiers previously spotted around (28,21\u201324). Keep #197 out of combat; build a Service Depot when funds allow. Building queue is nearly done with a Refinery.", "commands": [{"do": "move", "units": [197], "x": 96, "y": 11}, {"do": "attack_move", "units": [220], "x": 55, "y": 12}, {"do": "stance", "units": [216, 217, 218, 219, 215], "stance": "defend"}], "feedback": ["move: 1 units", "attack_move: 1 units", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 9000, "units_killed": 18, "units_lost": 26, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9700, "army_value": 1500, "income": 3745, "experience": 42, "order_count": 48}}
{"tick": 11201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:28 (tick 11201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 290 made / 170 used, harvesters 4.\nSCORE: assets $21200, army $9600, killed $9000 (26 units, 3 bldgs), lost $4200 (18 units, 0 bldgs). Map explored 33%.\nPRODUCTION: Building: fix 24%; Vehicle: 1tnk 55%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 64%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #200@(41,22)78% #207@(37,22) #212@(35,22)\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x10: #145@(16,20)19%* #184@(16,20)* #189@(16,20)* #196@(16,20)* #203@(45,22)57%* #206@(43,24)55% #210@(43,24) #211@(36,20) #213@(26,20) #221@(18,16)\n  harv (Ore Truck (harvester)) x4: #132@(9,25) #153@(4,31) #195@(11,18) #202@(6,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: started\n  - train 4x e3: queued\n  - train 3x 1tnk: queued\n  - rally #166: ordered\n  - rally #180: ordered\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Enemy base (95,11), map only 33% explored. Consolidated army pushing east from ~(16-36,20-24). Built fix. Keep making e3 + 1tnk.", "raw": "{\"thoughts\": \"Cash is at $0 so production is stalled and I can't afford new buildings this turn; harvesters are all mining so income is coming. Enemy still unseen at (95,11) with map only 33% explored, so I'll push my forward group east to scout and continue queued production.\", \"notes\": \"Economy tight ($0) - wait for harvesters. Forward group (3 lt tanks + 5 e3) pushing east to find enemy base near (95,11). Home guards: e3 #145/184/189/196. Keep fix, e3, 1tnk cooking.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[200,207,212,203,206,210,211,213],\"x\":62,\"y\":16},{\"do\":\"rally\",\"building\":166,\"x\":40,\"y\":18},{\"do\":\"rally\",\"building\":180,\"x\":40,\"y\":18},{\"do\":\"stance\",\"units\":[145,184,189,196],\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1753, "completion_tokens": 798, "total_tokens": 2551, "cost": 0.001257708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001257708, "upstream_inference_prompt_cost": 0.000300108, "upstream_inference_completions_cost": 0.0009576}, "completion_tokens_details": {"reasoning_tokens": 574, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.8, "thoughts": "Cash is at $0 so production is stalled and I can't afford new buildings this turn; harvesters are all mining so income is coming. Enemy still unseen at (95,11) with map only 33% explored, so I'll push my forward group east to scout and continue queued production.", "notes": "Economy tight ($0) - wait for harvesters. Forward group (3 lt tanks + 5 e3) pushing east to find enemy base near (95,11). Home guards: e3 #145/184/189/196. Keep fix, e3, 1tnk cooking.", "commands": [{"do": "attack_move", "units": [200, 207, 212, 203, 206, 210, 211, 213], "x": 62, "y": 16}, {"do": "rally", "building": 166, "x": 40, "y": 18}, {"do": "rally", "building": 180, "x": 40, "y": 18}, {"do": "stance", "units": [145, 184, 189, 196], "stance": "defend"}], "feedback": ["attack_move: 8 units", "rally #166: ordered", "rally #180: ordered", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9000, "deaths_cost": 4200, "units_killed": 26, "units_lost": 18, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 21200, "army_value": 5200, "income": 7000, "experience": 90, "order_count": 65}}
{"tick": 11401, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $445 (storage 2000), power 127 made / 60 used, harvesters 2.\nSCORE: assets $9700, army $3750, killed $4200 (18 units, 0 bldgs), lost $9000 (26 units, 3 bldgs). Map explored 29.1%.\nPRODUCTION: Building: proc READY TO PLACE; Vehicle: 1tnk 62%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #197@(97,10)13%* #220@(82,9)*\n  e1 (Rifle Infantry) x1: #214@(93,8)*\n  harv (Ore Truck (harvester)) x2: #131@(98,12) #147@(104,24)\n  tecn (tecn) x4: #216@(93,7)* #217@(93,9)* #218@(94,7)* #219@(95,8)*\n  tecn2 (tecn2) x1: #215@(93,9)*\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\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16); rocket soldiers previously spotted around (28,21\u201324). Keep #197 out of combat; build a Service Depot when funds allow. Building queue is nearly done with a Refinery.", "raw": "{\"thoughts\":\"Place the ready Refinery to improve income; power is currently sufficient. Keep the badly damaged tank near the base and send the healthier force cautiously toward the enemy\u2019s last known area while the queued tanks finish.\",\"notes\":\"Enemy likely near (12,16); rocket soldiers were previously spotted around (28,21\u201324). #197 is critically damaged\u2014keep it out of combat. Build a Service Depot when affordable.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":147},{\"do\":\"attack_move\",\"units\":[220,214,216,217,218,219,215],\"x\":28,\"y\":21}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1448, "completion_tokens": 356, "total_tokens": 1804, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1446, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000394845, "upstream_inference_prompt_cost": 0.000199045, "upstream_inference_completions_cost": 0.0001958}, "completion_tokens_details": {"reasoning_tokens": 204, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.59, "thoughts": "Place the ready Refinery to improve income; power is currently sufficient. Keep the badly damaged tank near the base and send the healthier force cautiously toward the enemy\u2019s last known area while the queued tanks finish.", "notes": "Enemy likely near (12,16); rocket soldiers were previously spotted around (28,21\u201324). #197 is critically damaged\u2014keep it out of combat. Build a Service Depot when affordable.", "commands": [{"do": "place", "item": "proc"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 147}, {"do": "attack_move", "units": [220, 214, 216, 217, 218, 219, 215], "x": 28, "y": 21}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 9000, "units_killed": 18, "units_lost": 26, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9700, "army_value": 1500, "income": 4195, "experience": 42, "order_count": 48}}
{"tick": 11401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:36 (tick 11401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $221 (storage 6000), power 290 made / 170 used, harvesters 4.\nSCORE: assets $22200, army $10600, killed $9000 (26 units, 3 bldgs), lost $4200 (18 units, 0 bldgs). Map explored 33.1%.\nPRODUCTION: Building: fix 44%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 42%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #200@(51,26)78% #207@(52,28) #212@(50,26) #223@(9,13)\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x11: #145@(16,20)19%* #184@(16,20)* #189@(16,20)* #196@(16,20)* #203@(53,27)57% #206@(52,27)55% #210@(52,26) #211@(46,24) #213@(35,24) #221@(26,22) #222@(15,14)\n  harv (Ore Truck (harvester)) x4: #132@(8,24) #153@(4,31) #195@(15,17) #202@(5,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - rally #166: ordered\n  - rally #180: ordered\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Economy tight ($0) - wait for harvesters. Forward group (3 lt tanks + 5 e3) pushing east to find enemy base near (95,11). Home guards: e3 #145/184/189/196. Keep fix, e3, 1tnk cooking.", "raw": "{\"thoughts\": \"Economy is tight at $0 but 4 harvesters are mining, so income will resume. My forward group is around (50,27) and needs to keep pushing east toward the enemy base at (95,11) to find and pressure it. Home is quiet with no visible enemies, so I'll keep the base guard idle-defending and let production continue.\", \"notes\": \"Forward group (4 lt tanks + 5 e3) pushing east toward (80,20) -> enemy base ~(95,11). Home guards e3 #145/184/189/196 + #148 defend. fix/e3/1tnk still cooking. Cash $0, waiting on harvesters.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [200, 207, 212, 203, 206, 210, 211, 213], \"x\": 80, \"y\": 18}, {\"do\": \"move\", \"units\": [221], \"x\": 60, \"y\": 26}, {\"do\": \"stance\", \"units\": [145, 184, 189, 196, 148, 222], \"stance\": \"defend\"}, {\"do\": \"repair\", \"building\": 135}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1748, "completion_tokens": 826, "total_tokens": 2574, "cost": 0.001289808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001289808, "upstream_inference_prompt_cost": 0.000298608, "upstream_inference_completions_cost": 0.0009912}, "completion_tokens_details": {"reasoning_tokens": 553, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.46, "thoughts": "Economy is tight at $0 but 4 harvesters are mining, so income will resume. My forward group is around (50,27) and needs to keep pushing east toward the enemy base at (95,11) to find and pressure it. Home is quiet with no visible enemies, so I'll keep the base guard idle-defending and let production continue.", "notes": "Forward group (4 lt tanks + 5 e3) pushing east toward (80,20) -> enemy base ~(95,11). Home guards e3 #145/184/189/196 + #148 defend. fix/e3/1tnk still cooking. Cash $0, waiting on harvesters.", "commands": [{"do": "attack_move", "units": [200, 207, 212, 203, 206, 210, 211, 213], "x": 80, "y": 18}, {"do": "move", "units": [221], "x": 60, "y": 26}, {"do": "stance", "units": [145, 184, 189, 196, 148, 222], "stance": "defend"}, {"do": "repair", "building": 135}], "feedback": ["attack_move: 8 units", "move: 1 units", "stance: 6 units", "repair #135: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9000, "deaths_cost": 4200, "units_killed": 26, "units_lost": 18, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 22200, "army_value": 6200, "income": 7500, "experience": 90, "order_count": 65}}
{"tick": 11601, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $139 (storage 4000), power 127 made / 90 used, harvesters 3.\nSCORE: assets $12900, army $5550, killed $4200 (18 units, 0 bldgs), lost $9000 (26 units, 3 bldgs). Map explored 29.2%.\nPRODUCTION: Vehicle: 1tnk 9%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%, #224 proc@(95,15) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #197@(97,10)13%* #220@(67,24) #226@(95,9)\n  e1 (Rifle Infantry) x1: #214@(85,14)\n  harv (Ore Truck (harvester)) x3: #131@(89,7) #147@(105,24) #225@(100,27)\n  tecn (tecn) x4: #216@(86,14) #217@(85,14) #218@(86,13) #219@(87,13)\n  tecn2 (tecn2) x1: #215@(85,14)\nVISIBLE ENEMY UNITS (2):\n  #203 e3@(63,27) 57%, #207 1tnk@(63,26) 100%\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: Enemy likely near (12,16); rocket soldiers were previously spotted around (28,21\u201324). #197 is critically damaged\u2014keep it out of combat. Build a Service Depot when affordable.", "raw": "{\"thoughts\":\"Cash is depleted, so keep the existing refinery and tank production working while the harvesters bring in ore. Pull the critically damaged tank back and push the healthier combat units west toward the enemy base, engaging the spotted defenders en route.\",\"notes\":\"Enemy likely base near (12,16); enemy units seen near (63,26). #197 is critically damaged; retreat it. Build a Service Depot when affordable.\",\"commands\":[{\"do\":\"move\",\"units\":[197],\"x\":97,\"y\":12},{\"do\":\"attack_move\",\"units\":[220,226,214,215,216,217,218,219],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1474, "completion_tokens": 342, "total_tokens": 1816, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1472, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00039072, "upstream_inference_prompt_cost": 0.00020262, "upstream_inference_completions_cost": 0.0001881}, "completion_tokens_details": {"reasoning_tokens": 199, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.48, "thoughts": "Cash is depleted, so keep the existing refinery and tank production working while the harvesters bring in ore. Pull the critically damaged tank back and push the healthier combat units west toward the enemy base, engaging the spotted defenders en route.", "notes": "Enemy likely base near (12,16); enemy units seen near (63,26). #197 is critically damaged; retreat it. Build a Service Depot when affordable.", "commands": [{"do": "move", "units": [197], "x": 97, "y": 12}, {"do": "attack_move", "units": [220, 226, 214, 215, 216, 217, 218, 219], "x": 12, "y": 16}], "feedback": ["move: 1 units", "attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 9000, "units_killed": 18, "units_lost": 26, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 12900, "army_value": 2200, "income": 4245, "experience": 42, "order_count": 49}}
{"tick": 11601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:44 (tick 11601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 290 made / 170 used, harvesters 4.\nSCORE: assets $22200, army $10600, killed $9000 (26 units, 3 bldgs), lost $4200 (18 units, 0 bldgs). Map explored 33.3%.\nPRODUCTION: Building: fix 49%; Vehicle: 1tnk 13%; Vehicle: 1tnk 0%; Infantry: e3 63%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #200@(58,28)78% #207@(63,26) #212@(59,28) #223@(27,18)\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x11: #145@(16,20)19%* #184@(16,20)* #189@(16,20)* #196@(16,20)* #203@(63,27)57% #206@(61,27)55% #210@(60,28) #211@(53,29) #213@(46,25) #221@(36,25) #222@(24,20)\n  harv (Ore Truck (harvester)) x4: #132@(6,32) #153@(6,31) #195@(19,8) #202@(4,29)\nVISIBLE ENEMY UNITS (1):\n  #220 1tnk@(67,24) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - move: 1 units\n  - stance: 6 units\n  - repair #135: ordered\nYOUR NOTES FROM LAST TURN: Forward group (4 lt tanks + 5 e3) pushing east toward (80,20) -> enemy base ~(95,11). Home guards e3 #145/184/189/196 + #148 defend. fix/e3/1tnk still cooking. Cash $0, waiting on harvesters.", "raw": "{\"thoughts\": \"Cash is at $0 so production is stalled on harvesters' income; keep queues running and push the forward armor+rocket group east toward the enemy base at ~(95,11). Enemy tank #220 at (67,24) is in the path so the attack_move will engage it. Harvesters stay mining and home guards hold.\", \"notes\": \"Forward group (3 lt tanks + 5 e3) attack_move east to (85,15) via enemy tank #220. Home guards: e3 #145/184/189/196 + e1 #148 at base. 4 harvesters mining. Cash $0, need income. fix/e3/1tnk cooking.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[200,207,212,203,206,210,211,213],\"x\":85,\"y\":15},{\"do\":\"attack_move\",\"units\":[221,222],\"x\":30,\"y\":20},{\"do\":\"harvest\",\"unit\":195},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1765, "completion_tokens": 686, "total_tokens": 2451, "cost": 0.001126908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001126908, "upstream_inference_prompt_cost": 0.000303708, "upstream_inference_completions_cost": 0.0008232}, "completion_tokens_details": {"reasoning_tokens": 461, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.74, "thoughts": "Cash is at $0 so production is stalled on harvesters' income; keep queues running and push the forward armor+rocket group east toward the enemy base at ~(95,11). Enemy tank #220 at (67,24) is in the path so the attack_move will engage it. Harvesters stay mining and home guards hold.", "notes": "Forward group (3 lt tanks + 5 e3) attack_move east to (85,15) via enemy tank #220. Home guards: e3 #145/184/189/196 + e1 #148 at base. 4 harvesters mining. Cash $0, need income. fix/e3/1tnk cooking.", "commands": [{"do": "attack_move", "units": [200, 207, 212, 203, 206, 210, 211, 213], "x": 85, "y": 15}, {"do": "attack_move", "units": [221, 222], "x": 30, "y": 20}, {"do": "harvest", "unit": 195}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 8 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9000, "deaths_cost": 4200, "units_killed": 26, "units_lost": 18, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 22200, "army_value": 6200, "income": 7000, "experience": 90, "order_count": 65}}
{"tick": 11801, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 127 made / 90 used, harvesters 3.\nSCORE: assets $12200, army $4850, killed $4200 (18 units, 0 bldgs), lost $9700 (27 units, 3 bldgs). Map explored 29.3%.\nPRODUCTION: Vehicle: 1tnk 29%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%, #224 proc@(95,15) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #197@(97,13)13%* #226@(78,15)\n  e1 (Rifle Infantry) x1: #214@(76,17)98%\n  harv (Ore Truck (harvester)) x3: #131@(91,2) #147@(97,17) #225@(98,26)\n  tecn (tecn) x4: #216@(76,17) #217@(76,17)95% #218@(77,16) #219@(77,16)\n  tecn2 (tecn2) x1: #215@(75,17)68%\nVISIBLE ENEMY UNITS (2):\n  #207 1tnk@(73,17) 100%, #212 1tnk@(73,19) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Enemy likely base near (12,16); enemy units seen near (63,26). #197 is critically damaged; retreat it. Build a Service Depot when affordable.", "raw": "{\"thoughts\":\"The forward force is badly outmatched by two healthy enemy tanks, so pull it back toward the base and preserve the critically damaged tank. Keep the Light Tank production queue running; with no cash, there are no new buildings or units to start this turn.\",\"notes\":\"Enemy likely base near (12,16); enemy tanks were near (73,17). Retreat damaged #197 and regroup the forward units toward home; build a Service Depot when affordable.\",\"commands\":[{\"do\":\"move\",\"units\":[197],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[226,214,215,216,217,218,219],\"x\":91,\"y\":12}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1459, "completion_tokens": 393, "total_tokens": 1852, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1457, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004167075, "upstream_inference_prompt_cost": 0.0002005575, "upstream_inference_completions_cost": 0.00021615}, "completion_tokens_details": {"reasoning_tokens": 245, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.71, "thoughts": "The forward force is badly outmatched by two healthy enemy tanks, so pull it back toward the base and preserve the critically damaged tank. Keep the Light Tank production queue running; with no cash, there are no new buildings or units to start this turn.", "notes": "Enemy likely base near (12,16); enemy tanks were near (73,17). Retreat damaged #197 and regroup the forward units toward home; build a Service Depot when affordable.", "commands": [{"do": "move", "units": [197], "x": 95, "y": 11}, {"do": "move", "units": [226, 214, 215, 216, 217, 218, 219], "x": 91, "y": 12}], "feedback": ["move: 1 units", "move: 7 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 9700, "units_killed": 18, "units_lost": 27, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 12200, "army_value": 1500, "income": 3870, "experience": 42, "order_count": 49}}
{"tick": 11801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:52 (tick 11801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 290 made / 170 used, harvesters 4.\nSCORE: assets $22200, army $10600, killed $9700 (27 units, 3 bldgs), lost $4200 (18 units, 0 bldgs). Map explored 33.5%.\nPRODUCTION: Building: fix 49%; Vehicle: 1tnk 13%; Vehicle: 1tnk 0%; Infantry: e3 63%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #200@(69,20)78% #207@(73,17) #212@(73,19) #223@(40,18)*\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x11: #145@(16,20)19%* #184@(16,20)* #189@(16,20)* #196@(16,20)* #203@(69,24)22% #206@(66,22)55% #210@(67,22) #211@(62,29) #213@(55,28) #221@(30,20)* #222@(30,20)*\n  harv (Ore Truck (harvester)) x4: #132@(9,25) #153@(9,21) #195@(16,11) #202@(7,28)\nVISIBLE ENEMY UNITS (6):\n  #214 e1@(76,17) 98%, #215 tecn2@(75,17) 68%, #216 tecn@(76,17) 100%, #217 tecn@(76,17) 95%, #218 tecn@(77,16) 100%, #219 tecn@(77,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Forward group (3 lt tanks + 5 e3) attack_move east to (85,15) via enemy tank #220. Home guards: e3 #145/184/189/196 + e1 #148 at base. 4 harvesters mining. Cash $0, need income. fix/e3/1tnk cooking.", "raw": "{\"thoughts\": \"Cash is $0 so no new production is possible; just keep attacking. Forward group of 3 light tanks + 5 rocket soldiers is pushing east toward the enemy cluster at (76,17). I'll direct them onto it and pull the idle tank and two rocket soldiers east to reinforce.\", \"notes\": \"Enemy units clustered ~(75-77,16-17): e1 #214, tecn #215-219. Forward group attacking there. Idle 1tnk #223 + e3 #221/222 moving east to join. Home guards: e3 #145/184/189/196 + e1 #148. 4 harvesters mining. Cash $0 - watch for income.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [200, 207, 212, 203, 206, 210, 211, 213], \"x\": 78, \"y\": 18}, {\"do\": \"attack_move\", \"units\": [223, 221, 222], \"x\": 60, \"y\": 20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1816, "completion_tokens": 723, "total_tokens": 2539, "cost": 0.001186608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001186608, "upstream_inference_prompt_cost": 0.000319008, "upstream_inference_completions_cost": 0.0008676}, "completion_tokens_details": {"reasoning_tokens": 488, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.5, "thoughts": "Cash is $0 so no new production is possible; just keep attacking. Forward group of 3 light tanks + 5 rocket soldiers is pushing east toward the enemy cluster at (76,17). I'll direct them onto it and pull the idle tank and two rocket soldiers east to reinforce.", "notes": "Enemy units clustered ~(75-77,16-17): e1 #214, tecn #215-219. Forward group attacking there. Idle 1tnk #223 + e3 #221/222 moving east to join. Home guards: e3 #145/184/189/196 + e1 #148. 4 harvesters mining. Cash $0 - watch for income.", "commands": [{"do": "attack_move", "units": [200, 207, 212, 203, 206, 210, 211, 213], "x": 78, "y": 18}, {"do": "attack_move", "units": [223, 221, 222], "x": 60, "y": 20}], "feedback": ["attack_move: 8 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9700, "deaths_cost": 4200, "units_killed": 27, "units_lost": 18, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 22200, "army_value": 6200, "income": 7000, "experience": 97, "order_count": 65}}
{"tick": 12001, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $367 (storage 4000), power 127 made / 90 used, harvesters 3.\nSCORE: assets $12100, army $4720, killed $4200 (18 units, 0 bldgs), lost $9800 (28 units, 3 bldgs). Map explored 29.3%.\nPRODUCTION: Vehicle: 1tnk 66%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%, #224 proc@(95,15) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #197@(93,11)13%* #226@(91,12)*\n  harv (Ore Truck (harvester)) x3: #131@(96,9) #147@(101,20) #225@(95,16)\n  tecn (tecn) x2: #217@(90,13)91%* #219@(81,13)98%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 7 units\nYOUR NOTES FROM LAST TURN: Enemy likely base near (12,16); enemy tanks were near (73,17). Retreat damaged #197 and regroup the forward units toward home; build a Service Depot when affordable.", "raw": "{\"thoughts\":\"Keep the critically damaged tank at home while the healthier tank and technicians advance cautiously toward the last known enemy tank position. Continue tank production, repair the weakened power plants, and save for a Service Depot.\",\"notes\":\"Enemy base likely near (12,16); enemy tanks last seen near (73,17). Keep #197 (13% HP) back; #226 and technicians can probe forward. Build Service Depot when affordable.\",\"commands\":[{\"do\":\"move\",\"units\":[197],\"x\":96,\"y\":11},{\"do\":\"attack_move\",\"units\":[226,217,219],\"x\":73,\"y\":17},{\"do\":\"repair\",\"building\":179},{\"do\":\"repair\",\"building\":191}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1385, "completion_tokens": 418, "total_tokens": 1803, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1383, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004202825, "upstream_inference_prompt_cost": 0.0001903825, "upstream_inference_completions_cost": 0.0002299}, "completion_tokens_details": {"reasoning_tokens": 266, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.93, "thoughts": "Keep the critically damaged tank at home while the healthier tank and technicians advance cautiously toward the last known enemy tank position. Continue tank production, repair the weakened power plants, and save for a Service Depot.", "notes": "Enemy base likely near (12,16); enemy tanks last seen near (73,17). Keep #197 (13% HP) back; #226 and technicians can probe forward. Build Service Depot when affordable.", "commands": [{"do": "move", "units": [197], "x": 96, "y": 11}, {"do": "attack_move", "units": [226, 217, 219], "x": 73, "y": 17}, {"do": "repair", "building": 179}, {"do": "repair", "building": 191}], "feedback": ["move: 1 units", "attack_move: 3 units", "repair #179: ordered", "repair #191: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 9800, "units_killed": 18, "units_lost": 28, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 12100, "army_value": 1400, "income": 3845, "experience": 42, "order_count": 49}}
{"tick": 12001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:00 (tick 12001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $25 (storage 6000), power 290 made / 170 used, harvesters 4.\nSCORE: assets $22500, army $10900, killed $9800 (28 units, 3 bldgs), lost $4200 (18 units, 0 bldgs). Map explored 33.6%.\nPRODUCTION: Building: fix 74%; Vehicle: 1tnk 70%; Vehicle: 1tnk 0%; Infantry: e3 63%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #200@(75,17)78% #207@(86,14)93% #212@(85,13)95% #223@(56,30)\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x12: #145@(16,20)19%* #184@(16,20)* #189@(16,20)* #196@(16,20)* #203@(75,18)22% #206@(74,18)55% #210@(75,18) #211@(70,23) #213@(65,27) #221@(40,21) #222@(40,21) #227@(17,16)\n  harv (Ore Truck (harvester)) x4: #132@(8,25) #153@(5,31) #195@(10,17) #202@(9,21)\nVISIBLE ENEMY UNITS (2):\n  #217 tecn@(90,13) 91%, #219 tecn@(81,13) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy units clustered ~(75-77,16-17): e1 #214, tecn #215-219. Forward group attacking there. Idle 1tnk #223 + e3 #221/222 moving east to join. Home guards: e3 #145/184/189/196 + e1 #148. 4 harvesters mining. Cash $0 - watch for income.", "raw": "{\"thoughts\": \"Cash is at $0 so no new spending possible; I have a strong forward group near the enemy's expected base (95,11). Push the tanks+rockets east to hit enemy units/buildings while keeping the wounded home guards back. Set war factory rally points forward so reinforcements join the fight.\", \"notes\": \"Forward group (1tnk #200/207/212 + e3 #203/206/210/211/213) attacking toward (90,13); trailing group #221/222/223 to (85,20). Home guards e3 #145/184/189/196, e1 #148, e3 #227. Enemy base likely (95,11). 4 harvesters mining. Cash $0 - resume spending when ore banked.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[200,207,212,203,206,210,211,213],\"x\":90,\"y\":13},{\"do\":\"attack_move\",\"units\":[221,222,223],\"x\":86,\"y\":18},{\"do\":\"rally\",\"building\":166,\"x\":80,\"y\":20},{\"do\":\"rally\",\"building\":180,\"x\":80,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1781, "completion_tokens": 687, "total_tokens": 2468, "cost": 0.001132908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001132908, "upstream_inference_prompt_cost": 0.000308508, "upstream_inference_completions_cost": 0.0008244}, "completion_tokens_details": {"reasoning_tokens": 430, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.48, "thoughts": "Cash is at $0 so no new spending possible; I have a strong forward group near the enemy's expected base (95,11). Push the tanks+rockets east to hit enemy units/buildings while keeping the wounded home guards back. Set war factory rally points forward so reinforcements join the fight.", "notes": "Forward group (1tnk #200/207/212 + e3 #203/206/210/211/213) attacking toward (90,13); trailing group #221/222/223 to (85,20). Home guards e3 #145/184/189/196, e1 #148, e3 #227. Enemy base likely (95,11). 4 harvesters mining. Cash $0 - resume spending when ore banked.", "commands": [{"do": "attack_move", "units": [200, 207, 212, 203, 206, 210, 211, 213], "x": 90, "y": 13}, {"do": "attack_move", "units": [221, 222, 223], "x": 86, "y": 18}, {"do": "rally", "building": 166, "x": 80, "y": 20}, {"do": "rally", "building": 180, "x": 80, "y": 20}], "feedback": ["attack_move: 8 units", "attack_move: 3 units", "rally #166: ordered", "rally #180: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9800, "deaths_cost": 4200, "units_killed": 28, "units_lost": 18, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 22500, "army_value": 6500, "income": 7500, "experience": 98, "order_count": 65}}
{"tick": 12201, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1004 (storage 4000), power 127 made / 90 used, harvesters 3.\nSCORE: assets $12800, army $5400, killed $4200 (18 units, 0 bldgs), lost $9800 (28 units, 3 bldgs). Map explored 29.5%.\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: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #171 weap@(97,8) 100%, #179 powr@(93,14) 55%, #191 powr@(92,11) 72%, #224 proc@(95,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #197@(97,10)13%* #226@(91,12)26% #230@(93,9)\n  harv (Ore Truck (harvester)) x3: #131@(97,13) #147@(107,26) #225@(99,27)\nVISIBLE ENEMY UNITS (3):\n  #200 1tnk@(89,15) 78%, #207 1tnk@(88,14) 51%, #212 1tnk@(88,13) 94%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 3 units\n  - repair #179: ordered\n  - repair #191: ordered\nYOUR NOTES FROM LAST TURN: Enemy base likely near (12,16); enemy tanks last seen near (73,17). Keep #197 (13% HP) back; #226 and technicians can probe forward. Build Service Depot when affordable.", "raw": "{\"thoughts\":\"Three enemy tanks are threatening the base, while our only combat units are badly damaged and outnumbered. Pull the damaged tanks back toward the base, keep the healthy one with them, and queue reinforcements as ore converts to cash.\",\"notes\":\"Enemy tanks near (88,14); enemy base likely near (12,16). Keep damaged tanks alive and build a Service Depot when funds permit.\",\"commands\":[{\"do\":\"move\",\"units\":[197,226,230],\"x\":96,\"y\":11},{\"do\":\"stance\",\"units\":[197,226,230],\"stance\":\"return_fire\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":147},{\"do\":\"harvest\",\"unit\":225}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1424, "completion_tokens": 336, "total_tokens": 1760, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1422, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000380545, "upstream_inference_prompt_cost": 0.000195745, "upstream_inference_completions_cost": 0.0001848}, "completion_tokens_details": {"reasoning_tokens": 164, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.41, "thoughts": "Three enemy tanks are threatening the base, while our only combat units are badly damaged and outnumbered. Pull the damaged tanks back toward the base, keep the healthy one with them, and queue reinforcements as ore converts to cash.", "notes": "Enemy tanks near (88,14); enemy base likely near (12,16). Keep damaged tanks alive and build a Service Depot when funds permit.", "commands": [{"do": "move", "units": [197, 226, 230], "x": 96, "y": 11}, {"do": "stance", "units": [197, 226, 230], "stance": "return_fire"}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 147}, {"do": "harvest", "unit": 225}], "feedback": ["move: 3 units", "stance: 3 units", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 9800, "units_killed": 18, "units_lost": 28, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 12800, "army_value": 2100, "income": 4745, "experience": 42, "order_count": 49}}
{"tick": 12201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:08 (tick 12201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 290 made / 170 used, harvesters 4.\nSCORE: assets $23500, army $11900, killed $9800 (28 units, 3 bldgs), lost $4200 (18 units, 0 bldgs). Map explored 33.8%.\nPRODUCTION: Building: fix READY TO PLACE; Vehicle: 1tnk 26%; Infantry: e3 62%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x5: #200@(89,15)78% #207@(88,14)51% #212@(88,13)94% #223@(74,18) #229@(12,11)\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x13: #145@(16,20)19%* #184@(16,20)* #189@(16,20)* #196@(16,20)* #203@(84,14)22% #206@(82,14)55% #210@(83,14) #211@(76,16) #213@(70,19) #221@(48,25) #222@(49,26) #227@(27,20) #228@(18,16)\n  harv (Ore Truck (harvester)) x4: #132@(3,30) #153@(3,29) #195@(16,15) #202@(5,31)\nVISIBLE ENEMY UNITS (1):\n  #226 1tnk@(91,12) 26%\nVISIBLE ENEMY BUILDINGS (2):\n  #179 powr@(93,14) 55%, #191 powr@(92,11) 72%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack_move: 3 units\n  - rally #166: ordered\n  - rally #180: ordered\nYOUR NOTES FROM LAST TURN: Forward group (1tnk #200/207/212 + e3 #203/206/210/211/213) attacking toward (90,13); trailing group #221/222/223 to (85,20). Home guards e3 #145/184/189/196, e1 #148, e3 #227. Enemy base likely (95,11). 4 harvesters mining. Cash $0 - resume spending when ore banked.", "raw": "{\"thoughts\": \"We've penetrated the enemy perimeter at (91,12). Place the Service Depot to unlock Medium Tanks, focus down enemy tank #226 and power plants, and stream reinforcements forward.\", \"notes\": \"Attacking enemy forward structures at (92,12). Service depot placed to unlock 2tnk. Harvesters cycling ore.\", \"commands\": [{\"do\": \"place\", \"item\": \"fix\"}, {\"do\": \"repair\", \"building\": 135}, {\"do\": \"attack\", \"units\": [200, 207, 212], \"target\": 226}, {\"do\": \"attack_move\", \"units\": [203, 206, 210, 211, 213, 223], \"x\": 92, \"y\": 12}, {\"do\": \"attack_move\", \"units\": [184, 189, 196, 221, 222, 227, 228, 229], \"x\": 88, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 2064, "completion_tokens": 966, "total_tokens": 3030, "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": 0.010341, "upstream_inference_prompt_cost": 0.003096, "upstream_inference_completions_cost": 0.007245}, "completion_tokens_details": {"reasoning_tokens": 707, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.5, "thoughts": "We've penetrated the enemy perimeter at (91,12). Place the Service Depot to unlock Medium Tanks, focus down enemy tank #226 and power plants, and stream reinforcements forward.", "notes": "Attacking enemy forward structures at (92,12). Service depot placed to unlock 2tnk. Harvesters cycling ore.", "commands": [{"do": "place", "item": "fix"}, {"do": "repair", "building": 135}, {"do": "attack", "units": [200, 207, 212], "target": 226}, {"do": "attack_move", "units": [203, 206, 210, 211, 213, 223], "x": 92, "y": 12}, {"do": "attack_move", "units": [184, 189, 196, 221, 222, 227, 228, 229], "x": 88, "y": 14}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "repair #135: ordered", "attack: 3 units", "attack_move: 6 units", "attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9800, "deaths_cost": 4200, "units_killed": 28, "units_lost": 18, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 23500, "army_value": 7500, "income": 8000, "experience": 98, "order_count": 65}}
{"tick": 12401, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $785 (storage 4000), power 20 made / 90 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $11800, army $4700, killed $4200 (18 units, 0 bldgs), lost $10800 (29 units, 4 bldgs). Map explored 29.5%.\nPRODUCTION: Vehicle: 1tnk 31%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 99%, #129 proc@(98,11) 100%, #171 weap@(97,8) 100%, #191 powr@(92,11) 20%, #224 proc@(95,15) 95%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #197@(97,10)13%* #230@(96,9)*\n  harv (Ore Truck (harvester)) x3: #131@(87,5) #147@(102,24) #225@(101,28)\nVISIBLE ENEMY UNITS (6):\n  #200 1tnk@(92,15) 78%, #203 e3@(89,14) 22%, #206 e3@(89,14) 55%, #207 1tnk@(91,14) 46%, #210 e3@(89,14) 100%, #212 1tnk@(91,13) 94%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 3 units\n  - stance: 3 units\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy tanks near (88,14); enemy base likely near (12,16). Keep damaged tanks alive and build a Service Depot when funds permit.", "raw": "{\"thoughts\":\"Enemy armor is threatening the base, and our two tanks are badly outnumbered; pull the damaged tank back and preserve the other near the base. Power is critically low, so start a Power Plant as soon as funds allow while the existing tank queue continues.\",\"notes\":\"Enemy force near (89\u201392,13\u201315); likely base near (12,16). Retreat #197, keep #230 near home, restore power and rebuild army.\",\"commands\":[{\"do\":\"move\",\"units\":[197],\"x\":101,\"y\":9},{\"do\":\"attack_move\",\"units\":[230],\"x\":96,\"y\":12},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"repair\",\"building\":191}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1453, "completion_tokens": 323, "total_tokens": 1776, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1451, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003773825, "upstream_inference_prompt_cost": 0.0001997325, "upstream_inference_completions_cost": 0.00017765}, "completion_tokens_details": {"reasoning_tokens": 169, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.97, "thoughts": "Enemy armor is threatening the base, and our two tanks are badly outnumbered; pull the damaged tank back and preserve the other near the base. Power is critically low, so start a Power Plant as soon as funds allow while the existing tank queue continues.", "notes": "Enemy force near (89\u201392,13\u201315); likely base near (12,16). Retreat #197, keep #230 near home, restore power and rebuild army.", "commands": [{"do": "move", "units": [197], "x": 101, "y": 9}, {"do": "attack_move", "units": [230], "x": 96, "y": 12}, {"do": "build", "item": "powr"}, {"do": "repair", "building": 191}], "feedback": ["move: 1 units", "attack_move: 1 units", "build powr: started", "repair #191: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 10800, "units_killed": 18, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 11800, "army_value": 1400, "income": 4745, "experience": 42, "order_count": 52}}
{"tick": 12401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:16 (tick 12401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 290 made / 200 used, harvesters 4.\nSCORE: assets $24700, army $11900, killed $10800 (29 units, 4 bldgs), lost $4200 (18 units, 0 bldgs). Map explored 34.2%.\nPRODUCTION: Vehicle: 1tnk 26%; Infantry: e3 62%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%, #231 fix@(17,17) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x5: #200@(92,15)78% #207@(91,14)46% #212@(91,13)94% #223@(85,14) #229@(33,20)\n  e1 (Rifle Infantry) x1: #148@(16,20)17%*\n  e3 (Rocket Soldier) x13: #145@(16,20)19%* #184@(25,25) #189@(24,24) #196@(25,25) #203@(89,14)22% #206@(89,14)55% #210@(89,14) #211@(86,14) #213@(78,12) #221@(58,28) #222@(58,28) #227@(36,24) #228@(27,20)\n  harv (Ore Truck (harvester)) x4: #132@(3,29) #153@(6,28) #195@(18,6) #202@(3,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #121 fact@(95,11) 99%, #191 powr@(92,11) 20%, #224 proc@(95,15) 95%\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - repair #135: ordered\n  - attack: 3 units\n  - attack_move: 6 units\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Attacking enemy forward structures at (92,12). Service depot placed to unlock 2tnk. Harvesters cycling ore.", "raw": "{\"thoughts\": \"Finish off the enemy low-health power plant #191 and attack their Refinery and ConYard. 2tnk Medium Tanks are now unlocked, so queue them up for heavy firepower.\", \"notes\": \"Attacking enemy ConYard (#121) and Refinery (#224) at (95,11)-(95,15). Unlocked 2tnk.\", \"commands\": [{\"do\": \"attack\", \"units\": [207, 212, 200], \"target\": 191}, {\"do\": \"attack_move\", \"units\": [203, 206, 210, 211, 213, 223], \"x\": 95, \"y\": 14}, {\"do\": \"attack_move\", \"units\": [145, 148, 184, 189, 196, 221, 222, 227, 228, 229], \"x\": 93, \"y\": 14}, {\"do\": \"train\", \"item\": \"2tnk\", \"count\": 3}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 5}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 2030, "completion_tokens": 998, "total_tokens": 3028, "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": 0.01053, "upstream_inference_prompt_cost": 0.003045, "upstream_inference_completions_cost": 0.007485}, "completion_tokens_details": {"reasoning_tokens": 709, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.68, "thoughts": "Finish off the enemy low-health power plant #191 and attack their Refinery and ConYard. 2tnk Medium Tanks are now unlocked, so queue them up for heavy firepower.", "notes": "Attacking enemy ConYard (#121) and Refinery (#224) at (95,11)-(95,15). Unlocked 2tnk.", "commands": [{"do": "attack", "units": [207, 212, 200], "target": 191}, {"do": "attack_move", "units": [203, 206, 210, 211, 213, 223], "x": 95, "y": 14}, {"do": "attack_move", "units": [145, 148, 184, 189, 196, 221, 222, 227, 228, 229], "x": 93, "y": 14}, {"do": "train", "item": "2tnk", "count": 3}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["attack: 3 units", "attack_move: 6 units", "attack_move: 10 units", "train 3x 2tnk: queued", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 10800, "deaths_cost": 4200, "units_killed": 29, "units_lost": 18, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 24700, "army_value": 7500, "income": 8000, "experience": 108, "order_count": 66}}
{"tick": 12601, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $567 (storage 4000), power 0 made / 90 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $11500, army $4700, killed $4200 (18 units, 0 bldgs), lost $11100 (29 units, 5 bldgs). Map explored 29.6%.\nPRODUCTION: Building: powr 36%; Vehicle: 1tnk 47%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 92%, #129 proc@(98,11) 100%, #171 weap@(97,8) 100%, #224 proc@(95,15) 25%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #197@(101,9)13%* #230@(93,10)77%\n  harv (Ore Truck (harvester)) x3: #131@(91,5) #147@(95,16) #225@(95,20)\nVISIBLE ENEMY UNITS (8):\n  #200 1tnk@(92,15) 78%, #203 e3@(91,15) 22%, #206 e3@(91,15) 55%, #207 1tnk@(91,14) 46%, #210 e3@(90,14) 100%, #211 e3@(92,14) 100%, #212 1tnk@(91,13) 58%, #223 1tnk@(91,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 1 units\n  - build powr: started\n  - repair #191: ordered\nYOUR NOTES FROM LAST TURN: Enemy force near (89\u201392,13\u201315); likely base near (12,16). Retreat #197, keep #230 near home, restore power and rebuild army.", "raw": "{\"thoughts\":\"The enemy has a superior force right beside the base, and both of our tanks are badly outnumbered. Pull them back, keep the harvesters away from the fight, and repair the damaged refinery while the power plant finishes.\",\"notes\":\"Enemy force at (90\u201392,13\u201316); likely base near (12,16). Power plant is 36% underway; retreat tanks and repair proc #224.\",\"commands\":[{\"do\":\"move\",\"units\":[197,230],\"x\":99,\"y\":8},{\"do\":\"repair\",\"building\":224},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":147},{\"do\":\"harvest\",\"unit\":225}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1462, "completion_tokens": 378, "total_tokens": 1840, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1460, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00040887, "upstream_inference_prompt_cost": 0.00020097, "upstream_inference_completions_cost": 0.0002079}, "completion_tokens_details": {"reasoning_tokens": 227, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.89, "thoughts": "The enemy has a superior force right beside the base, and both of our tanks are badly outnumbered. Pull them back, keep the harvesters away from the fight, and repair the damaged refinery while the power plant finishes.", "notes": "Enemy force at (90\u201392,13\u201316); likely base near (12,16). Power plant is 36% underway; retreat tanks and repair proc #224.", "commands": [{"do": "move", "units": [197, 230], "x": 99, "y": 8}, {"do": "repair", "building": 224}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 147}, {"do": "harvest", "unit": 225}], "feedback": ["move: 2 units", "repair #224: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 11100, "units_killed": 18, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11500, "army_value": 1400, "income": 4745, "experience": 42, "order_count": 53}}
{"tick": 12601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:24 (tick 12601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 290 made / 200 used, harvesters 4.\nSCORE: assets $24700, army $11900, killed $11100 (29 units, 5 bldgs), lost $4200 (18 units, 0 bldgs). Map explored 34.2%.\nPRODUCTION: Vehicle: 1tnk 26%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 62%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%, #231 fix@(17,17) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x5: #200@(92,15)78% #207@(91,14)46% #212@(91,13)58% #223@(91,16) #229@(55,28)\n  e1 (Rifle Infantry) x1: #148@(24,25)17%\n  e3 (Rocket Soldier) x13: #145@(25,24)19% #184@(34,24) #189@(34,24) #196@(35,24) #203@(91,15)22% #206@(91,15)55% #210@(90,14) #211@(92,14) #213@(88,12) #221@(66,22) #222@(66,23) #227@(46,24) #228@(36,24)\n  harv (Ore Truck (harvester)) x4: #132@(5,29) #153@(3,32) #195@(16,12) #202@(9,23)\nVISIBLE ENEMY UNITS (2):\n  #147 harv@(95,16) 100%, #230 1tnk@(93,10) 77%\nVISIBLE ENEMY BUILDINGS (2):\n  #121 fact@(95,11) 92%, #224 proc@(95,15) 25%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack_move: 6 units\n  - attack_move: 10 units\n  - train 3x 2tnk: queued\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Attacking enemy ConYard (#121) and Refinery (#224) at (95,11)-(95,15). Unlocked 2tnk.", "raw": "{\"thoughts\": \"My assault group is at the enemy base (91-92,13-16); enemy refinery #224 is at 25% so I'll focus it down then the ConYard. Cash is $0, so production runs on incoming ore; I'll rally new units to the front and keep pushing.\", \"notes\": \"Enemy base ~(95,11-16): fact #121, proc #224. Assault group of 1tnk+e3 in contact. Focus #224 then #121. 2tnk x3 and e3 x5 in queue. Rally new units to (92,14).\", \"commands\": [{\"do\": \"attack\", \"units\": [200, 207, 212, 223, 203, 206, 210, 211, 213], \"target\": 224}, {\"do\": \"attack_move\", \"units\": [229, 221, 222, 227], \"x\": 92, \"y\": 14}, {\"do\": \"attack_move\", \"units\": [184, 189, 196, 228], \"x\": 90, \"y\": 14}, {\"do\": \"rally\", \"building\": 166, \"x\": 92, \"y\": 14}, {\"do\": \"rally\", \"building\": 180, \"x\": 92, \"y\": 14}, {\"do\": \"rally\", \"building\": 134, \"x\": 92, \"y\": 14}, {\"do\": \"stance\", \"units\": [200, 207, 212, 223, 203, 206, 210, 211, 213], \"stance\": \"attack_anything\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1897, "completion_tokens": 892, "total_tokens": 2789, "cost": 0.001413708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001413708, "upstream_inference_prompt_cost": 0.000343308, "upstream_inference_completions_cost": 0.0010704}, "completion_tokens_details": {"reasoning_tokens": 524, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.29, "thoughts": "My assault group is at the enemy base (91-92,13-16); enemy refinery #224 is at 25% so I'll focus it down then the ConYard. Cash is $0, so production runs on incoming ore; I'll rally new units to the front and keep pushing.", "notes": "Enemy base ~(95,11-16): fact #121, proc #224. Assault group of 1tnk+e3 in contact. Focus #224 then #121. 2tnk x3 and e3 x5 in queue. Rally new units to (92,14).", "commands": [{"do": "attack", "units": [200, 207, 212, 223, 203, 206, 210, 211, 213], "target": 224}, {"do": "attack_move", "units": [229, 221, 222, 227], "x": 92, "y": 14}, {"do": "attack_move", "units": [184, 189, 196, 228], "x": 90, "y": 14}, {"do": "rally", "building": 166, "x": 92, "y": 14}, {"do": "rally", "building": 180, "x": 92, "y": 14}, {"do": "rally", "building": 134, "x": 92, "y": 14}, {"do": "stance", "units": [200, 207, 212, 223, 203, 206, 210, 211, 213], "stance": "attack_anything"}], "feedback": ["attack: 9 units", "attack_move: 4 units", "attack_move: 4 units", "rally #166: ordered", "rally #180: ordered", "rally #134: ordered", "stance: 9 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 11100, "deaths_cost": 4200, "units_killed": 29, "units_lost": 18, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 24700, "army_value": 7500, "income": 7500, "experience": 111, "order_count": 74}}
{"tick": 12801, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $736 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $10100, army $4700, killed $4200 (18 units, 0 bldgs), lost $12500 (29 units, 6 bldgs). Map explored 29.6%.\nPRODUCTION: Building: powr 73%; Vehicle: 1tnk 63%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 78%, #129 proc@(98,11) 100%, #171 weap@(97,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #197@(99,8)13%* #230@(98,9)56%*\n  harv (Ore Truck (harvester)) x3: #131@(97,13)83% #147@(99,25)48% #225@(98,12)\nVISIBLE ENEMY UNITS (3):\n  #210 e3@(92,14) 100%, #212 1tnk@(91,13) 47%, #213 e3@(91,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - repair #224: ordered\nYOUR NOTES FROM LAST TURN: Enemy force at (90\u201392,13\u201316); likely base near (12,16). Power plant is 36% underway; retreat tanks and repair proc #224.", "raw": "{\"thoughts\":\"Power is critically low, so let the nearly finished plant complete. The enemy is already at the base; focus both tanks on its damaged tank while pulling the nearly destroyed tank and vulnerable harvesters back toward safety.\",\"notes\":\"Enemy force at (91\u201392,12\u201314); likely base near (12,16). Finish power plant; preserve harvesters and damaged tanks.\",\"commands\":[{\"do\":\"attack\",\"units\":[197,230],\"target\":212},{\"do\":\"move\",\"units\":[197],\"x\":96,\"y\":10},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":147},{\"do\":\"harvest\",\"unit\":225}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1373, "completion_tokens": 332, "total_tokens": 1705, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1371, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003713325, "upstream_inference_prompt_cost": 0.0001887325, "upstream_inference_completions_cost": 0.0001826}, "completion_tokens_details": {"reasoning_tokens": 186, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.62, "thoughts": "Power is critically low, so let the nearly finished plant complete. The enemy is already at the base; focus both tanks on its damaged tank while pulling the nearly destroyed tank and vulnerable harvesters back toward safety.", "notes": "Enemy force at (91\u201392,12\u201314); likely base near (12,16). Finish power plant; preserve harvesters and damaged tanks.", "commands": [{"do": "attack", "units": [197, 230], "target": 212}, {"do": "move", "units": [197], "x": 96, "y": 10}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 147}, {"do": "harvest", "unit": 225}], "feedback": ["attack: 2 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 12500, "units_killed": 18, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 10100, "army_value": 1400, "income": 4620, "experience": 42, "order_count": 53}}
{"tick": 12801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:32 (tick 12801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 290 made / 200 used, harvesters 4.\nSCORE: assets $25000, army $12200, killed $12500 (29 units, 6 bldgs), lost $4200 (18 units, 0 bldgs). Map explored 36.3%.\nPRODUCTION: Vehicle: 1tnk 67%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 33%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%, #231 fix@(17,17) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x5: #200@(96,21)78% #207@(95,22)46% #212@(91,13)47% #223@(95,23) #229@(73,17)\n  e1 (Rifle Infantry) x1: #148@(34,26)17%\n  e3 (Rocket Soldier) x14: #145@(34,26)19% #184@(45,24) #189@(45,24) #196@(46,24) #203@(93,19)22% #206@(93,19)55% #210@(92,14) #211@(93,18) #213@(91,12) #221@(74,15) #222@(74,15) #227@(55,30) #228@(47,24) #232@(14,14)\n  harv (Ore Truck (harvester)) x4: #132@(8,31) #153@(8,23) #195@(9,17) #202@(7,26)\nVISIBLE ENEMY UNITS (1):\n  #147 harv@(99,25) 48%\nVISIBLE ENEMY BUILDINGS (1):\n  #121 fact@(95,11) 78%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack_move: 4 units\n  - attack_move: 4 units\n  - rally #166: ordered\n  - rally #180: ordered\n  - rally #134: ordered\n  - stance: 9 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11-16): fact #121, proc #224. Assault group of 1tnk+e3 in contact. Focus #224 then #121. 2tnk x3 and e3 x5 in queue. Rally new units to (92,14).", "raw": "{\"thoughts\": \"My assault group is in contact at the enemy base (~95,11). Focus fire to level the enemy Construction Yard #121, which ends resistance there. Cash is $0 so I just keep queues running and pull in my idle tanks/rockets from (73,17).\", \"notes\": \"Enemy base ~(95,11): fact #121 at 78%, harv #147. Assault group (1tnk #200/207/212/223 + e3 #203/206/210/211/213) hitting fact. Reserve 1tnk #229 + e3 #221/222 moving up to (92,14). Keep e3/2tnk queues full, rally weap to (92,14).\", \"commands\": [{\"do\": \"attack\", \"units\": [200, 207, 212, 223, 203, 206, 210, 211, 213], \"target\": 121}, {\"do\": \"stance\", \"units\": [200, 207, 212, 223, 203, 206, 210, 211, 213], \"stance\": \"attack_anything\"}, {\"do\": \"attack_move\", \"units\": [229, 221, 222], \"x\": 93, \"y\": 14}, {\"do\": \"rally\", \"building\": 166, \"x\": 92, \"y\": 14}, {\"do\": \"rally\", \"building\": 180, \"x\": 92, \"y\": 14}, {\"do\": \"rally\", \"building\": 134, \"x\": 92, \"y\": 14}, {\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"harvest\", \"unit\": 153}, {\"do\": \"harvest\", \"unit\": 195}, {\"do\": \"harvest\", \"unit\": 202}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1906, "completion_tokens": 997, "total_tokens": 2903, "cost": 0.001542408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001542408, "upstream_inference_prompt_cost": 0.000346008, "upstream_inference_completions_cost": 0.0011964}, "completion_tokens_details": {"reasoning_tokens": 589, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.84, "thoughts": "My assault group is in contact at the enemy base (~95,11). Focus fire to level the enemy Construction Yard #121, which ends resistance there. Cash is $0 so I just keep queues running and pull in my idle tanks/rockets from (73,17).", "notes": "Enemy base ~(95,11): fact #121 at 78%, harv #147. Assault group (1tnk #200/207/212/223 + e3 #203/206/210/211/213) hitting fact. Reserve 1tnk #229 + e3 #221/222 moving up to (92,14). Keep e3/2tnk queues full, rally weap to (92,14).", "commands": [{"do": "attack", "units": [200, 207, 212, 223, 203, 206, 210, 211, 213], "target": 121}, {"do": "stance", "units": [200, 207, 212, 223, 203, 206, 210, 211, 213], "stance": "attack_anything"}, {"do": "attack_move", "units": [229, 221, 222], "x": 93, "y": 14}, {"do": "rally", "building": 166, "x": 92, "y": 14}, {"do": "rally", "building": 180, "x": 92, "y": 14}, {"do": "rally", "building": 134, "x": 92, "y": 14}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 195}, {"do": "harvest", "unit": 202}], "feedback": ["attack: 9 units", "stance: 9 units", "attack_move: 3 units", "rally #166: ordered", "rally #180: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 12500, "deaths_cost": 4200, "units_killed": 29, "units_lost": 18, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 25000, "army_value": 7800, "income": 7000, "experience": 125, "order_count": 74}}
{"tick": 13001, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1120 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $10100, army $4700, killed $4200 (18 units, 0 bldgs), lost $12500 (29 units, 6 bldgs). Map explored 29.6%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: 1tnk 79%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 21%, #129 proc@(98,11) 100%, #171 weap@(97,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #197@(96,9)13%* #230@(93,10)56%\n  harv (Ore Truck (harvester)) x3: #131@(98,14)83% #147@(101,26)46% #225@(104,22)\nVISIBLE ENEMY UNITS (10):\n  #200 1tnk@(96,16) 78%, #203 e3@(95,16) 22%, #206 e3@(94,17) 55%, #207 1tnk@(95,17) 46%, #210 e3@(92,14) 100%, #211 e3@(94,17) 100%, #212 1tnk@(91,13) 11%, #213 e3@(91,12) 100%, #223 1tnk@(94,16) 100%, #229 1tnk@(92,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy force at (91\u201392,12\u201314); likely base near (12,16). Finish power plant; preserve harvesters and damaged tanks.", "raw": "{\"thoughts\":\"The enemy force is at our doorstep and our tanks are badly outnumbered, so focus fire on the weakest enemy tank while restoring power. Place the ready plant and keep the harvesters mining; the existing tank queue can continue as funds arrive.\",\"notes\":\"Enemy force immediately north/west of base around (91\u201396,12\u201317). Power plant ready to place; tanks #197/#230 are critically damaged/weak. Protect harvesters and rebuild.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack\",\"units\":[197,230],\"target\":212},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":147},{\"do\":\"harvest\",\"unit\":225}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1461, "completion_tokens": 351, "total_tokens": 1812, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1459, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003938825, "upstream_inference_prompt_cost": 0.0002008325, "upstream_inference_completions_cost": 0.00019305}, "completion_tokens_details": {"reasoning_tokens": 195, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.35, "thoughts": "The enemy force is at our doorstep and our tanks are badly outnumbered, so focus fire on the weakest enemy tank while restoring power. Place the ready plant and keep the harvesters mining; the existing tank queue can continue as funds arrive.", "notes": "Enemy force immediately north/west of base around (91\u201396,12\u201317). Power plant ready to place; tanks #197/#230 are critically damaged/weak. Protect harvesters and rebuild.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack", "units": [197, 230], "target": 212}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 147}, {"do": "harvest", "unit": 225}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4200, "deaths_cost": 12500, "units_killed": 18, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 10100, "army_value": 1400, "income": 5220, "experience": 42, "order_count": 53}}
{"tick": 13001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:40 (tick 13001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $316 (storage 6000), power 290 made / 200 used, harvesters 4.\nSCORE: assets $26000, army $13200, killed $12500 (29 units, 6 bldgs), lost $4200 (18 units, 0 bldgs). Map explored 36.6%.\nPRODUCTION: Vehicle: 2tnk 19%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 31%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%, #231 fix@(17,17) 100%\nYOUR UNITS (26) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x6: #200@(96,16)78% #207@(95,17)46% #212@(91,13)11% #223@(94,16) #229@(92,15) #233@(14,14)\n  e1 (Rifle Infantry) x1: #148@(45,27)17%\n  e3 (Rocket Soldier) x15: #145@(44,26)19% #184@(54,28) #189@(54,28) #196@(55,28) #203@(95,16)22% #206@(94,17)55% #210@(92,14) #211@(94,17) #213@(91,12) #221@(84,14) #222@(84,14) #227@(63,26) #228@(56,28) #232@(24,20) #234@(14,14)\n  harv (Ore Truck (harvester)) x4: #132@(8,24) #153@(8,23) #195@(7,26) #202@(2,32)\nVISIBLE ENEMY UNITS (2):\n  #131 harv@(98,14) 83%, #230 1tnk@(93,10) 56%\nVISIBLE ENEMY BUILDINGS (1):\n  #121 fact@(95,11) 21%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - stance: 9 units\n  - attack_move: 3 units\n  - rally #166: ordered\n  - rally #180: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11): fact #121 at 78%, harv #147. Assault group (1tnk #200/207/212/223 + e3 #203/206/210/211/213) hitting fact. Reserve 1tnk #229 + e3 #221/222 moving up to (92,14). Keep e3/2tnk queues full, rally weap to (92,14).", "raw": "{\"thoughts\": \"Enemy Construction Yard #121 is at 21% \u2014 finish it with the assault force already at their base (1tnk #200/207/212/223/229 + e3 #203/206/210/211/213). Push the trailing e3 pair and the mid-map group toward the enemy base to reinforce, and bring the home reserve up. Economy is healthy (4 harvesters, 3 refineries); cash is spent so queues stay as-is.\", \"notes\": \"Enemy base ~(95,11): fact #121 at 21%, harv #131, 1tnk #230. Main assault = 1tnk 200/207/212/223/229 + e3 203/206/210/211/213. Reinforce with e3 221/222 and mid group 184/189/196/227/228/145/148. Reserve 233/234 moving up. Keep 2tnk/e3 queues full.\", \"commands\": [{\"do\":\"attack\",\"units\":[200,207,212,223,229,203,206,210,211,213],\"target\":121}, {\"do\":\"attack_move\",\"units\":[221,222],\"x\":95,\"y\":11}, {\"do\":\"attack_move\",\"units\":[184,189,196,227,228,145,148],\"x\":92,\"y\":14}, {\"do\":\"attack_move\",\"units\":[233,234],\"x\":92,\"y\":14}, {\"do\":\"harvest\",\"unit\":202}, {\"do\":\"stance\",\"units\":[200,207,212,223,229,203,206,210,211,213],\"stance\":\"attack_anything\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1943, "completion_tokens": 909, "total_tokens": 2852, "cost": 0.001447908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001447908, "upstream_inference_prompt_cost": 0.000357108, "upstream_inference_completions_cost": 0.0010908}, "completion_tokens_details": {"reasoning_tokens": 547, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.84, "thoughts": "Enemy Construction Yard #121 is at 21% \u2014 finish it with the assault force already at their base (1tnk #200/207/212/223/229 + e3 #203/206/210/211/213). Push the trailing e3 pair and the mid-map group toward the enemy base to reinforce, and bring the home reserve up. Economy is healthy (4 harvesters, 3 refineries); cash is spent so queues stay as-is.", "notes": "Enemy base ~(95,11): fact #121 at 21%, harv #131, 1tnk #230. Main assault = 1tnk 200/207/212/223/229 + e3 203/206/210/211/213. Reinforce with e3 221/222 and mid group 184/189/196/227/228/145/148. Reserve 233/234 moving up. Keep 2tnk/e3 queues full.", "commands": [{"do": "attack", "units": [200, 207, 212, 223, 229, 203, 206, 210, 211, 213], "target": 121}, {"do": "attack_move", "units": [221, 222], "x": 95, "y": 11}, {"do": "attack_move", "units": [184, 189, 196, 227, 228, 145, 148], "x": 92, "y": 14}, {"do": "attack_move", "units": [233, 234], "x": 92, "y": 14}, {"do": "harvest", "unit": 202}, {"do": "stance", "units": [200, 207, 212, 223, 229, 203, 206, 210, 211, 213], "stance": "attack_anything"}], "feedback": ["attack: 10 units", "attack_move: 2 units", "attack_move: 7 units", "attack_move: 2 units", "stance: 10 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 12500, "deaths_cost": 4200, "units_killed": 29, "units_lost": 18, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 26000, "army_value": 8800, "income": 8000, "experience": 125, "order_count": 74}}
{"tick": 13201, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $892 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $8100, army $4700, killed $4900 (19 units, 0 bldgs), lost $15500 (30 units, 8 bldgs). Map explored 29.6%.\nPRODUCTION: Vehicle: 1tnk 11%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 100%, #171 weap@(97,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #230@(93,10)32%* #236@(94,10)\n  harv (Ore Truck (harvester)) x3: #131@(103,24)61% #147@(99,15)46% #225@(104,24)\nVISIBLE ENEMY UNITS (7):\n  #200 1tnk@(100,22) 78%, #207 1tnk@(101,21) 46%, #210 e3@(92,14) 96%, #213 e3@(91,12) 53%, #221 e3@(90,13) 100%, #222 e3@(90,14) 100%, #223 1tnk@(94,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 2 units\nYOUR NOTES FROM LAST TURN: Enemy force immediately north/west of base around (91\u201396,12\u201317). Power plant ready to place; tanks #197/#230 are critically damaged/weak. Protect harvesters and rebuild.", "raw": "{\"thoughts\":\"The enemy is pressing directly beside the base, while our two light tanks are outnumbered and one is badly damaged. Pull the damaged tank back, engage the nearby enemy tanks with the healthier one, and start restoring power so production can recover.\",\"notes\":\"Enemy force near (90\u2013101,12\u201322). #230 is at 32% HP; protect it and keep harvesters away from the fight. Need a power plant and a stronger army.\",\"commands\":[{\"do\":\"move\",\"units\":[230],\"x\":97,\"y\":8},{\"do\":\"attack\",\"units\":[236],\"target\":223},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1354, "completion_tokens": 374, "total_tokens": 1728, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1352, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00039182, "upstream_inference_prompt_cost": 0.00018612, "upstream_inference_completions_cost": 0.0002057}, "completion_tokens_details": {"reasoning_tokens": 231, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.63, "thoughts": "The enemy is pressing directly beside the base, while our two light tanks are outnumbered and one is badly damaged. Pull the damaged tank back, engage the nearby enemy tanks with the healthier one, and start restoring power so production can recover.", "notes": "Enemy force near (90\u2013101,12\u201322). #230 is at 32% HP; protect it and keep harvesters away from the fight. Need a power plant and a stronger army.", "commands": [{"do": "move", "units": [230], "x": 97, "y": 8}, {"do": "attack", "units": [236], "target": 223}, {"do": "build", "item": "powr"}], "feedback": ["move: 1 units", "attack: 1 units", "build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4900, "deaths_cost": 15500, "units_killed": 19, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 8, "assets_value": 8100, "army_value": 1400, "income": 5220, "experience": 49, "order_count": 54}}
{"tick": 13201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:48 (tick 13201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $40 (storage 6000), power 290 made / 200 used, harvesters 4.\nSCORE: assets $25600, army $12800, killed $15500 (30 units, 8 bldgs), lost $4900 (19 units, 0 bldgs). Map explored 37.5%.\nPRODUCTION: Vehicle: 2tnk 71%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 42%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%, #231 fix@(17,17) 100%\nYOUR UNITS (26) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x5: #200@(100,22)78% #207@(101,21)46% #223@(94,16)* #229@(92,15)* #233@(23,19)\n  e1 (Rifle Infantry) x1: #148@(55,28)17%\n  e3 (Rocket Soldier) x16: #145@(54,28)19% #184@(64,26) #189@(63,25) #196@(65,24) #203@(99,21)22% #206@(98,21)55% #210@(92,14)96% #211@(99,21) #213@(91,12)53% #221@(90,13) #222@(90,14) #227@(70,19) #228@(64,25) #232@(32,24) #234@(23,19) #237@(15,14)\n  harv (Ore Truck (harvester)) x4: #132@(10,26) #153@(4,31) #195@(5,31) #202@(6,33)\nVISIBLE ENEMY UNITS (4):\n  #131 harv@(103,24) 61%, #225 harv@(104,24) 99%, #230 1tnk@(93,10) 32%, #236 1tnk@(94,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 10 units\n  - attack_move: 2 units\n  - attack_move: 7 units\n  - attack_move: 2 units\n  - stance: 10 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11): fact #121 at 21%, harv #131, 1tnk #230. Main assault = 1tnk 200/207/212/223/229 + e3 203/206/210/211/213. Reinforce with e3 221/222 and mid group 184/189/196/227/228/145/148. Reserve 233/234 moving up. Keep 2tnk/e3 queues full.", "raw": "{\"thoughts\": \"Enemy ConYard appears destroyed. Forward tanks and rocket troops engage enemy tanks at (93,10), while units at (100,22) eliminate retreating harvesters. All reinforcements push into the enemy base area to wipe out remaining structures.\", \"notes\": \"Enemy base ~(95,11) collapsing. Fact destroyed. 1tnk #230/#236 targeted by north group; harvesters #131/#225 targeted by east group. Reinforcements moving to (95,12) to sweep.\", \"commands\": [{\"do\": \"repair\", \"building\": 135}, {\"do\": \"attack\", \"units\": [223, 229, 210, 213, 221, 222], \"target\": 236}, {\"do\": \"attack\", \"units\": [200, 207, 203, 206, 211], \"target\": 131}, {\"do\": \"attack_move\", \"units\": [184, 189, 196, 227, 228, 145, 148], \"x\": 95, \"y\": 12}, {\"do\": \"attack_move\", \"units\": [233, 232, 234, 237], \"x\": 95, \"y\": 12}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 2240, "completion_tokens": 1049, "total_tokens": 3289, "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": 0.0112275, "upstream_inference_prompt_cost": 0.00336, "upstream_inference_completions_cost": 0.0078675}, "completion_tokens_details": {"reasoning_tokens": 716, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.19, "thoughts": "Enemy ConYard appears destroyed. Forward tanks and rocket troops engage enemy tanks at (93,10), while units at (100,22) eliminate retreating harvesters. All reinforcements push into the enemy base area to wipe out remaining structures.", "notes": "Enemy base ~(95,11) collapsing. Fact destroyed. 1tnk #230/#236 targeted by north group; harvesters #131/#225 targeted by east group. Reinforcements moving to (95,12) to sweep.", "commands": [{"do": "repair", "building": 135}, {"do": "attack", "units": [223, 229, 210, 213, 221, 222], "target": 236}, {"do": "attack", "units": [200, 207, 203, 206, 211], "target": 131}, {"do": "attack_move", "units": [184, 189, 196, 227, 228, 145, 148], "x": 95, "y": 12}, {"do": "attack_move", "units": [233, 232, 234, 237], "x": 95, "y": 12}], "feedback": ["repair #135: ordered", "attack: 6 units", "attack: 5 units", "attack_move: 7 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 15500, "deaths_cost": 4900, "units_killed": 30, "units_lost": 19, "buildings_killed": 8, "buildings_lost": 0, "assets_value": 25600, "army_value": 8400, "income": 8000, "experience": 155, "order_count": 74}}
{"tick": 13401, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1280 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6300, army $2900, killed $4900 (19 units, 0 bldgs), lost $17300 (32 units, 8 bldgs). Map explored 29.6%.\nPRODUCTION: Vehicle: 1tnk 27%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 100%, #171 weap@(97,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #230@(97,9)10%*\n  harv (Ore Truck (harvester)) x2: #147@(98,18)38% #225@(105,24)87%\n  harv.emptyhusk (harv.emptyhusk) x1: #238@(103,26)69%*\nVISIBLE ENEMY UNITS (3):\n  #200 1tnk@(102,24) 78%, #223 1tnk@(95,14) 84%, #229 1tnk@(93,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack: 1 units\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy force near (90\u2013101,12\u201322). #230 is at 32% HP; protect it and keep harvesters away from the fight. Need a power plant and a stronger army.", "raw": "{\"thoughts\":\"Power is critically low and there is no Construction Yard available to build a replacement power plant. My only tank is nearly destroyed, so I\u2019ll pull it away from the enemy and send the harvesters clear while the queued tanks continue production.\",\"notes\":\"No Construction Yard; power is 0 made / 60 used. Enemy tanks near (93\u2013102,14\u201324). Tank #230 badly damaged; keep it out of combat. Harvester #147 damaged; retreat both harvesters east/southeast.\",\"commands\":[{\"do\":\"move\",\"units\":[230],\"x\":106,\"y\":8},{\"do\":\"move\",\"units\":[147],\"x\":106,\"y\":35},{\"do\":\"move\",\"units\":[225],\"x\":108,\"y\":35}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1324, "completion_tokens": 401, "total_tokens": 1725, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1322, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000402545, "upstream_inference_prompt_cost": 0.000181995, "upstream_inference_completions_cost": 0.00022055}, "completion_tokens_details": {"reasoning_tokens": 237, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "Power is critically low and there is no Construction Yard available to build a replacement power plant. My only tank is nearly destroyed, so I\u2019ll pull it away from the enemy and send the harvesters clear while the queued tanks continue production.", "notes": "No Construction Yard; power is 0 made / 60 used. Enemy tanks near (93\u2013102,14\u201324). Tank #230 badly damaged; keep it out of combat. Harvester #147 damaged; retreat both harvesters east/southeast.", "commands": [{"do": "move", "units": [230], "x": 106, "y": 8}, {"do": "move", "units": [147], "x": 106, "y": 35}, {"do": "move", "units": [225], "x": 108, "y": 35}], "feedback": ["move: 1 units", "move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4900, "deaths_cost": 17300, "units_killed": 19, "units_lost": 32, "buildings_killed": 0, "buildings_lost": 8, "assets_value": 6300, "army_value": 700, "income": 5220, "experience": 49, "order_count": 54}}
{"tick": 13401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:56 (tick 13401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 290 made / 200 used, harvesters 4.\nSCORE: assets $25600, army $12800, killed $17300 (32 units, 8 bldgs), lost $4900 (19 units, 0 bldgs). Map explored 38.1%.\nPRODUCTION: Vehicle: 2tnk 74%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 47%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%, #231 fix@(17,17) 100%\nYOUR UNITS (26) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x5: #200@(102,24)78% #207@(101,22)46% #223@(95,14)84% #229@(93,14)* #233@(43,24)\n  e1 (Rifle Infantry) x1: #148@(65,24)17%\n  e3 (Rocket Soldier) x16: #145@(64,25)19% #184@(72,20) #189@(72,20) #196@(72,16) #203@(100,22)22% #206@(100,23)55%* #210@(92,14)96%* #211@(100,22) #213@(91,12)53%* #221@(91,13)* #222@(91,14)* #227@(78,12) #228@(73,19) #232@(43,24) #234@(32,24) #237@(24,20)\n  harv (Ore Truck (harvester)) x4: #132@(10,34) #153@(5,32) #195@(4,32) #202@(9,24)\nVISIBLE ENEMY UNITS (3):\n  #147 harv@(98,18) 38%, #225 harv@(105,24) 87%, #238 harv.emptyhusk@(103,26) 69%\nVISIBLE ENEMY BUILDINGS (1):\n  #129 proc@(98,11) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #135: ordered\n  - attack: 6 units\n  - attack: 5 units\n  - attack_move: 7 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11) collapsing. Fact destroyed. 1tnk #230/#236 targeted by north group; harvesters #131/#225 targeted by east group. Reinforcements moving to (95,12) to sweep.", "raw": "{\"thoughts\": \"Enemy base at ~(95,11) is collapsing \u2014 8 buildings already destroyed and only a lone proc visible. I'll push my forward group onto it while sending the western reinforcements east. Cash is $0 so no new production; keep harvesters mining.\", \"notes\": \"Enemy base ~(95,11) nearly gone, only proc #129 visible. Main group attacking (95,11), reinforcements to (85,15). Harvesters #202/#132 mining.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[200,207,223,229,203,206,210,211,213,221,222],\"x\":96,\"y\":12},{\"do\":\"attack_move\",\"units\":[227,228,233,232,234,237],\"x\":85,\"y\":15},{\"do\":\"attack\",\"units\":[210,213,221,222],\"target\":147},{\"do\":\"harvest\",\"unit\":202},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1908, "completion_tokens": 893, "total_tokens": 2801, "cost": 0.001418208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001418208, "upstream_inference_prompt_cost": 0.000346608, "upstream_inference_completions_cost": 0.0010716}, "completion_tokens_details": {"reasoning_tokens": 654, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.89, "thoughts": "Enemy base at ~(95,11) is collapsing \u2014 8 buildings already destroyed and only a lone proc visible. I'll push my forward group onto it while sending the western reinforcements east. Cash is $0 so no new production; keep harvesters mining.", "notes": "Enemy base ~(95,11) nearly gone, only proc #129 visible. Main group attacking (95,11), reinforcements to (85,15). Harvesters #202/#132 mining.", "commands": [{"do": "attack_move", "units": [200, 207, 223, 229, 203, 206, 210, 211, 213, 221, 222], "x": 96, "y": 12}, {"do": "attack_move", "units": [227, 228, 233, 232, 234, 237], "x": 85, "y": 15}, {"do": "attack", "units": [210, 213, 221, 222], "target": 147}, {"do": "harvest", "unit": 202}, {"do": "harvest", "unit": 132}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 11 units", "attack_move: 6 units", "attack: 4 units", "train 2x 2tnk: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 17300, "deaths_cost": 4900, "units_killed": 32, "units_lost": 19, "buildings_killed": 8, "buildings_lost": 0, "assets_value": 25600, "army_value": 8400, "income": 7500, "experience": 173, "order_count": 74}}
{"tick": 13601, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1168 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5200, army $1800, killed $4900 (19 units, 0 bldgs), lost $18400 (33 units, 8 bldgs). Map explored 30.3%.\nPRODUCTION: Vehicle: 1tnk 43%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 72%, #171 weap@(97,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #230@(97,9)10%*\n  harv (Ore Truck (harvester)) x1: #225@(103,32)49%\n  harv.emptyhusk (harv.emptyhusk) x2: #238@(103,26)51%* #239@(98,22)65%*\nVISIBLE ENEMY UNITS (10):\n  #200 1tnk@(102,29) 78%, #203 e3@(99,15) 22%, #206 e3@(99,15) 55%, #207 1tnk@(104,29) 46%, #210 e3@(94,16) 96%, #211 e3@(99,15) 100%, #221 e3@(93,15) 100%, #222 e3@(93,15) 100%, #223 1tnk@(96,13) 84%, #229 1tnk@(95,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: No Construction Yard; power is 0 made / 60 used. Enemy tanks near (93\u2013102,14\u201324). Tank #230 badly damaged; keep it out of combat. Harvester #147 damaged; retreat both harvesters east/southeast.", "raw": "{\"thoughts\":\"The enemy has pushed into the base area, and our only combat tank is critically damaged, so preserve it rather than engage. Send the surviving harvester back to mining to generate cash; the empty husks cannot help defend or produce.\",\"notes\":\"No Construction Yard; cannot rebuild. Enemy tanks and infantry near home (93\u2013104, 13\u201329). Retreat damaged tank east; restart production when cash becomes available.\",\"commands\":[{\"do\":\"move\",\"units\":[230],\"x\":106,\"y\":8},{\"do\":\"harvest\",\"unit\":225}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1415, "completion_tokens": 297, "total_tokens": 1712, "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": 0.0003578575, "upstream_inference_prompt_cost": 0.0001945075, "upstream_inference_completions_cost": 0.00016335}, "completion_tokens_details": {"reasoning_tokens": 174, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "The enemy has pushed into the base area, and our only combat tank is critically damaged, so preserve it rather than engage. Send the surviving harvester back to mining to generate cash; the empty husks cannot help defend or produce.", "notes": "No Construction Yard; cannot rebuild. Enemy tanks and infantry near home (93\u2013104, 13\u201329). Retreat damaged tank east; restart production when cash becomes available.", "commands": [{"do": "move", "units": [230], "x": 106, "y": 8}, {"do": "harvest", "unit": 225}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4900, "deaths_cost": 18400, "units_killed": 19, "units_lost": 33, "buildings_killed": 0, "buildings_lost": 8, "assets_value": 5200, "army_value": 700, "income": 4720, "experience": 49, "order_count": 54}}
{"tick": 13601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:04 (tick 13601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $22 (storage 6000), power 290 made / 200 used, harvesters 4.\nSCORE: assets $26750, army $13950, killed $18400 (33 units, 8 bldgs), lost $4900 (19 units, 0 bldgs). Map explored 39.5%.\nPRODUCTION: Vehicle: 2tnk 6%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 16%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%, #231 fix@(17,17) 100%\nYOUR UNITS (28) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x5: #200@(102,29)78% #207@(104,29)46% #223@(96,13)84% #229@(95,13) #233@(63,26)\n  2tnk (Medium Tank) x1: #243@(9,14)\n  e1 (Rifle Infantry) x1: #148@(72,17)17%\n  e3 (Rocket Soldier) x17: #145@(71,18)19% #184@(80,13) #189@(79,12) #196@(82,12) #203@(99,15)22% #206@(99,15)55% #210@(94,16)96%* #211@(99,15) #213@(92,14)53%* #221@(93,15)* #222@(93,15)* #227@(85,15)* #228@(81,14) #232@(53,27) #234@(43,24) #237@(33,24) #242@(13,14)\n  harv (Ore Truck (harvester)) x4: #132@(9,26) #153@(5,30) #195@(4,31) #202@(6,26)\nVISIBLE ENEMY UNITS (3):\n  #225 harv@(103,32) 49%, #230 1tnk@(97,9) 10%, #238 harv.emptyhusk@(103,26) 51%\nVISIBLE ENEMY BUILDINGS (1):\n  #129 proc@(98,11) 72%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - attack_move: 6 units\n  - attack: 4 units\n  - train 2x 2tnk: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11) nearly gone, only proc #129 visible. Main group attacking (95,11), reinforcements to (85,15). Harvesters #202/#132 mining.", "raw": "{\"thoughts\": \"Enemy base nearly wiped; only the proc #129 at (98,11) plus a nearly-dead 1tnk and a harv remain visible. I'll push my forward tank/rocket group onto the proc to finish the enemy base, and bring mid-map reinforcements up. Cash is $0 so production continues from existing queues as ore comes in.\", \"notes\": \"Enemy base ~(95-98,11) almost destroyed, only proc #129 left. Main group (x>80) attacking (98,11); mid units advancing to (85,15). Harvesters mining near base. Need cash - keep 4 harvesters safe.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[200,207,223,229,203,206,210,211,213,221,222,227,228,184,189,196],\"x\":98,\"y\":11}, {\"do\":\"attack_move\",\"units\":[232,234,237],\"x\":85,\"y\":15}, {\"do\":\"attack_move\",\"units\":[233],\"x\":88,\"y\":18}, {\"do\":\"rally\",\"building\":166,\"x\":90,\"y\":14}, {\"do\":\"rally\",\"building\":180,\"x\":90,\"y\":16}, {\"do\":\"harvest\",\"unit\":202},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1966, "completion_tokens": 972, "total_tokens": 2938, "cost": 0.001530408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001530408, "upstream_inference_prompt_cost": 0.000364008, "upstream_inference_completions_cost": 0.0011664}, "completion_tokens_details": {"reasoning_tokens": 683, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.23, "thoughts": "Enemy base nearly wiped; only the proc #129 at (98,11) plus a nearly-dead 1tnk and a harv remain visible. I'll push my forward tank/rocket group onto the proc to finish the enemy base, and bring mid-map reinforcements up. Cash is $0 so production continues from existing queues as ore comes in.", "notes": "Enemy base ~(95-98,11) almost destroyed, only proc #129 left. Main group (x>80) attacking (98,11); mid units advancing to (85,15). Harvesters mining near base. Need cash - keep 4 harvesters safe.", "commands": [{"do": "attack_move", "units": [200, 207, 223, 229, 203, 206, 210, 211, 213, 221, 222, 227, 228, 184, 189, 196], "x": 98, "y": 11}, {"do": "attack_move", "units": [232, 234, 237], "x": 85, "y": 15}, {"do": "attack_move", "units": [233], "x": 88, "y": 18}, {"do": "rally", "building": 166, "x": 90, "y": 14}, {"do": "rally", "building": 180, "x": 90, "y": 16}, {"do": "harvest", "unit": 202}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 16 units", "attack_move: 3 units", "attack_move: 1 units", "rally #166: ordered", "rally #180: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 18400, "deaths_cost": 4900, "units_killed": 33, "units_lost": 19, "buildings_killed": 8, "buildings_lost": 0, "assets_value": 26750, "army_value": 9550, "income": 7000, "experience": 184, "order_count": 80}}
{"tick": 13801, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $3100, army $1100, killed $6300 (19 units, 1 bldgs), lost $20500 (34 units, 9 bldgs). Map explored 30.3%.\nPRODUCTION: Vehicle: 1tnk 52%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #171 weap@(97,8) 82%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #225@(101,30)9%\n  harv.emptyhusk (harv.emptyhusk) x2: #238@(103,26)34%* #239@(98,22)47%*\nVISIBLE ENEMY UNITS (12):\n  #196 e3@(93,12) 100%, #200 1tnk@(102,30) 78%, #203 e3@(98,12) 22%, #206 e3@(98,12) 55%, #207 1tnk@(104,30) 46%, #210 e3@(97,13) 96%, #211 e3@(98,12) 100%, #213 e3@(98,12) 53%, #221 e3@(97,13) 100%, #222 e3@(98,12) 82%, #223 1tnk@(97,12) 80%, #229 1tnk@(97,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: No Construction Yard; cannot rebuild. Enemy tanks and infantry near home (93\u2013104, 13\u201329). Retreat damaged tank east; restart production when cash becomes available.", "raw": "{\"thoughts\":\"The base is under attack and I have no cash, power, Construction Yard, or combat units to turn this around immediately. Pull the damaged harvester away from the enemy tanks and leave the tank queue in place in case income resumes.\",\"notes\":\"No Construction Yard; enemy force at home around x93\u2013104. Harvester #225 is critically damaged; retreat it east. Vehicle queue has a light tank in progress.\",\"commands\":[{\"do\":\"move\",\"units\":[225],\"x\":108,\"y\":30}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1358, "completion_tokens": 298, "total_tokens": 1656, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1356, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00035057, "upstream_inference_prompt_cost": 0.00018667, "upstream_inference_completions_cost": 0.0001639}, "completion_tokens_details": {"reasoning_tokens": 184, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "The base is under attack and I have no cash, power, Construction Yard, or combat units to turn this around immediately. Pull the damaged harvester away from the enemy tanks and leave the tank queue in place in case income resumes.", "notes": "No Construction Yard; enemy force at home around x93\u2013104. Harvester #225 is critically damaged; retreat it east. Vehicle queue has a light tank in progress.", "commands": [{"do": "move", "units": [225], "x": 108, "y": 30}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6300, "deaths_cost": 20500, "units_killed": 19, "units_lost": 34, "buildings_killed": 1, "buildings_lost": 9, "assets_value": 3100, "army_value": 0, "income": 4720, "experience": 49, "order_count": 54}}
{"tick": 13801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:12 (tick 13801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $162 (storage 6000), power 290 made / 200 used, harvesters 4.\nSCORE: assets $26750, army $13950, killed $19100 (34 units, 8 bldgs), lost $4900 (19 units, 0 bldgs). Map explored 40.1%.\nPRODUCTION: Vehicle: 2tnk 31%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 67%; 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  #122 fact@(12,16) 100%, #124 powr@(15,19) 100%, #130 proc@(9,16) 100%, #134 tent@(12,13) 100%, #135 powr@(15,16) 90%, #152 proc@(12,20) 100%, #166 weap@(14,13) 100%, #180 weap@(9,13) 100%, #201 proc@(9,20) 100%, #205 powr@(7,16) 100%, #231 fix@(17,17) 100%\nYOUR UNITS (28) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x5: #200@(102,30)78% #207@(104,30)46% #223@(97,12)80% #229@(97,11) #233@(79,14)\n  2tnk (Medium Tank) x1: #243@(21,17)\n  e1 (Rifle Infantry) x1: #148@(81,12)17%\n  e3 (Rocket Soldier) x17: #145@(79,12)19% #184@(90,12) #189@(89,12) #196@(93,12) #203@(98,12)22% #206@(98,12)55% #210@(97,13)96%* #211@(98,12) #213@(98,12)53% #221@(97,13)* #222@(98,12)82%* #227@(95,14) #228@(91,14) #232@(62,27) #234@(52,27) #237@(44,24) #242@(22,18)\n  harv (Ore Truck (harvester)) x4: #132@(8,24) #153@(8,34) #195@(7,34) #202@(7,33)\nVISIBLE ENEMY UNITS (2):\n  #225 harv@(101,30) 9%, #238 harv.emptyhusk@(103,26) 34%\nVISIBLE ENEMY BUILDINGS (1):\n  #171 weap@(97,8) 82%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 16 units\n  - attack_move: 3 units\n  - attack_move: 1 units\n  - rally #166: ordered\n  - rally #180: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(95-98,11) almost destroyed, only proc #129 left. Main group (x>80) attacking (98,11); mid units advancing to (85,15). Harvesters mining near base. Need cash - keep 4 harvesters safe.", "raw": "{\"thoughts\": \"We're ahead on score and the enemy base is nearly gone. Focus everything on the remaining enemy War Factory #171 at (97,8), finish the low-HP enemy harvester, pull badly damaged units back to heal, and keep the mid-game units flowing east. Cash is tight ($0) but queues are full, so no new spending needed.\", \"notes\": \"Enemy weap #171 (97,8) is the key target; enemy harv #225 (101,30) nearly dead. Main e3 group ~(90-98,12) attacking weap. Mid units (232/234/237/233) advancing to (88,14). Damaged units retreating to base. 4 harvesters mining, cash $0, queues full.\", \"commands\": [{\"do\": \"attack\", \"units\": [184, 189, 196, 203, 206, 210, 211, 213, 221, 222, 227, 228, 223, 229], \"target\": 171}, {\"do\": \"attack\", \"units\": [200], \"target\": 225}, {\"do\": \"move\", \"units\": [145, 148], \"x\": 30, \"y\": 18}, {\"do\": \"move\", \"units\": [207], \"x\": 35, \"y\": 20}, {\"do\": \"attack_move\", \"units\": [233, 237, 234, 232], \"x\": 88, \"y\": 14}, {\"do\": \"attack_move\", \"units\": [243, 242], \"x\": 24, \"y\": 18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1961, "completion_tokens": 2346, "total_tokens": 4307, "cost": 0.003177708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003177708, "upstream_inference_prompt_cost": 0.000362508, "upstream_inference_completions_cost": 0.0028152}, "completion_tokens_details": {"reasoning_tokens": 1988, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 15.49, "thoughts": "We're ahead on score and the enemy base is nearly gone. Focus everything on the remaining enemy War Factory #171 at (97,8), finish the low-HP enemy harvester, pull badly damaged units back to heal, and keep the mid-game units flowing east. Cash is tight ($0) but queues are full, so no new spending needed.", "notes": "Enemy weap #171 (97,8) is the key target; enemy harv #225 (101,30) nearly dead. Main e3 group ~(90-98,12) attacking weap. Mid units (232/234/237/233) advancing to (88,14). Damaged units retreating to base. 4 harvesters mining, cash $0, queues full.", "commands": [{"do": "attack", "units": [184, 189, 196, 203, 206, 210, 211, 213, 221, 222, 227, 228, 223, 229], "target": 171}, {"do": "attack", "units": [200], "target": 225}, {"do": "move", "units": [145, 148], "x": 30, "y": 18}, {"do": "move", "units": [207], "x": 35, "y": 20}, {"do": "attack_move", "units": [233, 237, 234, 232], "x": 88, "y": 14}, {"do": "attack_move", "units": [243, 242], "x": 24, "y": 18}], "feedback": ["attack: 14 units", "attack: 1 units", "move: 2 units", "move: 1 units", "attack_move: 4 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 19100, "deaths_cost": 4900, "units_killed": 34, "units_lost": 19, "buildings_killed": 8, "buildings_lost": 0, "assets_value": 26750, "army_value": 9550, "income": 7000, "experience": 191, "order_count": 80}}
