{"tick": 1, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 MCV to start base, then build power and economy.\",\"notes\":\"Enemy likely at (12,16), far from our start (95,11). Plan: deploy MCV, build powr, proc, barracks, expand economy, then army.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1644, "completion_tokens": 105, "total_tokens": 1749, "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": 0.004338, "upstream_inference_prompt_cost": 0.003288, "upstream_inference_completions_cost": 0.00105}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.91, "thoughts": "Deploy MCV to start base, then build power and economy.", "notes": "Enemy likely at (12,16), far from our start (95,11). Plan: deploy MCV, build powr, proc, barracks, expand economy, then army.", "commands": [{"do": "deploy", "unit": 119}], "feedback": ["deploy #119: 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": 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 immediately to get Construction Yard, then queue a power plant. Next turn will place it and start the refinery.\", \"notes\": \"Opening build order: powr -> proc -> barr -> proc/weap. MCV deployed at (12,16).\", \"commands\": [{\"do\": \"deploy\", \"unit\": 120}, {\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 257, "total_tokens": 1402, "cost": 0.000426108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000426108, "upstream_inference_prompt_cost": 0.000117708, "upstream_inference_completions_cost": 0.0003084}, "completion_tokens_details": {"reasoning_tokens": 160, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.71, "thoughts": "Standard opening: deploy MCV immediately to get Construction Yard, then queue a power plant. Next turn will place it and start the refinery.", "notes": "Opening build order: powr -> proc -> barr -> proc/weap. MCV deployed at (12,16).", "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": "anthropic/claude-sonnet-5", "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\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16), far from our start (95,11). Plan: deploy MCV, build powr, proc, barracks, expand economy, then army.", "raw": "{\"thoughts\":\"MCV should be deploying now. Start building power plant, then refinery.\",\"notes\":\"Enemy at (12,16), far west. Base at (95,11). Build powr->proc->barr, expand economy, then army toward enemy.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1704, "completion_tokens": 103, "total_tokens": 1807, "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": 0.004438, "upstream_inference_prompt_cost": 0.003408, "upstream_inference_completions_cost": 0.00103}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.27, "thoughts": "MCV should be deploying now. Start building power plant, then refinery.", "notes": "Enemy at (12,16), far west. Base at (95,11). Build powr->proc->barr, expand economy, then army toward enemy.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"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 order: powr -> proc -> barr -> proc/weap. MCV deployed at (12,16).", "raw": "{\"thoughts\": \"MCV has deployed into Construction Yard. Starting Power Plant construction to begin opening build order.\", \"notes\": \"Build powr -> proc -> tent -> weap.\", \"commands\": [{\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1191, "completion_tokens": 238, "total_tokens": 1429, "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": 0.0035715, "upstream_inference_prompt_cost": 0.0017865, "upstream_inference_completions_cost": 0.001785}, "completion_tokens_details": {"reasoning_tokens": 186, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.93, "thoughts": "MCV has deployed into Construction Yard. Starting Power Plant construction to begin opening build order.", "notes": "Build powr -> proc -> tent -> weap.", "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": 401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $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: Enemy at (12,16), far west. Base at (95,11). Build powr->proc->barr, expand economy, then army toward enemy.", "raw": "{\"thoughts\":\"Place the ready power plant, then queue an ore refinery and barracks for economy start.\",\"notes\":\"Base at (95,11). Enemy far west at (12,16). Plan: powr->proc->barr, build economy then army push west.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1702, "completion_tokens": 118, "total_tokens": 1820, "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": 0.004584, "upstream_inference_prompt_cost": 0.003404, "upstream_inference_completions_cost": 0.00118}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.84, "thoughts": "Place the ready power plant, then queue an ore refinery and barracks for economy start.", "notes": "Base at (95,11). Enemy far west at (12,16). Plan: powr->proc->barr, build economy then army push west.", "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": 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 $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: Build powr -> proc -> tent -> weap.", "raw": "{\"thoughts\": \"Opening is standard: my MCV is deployed (fact #122) and a powr is ready to place. I'll place the power plant adjacent to the ConYard and start the first Ore Refinery for income.\", \"notes\": \"Opening build order: powr -> proc -> barr/tent -> weap. Place powr east of fact, then proc. Keep queues busy.\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\", \"x\": 16, \"y\": 17}, {\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1159, "completion_tokens": 245, "total_tokens": 1404, "cost": 0.000415908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000415908, "upstream_inference_prompt_cost": 0.000121908, "upstream_inference_completions_cost": 0.000294}, "completion_tokens_details": {"reasoning_tokens": 117, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.4, "thoughts": "Opening is standard: my MCV is deployed (fact #122) and a powr is ready to place. I'll place the power plant adjacent to the ConYard and start the first Ore Refinery for income.", "notes": "Opening build order: powr -> proc -> barr/tent -> weap. Place powr east of fact, then proc. Keep queues busy.", "commands": [{"do": "place", "item": "powr", "x": 16, "y": 17}, {"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": 601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 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: Base at (95,11). Enemy far west at (12,16). Plan: powr->proc->barr, build economy then army push west.", "raw": "{\"thoughts\":\"Continue economy build: power plant already placed, now build ore refinery and barracks to establish economy and army production.\",\"notes\":\"Base at (95,11). Enemy far west at (12,16). Plan: proc->tent->weap, build economy then army push west.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1796, "completion_tokens": 125, "total_tokens": 1921, "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": 0.004842, "upstream_inference_prompt_cost": 0.003592, "upstream_inference_completions_cost": 0.00125}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.84, "thoughts": "Continue economy build: power plant already placed, now build ore refinery and barracks to establish economy and army production.", "notes": "Base at (95,11). Enemy far west at (12,16). Plan: proc->tent->weap, build economy then army push west.", "commands": [{"do": "build", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["build proc: started", "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": 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 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening build order: powr -> proc -> barr/tent -> weap. Place powr east of fact, then proc. Keep queues busy.", "raw": "{\"thoughts\": \"Power plant is placed and functioning. Starting production of Ore Refinery to get economy and harvester going.\", \"notes\": \"Build proc -> place proc -> build tent -> weap. Scout with early riflemen.\", \"commands\": [{\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1261, "completion_tokens": 155, "total_tokens": 1416, "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": 0.003054, "upstream_inference_prompt_cost": 0.0018915, "upstream_inference_completions_cost": 0.0011625}, "completion_tokens_details": {"reasoning_tokens": 95, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.91, "thoughts": "Power plant is placed and functioning. Starting production of Ore Refinery to get economy and harvester going.", "notes": "Build proc -> place proc -> build tent -> weap. Scout with early riflemen.", "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": 801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy far west at (12,16). Plan: proc->tent->weap, build economy then army push west.", "raw": "{\"thoughts\":\"Proc and tent are building. Let's queue another power plant to sustain expansion and prepare for war factory.\",\"notes\":\"Base at (95,11). Enemy far west at (12,16). Plan: proc->tent->powr->weap, build economy then army push west.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1763, "completion_tokens": 130, "total_tokens": 1893, "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": 0.004826, "upstream_inference_prompt_cost": 0.003526, "upstream_inference_completions_cost": 0.0013}, "completion_tokens_details": {"reasoning_tokens": 16, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "Proc and tent are building. Let's queue another power plant to sustain expansion and prepare for war factory.", "notes": "Base at (95,11). Enemy far west at (12,16). Plan: proc->tent->powr->weap, build economy then army push west.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"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 $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Build proc -> place proc -> build tent -> weap. Scout with early riflemen.", "raw": "{\"thoughts\": \"Opening is underway: refinery is 23% complete. Nothing else can be queued while the Building queue is busy, so I'll attempt to queue the barracks (tent) to keep production flowing as soon as the refinery finishes. No army yet, so no combat actions.\", \"notes\": \"Build order: proc (in progress) -> place proc -> tent -> weap. Then train riflemen to scout. Berlin (Germany) = Allies, Medium Tanks need service depot.\", \"commands\": [{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1197, "completion_tokens": 504, "total_tokens": 1701, "cost": 0.000738108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000738108, "upstream_inference_prompt_cost": 0.000133308, "upstream_inference_completions_cost": 0.0006048}, "completion_tokens_details": {"reasoning_tokens": 384, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.62, "thoughts": "Opening is underway: refinery is 23% complete. Nothing else can be queued while the Building queue is busy, so I'll attempt to queue the barracks (tent) to keep production flowing as soon as the refinery finishes. No army yet, so no combat actions.", "notes": "Build order: proc (in progress) -> place proc -> tent -> weap. Then train riflemen to scout. Berlin (Germany) = Allies, Medium Tanks need service depot.", "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": 1001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy far west at (12,16). Plan: proc->tent->powr->weap, build economy then army push west.", "raw": "{\"thoughts\":\"Continue building economy: proc, powr, tent are queued. Let them finish, then queue weap and start army production.\",\"notes\":\"Base at (95,11). Enemy far west at (12,16). Building proc, powr, tent. Next: place buildings once ready, build weap, start tank production, then push west with 8+ units.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1768, "completion_tokens": 118, "total_tokens": 1886, "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": 0.004716, "upstream_inference_prompt_cost": 0.003536, "upstream_inference_completions_cost": 0.00118}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.61, "thoughts": "Continue building economy: proc, powr, tent are queued. Let them finish, then queue weap and start army production.", "notes": "Base at (95,11). Enemy far west at (12,16). Building proc, powr, tent. Next: place buildings once ready, build weap, start tank production, then push west with 8+ units.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1001, "slot": "Multi1", "model": "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 $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%; 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@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Build order: proc (in progress) -> place proc -> tent -> weap. Then train riflemen to scout. Berlin (Germany) = Allies, Medium Tanks need service depot.", "raw": "{\"thoughts\": \"Opening is on track: proc nearly done, powr up, tent queued. No army yet and nothing to build this turn since the single building queue is busy with the refinery. Next turn I place the refinery and get harvesters mining.\", \"notes\": \"Building queue: proc ~46% then tent. Plan: place proc, then tent, then weap; train riflemen to scout toward enemy start (95,11). Allies Germany.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1224, "completion_tokens": 747, "total_tokens": 1971, "cost": 0.001037808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001037808, "upstream_inference_prompt_cost": 0.000141408, "upstream_inference_completions_cost": 0.0008964}, "completion_tokens_details": {"reasoning_tokens": 645, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.96, "thoughts": "Opening is on track: proc nearly done, powr up, tent queued. No army yet and nothing to build this turn since the single building queue is busy with the refinery. Next turn I place the refinery and get harvesters mining.", "notes": "Building queue: proc ~46% then tent. Plan: place proc, then tent, then weap; train riflemen to scout toward enemy start (95,11). Allies Germany.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy far west at (12,16). Building proc, powr, tent. Next: place buildings once ready, build weap, start tank production, then push west with 8+ units.", "raw": "{\"thoughts\":\"Continue base setup, wait for buildings to complete then place them.\",\"notes\":\"Base at (95,11). Enemy far west at (12,16). Building proc, powr, tent in queue. Next: place buildings once ready, build weap, start tank production, then push west with 8+ units.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1755, "completion_tokens": 106, "total_tokens": 1861, "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": 0.00457, "upstream_inference_prompt_cost": 0.00351, "upstream_inference_completions_cost": 0.00106}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.93, "thoughts": "Continue base setup, wait for buildings to complete then place them.", "notes": "Base at (95,11). Enemy far west at (12,16). Building proc, powr, tent in queue. Next: place buildings once ready, build weap, start tank production, then push west with 8+ units.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1201, "slot": "Multi1", "model": "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 $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%; 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@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Building queue: proc ~46% then tent. Plan: place proc, then tent, then weap; train riflemen to scout toward enemy start (95,11). Allies Germany.", "raw": "{\"thoughts\": \"Opening is on track: power plant up, refinery at 70%, barracks queued. No army yet, so just keep the building queue fed. I'll queue a war factory after the barracks, then a second refinery to grow income.\", \"notes\": \"Allies Germany, start (12,16). Queue: proc(70%) -> tent -> weap. Add proc#2 after weap. Once tent done, train e1 riflemen to scout toward enemy at (95,11). Enemy unseen so far.\", \"commands\": [{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1210, "completion_tokens": 539, "total_tokens": 1749, "cost": 0.000784008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000784008, "upstream_inference_prompt_cost": 0.000137208, "upstream_inference_completions_cost": 0.0006468}, "completion_tokens_details": {"reasoning_tokens": 412, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.9, "thoughts": "Opening is on track: power plant up, refinery at 70%, barracks queued. No army yet, so just keep the building queue fed. I'll queue a war factory after the barracks, then a second refinery to grow income.", "notes": "Allies Germany, start (12,16). Queue: proc(70%) -> tent -> weap. Add proc#2 after weap. Once tent done, train e1 riflemen to scout toward enemy at (95,11). Enemy unseen so far.", "commands": [{"do": "build", "item": "weap"}], "feedback": ["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": 1401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy far west at (12,16). Building proc, powr, tent in queue. Next: place buildings once ready, build weap, start tank production, then push west with 8+ units.", "raw": "{\"thoughts\":\"Proc, powr, tent building. Wait for them to complete then place. Keep queue going.\",\"notes\":\"Base at (95,11). Enemy far west at (12,16). Building proc, powr, tent. Once placed, build weap, start tank production, then push west with 8+ units.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1758, "completion_tokens": 127, "total_tokens": 1885, "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": 0.004786, "upstream_inference_prompt_cost": 0.003516, "upstream_inference_completions_cost": 0.00127}, "completion_tokens_details": {"reasoning_tokens": 21, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "Proc, powr, tent building. Wait for them to complete then place. Keep queue going.", "notes": "Base at (95,11). Enemy far west at (12,16). Building proc, powr, tent. Once placed, build weap, start tank production, then push west with 8+ units.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1401, "slot": "Multi1", "model": "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 $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; 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@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Allies Germany, start (12,16). Queue: proc(70%) -> tent -> weap. Add proc#2 after weap. Once tent done, train e1 riflemen to scout toward enemy at (95,11). Enemy unseen so far.", "raw": "{\"thoughts\": \"Economy opening continues: refinery nearly done, barracks queued. Nothing to fight yet. I'll make sure the building queue keeps moving and prep war factory for tank production.\", \"notes\": \"Allies Germany at (12,16). proc ~done, tent queued next. Then weap, then proc #2. Enemy at approx (95,11), still unscouted.\", \"commands\": [{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1248, "completion_tokens": 477, "total_tokens": 1725, "cost": 0.000721008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000721008, "upstream_inference_prompt_cost": 0.000148608, "upstream_inference_completions_cost": 0.0005724}, "completion_tokens_details": {"reasoning_tokens": 377, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.36, "thoughts": "Economy opening continues: refinery nearly done, barracks queued. Nothing to fight yet. I'll make sure the building queue keeps moving and prep war factory for tank production.", "notes": "Allies Germany at (12,16). proc ~done, tent queued next. Then weap, then proc #2. Enemy at approx (95,11), still unscouted.", "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": 5}}
{"tick": 1601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: tent 0%\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: Base at (95,11). Enemy far west at (12,16). Building proc, powr, tent. Once placed, build weap, start tank production, then push west with 8+ units.", "raw": "{\"thoughts\":\"Place ore refinery near base, continue building queue.\",\"notes\":\"Base at (95,11). Enemy far west at (12,16). Placed proc; building powr, tent. Next: weap, tanks, push west with 8+ units.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1754, "completion_tokens": 104, "total_tokens": 1858, "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": 0.004548, "upstream_inference_prompt_cost": 0.003508, "upstream_inference_completions_cost": 0.00104}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.9, "thoughts": "Place ore refinery near base, continue building queue.", "notes": "Base at (95,11). Enemy far west at (12,16). Placed proc; building powr, tent. Next: weap, tanks, push west with 8+ units.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 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 $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%; 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@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Allies Germany at (12,16). proc ~done, tent queued next. Then weap, then proc #2. Enemy at approx (95,11), still unscouted.", "raw": "{\"thoughts\": \"Place the ready Ore Refinery to get income and a free harvester. With $3300 in the bank, keep the building queue busy: after the barracks finishes, get a War Factory going for tanks.\", \"notes\": \"Allies Germany base (12,16). Placed proc for income. Building: tent in progress, then weap. Enemy unscouted at ~(95,11) - need to scout soon with a unit.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1233, "completion_tokens": 455, "total_tokens": 1688, "cost": 0.000690108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000690108, "upstream_inference_prompt_cost": 0.000144108, "upstream_inference_completions_cost": 0.000546}, "completion_tokens_details": {"reasoning_tokens": 334, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.31, "thoughts": "Place the ready Ore Refinery to get income and a free harvester. With $3300 in the bank, keep the building queue busy: after the barracks finishes, get a War Factory going for tanks.", "notes": "Allies Germany base (12,16). Placed proc for income. Building: tent in progress, then weap. Enemy unscouted at ~(95,11) - need to scout soon with a unit.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "weap"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "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": 6}}
{"tick": 1801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $3000 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: powr READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy far west at (12,16). Placed proc; building powr, tent. Next: weap, tanks, push west with 8+ units.", "raw": "{\"thoughts\":\"Place ready powr, keep building tent, then queue war factory and second proc for economy scaling.\",\"notes\":\"Base (95,11). Enemy far west at (12,16). Building tent, will add weap+proc2 next, then mass tanks and push west.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1867, "completion_tokens": 151, "total_tokens": 2018, "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": 0.005244, "upstream_inference_prompt_cost": 0.003734, "upstream_inference_completions_cost": 0.00151}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.1, "thoughts": "Place ready powr, keep building tent, then queue war factory and second proc for economy scaling.", "notes": "Base (95,11). Enemy far west at (12,16). Building tent, will add weap+proc2 next, then mass tanks and push west.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "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": 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 $2978 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\nPRODUCTION: Building: tent 64%; 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@(10,16) 100%, #130 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Allies Germany base (12,16). Placed proc for income. Building: tent in progress, then weap. Enemy unscouted at ~(95,11) - need to scout soon with a unit.", "raw": "{\"thoughts\": \"Barracks nearly done, economy running with one harvester and ~$3k banked. Queue the War Factory next so I can build tanks and a second harvester, then push production.\", \"notes\": \"Allies Germany base (12,16). tent finishing. Next: weap, then train 2tnk/e1 and scout toward enemy (95,11).\", \"commands\": [{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1312, "completion_tokens": 508, "total_tokens": 1820, "cost": 0.000777408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000777408, "upstream_inference_prompt_cost": 0.000167808, "upstream_inference_completions_cost": 0.0006096}, "completion_tokens_details": {"reasoning_tokens": 408, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.42, "thoughts": "Barracks nearly done, economy running with one harvester and ~$3k banked. Queue the War Factory next so I can build tanks and a second harvester, then push production.", "notes": "Allies Germany base (12,16). tent finishing. Next: weap, then train 2tnk/e1 and scout toward enemy (95,11).", "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": 7}}
{"tick": 2001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $2680 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.4%.\nPRODUCTION: Building: proc 22%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base (95,11). Enemy far west at (12,16). Building tent, will add weap+proc2 next, then mass tanks and push west.", "raw": "{\"thoughts\":\"Economy is building up. Keep building proc and tent, plan to add weap factory next once funds allow.\",\"notes\":\"Base (95,11). Enemy far west at (12,16). Building proc+tent, next build weap factory, then mass tanks and push west.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1878, "completion_tokens": 137, "total_tokens": 2015, "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": 0.005126, "upstream_inference_prompt_cost": 0.003756, "upstream_inference_completions_cost": 0.00137}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.88, "thoughts": "Economy is building up. Keep building proc and tent, plan to add weap factory next once funds allow.", "notes": "Base (95,11). Enemy far west at (12,16). Building proc+tent, next build weap factory, then mass tanks and push west.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"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 $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.8%.\nPRODUCTION: Building: tent READY TO PLACE; Building: weap 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@(10,16) 100%, #130 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Allies Germany base (12,16). tent finishing. Next: weap, then train 2tnk/e1 and scout toward enemy (95,11).", "raw": "{\"thoughts\": \"Barracks is ready to place. I'll drop it near my base, queue some infantry to scout, and keep the war factory building. Economy is decent with one harvester, so I'll add a second refinery soon.\", \"notes\": \"Allies Germany base (12,16). Place tent, train e1 scouts toward enemy (95,11). weap building. Then proc#2 and tanks.\", \"commands\": [{\"do\":\"place\",\"item\":\"tent\",\"x\":13,\"y\":18},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":122,\"x\":20,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1283, "completion_tokens": 496, "total_tokens": 1779, "cost": 0.000754308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000754308, "upstream_inference_prompt_cost": 0.000159108, "upstream_inference_completions_cost": 0.0005952}, "completion_tokens_details": {"reasoning_tokens": 355, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "Barracks is ready to place. I'll drop it near my base, queue some infantry to scout, and keep the war factory building. Economy is decent with one harvester, so I'll add a second refinery soon.", "notes": "Allies Germany base (12,16). Place tent, train e1 scouts toward enemy (95,11). weap building. Then proc#2 and tanks.", "commands": [{"do": "place", "item": "tent", "x": 13, "y": 18}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 122, "x": 20, "y": 16}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #122: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 2201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $2378 + stored ore $468 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: proc 46%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (95,11). Enemy far west at (12,16). Building proc+tent, next build weap factory, then mass tanks and push west.", "raw": "{\"thoughts\":\"Continue economy build-up: proc and tent already queued. Keep producing power and prepare war factory next.\",\"notes\":\"Base at (95,11). Enemy at (12,16). After proc/tent finish, build weap factory, then mass tanks (3tnk/2tnk) and push west with 8+ unit attack_move.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1819, "completion_tokens": 134, "total_tokens": 1953, "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": 0.004978, "upstream_inference_prompt_cost": 0.003638, "upstream_inference_completions_cost": 0.00134}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.84, "thoughts": "Continue economy build-up: proc and tent already queued. Keep producing power and prepare war factory next.", "notes": "Base at (95,11). Enemy at (12,16). After proc/tent finish, build weap factory, then mass tanks (3tnk/2tnk) and push west with 8+ unit attack_move.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 475, "experience": 0, "order_count": 8}}
{"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 $2555 + stored ore $421 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: weap 16%; 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@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #122: ordered\nYOUR NOTES FROM LAST TURN: Allies Germany base (12,16). Place tent, train e1 scouts toward enemy (95,11). weap building. Then proc#2 and tanks.", "raw": "{\"thoughts\": \"Economy is stable (power 100/50, $2555 cash). War Factory is already building. Keep the barracks busy with cheap infantry to scout and defend, and keep cash flowing. Once weap finishes, build tanks and a service depot.\", \"notes\": \"Base at (12,16), enemy likely (95,11). weap ~16% building. Train e1 scouts from tent, then e3. Next: finish weap, build proc#2, then tanks (2tnk) + fix.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":122,\"x\":20,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":18,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1373, "completion_tokens": 440, "total_tokens": 1813, "cost": 0.000714108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000714108, "upstream_inference_prompt_cost": 0.000186108, "upstream_inference_completions_cost": 0.000528}, "completion_tokens_details": {"reasoning_tokens": 277, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.15, "thoughts": "Economy is stable (power 100/50, $2555 cash). War Factory is already building. Keep the barracks busy with cheap infantry to scout and defend, and keep cash flowing. Once weap finishes, build tanks and a service depot.", "notes": "Base at (12,16), enemy likely (95,11). weap ~16% building. Train e1 scouts from tent, then e3. Next: finish weap, build proc#2, then tanks (2tnk) + fix.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 122, "x": 20, "y": 16}, {"do": "rally", "building": 134, "x": 18, "y": 16}], "feedback": ["train 5x e1: queued", "rally #122: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"tick": 2401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $2378 + stored ore $135 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: proc 70%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). After proc/tent finish, build weap factory, then mass tanks (3tnk/2tnk) and push west with 8+ unit attack_move.", "raw": "{\"thoughts\":\"Continue economy buildup; proc/powr/tent already queued. Wait for them to finish, then queue war factory.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Building proc/powr/tent. Next: weap factory, then mass tanks and attack west with 8+ units.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1879, "completion_tokens": 113, "total_tokens": 1992, "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": 0.004888, "upstream_inference_prompt_cost": 0.003758, "upstream_inference_completions_cost": 0.00113}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.95, "thoughts": "Continue economy buildup; proc/powr/tent already queued. Wait for them to finish, then queue war factory.", "notes": "Base at (95,11). Enemy at (12,16). Building proc/powr/tent. Next: weap factory, then mass tanks and attack west with 8+ units.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"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 $2324 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: weap 32%; Building: tent 0%; Infantry: e1 19%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(18,16) #136@(15,14) #137@(12,14)\n  harv (Ore Truck (harvester)) x1: #132@(19,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #122: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely (95,11). weap ~16% building. Train e1 scouts from tent, then e3. Next: finish weap, build proc#2, then tanks (2tnk) + fix.", "raw": "{\"thoughts\": \"Economy is fine (power 100/50, 1 harvester mining). weap is at 32% and infantry queues are running. I'll send my 3 idle riflemen east to scout toward the enemy start at (95,11) while continuing infantry production so every queue stays busy.\", \"notes\": \"Base (12,16). weap building ~32%. 3 e1 scouting east toward enemy (95,11). Next: finish weap, build proc#2 for income, then 2tnk tanks + fix. Keep infantry queue full.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":45,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1426, "completion_tokens": 670, "total_tokens": 2096, "cost": 0.001006008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001006008, "upstream_inference_prompt_cost": 0.000202008, "upstream_inference_completions_cost": 0.000804}, "completion_tokens_details": {"reasoning_tokens": 494, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.04, "thoughts": "Economy is fine (power 100/50, 1 harvester mining). weap is at 32% and infantry queues are running. I'll send my 3 idle riflemen east to scout toward the enemy start at (95,11) while continuing infantry production so every queue stays busy.", "notes": "Base (12,16). weap building ~32%. 3 e1 scouting east toward enemy (95,11). Next: finish weap, build proc#2 for income, then 2tnk tanks + fix. Keep infantry queue full.", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [135, 136, 137], "x": 45, "y": 16}], "feedback": ["train 3x e1: queued", "train 2x e3: queued", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 14}}
{"tick": 2601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $2180 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(101,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Building proc/powr/tent. Next: weap factory, then mass tanks and attack west with 8+ units.", "raw": "{\"thoughts\":\"Continue economic buildup: proc and powr finishing, tent queued. Once done, build weap factory for tanks. Keep queue busy.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Building proc/powr/tent. Next: weap factory, then mass tanks and attack west with 8+ units.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1838, "completion_tokens": 121, "total_tokens": 1959, "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": 0.004886, "upstream_inference_prompt_cost": 0.003676, "upstream_inference_completions_cost": 0.00121}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.77, "thoughts": "Continue economic buildup: proc and powr finishing, tent queued. Once done, build weap factory for tanks. Keep queue busy.", "notes": "Base at (95,11). Enemy at (12,16). Building proc/powr/tent. Next: weap factory, then mass tanks and attack west with 8+ units.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"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 $1660 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.1%.\nPRODUCTION: Building: weap 49%; Building: tent 0%; Infantry: e3 83%; 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(28,17) #136@(25,17) #137@(22,14) #138@(18,16)*\n  harv (Ore Truck (harvester)) x1: #132@(17,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - train 2x e3: queued\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Base (12,16). weap building ~32%. 3 e1 scouting east toward enemy (95,11). Next: finish weap, build proc#2 for income, then 2tnk tanks + fix. Keep infantry queue full.", "raw": "{\"thoughts\": \"Early game: 1 harvester only, need more income. weap almost done, then queue proc#2 for economy. Keep infantry training and continue scouting east to find enemy base.\", \"notes\": \"Base (12,16). weap ~49%. e1 #135-137 scouting east toward enemy (95,11). Harv #132 mining NW. Next: finish weap, place proc#2, then train 2tnk/3tnk + fix, keep e1/e3 queue full.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":50,\"y\":15},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1468, "completion_tokens": 288, "total_tokens": 1756, "cost": 0.000560208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000560208, "upstream_inference_prompt_cost": 0.000214608, "upstream_inference_completions_cost": 0.0003456}, "completion_tokens_details": {"reasoning_tokens": 113, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.09, "thoughts": "Early game: 1 harvester only, need more income. weap almost done, then queue proc#2 for economy. Keep infantry training and continue scouting east to find enemy base.", "notes": "Base (12,16). weap ~49%. e1 #135-137 scouting east toward enemy (95,11). Harv #132 mining NW. Next: finish weap, place proc#2, then train 2tnk/3tnk + fix, keep e1/e3 queue full.", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [135, 136, 137], "x": 50, "y": 15}, {"do": "harvest", "unit": 132}], "feedback": ["train 3x e1: queued", "train 2x e3: queued", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 19}}
{"tick": 2801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $2100 + stored ore $500 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Building proc/powr/tent. Next: weap factory, then mass tanks and attack west with 8+ units.", "raw": "{\"thoughts\":\"Place the ready proc, keep building power and barracks queued. Economy still ramping up.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Place proc, keep powr/tent queued, then build weap factory and mass tanks for attack west.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1843, "completion_tokens": 128, "total_tokens": 1971, "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": 0.004966, "upstream_inference_prompt_cost": 0.003686, "upstream_inference_completions_cost": 0.00128}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.23, "thoughts": "Place the ready proc, keep building power and barracks queued. Economy still ramping up.", "notes": "Base at (95,11). Enemy at (12,16). Place proc, keep powr/tent queued, then build weap factory and mass tanks for attack west.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "powr"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "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": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 9}}
{"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 $1158 + stored ore $336 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.9%.\nPRODUCTION: Building: weap 66%; Building: tent 0%; Infantry: e3 94%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(38,18) #136@(35,16) #137@(32,17) #138@(18,16)*\n  e3 (Rocket Soldier) x1: #139@(18,16)*\n  harv (Ore Truck (harvester)) x1: #132@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - train 2x e3: queued\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Base (12,16). weap ~49%. e1 #135-137 scouting east toward enemy (95,11). Harv #132 mining NW. Next: finish weap, place proc#2, then train 2tnk/3tnk + fix, keep e1/e3 queue full.", "raw": "{\"thoughts\": \"Economy is thin (1 harvester, $1158). War factory at 66% \u2014 finish it, then add a second refinery and service depot for tanks. Keep the 3 rifle infantry pushing east toward the suspected enemy base to map territory.\", \"notes\": \"Base (12,16). weap ~66% building. e1 #135-137 scouting east toward (95,11). Harv #132 mining. Next: finish weap, add proc#2, service depot, keep infantry/vehicle queues full.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":70,\"y\":15},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1529, "completion_tokens": 465, "total_tokens": 1994, "cost": 0.000790908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000790908, "upstream_inference_prompt_cost": 0.000232908, "upstream_inference_completions_cost": 0.000558}, "completion_tokens_details": {"reasoning_tokens": 279, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.67, "thoughts": "Economy is thin (1 harvester, $1158). War factory at 66% \u2014 finish it, then add a second refinery and service depot for tanks. Keep the 3 rifle infantry pushing east toward the suspected enemy base to map territory.", "notes": "Base (12,16). weap ~66% building. e1 #135-137 scouting east toward (95,11). Harv #132 mining. Next: finish weap, add proc#2, service depot, keep infantry/vehicle queues full.", "commands": [{"do": "attack_move", "units": [135, 136, 137], "x": 70, "y": 15}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 3 units", "build proc: started", "train 3x 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": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 24}}
{"tick": 3001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $2100 + stored ore $200 (storage 4000), power 200 made / 60 used, harvesters 2.\nSCORE: assets $7600, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #140 proc@(93,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(104,22) #141@(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  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Place proc, keep powr/tent queued, then build weap factory and mass tanks for attack west.", "raw": "{\"thoughts\":\"Place ready powr, keep economy and production going. Queue war factory and more units after barracks finishes.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Plan: place powr, build tent then weap, mass tanks, attack west.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1918, "completion_tokens": 125, "total_tokens": 2043, "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": 0.005086, "upstream_inference_prompt_cost": 0.003836, "upstream_inference_completions_cost": 0.00125}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.03, "thoughts": "Place ready powr, keep economy and production going. Queue war factory and more units after barracks finishes.", "notes": "Base at (95,11). Enemy at (12,16). Plan: place powr, build tent then weap, mass tanks, attack west.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "weap"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 1000, "experience": 0, "order_count": 11}}
{"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 $831 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.7%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Building: tent 0%; Infantry: e3 4%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(46,24) #136@(43,23) #137@(40,23) #138@(18,16)*\n  e3 (Rocket Soldier) x3: #139@(18,16)* #142@(18,16)* #143@(12,14)\n  harv (Ore Truck (harvester)) x1: #132@(20,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - build proc: started\n  - train 3x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base (12,16). weap ~66% building. e1 #135-137 scouting east toward (95,11). Harv #132 mining. Next: finish weap, add proc#2, service depot, keep infantry/vehicle queues full.", "raw": "{\"thoughts\": \"War Factory nearly done (82%), economy stable with 1 harvester and positive power. Keep scout group pushing east toward enemy start (95,11) while base defenses and production continue. Once weap completes, pump tanks.\", \"notes\": \"Base (12,16). weap 82% -> next turn build 2tnk. e1 #135-137 scouting east toward (95,11). Harv #132 mining. proc queued after weap. Need service depot (fix) for tanks soon.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":75,\"y\":20},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":18,\"y\":18},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1566, "completion_tokens": 716, "total_tokens": 2282, "cost": 0.001103208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001103208, "upstream_inference_prompt_cost": 0.000244008, "upstream_inference_completions_cost": 0.0008592}, "completion_tokens_details": {"reasoning_tokens": 539, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.25, "thoughts": "War Factory nearly done (82%), economy stable with 1 harvester and positive power. Keep scout group pushing east toward enemy start (95,11) while base defenses and production continue. Once weap completes, pump tanks.", "notes": "Base (12,16). weap 82% -> next turn build 2tnk. e1 #135-137 scouting east toward (95,11). Harv #132 mining. proc queued after weap. Need service depot (fix) for tanks soon.", "commands": [{"do": "attack_move", "units": [135, 136, 137], "x": 75, "y": 20}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 18, "y": 18}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 3 units", "rally #134: ordered", "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": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 30}}
{"tick": 3201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1980 + stored ore $0 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: weap 16%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #140 proc@(93,14) 100%, #144 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(103,19) #141@(100,23)\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 weap: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Plan: place powr, build tent then weap, mass tanks, attack west.", "raw": "{\"thoughts\":\"Continue economy buildup while weap and tent/powr finish. Enemy far west at (12,16). Keep producing.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Building weap+powr+tent. Next: place buildings when ready, build more harvesters, start tank production once weap done, then push west with 8+ tanks.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1923, "completion_tokens": 128, "total_tokens": 2051, "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": 0.005126, "upstream_inference_prompt_cost": 0.003846, "upstream_inference_completions_cost": 0.00128}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.28, "thoughts": "Continue economy buildup while weap and tent/powr finish. Enemy far west at (12,16). Keep producing.", "notes": "Base at (95,11). Enemy at (12,16). Building weap+powr+tent. Next: place buildings when ready, build more harvesters, start tank production once weap done, then push west with 8+ tanks.", "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": 7900, "army_value": 0, "income": 1000, "experience": 0, "order_count": 13}}
{"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 $166 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.3%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Building: tent 0%; Infantry: e3 14%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(55,28) #136@(52,27) #137@(50,26) #138@(18,16)*\n  e3 (Rocket Soldier) x4: #139@(18,16)* #142@(18,16)* #143@(18,16)* #145@(13,14)\n  harv (Ore Truck (harvester)) x1: #132@(20,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - rally #134: ordered\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base (12,16). weap 82% -> next turn build 2tnk. e1 #135-137 scouting east toward (95,11). Harv #132 mining. proc queued after weap. Need service depot (fix) for tanks soon.", "raw": "{\"thoughts\": \"Weap is nearly done (99%), economy is thin ($166) with one harvester running. Keep the eastern scout group moving toward the likely enemy base at (95,11) and let production continue; no cash to overspend right now.\", \"notes\": \"Base (12,16). weap ~done -> place then queue 2tnk, then service depot (fix) for tanks. proc/tent queued in building line. Scouting east with e1 #135-137. Harv #132 mining.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":70,\"y\":24},{\"do\":\"rally\",\"building\":134,\"x\":18,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1573, "completion_tokens": 528, "total_tokens": 2101, "cost": 0.000879708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000879708, "upstream_inference_prompt_cost": 0.000246108, "upstream_inference_completions_cost": 0.0006336}, "completion_tokens_details": {"reasoning_tokens": 345, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.13, "thoughts": "Weap is nearly done (99%), economy is thin ($166) with one harvester running. Keep the eastern scout group moving toward the likely enemy base at (95,11) and let production continue; no cash to overspend right now.", "notes": "Base (12,16). weap ~done -> place then queue 2tnk, then service depot (fix) for tanks. proc/tent queued in building line. Scouting east with e1 #135-137. Harv #132 mining.", "commands": [{"do": "attack_move", "units": [135, 136, 137], "x": 70, "y": 24}, {"do": "rally", "building": 134, "x": 18, "y": 16}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 3 units", "rally #134: ordered", "train 2x e3: queued", "train 3x e1: 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": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 32}}
{"tick": 3401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1670 + stored ore $726 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: weap 32%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #140 proc@(93,14) 100%, #144 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(98,12) #141@(93,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Building weap+powr+tent. Next: place buildings when ready, build more harvesters, start tank production once weap done, then push west with 8+ tanks.", "raw": "{\"thoughts\":\"Continue building economy and production. Keep queues busy, wait for buildings to complete, then train tanks and infantry.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Building weap+powr+tent. Place ready buildings ASAP. Once weap+tent done, train tanks and infantry, then push west with 8+ units.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1890, "completion_tokens": 142, "total_tokens": 2032, "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": 0.0052, "upstream_inference_prompt_cost": 0.00378, "upstream_inference_completions_cost": 0.00142}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.29, "thoughts": "Continue building economy and production. Keep queues busy, wait for buildings to complete, then train tanks and infantry.", "notes": "Base at (95,11). Enemy at (12,16). Building weap+powr+tent. Place ready buildings ASAP. Once weap+tent done, train tanks and infantry, then push west with 8+ units.", "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": 7900, "army_value": 0, "income": 1700, "experience": 0, "order_count": 13}}
{"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 $0 + stored ore $458 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.9%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Building: tent 0%; Infantry: e3 81%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(65,26) #136@(62,27) #137@(60,28) #138@(18,16)*\n  e3 (Rocket Soldier) x4: #139@(18,16)* #142@(18,16)* #143@(18,16)* #145@(18,18)*\n  harv (Ore Truck (harvester)) x1: #132@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - rally #134: ordered\n  - train 2x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Base (12,16). weap ~done -> place then queue 2tnk, then service depot (fix) for tanks. proc/tent queued in building line. Scouting east with e1 #135-137. Harv #132 mining.", "raw": "{\"thoughts\": \"War Factory is ready; place it to unlock tanks. Cash is low ($0, 458 ore stored), so production will trickle in with the harvester. Keep the eastern scout group moving to find the enemy base, and consolidate idle defenders at base.\", \"notes\": \"Base (12,16). Place weap then queue tanks (2tnk) as cash allows; next building proc/powr. Scouts #135-137 heading east (~65,26). Harv #132 mining.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\",\"x\":16,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":16,\"y\":24},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":1},{\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":85,\"y\":15},{\"do\":\"move\",\"units\":[138,139,142,143,145],\"x\":16,\"y\":23}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1621, "completion_tokens": 626, "total_tokens": 2247, "cost": 0.001011708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001011708, "upstream_inference_prompt_cost": 0.000260508, "upstream_inference_completions_cost": 0.0007512}, "completion_tokens_details": {"reasoning_tokens": 420, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.62, "thoughts": "War Factory is ready; place it to unlock tanks. Cash is low ($0, 458 ore stored), so production will trickle in with the harvester. Keep the eastern scout group moving to find the enemy base, and consolidate idle defenders at base.", "notes": "Base (12,16). Place weap then queue tanks (2tnk) as cash allows; next building proc/powr. Scouts #135-137 heading east (~65,26). Harv #132 mining.", "commands": [{"do": "place", "item": "weap", "x": 16, "y": 20}, {"do": "rally", "building": 134, "x": 16, "y": 24}, {"do": "train", "item": "2tnk", "count": 1}, {"do": "attack_move", "units": [135, 136, 137], "x": 85, "y": 15}, {"do": "move", "units": [138, 139, 142, 143, 145], "x": 16, "y": 23}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "rally #134: ordered", "train 2tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)", "attack_move: 3 units", "move: 5 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1500, "experience": 0, "order_count": 37}}
{"tick": 3601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1670 + stored ore $643 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: weap 49%; Building: proc 0%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #140 proc@(93,14) 100%, #144 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(106,21) #141@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Building weap+powr+tent. Place ready buildings ASAP. Once weap+tent done, train tanks and infantry, then push west with 8+ units.", "raw": "{\"thoughts\":\"Continue building economy and army production. Weap and proc still building. Queue more buildings once ready.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Building weap+proc+powr+tent queue in progress. Once weap+tent done, train tanks/infantry, push west with 8+ units. Watch for ready buildings to place.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1930, "completion_tokens": 128, "total_tokens": 2058, "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": 0.00514, "upstream_inference_prompt_cost": 0.00386, "upstream_inference_completions_cost": 0.00128}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.98, "thoughts": "Continue building economy and army production. Weap and proc still building. Queue more buildings once ready.", "notes": "Base at (95,11). Enemy at (12,16). Building weap+proc+powr+tent queue in progress. Once weap+tent done, train tanks/infantry, push west with 8+ units. Watch for ready buildings to place.", "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": 7900, "army_value": 0, "income": 2000, "experience": 0, "order_count": 14}}
{"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 $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $3100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.2%.\nPRODUCTION: Building: proc 16%; Building: tent 0%; Infantry: e1 76%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #135@(73,20) #136@(69,20) #137@(67,22) #138@(16,23)* #148@(16,15)\n  e3 (Rocket Soldier) x5: #139@(16,23)* #142@(16,23)* #143@(16,23)* #145@(16,23)* #147@(18,17)\n  harv (Ore Truck (harvester)) x1: #132@(23,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - rally #134: ordered\n  - train 2tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - attack_move: 3 units\n  - move: 5 units\nYOUR NOTES FROM LAST TURN: Base (12,16). Place weap then queue tanks (2tnk) as cash allows; next building proc/powr. Scouts #135-137 heading east (~65,26). Harv #132 mining.", "raw": "{\"thoughts\": \"Economy is thin ($0) but production queues are running; second refinery is being built. Need more harvesters and to keep scouting east toward the enemy at (95,11). Group idle units and push scouts forward.\", \"notes\": \"Base (12,16). Building: proc then tent queued. weap up - training harv+1tnk. Scouts #135-137 heading E toward enemy. Idle army #138/#139-145/#147/#148 staging at (40,18). Harv #132 mining.\", \"commands\": [{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":146,\"x\":40,\"y\":18},{\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":88,\"y\":16},{\"do\":\"attack_move\",\"units\":[138,139,142,143,145,147,148],\"x\":40,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1682, "completion_tokens": 1086, "total_tokens": 2768, "cost": 0.001582008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001582008, "upstream_inference_prompt_cost": 0.000278808, "upstream_inference_completions_cost": 0.0013032}, "completion_tokens_details": {"reasoning_tokens": 843, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.14, "thoughts": "Economy is thin ($0) but production queues are running; second refinery is being built. Need more harvesters and to keep scouting east toward the enemy at (95,11). Group idle units and push scouts forward.", "notes": "Base (12,16). Building: proc then tent queued. weap up - training harv+1tnk. Scouts #135-137 heading E toward enemy. Idle army #138/#139-145/#147/#148 staging at (40,18). Harv #132 mining.", "commands": [{"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 146, "x": 40, "y": 18}, {"do": "attack_move", "units": [135, 136, 137], "x": 88, "y": 16}, {"do": "attack_move", "units": [138, 139, 142, 143, 145, 147, 148], "x": 40, "y": 18}], "feedback": ["train 1x harv: queued", "train 2x 1tnk: queued", "train 5x e1: queued", "train 3x e3: queued", "rally #146: ordered", "attack_move: 3 units", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 1500, "experience": 0, "order_count": 38}}
{"tick": 3801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1670 + stored ore $310 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.5%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #140 proc@(93,14) 100%, #144 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(107,22) #141@(98,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Building weap+proc+powr+tent queue in progress. Once weap+tent done, train tanks/infantry, push west with 8+ units. Watch for ready buildings to place.", "raw": "{\"thoughts\":\"Economy building queue is progressing well. Need to keep production going and prepare for army buildup once war factory finishes.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Building weap+proc+powr+tent queue in progress. Once weap+tent done, train tanks/infantry, push west with 8+ units. Watch for ready buildings to place.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1907, "completion_tokens": 148, "total_tokens": 2055, "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": 0.005294, "upstream_inference_prompt_cost": 0.003814, "upstream_inference_completions_cost": 0.00148}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Economy building queue is progressing well. Need to keep production going and prepare for army buildup once war factory finishes.", "notes": "Base at (95,11). Enemy at (12,16). Building weap+proc+powr+tent queue in progress. Once weap+tent done, train tanks/infantry, push west with 8+ units. Watch for ready buildings to place.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 0, "income": 2000, "experience": 0, "order_count": 14}}
{"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 $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $3100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 17%.\nPRODUCTION: Building: proc 16%; Building: tent 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 76%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #135@(81,14) #136@(78,15) #137@(76,16) #138@(24,18) #148@(27,16)\n  e3 (Rocket Soldier) x5: #139@(24,18) #142@(24,18) #143@(24,18) #145@(24,18) #147@(28,17)\n  harv (Ore Truck (harvester)) x1: #132@(19,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - train 2x 1tnk: queued\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - rally #146: ordered\n  - attack_move: 3 units\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Base (12,16). Building: proc then tent queued. weap up - training harv+1tnk. Scouts #135-137 heading E toward enemy. Idle army #138/#139-145/#147/#148 staging at (40,18). Harv #132 mining.", "raw": "{\"thoughts\": \"Base is stable with weap up; cash is $0 so everything is slow. Scouts are near the likely enemy base at (95,11) - push them to confirm. Main army stages mid-map. Keep production rolling and grow economy.\", \"notes\": \"Base (12,16). proc@16% in Building q, harv+1tnk queued in weap, e1s/e3s in infantry q. Scouts #135-137 -> push to (93,11). 7-unit group staged ~(40,17) -> advance to (60,17). Harv #132 mining. Next: add powr then 2nd proc for income.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":93,\"y\":11},{\"do\":\"attack_move\",\"units\":[138,139,142,143,145,147,148],\"x\":60,\"y\":17},{\"do\":\"rally\",\"building\":146,\"x\":40,\"y\":17},{\"do\":\"rally\",\"building\":134,\"x\":26,\"y\":17},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1790, "completion_tokens": 908, "total_tokens": 2698, "cost": 0.001400808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001400808, "upstream_inference_prompt_cost": 0.000311208, "upstream_inference_completions_cost": 0.0010896}, "completion_tokens_details": {"reasoning_tokens": 649, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.37, "thoughts": "Base is stable with weap up; cash is $0 so everything is slow. Scouts are near the likely enemy base at (95,11) - push them to confirm. Main army stages mid-map. Keep production rolling and grow economy.", "notes": "Base (12,16). proc@16% in Building q, harv+1tnk queued in weap, e1s/e3s in infantry q. Scouts #135-137 -> push to (93,11). 7-unit group staged ~(40,17) -> advance to (60,17). Harv #132 mining. Next: add powr then 2nd proc for income.", "commands": [{"do": "attack_move", "units": [135, 136, 137], "x": 93, "y": 11}, {"do": "attack_move", "units": [138, 139, 142, 143, 145, 147, 148], "x": 60, "y": 17}, {"do": "rally", "building": 146, "x": 40, "y": 17}, {"do": "rally", "building": 134, "x": 26, "y": 17}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 3 units", "attack_move: 7 units", "rally #146: ordered", "rally #134: ordered", "train 1x harv: 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": 9300, "army_value": 2000, "income": 1500, "experience": 0, "order_count": 49}}
{"tick": 4001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1670 + stored ore $476 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.6%.\nPRODUCTION: Building: weap 82%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #140 proc@(93,14) 99%, #144 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(99,13) #141@(93,15)\nVISIBLE ENEMY UNITS (2):\n  #135 e1@(89,14) 100%, #136 e1@(88,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Building weap+proc+powr+tent queue in progress. Once weap+tent done, train tanks/infantry, push west with 8+ units. Watch for ready buildings to place.", "raw": "{\"thoughts\":\"Continue building economy and army infrastructure. Weap almost done. Keep queue busy with power and barracks.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Weap 82%, powr/proc/tent queued. Once weap done, place it and start training tanks. Build tent for infantry too. Push west with 8+ units once army ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1974, "completion_tokens": 146, "total_tokens": 2120, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005408, "upstream_inference_prompt_cost": 0.003948, "upstream_inference_completions_cost": 0.00146}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.77, "thoughts": "Continue building economy and army infrastructure. Weap almost done. Keep queue busy with power and barracks.", "notes": "Base at (95,11). Enemy at (12,16). Weap 82%, powr/proc/tent queued. Once weap done, place it and start training tanks. Build tent for infantry too. Push west with 8+ units once army ready.", "commands": [{"do": "build", "item": "tent"}], "feedback": ["build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 0, "income": 2475, "experience": 0, "order_count": 15}}
{"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 $385 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.1%.\nPRODUCTION: Building: proc 18%; Building: tent 0%; Vehicle: harv 3%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 4%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(89,14) #136@(88,14) #137@(86,14) #138@(32,24) #148@(34,23) #149@(12,14)\n  e3 (Rocket Soldier) x5: #139@(32,24) #142@(32,24) #143@(32,24) #145@(32,24) #147@(36,24)\n  harv (Ore Truck (harvester)) x1: #132@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #140 proc@(93,14) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - attack_move: 7 units\n  - rally #146: ordered\n  - rally #134: ordered\n  - train 1x harv: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base (12,16). proc@16% in Building q, harv+1tnk queued in weap, e1s/e3s in infantry q. Scouts #135-137 -> push to (93,11). 7-unit group staged ~(40,17) -> advance to (60,17). Harv #132 mining. Next: add powr then 2nd proc for income.", "raw": "{\"thoughts\": \"Low on cash ($0) with only one harvester, so focus on keeping income flowing and harassing the enemy. My 3 forward riflemen are right next to the enemy ore refinery at (93,14) - send them to hit it. Main group of 7 should push toward enemy while staying grouped.\", \"notes\": \"Base (12,16). Enemy proc #140 @(93,14) - harass with scouts #135-137. Main group (138,148,139,142,143,145,147) advancing to (55,20). Harv #132 mining. Need powr + 2nd proc + more harvesters once cash allows.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135, 136, 137], \"x\": 93, \"y\": 14}, {\"do\": \"attack_move\", \"units\": [138, 148, 139, 142, 143, 145, 147], \"x\": 55, \"y\": 20}, {\"do\": \"move\", \"units\": [149], \"x\": 30, \"y\": 20}, {\"do\": \"harvest\", \"unit\": 132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1831, "completion_tokens": 814, "total_tokens": 2645, "cost": 0.001300308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001300308, "upstream_inference_prompt_cost": 0.000323508, "upstream_inference_completions_cost": 0.0009768}, "completion_tokens_details": {"reasoning_tokens": 552, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.76, "thoughts": "Low on cash ($0) with only one harvester, so focus on keeping income flowing and harassing the enemy. My 3 forward riflemen are right next to the enemy ore refinery at (93,14) - send them to hit it. Main group of 7 should push toward enemy while staying grouped.", "notes": "Base (12,16). Enemy proc #140 @(93,14) - harass with scouts #135-137. Main group (138,148,139,142,143,145,147) advancing to (55,20). Harv #132 mining. Need powr + 2nd proc + more harvesters once cash allows.", "commands": [{"do": "attack_move", "units": [135, 136, 137], "x": 93, "y": 14}, {"do": "attack_move", "units": [138, 148, 139, 142, 143, 145, 147], "x": 55, "y": 20}, {"do": "move", "units": [149], "x": 30, "y": 20}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 3 units", "attack_move: 7 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": 9400, "army_value": 2100, "income": 2000, "experience": 0, "order_count": 52}}
{"tick": 4201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1670 + stored ore $643 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.6%.\nPRODUCTION: Building: weap 99%; Building: tent 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #140 proc@(93,14) 90%, #144 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(103,17) #141@(100,25)\nVISIBLE ENEMY UNITS (3):\n  #135 e1@(89,14) 100%, #136 e1@(88,14) 100%, #137 e1@(89,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Weap 82%, powr/proc/tent queued. Once weap done, place it and start training tanks. Build tent for infantry too. Push west with 8+ units once army ready.", "raw": "{\"thoughts\":\"Weap almost done, enemy infantry near my base - need defense. Keep building economy and prepare tanks once weap placed.\",\"notes\":\"Base at (95,11). Enemy main at (12,16), but enemy infantry spotted near (88-89,14) close to my base - watch for early rush. Place weap when ready, start training tanks (2tnk) and build fix. Keep tent/powr/proc queue going. Push west with 8+ units once army ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1997, "completion_tokens": 228, "total_tokens": 2225, "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": 0.006274, "upstream_inference_prompt_cost": 0.003994, "upstream_inference_completions_cost": 0.00228}, "completion_tokens_details": {"reasoning_tokens": 50, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.1, "thoughts": "Weap almost done, enemy infantry near my base - need defense. Keep building economy and prepare tanks once weap placed.", "notes": "Base at (95,11). Enemy main at (12,16), but enemy infantry spotted near (88-89,14) close to my base - watch for early rush. Place weap when ready, start training tanks (2tnk) and build fix. Keep tent/powr/proc queue going. Push west with 8+ units once army ready.", "commands": [{"do": "build", "item": "fix"}], "feedback": ["build fix: 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": 7900, "army_value": 0, "income": 3000, "experience": 0, "order_count": 16}}
{"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 $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.2%.\nPRODUCTION: Building: proc 28%; Building: tent 0%; Vehicle: harv 15%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 47%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(89,14) #136@(88,14) #137@(89,14) #138@(42,22) #148@(44,24) #149@(22,17)\n  e3 (Rocket Soldier) x5: #139@(42,22) #142@(42,22) #143@(42,22) #145@(42,22) #147@(45,25)\n  harv (Ore Truck (harvester)) x1: #132@(16,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #140 proc@(93,14) 90%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - attack_move: 7 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Base (12,16). Enemy proc #140 @(93,14) - harass with scouts #135-137. Main group (138,148,139,142,143,145,147) advancing to (55,20). Harv #132 mining. Need powr + 2nd proc + more harvesters once cash allows.", "raw": "{\"thoughts\": \"Cash is 0 with only one harvester, so production is stalled; every ore dollar matters. My 3 rifle scouts are near the enemy proc (#140) - they should finish it. The main group should push toward the enemy base at (95,11). I'll keep queues busy and protect the harvester.\", \"notes\": \"Base (12,16). Enemy proc #140 @(93,14). Scouts 135-137 attacking it. Main group pushing to enemy base ~(93,12). Harv #132 mining at (16,7). Building queue busy with proc. Need cash for 2nd harv + powr.\", \"commands\": [{\"do\":\"attack\",\"units\":[135,136,137],\"target\":140},{\"do\":\"attack_move\",\"units\":[138,148,139,142,143,145,147],\"x\":92,\"y\":12},{\"do\":\"move\",\"units\":[149],\"x\":20,\"y\":18},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":146,\"x\":92,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":14},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1784, "completion_tokens": 875, "total_tokens": 2659, "cost": 0.001359408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001359408, "upstream_inference_prompt_cost": 0.000309408, "upstream_inference_completions_cost": 0.00105}, "completion_tokens_details": {"reasoning_tokens": 600, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.51, "thoughts": "Cash is 0 with only one harvester, so production is stalled; every ore dollar matters. My 3 rifle scouts are near the enemy proc (#140) - they should finish it. The main group should push toward the enemy base at (95,11). I'll keep queues busy and protect the harvester.", "notes": "Base (12,16). Enemy proc #140 @(93,14). Scouts 135-137 attacking it. Main group pushing to enemy base ~(93,12). Harv #132 mining at (16,7). Building queue busy with proc. Need cash for 2nd harv + powr.", "commands": [{"do": "attack", "units": [135, 136, 137], "target": 140}, {"do": "attack_move", "units": [138, 148, 139, 142, 143, 145, 147], "x": 92, "y": 12}, {"do": "move", "units": [149], "x": 20, "y": 18}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 146, "x": 92, "y": 12}, {"do": "rally", "building": 134, "x": 88, "y": 14}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack: 3 units", "attack_move: 7 units", "move: 1 units", "rally #146: ordered", "rally #134: ordered", "train 3x e3: queued", "train 1x harv: 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": 9400, "army_value": 2100, "income": 2000, "experience": 0, "order_count": 52}}
{"tick": 4401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1670 + stored ore $630 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.8%.\nPRODUCTION: Building: weap READY TO PLACE; Building: tent 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #140 proc@(93,14) 80%, #144 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(104,22) #141@(100,25)\nVISIBLE ENEMY UNITS (3):\n  #135 e1@(89,14) 100%, #136 e1@(88,14) 100%, #137 e1@(89,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy main at (12,16), but enemy infantry spotted near (88-89,14) close to my base - watch for early rush. Place weap when ready, start training tanks (2tnk) and build fix. Keep tent/powr/proc queue going. Push west with 8+ units once army ready.", "raw": "{\"thoughts\":\"Weap ready to place. Enemy infantry near base, need defense soon. Keep building economy and start training units once possible.\",\"notes\":\"Base at (95,11). Enemy infantry near (88-89,14), watch for rush. Place weap, build fix once available, start tank production. Enemy main at (12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2054, "completion_tokens": 170, "total_tokens": 2224, "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": 0.005808, "upstream_inference_prompt_cost": 0.004108, "upstream_inference_completions_cost": 0.0017}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.63, "thoughts": "Weap ready to place. Enemy infantry near base, need defense soon. Keep building economy and start training units once possible.", "notes": "Base at (95,11). Enemy infantry near (88-89,14), watch for rush. Place weap, build fix once available, start tank production. Enemy main at (12,16).", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "powr"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "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": 7900, "army_value": 0, "income": 3000, "experience": 0, "order_count": 16}}
{"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 $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.5%.\nPRODUCTION: Building: proc 28%; Building: tent 0%; Vehicle: harv 15%; Vehicle: harv 0%; Vehicle: harv 0%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(89,14) #136@(88,14) #137@(89,14) #138@(51,26) #148@(53,27) #149@(20,18)*\n  e3 (Rocket Soldier) x5: #139@(51,26) #142@(51,26) #143@(51,26) #145@(51,26) #147@(55,28)\n  harv (Ore Truck (harvester)) x1: #132@(16,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #140 proc@(93,14) 80%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack_move: 7 units\n  - move: 1 units\n  - rally #146: ordered\n  - rally #134: ordered\n  - train 3x e3: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Base (12,16). Enemy proc #140 @(93,14). Scouts 135-137 attacking it. Main group pushing to enemy base ~(93,12). Harv #132 mining at (16,7). Building queue busy with proc. Need cash for 2nd harv + powr.", "raw": "{\"thoughts\": \"Enemy Refinery #140 is under attack at (93,14). Directing the advancing infantry group to attack-move into the enemy base area while scouts continue chipping away at the refinery.\", \"notes\": \"Enemy base confirmed at (93,14). Harvester #132 returning soon with funds. Pushing all infantry to (93,14) to pressure enemy economy.\", \"commands\": [{\"do\": \"attack\", \"units\": [135, 136, 137], \"target\": 140}, {\"do\": \"attack_move\", \"units\": [138, 139, 142, 143, 145, 147, 148, 149], \"x\": 92, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1975, "completion_tokens": 504, "total_tokens": 2479, "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": 0.0067425, "upstream_inference_prompt_cost": 0.0029625, "upstream_inference_completions_cost": 0.00378}, "completion_tokens_details": {"reasoning_tokens": 316, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.21, "thoughts": "Enemy Refinery #140 is under attack at (93,14). Directing the advancing infantry group to attack-move into the enemy base area while scouts continue chipping away at the refinery.", "notes": "Enemy base confirmed at (93,14). Harvester #132 returning soon with funds. Pushing all infantry to (93,14) to pressure enemy economy.", "commands": [{"do": "attack", "units": [135, 136, 137], "target": 140}, {"do": "attack_move", "units": [138, 139, 142, 143, 145, 147, 148, 149], "x": 92, "y": 14}], "feedback": ["attack: 3 units", "attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2000, "experience": 0, "order_count": 56}}
{"tick": 4601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1670 + stored ore $330 (storage 4000), power 300 made / 90 used, harvesters 2.\nSCORE: assets $9900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.8%.\nPRODUCTION: Building: powr READY TO PLACE; Building: tent 0%; Building: powr 0%; Building: proc 0%; Building: powr 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: 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%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #140 proc@(93,14) 70%, #144 powr@(97,8) 100%, #150 weap@(96,15) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(99,18) #141@(93,15)\nVISIBLE ENEMY UNITS (3):\n  #135 e1@(89,14) 100%, #136 e1@(88,14) 100%, #137 e1@(89,14) 100%\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  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy infantry near (88-89,14), watch for rush. Place weap, build fix once available, start tank production. Enemy main at (12,16).", "raw": "{\"thoughts\":\"Place the ready power plant, start training light tanks for defense against nearby enemy infantry, and continue building economy.\",\"notes\":\"Base at (95,11). Enemy infantry near (88-89,14) - defend proc/weap. Enemy main at (12,16). Keep building powr/tent/proc queue, add fix and tanks once weap is stable.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2095, "completion_tokens": 219, "total_tokens": 2314, "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": 0.00638, "upstream_inference_prompt_cost": 0.00419, "upstream_inference_completions_cost": 0.00219}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.47, "thoughts": "Place the ready power plant, start training light tanks for defense against nearby enemy infantry, and continue building economy.", "notes": "Base at (95,11). Enemy infantry near (88-89,14) - defend proc/weap. Enemy main at (12,16). Keep building powr/tent/proc queue, add fix and tanks once weap is stable.", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "build", "item": "fix"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 3x 1tnk: queued", "build fix: 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": 9900, "army_value": 0, "income": 3000, "experience": 0, "order_count": 18}}
{"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 $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.6%.\nPRODUCTION: Building: proc 28%; Building: tent 0%; Vehicle: harv 15%; Vehicle: harv 0%; Vehicle: harv 0%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(89,14) #136@(88,14) #137@(89,14) #138@(60,27) #148@(63,26) #149@(29,22)\n  e3 (Rocket Soldier) x5: #139@(60,28) #142@(61,27) #143@(61,28) #145@(60,28) #147@(64,25)\n  harv (Ore Truck (harvester)) x1: #132@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #140 proc@(93,14) 70%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Enemy base confirmed at (93,14). Harvester #132 returning soon with funds. Pushing all infantry to (93,14) to pressure enemy economy.", "raw": "{\"thoughts\": \"Enemy Refinery #140 is already down to 70% HP. Directing lead riflemen to focus fire it while reinforcement infantry stream across the map to overwhelm their base.\", \"notes\": \"Attacking enemy proc #140 at (93,14). Harvester #132 unloading at home. Once proc is destroyed, hunt down their construction yard.\", \"commands\": [{\"do\": \"attack\", \"units\": [135, 136, 137], \"target\": 140}, {\"do\": \"attack_move\", \"units\": [138, 139, 142, 143, 145, 147, 148, 149], \"x\": 93, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1887, "completion_tokens": 530, "total_tokens": 2417, "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": 0.0068055, "upstream_inference_prompt_cost": 0.0028305, "upstream_inference_completions_cost": 0.003975}, "completion_tokens_details": {"reasoning_tokens": 348, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.27, "thoughts": "Enemy Refinery #140 is already down to 70% HP. Directing lead riflemen to focus fire it while reinforcement infantry stream across the map to overwhelm their base.", "notes": "Attacking enemy proc #140 at (93,14). Harvester #132 unloading at home. Once proc is destroyed, hunt down their construction yard.", "commands": [{"do": "attack", "units": [135, 136, 137], "target": 140}, {"do": "attack_move", "units": [138, 139, 142, 143, 145, 147, 148, 149], "x": 93, "y": 14}], "feedback": ["attack: 3 units", "attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2000, "experience": 0, "order_count": 56}}
{"tick": 4801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1670 + stored ore $684 (storage 4000), power 400 made / 90 used, harvesters 2.\nSCORE: assets $10200, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7%.\nPRODUCTION: Building: fix 26%; Building: tent 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 46%; 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) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #140 proc@(93,14) 60%, #144 powr@(97,8) 100%, #150 weap@(96,15) 100%, #153 powr@(93,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(98,14) #141@(98,23)\nVISIBLE ENEMY UNITS (3):\n  #135 e1@(89,14) 100%, #136 e1@(88,14) 100%, #137 e1@(89,14) 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  - train 3x 1tnk: queued\n  - build fix: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy infantry near (88-89,14) - defend proc/weap. Enemy main at (12,16). Keep building powr/tent/proc queue, add fix and tanks once weap is stable.", "raw": "{\"thoughts\":\"Enemy infantry approaching near proc at (93,14). Continue building economy and defenses, keep tanks producing.\",\"notes\":\"Base at (95,11). Enemy infantry near (88-89,14) threatening proc#140. Enemy main at (12,16). Keep building powr/tent/proc/fix queue, add tanks, watch for infantry attack on proc.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2179, "completion_tokens": 156, "total_tokens": 2335, "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": 0.005918, "upstream_inference_prompt_cost": 0.004358, "upstream_inference_completions_cost": 0.00156}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "Enemy infantry approaching near proc at (93,14). Continue building economy and defenses, keep tanks producing.", "notes": "Base at (95,11). Enemy infantry near (88-89,14) threatening proc#140. Enemy main at (12,16). Keep building powr/tent/proc/fix queue, add tanks, watch for infantry attack on proc.", "commands": [{"do": "train", "item": "1tnk", "count": 2}], "feedback": ["train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 0, "income": 4000, "experience": 0, "order_count": 23}}
{"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 $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.6%.\nPRODUCTION: Building: proc 40%; Building: tent 0%; Vehicle: harv 30%; Vehicle: harv 0%; Vehicle: harv 0%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(89,14) #136@(88,14) #137@(89,14) #138@(69,23) #148@(71,21) #149@(39,24)\n  e3 (Rocket Soldier) x6: #139@(69,24) #142@(70,23) #143@(70,24) #145@(69,24) #147@(73,20) #154@(16,15)\n  harv (Ore Truck (harvester)) x1: #132@(17,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #140 proc@(93,14) 60%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Attacking enemy proc #140 at (93,14). Harvester #132 unloading at home. Once proc is destroyed, hunt down their construction yard.", "raw": "{\"thoughts\": \"Focusing down the enemy refinery #140 at (93,14) with our forward riflemen while advancing the rocket soldiers to support. Harvester #132 will soon unload to resume construction.\", \"notes\": \"Enemy proc #140 is at 60% hp at (93,14). Reinforcements moving up. After proc is dead, locate and destroy their Construction Yard around (95,11).\", \"commands\": [{\"do\": \"attack\", \"units\": [135, 136, 137], \"target\": 140}, {\"do\": \"attack_move\", \"units\": [138, 139, 142, 143, 145, 147, 148, 149, 154], \"x\": 93, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1887, "completion_tokens": 962, "total_tokens": 2849, "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": 0.0100455, "upstream_inference_prompt_cost": 0.0028305, "upstream_inference_completions_cost": 0.007215}, "completion_tokens_details": {"reasoning_tokens": 759, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.69, "thoughts": "Focusing down the enemy refinery #140 at (93,14) with our forward riflemen while advancing the rocket soldiers to support. Harvester #132 will soon unload to resume construction.", "notes": "Enemy proc #140 is at 60% hp at (93,14). Reinforcements moving up. After proc is dead, locate and destroy their Construction Yard around (95,11).", "commands": [{"do": "attack", "units": [135, 136, 137], "target": 140}, {"do": "attack_move", "units": [138, 139, 142, 143, 145, 147, 148, 149, 154], "x": 93, "y": 14}], "feedback": ["attack: 3 units", "attack_move: 9 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": 9700, "army_value": 2400, "income": 2500, "experience": 0, "order_count": 56}}
{"tick": 5001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1670 + stored ore $18 (storage 4000), power 400 made / 90 used, harvesters 2.\nSCORE: assets $10200, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7%.\nPRODUCTION: Building: fix 54%; Building: tent 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Building: tent 0%; 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: 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%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #140 proc@(93,14) 50%, #144 powr@(97,8) 100%, #150 weap@(96,15) 100%, #153 powr@(93,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(102,23) #141@(103,24)\nVISIBLE ENEMY UNITS (3):\n  #135 e1@(89,14) 100%, #136 e1@(88,14) 100%, #137 e1@(89,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy infantry near (88-89,14) threatening proc#140. Enemy main at (12,16). Keep building powr/tent/proc/fix queue, add tanks, watch for infantry attack on proc.", "raw": "{\"thoughts\":\"Enemy infantry near proc#140, need defense. Continue economy and tank production, queue more tanks and defend.\",\"notes\":\"Base at (95,11). Enemy infantry near (88-89,14) threatening proc#140. Enemy main at (12,16). Keep building powr/tent/proc/fix queue, add tanks, watch for infantry attack on proc.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2178, "completion_tokens": 155, "total_tokens": 2333, "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": 0.005906, "upstream_inference_prompt_cost": 0.004356, "upstream_inference_completions_cost": 0.00155}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.6, "thoughts": "Enemy infantry near proc#140, need defense. Continue economy and tank production, queue more tanks and defend.", "notes": "Base at (95,11). Enemy infantry near (88-89,14) threatening proc#140. Enemy main at (12,16). Keep building powr/tent/proc/fix queue, add tanks, watch for infantry attack on proc.", "commands": [{"do": "train", "item": "1tnk", "count": 3}], "feedback": ["train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 0, "income": 4000, "experience": 0, "order_count": 25}}
{"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 $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.6%.\nPRODUCTION: Building: proc 40%; Building: tent 0%; Vehicle: harv 30%; Vehicle: harv 0%; Vehicle: harv 0%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(89,14) #136@(88,14) #137@(89,14) #138@(76,16) #148@(79,14) #149@(49,26)\n  e3 (Rocket Soldier) x6: #139@(76,16) #142@(77,16) #143@(77,16) #145@(77,16) #147@(80,14) #154@(25,20)\n  harv (Ore Truck (harvester)) x1: #132@(17,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #140 proc@(93,14) 50%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Enemy proc #140 is at 60% hp at (93,14). Reinforcements moving up. After proc is dead, locate and destroy their Construction Yard around (95,11).", "raw": "{\"thoughts\": \"Front units are hitting the enemy refinery. Press the attack on proc #140 and bring the trailing group forward. Cash is empty so I must keep the harvester mining and can't start new production yet.\", \"notes\": \"Attacking enemy proc #140 @(93,14). Main group ~(76,14) moving to 93,14. Enemy CY likely ~(95,11). Harvester #132 mining at (17,6).\", \"commands\": [{\"do\":\"attack\",\"units\":[135,136,137],\"target\":140},{\"do\":\"attack_move\",\"units\":[138,139,142,143,145,147,148],\"x\":93,\"y\":14},{\"do\":\"attack_move\",\"units\":[149,154],\"x\":90,\"y\":14},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1772, "completion_tokens": 685, "total_tokens": 2457, "cost": 0.001127808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001127808, "upstream_inference_prompt_cost": 0.000305808, "upstream_inference_completions_cost": 0.000822}, "completion_tokens_details": {"reasoning_tokens": 506, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.95, "thoughts": "Front units are hitting the enemy refinery. Press the attack on proc #140 and bring the trailing group forward. Cash is empty so I must keep the harvester mining and can't start new production yet.", "notes": "Attacking enemy proc #140 @(93,14). Main group ~(76,14) moving to 93,14. Enemy CY likely ~(95,11). Harvester #132 mining at (17,6).", "commands": [{"do": "attack", "units": [135, 136, 137], "target": 140}, {"do": "attack_move", "units": [138, 139, 142, 143, 145, 147, 148], "x": 93, "y": 14}, {"do": "attack_move", "units": [149, 154], "x": 90, "y": 14}, {"do": "harvest", "unit": 132}], "feedback": ["attack: 3 units", "attack_move: 7 units", "attack_move: 2 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": 9700, "army_value": 2400, "income": 2500, "experience": 0, "order_count": 56}}
{"tick": 5201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1022 + stored ore $0 (storage 4000), power 400 made / 90 used, harvesters 2.\nSCORE: assets $10900, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7%.\nPRODUCTION: Building: fix 82%; Building: tent 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 41%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: 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%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #140 proc@(93,14) 35%, #144 powr@(97,8) 100%, #150 weap@(96,15) 100%, #153 powr@(93,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #155@(96,16)*\n  harv (Ore Truck (harvester)) x2: #131@(104,23) #141@(97,19)\nVISIBLE ENEMY UNITS (7):\n  #135 e1@(89,14) 100%, #136 e1@(88,14) 100%, #137 e1@(89,14) 100%, #142 e3@(87,14) 100%, #143 e3@(87,14) 100%, #147 e3@(89,16) 100%, #148 e1@(89,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy infantry near (88-89,14) threatening proc#140. Enemy main at (12,16). Keep building powr/tent/proc/fix queue, add tanks, watch for infantry attack on proc.", "raw": "{\"thoughts\":\"Enemy infantry cluster near (88-89,14) threatens proc#140. I only have one tank so far; more are in production. I'll hold the tank near base defensively and keep building economy/production. Once more tanks are ready, group them to clear the infantry.\",\"notes\":\"Base at (95,11). Enemy infantry/rocket group near (88-89,14) threatening proc#140. Enemy main base at (12,16). Keep producing 1tnk, power, and refineries. Group tanks before attacking enemy infantry cluster.\",\"commands\":[{\"do\":\"stance\",\"units\":[155],\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2293, "completion_tokens": 366, "total_tokens": 2659, "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": 0.008246, "upstream_inference_prompt_cost": 0.004586, "upstream_inference_completions_cost": 0.00366}, "completion_tokens_details": {"reasoning_tokens": 136, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.61, "thoughts": "Enemy infantry cluster near (88-89,14) threatens proc#140. I only have one tank so far; more are in production. I'll hold the tank near base defensively and keep building economy/production. Once more tanks are ready, group them to clear the infantry.", "notes": "Base at (95,11). Enemy infantry/rocket group near (88-89,14) threatening proc#140. Enemy main base at (12,16). Keep producing 1tnk, power, and refineries. Group tanks before attacking enemy infantry cluster.", "commands": [{"do": "stance", "units": [155], "stance": "defend"}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["stance: 1 units", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10900, "army_value": 700, "income": 3525, "experience": 0, "order_count": 28}}
{"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 $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 20%.\nPRODUCTION: Building: proc 40%; Building: tent 0%; Vehicle: harv 30%; Vehicle: harv 0%; Vehicle: harv 0%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(89,14) #136@(88,14) #137@(89,14) #138@(86,14) #148@(89,14) #149@(59,28)\n  e3 (Rocket Soldier) x6: #139@(86,14) #142@(87,14) #143@(87,14) #145@(86,14) #147@(89,16) #154@(34,24)\n  harv (Ore Truck (harvester)) x1: #132@(16,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #140 proc@(93,14) 35%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack_move: 7 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Attacking enemy proc #140 @(93,14). Main group ~(76,14) moving to 93,14. Enemy CY likely ~(95,11). Harvester #132 mining at (17,6).", "raw": "{\"thoughts\": \"Main force is at the enemy base perimeter already engaging proc #140. Keep pressing with everything while economy rebuilds. Cash is 0 so production is stalled; harvesters and refinery queued will help. Push the attack and bring stragglers forward.\", \"notes\": \"Pushing enemy proc #140 @(93,14), enemy CY likely ~(95,11). Bring #149,#154 forward. Cash-starved, waiting on harv/refinery.\", \"commands\": [{\"do\":\"attack\",\"units\":\"all_army\",\"target\":140},{\"do\":\"attack_move\",\"units\":[149,154],\"x\":93,\"y\":14},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"rally\",\"building\":146,\"x\":90,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1787, "completion_tokens": 411, "total_tokens": 2198, "cost": 0.000803508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000803508, "upstream_inference_prompt_cost": 0.000310308, "upstream_inference_completions_cost": 0.0004932}, "completion_tokens_details": {"reasoning_tokens": 227, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.41, "thoughts": "Main force is at the enemy base perimeter already engaging proc #140. Keep pressing with everything while economy rebuilds. Cash is 0 so production is stalled; harvesters and refinery queued will help. Push the attack and bring stragglers forward.", "notes": "Pushing enemy proc #140 @(93,14), enemy CY likely ~(95,11). Bring #149,#154 forward. Cash-starved, waiting on harv/refinery.", "commands": [{"do": "attack", "units": "all_army", "target": 140}, {"do": "attack_move", "units": [149, 154], "x": 93, "y": 14}, {"do": "build", "item": "powr"}, {"do": "rally", "building": 146, "x": 90, "y": 13}, {"do": "rally", "building": 134, "x": 90, "y": 13}], "feedback": ["attack: 12 units", "attack_move: 2 units", "build powr: started", "rally #146: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2000, "experience": 0, "order_count": 56}}
{"tick": 5401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $478 + stored ore $0 (storage 2000), power 387 made / 60 used, harvesters 2.\nSCORE: assets $9500, army $2900, killed $0 (0 units, 0 bldgs), lost $1400 (0 units, 1 bldgs). Map explored 7%.\nPRODUCTION: Building: fix READY TO PLACE; Building: tent 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 89%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: 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%, #123 powr@(93,11) 87%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #144 powr@(97,8) 100%, #150 weap@(96,15) 100%, #153 powr@(93,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #155@(96,16)*\n  harv (Ore Truck (harvester)) x2: #131@(99,14) #141@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 1 units\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy infantry/rocket group near (88-89,14) threatening proc#140. Enemy main base at (12,16). Keep producing 1tnk, power, and refineries. Group tanks before attacking enemy infantry cluster.", "raw": "{\"thoughts\":\"Place fix depot, keep economy and tank production going, defend base with idle tank.\",\"notes\":\"Base at (95,11). Enemy main base at (12,16). Keep producing 1tnk, power, refineries. Group tanks before attacking.\",\"commands\":[{\"do\":\"place\",\"item\":\"fix\"},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2243, "completion_tokens": 133, "total_tokens": 2376, "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": 0.005816, "upstream_inference_prompt_cost": 0.004486, "upstream_inference_completions_cost": 0.00133}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.76, "thoughts": "Place fix depot, keep economy and tank production going, defend base with idle tank.", "notes": "Base at (95,11). Enemy main base at (12,16). Keep producing 1tnk, power, refineries. Group tanks before attacking.", "commands": [{"do": "place", "item": "fix"}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1400, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9500, "army_value": 700, "income": 3500, "experience": 0, "order_count": 31}}
{"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 $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $1400 (0 units, 1 bldgs), lost $0 (0 units, 0 bldgs). Map explored 20%.\nPRODUCTION: Building: proc 52%; Building: powr 0%; Building: tent 0%; Vehicle: harv 45%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 57%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(89,14) #136@(88,14)* #137@(89,14) #138@(88,14)* #148@(89,14) #149@(67,23)\n  e3 (Rocket Soldier) x6: #139@(88,14)* #142@(87,14)* #143@(87,14)* #145@(87,14)* #147@(89,16)* #154@(44,25)\n  harv (Ore Truck (harvester)) x1: #132@(17,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 12 units\n  - attack_move: 2 units\n  - build powr: started\n  - rally #146: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Pushing enemy proc #140 @(93,14), enemy CY likely ~(95,11). Bring #149,#154 forward. Cash-starved, waiting on harv/refinery.", "raw": "{\"thoughts\": \"Our strike group has cleared the exposed enemy proc and sits at (88-89,14) with no visible targets, so I'll push them toward the likely enemy CY at (95,11) while regrouping the two laggards. Economy is broke ($0), so I mainly keep queues fed and push units forward.\", \"notes\": \"Main group ~(88,14) pushing enemy CY guess (95,11). Laggards #149@(67,23) #154@(44,25) regrouping. Enemy proc likely dead. Need 2nd refinery/harvester online ASAP, cash-starved.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[135,136,137,138,139,142,143,145,147,148],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[149,154],\"x\":90,\"y\":14},{\"do\":\"stance\",\"units\":[135,136,137,138,139,142,143,145,147,148],\"stance\":\"attack_anything\"},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1793, "completion_tokens": 1400, "total_tokens": 3193, "cost": 0.001992108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001992108, "upstream_inference_prompt_cost": 0.000312108, "upstream_inference_completions_cost": 0.00168}, "completion_tokens_details": {"reasoning_tokens": 1134, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.32, "thoughts": "Our strike group has cleared the exposed enemy proc and sits at (88-89,14) with no visible targets, so I'll push them toward the likely enemy CY at (95,11) while regrouping the two laggards. Economy is broke ($0), so I mainly keep queues fed and push units forward.", "notes": "Main group ~(88,14) pushing enemy CY guess (95,11). Laggards #149@(67,23) #154@(44,25) regrouping. Enemy proc likely dead. Need 2nd refinery/harvester online ASAP, cash-starved.", "commands": [{"do": "attack_move", "units": [135, 136, 137, 138, 139, 142, 143, 145, 147, 148], "x": 95, "y": 11}, {"do": "attack_move", "units": [149, 154], "x": 90, "y": 14}, {"do": "stance", "units": [135, 136, 137, 138, 139, 142, 143, 145, 147, 148], "stance": "attack_anything"}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 10 units", "attack_move: 2 units", "stance: 10 units", "train 1x harv: queued", "train 2x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2500, "experience": 14, "order_count": 57}}
{"tick": 5601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $347 + stored ore $491 (storage 2000), power 306 made / 90 used, harvesters 2.\nSCORE: assets $11400, army $3600, killed $0 (0 units, 0 bldgs), lost $1400 (0 units, 1 bldgs). Map explored 7%.\nPRODUCTION: Building: tent 64%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 34%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 6%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #144 powr@(97,8) 100%, #150 weap@(96,15) 100%, #153 powr@(93,8) 100%, #156 fix@(93,14) 49%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #155@(96,17)* #157@(96,16)*\n  harv (Ore Truck (harvester)) x2: #131@(98,12) #141@(100,20)\nVISIBLE ENEMY UNITS (10):\n  #135 e1@(89,14) 100%, #136 e1@(89,13) 100%, #137 e1@(89,14) 100%, #138 e1@(89,13) 100%, #139 e3@(89,13) 100%, #142 e3@(89,12) 100%, #143 e3@(88,13) 100%, #145 e3@(89,12) 100%, #147 e3@(89,15) 100%, #148 e1@(89,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy main base at (12,16). Keep producing 1tnk, power, refineries. Group tanks before attacking.", "raw": "{\"thoughts\":\"A group of enemy infantry is approaching near (89,13), close to my base. I should defend with my tanks and keep production going. Continue building economy and army.\",\"notes\":\"Enemy infantry group spotted near (89,13) approaching from west, likely rushing base. Defend with tanks, keep building 1tnk and power. Enemy main base still at (12,16). Watch harvester safety.\",\"commands\":[{\"do\":\"stance\",\"units\":[155,157],\"stance\":\"defend\"},{\"do\":\"attack_move\",\"units\":[155,157],\"x\":89,\"y\":13},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2408, "completion_tokens": 277, "total_tokens": 2685, "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": 0.007586, "upstream_inference_prompt_cost": 0.004816, "upstream_inference_completions_cost": 0.00277}, "completion_tokens_details": {"reasoning_tokens": 52, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.39, "thoughts": "A group of enemy infantry is approaching near (89,13), close to my base. I should defend with my tanks and keep production going. Continue building economy and army.", "notes": "Enemy infantry group spotted near (89,13) approaching from west, likely rushing base. Defend with tanks, keep building 1tnk and power. Enemy main base still at (12,16). Watch harvester safety.", "commands": [{"do": "stance", "units": [155, 157], "stance": "defend"}, {"do": "attack_move", "units": [155, 157], "x": 89, "y": 13}, {"do": "build", "item": "powr"}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["stance: 2 units", "attack_move: 2 units", "build powr: started", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1400, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11400, "army_value": 1400, "income": 4500, "experience": 0, "order_count": 32}}
{"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 $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $1400 (0 units, 1 bldgs), lost $0 (0 units, 0 bldgs). Map explored 20.3%.\nPRODUCTION: Building: proc 52%; Building: powr 0%; Building: tent 0%; Vehicle: harv 45%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 57%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(89,14) #136@(89,13) #137@(89,14) #138@(89,13) #148@(89,14) #149@(75,16)\n  e3 (Rocket Soldier) x6: #139@(89,13) #142@(89,12) #143@(88,13) #145@(89,12) #147@(89,15) #154@(54,28)\n  harv (Ore Truck (harvester)) x1: #132@(19,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #156 fix@(93,14) 49%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack_move: 2 units\n  - stance: 10 units\n  - train 1x harv: queued\n  - train 2x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Main group ~(88,14) pushing enemy CY guess (95,11). Laggards #149@(67,23) #154@(44,25) regrouping. Enemy proc likely dead. Need 2nd refinery/harvester online ASAP, cash-starved.", "raw": "{\"thoughts\": \"Cash-starved at $0 with only one harvester; main army is at the enemy service depot (93,14). Focus fire to finish it, then push toward the enemy CY likely at (95,11). Send stragglers to regroup.\", \"notes\": \"Main group attacking enemy fix@(93,14), then push (95,11). Laggards #149 #154 moving to (85,14). proc building 52% in queue. Need 2nd harv/refinery income badly.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[135,136,137,138,139,142,143,145,147,148],\"x\":93,\"y\":14},{\"do\":\"attack_move\",\"units\":[149,154],\"x\":86,\"y\":14},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1886, "completion_tokens": 544, "total_tokens": 2430, "cost": 0.000992808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000992808, "upstream_inference_prompt_cost": 0.000340008, "upstream_inference_completions_cost": 0.0006528}, "completion_tokens_details": {"reasoning_tokens": 361, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.89, "thoughts": "Cash-starved at $0 with only one harvester; main army is at the enemy service depot (93,14). Focus fire to finish it, then push toward the enemy CY likely at (95,11). Send stragglers to regroup.", "notes": "Main group attacking enemy fix@(93,14), then push (95,11). Laggards #149 #154 moving to (85,14). proc building 52% in queue. Need 2nd harv/refinery income badly.", "commands": [{"do": "attack_move", "units": [135, 136, 137, 138, 139, 142, 143, 145, 147, 148], "x": 93, "y": 14}, {"do": "attack_move", "units": [149, 154], "x": 86, "y": 14}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 10 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2500, "experience": 14, "order_count": 63}}
{"tick": 5801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $325 + stored ore $0 (storage 2000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $9200, army $2900, killed $300 (1 units, 0 bldgs), lost $3600 (1 units, 3 bldgs). Map explored 7%.\nPRODUCTION: Building: tent READY TO PLACE; Building: powr 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 82%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: 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%, #133 powr@(95,8) 100%, #144 powr@(97,8) 100%, #150 weap@(96,15) 100%, #153 powr@(93,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #157@(93,15)24%\n  harv (Ore Truck (harvester)) x2: #131@(104,22) #141@(105,23)\nVISIBLE ENEMY UNITS (9):\n  #135 e1@(89,14) 95%, #136 e1@(89,13) 100%, #137 e1@(89,14) 99%, #138 e1@(89,13) 100%, #139 e3@(89,13) 100%, #142 e3@(89,12) 100%, #143 e3@(89,13) 100%, #145 e3@(89,12) 100%, #148 e1@(89,14) 76%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\n  - attack_move: 2 units\n  - build powr: started\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry group spotted near (89,13) approaching from west, likely rushing base. Defend with tanks, keep building 1tnk and power. Enemy main base still at (12,16). Watch harvester safety.", "raw": "{\"thoughts\":\"Enemy infantry swarm near base at (89,13), my lone damaged tank can't fight them alone. Retreat it to base, place tent building, keep producing tanks to defend, and let idle tank regroup once more built.\",\"notes\":\"Enemy infantry/rocket squad near (89,13) attacking from west. Defend base with tanks as they finish building; enemy main base at (12,16). Keep training 1tnk continuously and place power/proc buildings.\",\"commands\":[{\"do\":\"move\",\"units\":[157],\"x\":96,\"y\":13},{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"stance\",\"units\":[157],\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2398, "completion_tokens": 265, "total_tokens": 2663, "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": 0.007446, "upstream_inference_prompt_cost": 0.004796, "upstream_inference_completions_cost": 0.00265}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.55, "thoughts": "Enemy infantry swarm near base at (89,13), my lone damaged tank can't fight them alone. Retreat it to base, place tent building, keep producing tanks to defend, and let idle tank regroup once more built.", "notes": "Enemy infantry/rocket squad near (89,13) attacking from west. Defend base with tanks as they finish building; enemy main base at (12,16). Keep training 1tnk continuously and place power/proc buildings.", "commands": [{"do": "move", "units": [157], "x": 96, "y": 13}, {"do": "place", "item": "tent"}, {"do": "stance", "units": [157], "stance": "defend"}], "feedback": ["move: 1 units", "place tent: ordered (auto-relocated near base if the spot was invalid)", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 3600, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9200, "army_value": 700, "income": 4000, "experience": 3, "order_count": 36}}
{"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 $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $3600 (1 units, 3 bldgs), lost $300 (1 units, 0 bldgs). Map explored 20.3%.\nPRODUCTION: Building: proc 52%; Building: powr 0%; Building: tent 0%; Vehicle: harv 45%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 57%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(89,14)95% #136@(89,13) #137@(89,14) #138@(89,13) #148@(89,14)76% #149@(85,14)\n  e3 (Rocket Soldier) x5: #139@(89,13) #142@(89,12) #143@(89,13) #145@(89,12) #154@(63,26)\n  harv (Ore Truck (harvester)) x1: #132@(16,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Main group attacking enemy fix@(93,14), then push (95,11). Laggards #149 #154 moving to (85,14). proc building 52% in queue. Need 2nd harv/refinery income badly.", "raw": "{\"thoughts\": \"Main group is near the enemy base at (89,13) with 3 enemy buildings already destroyed. Cash is $0 so economy is the bottleneck; keep the army pressing toward the enemy start (95,11) to finish them. Harvester should keep mining.\", \"notes\": \"Army pushing (95,11). proc 52% queued. Need income - cash $0. Enemy base around (93-95,11-14).\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1822, "completion_tokens": 356, "total_tokens": 2178, "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": 0.000320808, "upstream_inference_completions_cost": 0.0004272}, "completion_tokens_details": {"reasoning_tokens": 221, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.42, "thoughts": "Main group is near the enemy base at (89,13) with 3 enemy buildings already destroyed. Cash is $0 so economy is the bottleneck; keep the army pressing toward the enemy start (95,11) to finish them. Harvester should keep mining.", "notes": "Army pushing (95,11). proc 52% queued. Need income - cash $0. Enemy base around (93-95,11-14).", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 11 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3600, "deaths_cost": 300, "units_killed": 1, "units_lost": 1, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2000, "experience": 36, "order_count": 63}}
{"tick": 6001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1 + stored ore $0 (storage 2000), power 290 made / 60 used, harvesters 2.\nSCORE: assets $9200, army $2900, killed $300 (1 units, 0 bldgs), lost $4800 (2 units, 4 bldgs). Map explored 7%.\nPRODUCTION: Building: powr 52%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 6%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: 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) 98%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #144 powr@(97,8) 100%, #150 weap@(96,15) 99%, #153 powr@(93,8) 90%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #159@(96,16)*\n  harv (Ore Truck (harvester)) x2: #131@(106,23) #141@(99,17)\nVISIBLE ENEMY UNITS (10):\n  #135 e1@(91,13) 95%, #136 e1@(91,12) 100%, #137 e1@(91,13) 99%, #138 e1@(91,12) 100%, #139 e3@(91,12) 100%, #142 e3@(90,12) 100%, #143 e3@(91,12) 100%, #145 e3@(91,12) 100%, #148 e1@(91,13) 76%, #149 e1@(91,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry/rocket squad near (89,13) attacking from west. Defend base with tanks as they finish building; enemy main base at (12,16). Keep training 1tnk continuously and place power/proc buildings.", "raw": "{\"thoughts\":\"Enemy infantry squad is dangerously close to my base at (91,12). I only have one tank; keep training more 1tnks and defend with what I have while economy builds finish. Keep harvesters mining.\",\"notes\":\"Enemy infantry/rocket squad near (91,12) approaching from west, close to my base. Keep training 1tnk continuously, defend with tanks near base, place finished buildings, and continue toward eventual assault on enemy base at (12,16).\",\"commands\":[{\"do\":\"stance\",\"units\":[159],\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":141}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2386, "completion_tokens": 317, "total_tokens": 2703, "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": 0.007942, "upstream_inference_prompt_cost": 0.004772, "upstream_inference_completions_cost": 0.00317}, "completion_tokens_details": {"reasoning_tokens": 81, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.71, "thoughts": "Enemy infantry squad is dangerously close to my base at (91,12). I only have one tank; keep training more 1tnks and defend with what I have while economy builds finish. Keep harvesters mining.", "notes": "Enemy infantry/rocket squad near (91,12) approaching from west, close to my base. Keep training 1tnk continuously, defend with tanks near base, place finished buildings, and continue toward eventual assault on enemy base at (12,16).", "commands": [{"do": "stance", "units": [159], "stance": "defend"}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 141}], "feedback": ["stance: 1 units", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 4800, "units_killed": 1, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 9200, "army_value": 700, "income": 4000, "experience": 3, "order_count": 37}}
{"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 $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $4800 (2 units, 4 bldgs), lost $300 (1 units, 0 bldgs). Map explored 20.6%.\nPRODUCTION: Building: proc 64%; Building: powr 0%; Building: tent 0%; Vehicle: harv 61%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 36%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(91,13)95% #136@(91,12) #137@(91,13) #138@(91,12) #148@(91,13)76% #149@(91,13)\n  e3 (Rocket Soldier) x6: #139@(91,12) #142@(90,12) #143@(91,12) #145@(91,12) #154@(71,18) #160@(15,14)\n  harv (Ore Truck (harvester)) x1: #132@(17,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\nYOUR NOTES FROM LAST TURN: Army pushing (95,11). proc 52% queued. Need income - cash $0. Enemy base around (93-95,11-14).", "raw": "{\"thoughts\": \"Army is already deep at (91,12) with no visible enemies there; the enemy base is around (95,11) and I've already killed 4 of their buildings. Economy is starved at $0 with only 1 harvester, so I need to keep the pressure up while the queued refinery/harvester finishes.\", \"notes\": \"Pushing army east toward (95,11)/enemy base. Enemy base ~93-95,11-14. Need cash - build harv/proc. Keep units on attack_anything.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":12},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1795, "completion_tokens": 570, "total_tokens": 2365, "cost": 0.000996708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000996708, "upstream_inference_prompt_cost": 0.000312708, "upstream_inference_completions_cost": 0.000684}, "completion_tokens_details": {"reasoning_tokens": 369, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.9, "thoughts": "Army is already deep at (91,12) with no visible enemies there; the enemy base is around (95,11) and I've already killed 4 of their buildings. Economy is starved at $0 with only 1 harvester, so I need to keep the pressure up while the queued refinery/harvester finishes.", "notes": "Pushing army east toward (95,11)/enemy base. Enemy base ~93-95,11-14. Need cash - build harv/proc. Keep units on attack_anything.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 12}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "harv", "count": 1}, {"do": "build", "item": "proc"}], "feedback": ["attack_move: 12 units", "stance: 12 units", "train 3x e1: queued", "train 1x harv: queued", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4800, "deaths_cost": 300, "units_killed": 2, "units_lost": 1, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2500, "experience": 48, "order_count": 63}}
{"tick": 6201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1 + stored ore $234 (storage 2000), power 253 made / 60 used, harvesters 2.\nSCORE: assets $9200, army $2900, killed $300 (1 units, 0 bldgs), lost $4800 (2 units, 4 bldgs). Map explored 7%.\nPRODUCTION: Building: powr 97%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 25%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: 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) 46%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #144 powr@(97,8) 100%, #150 weap@(96,15) 99%, #153 powr@(93,8) 53%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #159@(96,16)*\n  harv (Ore Truck (harvester)) x2: #131@(99,14) #141@(98,15)\nVISIBLE ENEMY UNITS (10):\n  #135 e1@(91,13) 95%, #136 e1@(91,12) 100%, #137 e1@(91,13) 99%, #138 e1@(91,12) 100%, #139 e3@(91,12) 100%, #142 e3@(90,12) 100%, #143 e3@(91,12) 100%, #145 e3@(91,12) 100%, #148 e1@(91,13) 76%, #149 e1@(91,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 1 units\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry/rocket squad near (91,12) approaching from west, close to my base. Keep training 1tnk continuously, defend with tanks near base, place finished buildings, and continue toward eventual assault on enemy base at (12,16).", "raw": "{\"thoughts\":\"Enemy infantry squad is dangerously close to my weak construction yard (46% hp). Need to defend with my tank and continue tank production while repairing key buildings.\",\"notes\":\"Enemy infantry/rocket squad near (91,12), pushing toward base. Construction yard at 46% hp - repair it. Keep training 1tnk, defend base, build proc#2 and more power as queued. Plan eventual push to enemy base near (12,16) once army of 8+ tanks ready.\",\"commands\":[{\"do\":\"repair\",\"building\":121},{\"do\":\"stance\",\"units\":[159],\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2417, "completion_tokens": 275, "total_tokens": 2692, "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": 0.007584, "upstream_inference_prompt_cost": 0.004834, "upstream_inference_completions_cost": 0.00275}, "completion_tokens_details": {"reasoning_tokens": 47, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.82, "thoughts": "Enemy infantry squad is dangerously close to my weak construction yard (46% hp). Need to defend with my tank and continue tank production while repairing key buildings.", "notes": "Enemy infantry/rocket squad near (91,12), pushing toward base. Construction yard at 46% hp - repair it. Keep training 1tnk, defend base, build proc#2 and more power as queued. Plan eventual push to enemy base near (12,16) once army of 8+ tanks ready.", "commands": [{"do": "repair", "building": 121}, {"do": "stance", "units": [159], "stance": "defend"}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["repair #121: ordered", "stance: 1 units", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 4800, "units_killed": 1, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 9200, "army_value": 700, "income": 4500, "experience": 3, "order_count": 40}}
{"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 $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $4800 (2 units, 4 bldgs), lost $300 (1 units, 0 bldgs). Map explored 20.7%.\nPRODUCTION: Building: proc 64%; Building: proc 0%; Building: powr 0%; Building: tent 0%; Vehicle: harv 61%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 36%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(91,13)95% #136@(91,12) #137@(91,13) #138@(91,12) #148@(91,13)76% #149@(91,13)\n  e3 (Rocket Soldier) x6: #139@(91,12) #142@(90,12) #143@(91,12) #145@(91,12) #154@(79,13) #160@(25,20)\n  harv (Ore Truck (harvester)) x1: #132@(22,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - stance: 12 units\n  - train 3x e1: queued\n  - train 1x harv: queued\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Pushing army east toward (95,11)/enemy base. Enemy base ~93-95,11-14. Need cash - build harv/proc. Keep units on attack_anything.", "raw": "{\"thoughts\": \"Army is deep east near the enemy base (91,13); no enemies visible, so push on to (95,11) to confirm and destroy remaining structures. Cash is $0 with only one harvester, so economy is the bottleneck - keep the harvester mining and let the queued harv/proc finish.\", \"notes\": \"Main army ~12 units east near (91,12). Pushing to enemy base (95,11). No visible enemy yet though 4 bldgs already killed. Cash $0 - economy critical, proc building, harv queued. #160 e3 and #154 e3 lagging behind, gathering via all_army order.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}, {\"do\":\"harvest\",\"unit\":132}, {\"do\":\"rally\",\"building\":146,\"x\":88,\"y\":12}, {\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1876, "completion_tokens": 2039, "total_tokens": 3915, "cost": 0.002783808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002783808, "upstream_inference_prompt_cost": 0.000337008, "upstream_inference_completions_cost": 0.0024468}, "completion_tokens_details": {"reasoning_tokens": 1821, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.33, "thoughts": "Army is deep east near the enemy base (91,13); no enemies visible, so push on to (95,11) to confirm and destroy remaining structures. Cash is $0 with only one harvester, so economy is the bottleneck - keep the harvester mining and let the queued harv/proc finish.", "notes": "Main army ~12 units east near (91,12). Pushing to enemy base (95,11). No visible enemy yet though 4 bldgs already killed. Cash $0 - economy critical, proc building, harv queued. #160 e3 and #154 e3 lagging behind, gathering via all_army order.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 146, "x": 88, "y": 12}, {"do": "rally", "building": 134, "x": 88, "y": 12}], "feedback": ["attack_move: 12 units", "rally #146: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4800, "deaths_cost": 300, "units_killed": 2, "units_lost": 1, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2500, "experience": 48, "order_count": 68}}
{"tick": 6401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1 + stored ore $390 (storage 2000), power 216 made / 60 used, harvesters 2.\nSCORE: assets $9200, army $2900, killed $300 (1 units, 0 bldgs), lost $4800 (2 units, 4 bldgs). Map explored 7.1%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Building: proc 0%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 72%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: 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) 1%, #129 proc@(98,11) 100%, #133 powr@(95,8) 100%, #144 powr@(97,8) 100%, #150 weap@(96,15) 99%, #153 powr@(93,8) 16%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #159@(96,16)*\n  harv (Ore Truck (harvester)) x2: #131@(101,17) #141@(103,25)\nVISIBLE ENEMY UNITS (11):\n  #135 e1@(91,13) 95%, #136 e1@(91,12) 100%, #137 e1@(91,13) 99%, #138 e1@(91,12) 100%, #139 e3@(91,12) 100%, #142 e3@(90,12) 100%, #143 e3@(91,12) 100%, #145 e3@(91,12) 100%, #148 e1@(91,13) 76%, #149 e1@(91,13) 100%, #154 e3@(89,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #121: ordered\n  - stance: 1 units\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry/rocket squad near (91,12), pushing toward base. Construction yard at 46% hp - repair it. Keep training 1tnk, defend base, build proc#2 and more power as queued. Plan eventual push to enemy base near (12,16) once army of 8+ tanks ready.", "raw": "{\"thoughts\":\"Enemy infantry squad is near our base at (91,12), threatening. Keep repairing CY, place ready power plant, continue training tanks and set defensive stance for our lone tank until reinforcements arrive.\",\"notes\":\"Enemy infantry/rocket squad (~11 units) at (91,12) near our base, likely probing. Defend with tanks as they finish, keep building power/proc/tent. Enemy main base likely at (12,16), far away - hold defense until 8+ tanks ready then push.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"repair\",\"building\":121},{\"do\":\"stance\",\"units\":[159],\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2515, "completion_tokens": 291, "total_tokens": 2806, "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": 0.00794, "upstream_inference_prompt_cost": 0.00503, "upstream_inference_completions_cost": 0.00291}, "completion_tokens_details": {"reasoning_tokens": 43, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.17, "thoughts": "Enemy infantry squad is near our base at (91,12), threatening. Keep repairing CY, place ready power plant, continue training tanks and set defensive stance for our lone tank until reinforcements arrive.", "notes": "Enemy infantry/rocket squad (~11 units) at (91,12) near our base, likely probing. Defend with tanks as they finish, keep building power/proc/tent. Enemy main base likely at (12,16), far away - hold defense until 8+ tanks ready then push.", "commands": [{"do": "place", "item": "powr"}, {"do": "repair", "building": 121}, {"do": "stance", "units": [159], "stance": "defend"}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "repair #121: ordered", "stance: 1 units", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 4800, "units_killed": 1, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 9200, "army_value": 700, "income": 4300, "experience": 3, "order_count": 43}}
{"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 $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $4800 (2 units, 4 bldgs), lost $300 (1 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: proc 64%; Building: proc 0%; Building: powr 0%; Building: tent 0%; Vehicle: harv 61%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 36%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(91,13)95% #136@(91,12) #137@(91,13) #138@(91,12) #148@(91,13)76% #149@(91,13)\n  e3 (Rocket Soldier) x6: #139@(91,12) #142@(90,12) #143@(91,12) #145@(91,12) #154@(89,12) #160@(34,24)\n  harv (Ore Truck (harvester)) x1: #132@(17,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - rally #146: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Main army ~12 units east near (91,12). Pushing to enemy base (95,11). No visible enemy yet though 4 bldgs already killed. Cash $0 - economy critical, proc building, harv queued. #160 e3 and #154 e3 lagging behind, gathering via all_army order.", "raw": "{\"thoughts\": \"Army of ~12 is gathered near (91,12) with the enemy start at (95,11) but nothing visible, so I should push in to reveal and destroy their base. Economy is at $0, so I'll keep the harvester mining and continue the in-progress refinery/harvester builds.\", \"notes\": \"Main army pushing east to enemy base (95,11). Economy critical ($0), 1 harv mining, proc 64% + harv 61% in progress. Lone e3 #160 west near (34,24).\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1881, "completion_tokens": 716, "total_tokens": 2597, "cost": 0.001197708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001197708, "upstream_inference_prompt_cost": 0.000338508, "upstream_inference_completions_cost": 0.0008592}, "completion_tokens_details": {"reasoning_tokens": 556, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.26, "thoughts": "Army of ~12 is gathered near (91,12) with the enemy start at (95,11) but nothing visible, so I should push in to reveal and destroy their base. Economy is at $0, so I'll keep the harvester mining and continue the in-progress refinery/harvester builds.", "notes": "Main army pushing east to enemy base (95,11). Economy critical ($0), 1 harv mining, proc 64% + harv 61% in progress. Lone e3 #160 west near (34,24).", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 12 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4800, "deaths_cost": 300, "units_killed": 2, "units_lost": 1, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2000, "experience": 48, "order_count": 68}}
{"tick": 6601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1 + stored ore $85 (storage 2000), power 158 made / 60 used, harvesters 2.\nSCORE: assets $7600, army $3600, killed $300 (1 units, 0 bldgs), lost $7400 (2 units, 7 bldgs). Map explored 7.2%.\nPRODUCTION: Vehicle: 1tnk 16%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 100%, #133 powr@(95,8) 58%, #144 powr@(97,8) 100%, #150 weap@(96,15) 95%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #159@(95,16) #163@(96,16)*\n  harv (Ore Truck (harvester)) x2: #131@(107,23) #141@(99,21)\nVISIBLE ENEMY UNITS (11):\n  #135 e1@(92,12) 90%, #136 e1@(93,11) 100%, #137 e1@(92,12) 97%, #138 e1@(92,12) 98%, #139 e3@(92,12) 66%, #142 e3@(91,11) 100%, #143 e3@(93,11) 100%, #145 e3@(93,11) 100%, #148 e1@(93,11) 76%, #149 e1@(92,13) 100%, #154 e3@(92,11) 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  - repair #121: ordered\n  - stance: 1 units\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry/rocket squad (~11 units) at (91,12) near our base, likely probing. Defend with tanks as they finish, keep building power/proc/tent. Enemy main base likely at (12,16), far away - hold defense until 8+ tanks ready then push.", "raw": "{\"thoughts\":\"Enemy infantry swarm near our base (91-93,11-13). We only have 2 tanks; risky to engage directly but must defend. Keep tanks near base defending, continue tank production, queue more power/economy.\",\"notes\":\"Enemy infantry/rocket squad (~11 units) at (91-93,11-13) near our base. Defend with tanks, keep producing 1tnk. Enemy main base at (12,16) far away - push once we have 8+ tanks.\",\"commands\":[{\"do\":\"stance\",\"units\":[159,163],\"stance\":\"defend\"},{\"do\":\"move\",\"units\":[159,163],\"x\":95,\"y\":13},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2365, "completion_tokens": 284, "total_tokens": 2649, "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": 0.00757, "upstream_inference_prompt_cost": 0.00473, "upstream_inference_completions_cost": 0.00284}, "completion_tokens_details": {"reasoning_tokens": 47, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.27, "thoughts": "Enemy infantry swarm near our base (91-93,11-13). We only have 2 tanks; risky to engage directly but must defend. Keep tanks near base defending, continue tank production, queue more power/economy.", "notes": "Enemy infantry/rocket squad (~11 units) at (91-93,11-13) near our base. Defend with tanks, keep producing 1tnk. Enemy main base at (12,16) far away - push once we have 8+ tanks.", "commands": [{"do": "stance", "units": [159, 163], "stance": "defend"}, {"do": "move", "units": [159, 163], "x": 95, "y": 13}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["stance: 2 units", "move: 2 units", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 7400, "units_killed": 1, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 7, "assets_value": 7600, "army_value": 1400, "income": 4000, "experience": 3, "order_count": 47}}
{"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 $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3700, killed $7400 (2 units, 7 bldgs), lost $300 (1 units, 0 bldgs). Map explored 21.9%.\nPRODUCTION: Building: proc 75%; Building: proc 0%; Building: powr 0%; Building: tent 0%; Vehicle: harv 76%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 1%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(92,12)90% #136@(93,11) #137@(92,12)97% #138@(92,12)98% #148@(93,11)76% #149@(92,13) #162@(16,15) #164@(13,14)\n  e3 (Rocket Soldier) x6: #139@(92,12)66% #142@(91,11) #143@(93,11) #145@(93,11) #154@(92,11) #160@(45,24)\n  harv (Ore Truck (harvester)) x1: #132@(10,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #133 powr@(95,8) 58%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\nYOUR NOTES FROM LAST TURN: Main army pushing east to enemy base (95,11). Economy critical ($0), 1 harv mining, proc 64% + harv 61% in progress. Lone e3 #160 west near (34,24).", "raw": "{\"thoughts\": \"Army of 12 is at the enemy base with the enemy power plant at 58%. Cash is $0 so nothing can start; harvester is mining and a proc/harv are nearly done. Push the army to destroy the power plant and keep pressing while economy recovers.\", \"notes\": \"Main army ~12 units at (92,12) attacking enemy base (95,11). Enemy powr #133 weak. Need income - proc 75% and harv 76% building.\", \"commands\": [{\"do\":\"attack\",\"units\":[135,136,137,138,139,142,143,145,148,149,154],\"target\":133},{\"do\":\"rally\",\"building\":146,\"x\":92,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1863, "completion_tokens": 375, "total_tokens": 2238, "cost": 0.000783108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000783108, "upstream_inference_prompt_cost": 0.000333108, "upstream_inference_completions_cost": 0.00045}, "completion_tokens_details": {"reasoning_tokens": 196, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.81, "thoughts": "Army of 12 is at the enemy base with the enemy power plant at 58%. Cash is $0 so nothing can start; harvester is mining and a proc/harv are nearly done. Push the army to destroy the power plant and keep pressing while economy recovers.", "notes": "Main army ~12 units at (92,12) attacking enemy base (95,11). Enemy powr #133 weak. Need income - proc 75% and harv 76% building.", "commands": [{"do": "attack", "units": [135, 136, 137, 138, 139, 142, 143, 145, 148, 149, 154], "target": 133}, {"do": "rally", "building": 146, "x": 92, "y": 11}, {"do": "rally", "building": 134, "x": 92, "y": 11}], "feedback": ["attack: 11 units", "rally #146: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 7400, "deaths_cost": 300, "units_killed": 2, "units_lost": 1, "buildings_killed": 7, "buildings_lost": 0, "assets_value": 9900, "army_value": 2600, "income": 2500, "experience": 74, "order_count": 68}}
{"tick": 6801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $305 (storage 2000), power 100 made / 60 used, harvesters 2.\nSCORE: assets $5900, army $2200, killed $600 (2 units, 0 bldgs), lost $9100 (4 units, 8 bldgs). Map explored 7.2%.\nPRODUCTION: Vehicle: 1tnk 31%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 100%, #144 powr@(97,8) 100%, #150 weap@(96,15) 90%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(100,16) #141@(98,12)\nVISIBLE ENEMY UNITS (10):\n  #135 e1@(92,12) 75%, #136 e1@(93,11) 98%, #137 e1@(92,12) 62%, #138 e1@(92,12) 96%, #142 e3@(91,11) 100%, #143 e3@(93,11) 100%, #145 e3@(93,11) 96%, #148 e1@(93,11) 55%, #149 e1@(92,12) 98%, #154 e3@(92,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\n  - move: 2 units\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry/rocket squad (~11 units) at (91-93,11-13) near our base. Defend with tanks, keep producing 1tnk. Enemy main base at (12,16) far away - push once we have 8+ tanks.", "raw": "{\"thoughts\":\"Enemy infantry swarm is right next to our base, threatening buildings. We have no combat units yet, only harvesters and tanks in production. Keep pumping tanks and get first one out ASAP to defend; harvesters should keep working.\",\"notes\":\"Enemy infantry/rocket squad (~10 units) at (91-93,11-13) near our base, no buildings visible yet. Enemy main base far at (12,16). Need tanks fast to defend, then push west once 8+ tanks ready.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":141}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2304, "completion_tokens": 312, "total_tokens": 2616, "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": 0.007728, "upstream_inference_prompt_cost": 0.004608, "upstream_inference_completions_cost": 0.00312}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.56, "thoughts": "Enemy infantry swarm is right next to our base, threatening buildings. We have no combat units yet, only harvesters and tanks in production. Keep pumping tanks and get first one out ASAP to defend; harvesters should keep working.", "notes": "Enemy infantry/rocket squad (~10 units) at (91-93,11-13) near our base, no buildings visible yet. Enemy main base far at (12,16). Need tanks fast to defend, then push west once 8+ tanks ready.", "commands": [{"do": "train", "item": "1tnk", "count": 3}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 141}], "feedback": ["train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 9100, "units_killed": 2, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 8, "assets_value": 5900, "army_value": 0, "income": 4300, "experience": 6, "order_count": 50}}
{"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 $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3400, killed $9100 (4 units, 8 bldgs), lost $600 (2 units, 0 bldgs). Map explored 22.6%.\nPRODUCTION: Building: proc 75%; Building: proc 0%; Building: powr 0%; Building: tent 0%; Vehicle: harv 76%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 1%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(92,12)75% #136@(93,11)98% #137@(92,12)62% #138@(92,12)96% #148@(93,11)55% #149@(92,12)98%* #162@(26,20) #164@(23,19)\n  e3 (Rocket Soldier) x5: #142@(91,11)* #143@(93,11) #145@(93,11)96% #154@(92,11)* #160@(54,28)\n  harv (Ore Truck (harvester)) x1: #132@(5,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 11 units\n  - rally #146: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Main army ~12 units at (92,12) attacking enemy base (95,11). Enemy powr #133 weak. Need income - proc 75% and harv 76% building.", "raw": "{\"thoughts\":\"Enemy base area (92,12) shows no visible enemy troops/buildings \u2014 my main force likely cleared or the intel is stale. I'm broke ($0) with proc 75% and a harvester 76% coming; need to keep economy flowing. Send idle harvester to mine and push all army toward the enemy start to finish off remaining buildings.\",\"notes\":\"Main army ~11 units near (92,12) attacking enemy base (95,11). Enemy units/buildings no longer visible there. proc 75%, harv 76% in production. Cash $0 - prioritize income, send harv #132 to mine.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1857, "completion_tokens": 697, "total_tokens": 2554, "cost": 0.001167708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001167708, "upstream_inference_prompt_cost": 0.000331308, "upstream_inference_completions_cost": 0.0008364}, "completion_tokens_details": {"reasoning_tokens": 515, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.89, "thoughts": "Enemy base area (92,12) shows no visible enemy troops/buildings \u2014 my main force likely cleared or the intel is stale. I'm broke ($0) with proc 75% and a harvester 76% coming; need to keep economy flowing. Send idle harvester to mine and push all army toward the enemy start to finish off remaining buildings.", "notes": "Main army ~11 units near (92,12) attacking enemy base (95,11). Enemy units/buildings no longer visible there. proc 75%, harv 76% in production. Cash $0 - prioritize income, send harv #132 to mine.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "build", "item": "proc"}], "feedback": ["attack_move: 13 units", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 600, "units_killed": 4, "units_lost": 2, "buildings_killed": 8, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2500, "experience": 91, "order_count": 68}}
{"tick": 7001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $631 (storage 2000), power 30 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $5900, army $2200, killed $600 (2 units, 0 bldgs), lost $9100 (4 units, 8 bldgs). Map explored 7.2%.\nPRODUCTION: Vehicle: 1tnk 67%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 100%, #144 powr@(97,8) 30%, #150 weap@(96,15) 51%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(98,15) #141@(104,22)\nVISIBLE ENEMY UNITS (10):\n  #135 e1@(92,12) 75%, #136 e1@(93,11) 98%, #137 e1@(92,12) 62%, #138 e1@(92,12) 96%, #142 e3@(93,10) 100%, #143 e3@(93,11) 100%, #145 e3@(93,11) 96%, #148 e1@(93,11) 55%, #149 e1@(93,12) 98%, #154 e3@(93,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry/rocket squad (~10 units) at (91-93,11-13) near our base, no buildings visible yet. Enemy main base far at (12,16). Need tanks fast to defend, then push west once 8+ tanks ready.", "raw": "{\"thoughts\":\"Enemy infantry mass is right next to my base threatening buildings. I'm low on power slowing production. Need to build another power plant and defend with tanks as they come out. Also queue is way oversubscribed with 1tnk repeats - fine, will finish naturally.\",\"notes\":\"Enemy infantry/rocket squad (~10) at (91-93,11-13) near our base attacking. Buildings damaged: powr 30%, weap 51%. Need more power plants, repair buildings, defend with tanks as produced. Enemy main base far west (12,16), push there once army built up.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"repair\",\"building\":144},{\"do\":\"repair\",\"building\":150},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2347, "completion_tokens": 341, "total_tokens": 2688, "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": 0.008104, "upstream_inference_prompt_cost": 0.004694, "upstream_inference_completions_cost": 0.00341}, "completion_tokens_details": {"reasoning_tokens": 75, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.24, "thoughts": "Enemy infantry mass is right next to my base threatening buildings. I'm low on power slowing production. Need to build another power plant and defend with tanks as they come out. Also queue is way oversubscribed with 1tnk repeats - fine, will finish naturally.", "notes": "Enemy infantry/rocket squad (~10) at (91-93,11-13) near our base attacking. Buildings damaged: powr 30%, weap 51%. Need more power plants, repair buildings, defend with tanks as produced. Enemy main base far west (12,16), push there once army built up.", "commands": [{"do": "build", "item": "powr"}, {"do": "repair", "building": 144}, {"do": "repair", "building": 150}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "repair #144: ordered", "repair #150: ordered", "stance: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 9100, "units_killed": 2, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 8, "assets_value": 5900, "army_value": 0, "income": 4425, "experience": 6, "order_count": 53}}
{"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 $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3400, killed $9100 (4 units, 8 bldgs), lost $600 (2 units, 0 bldgs). Map explored 22.7%.\nPRODUCTION: Building: proc 75%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: tent 0%; Vehicle: harv 76%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 1%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(92,12)75% #136@(93,11)98% #137@(92,12)62% #138@(92,12)96% #148@(93,11)55% #149@(93,12)98% #162@(35,24) #164@(31,24)\n  e3 (Rocket Soldier) x5: #142@(93,10) #143@(93,11) #145@(93,11)96% #154@(93,11) #160@(63,26)\n  harv (Ore Truck (harvester)) x1: #132@(11,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Main army ~11 units near (92,12) attacking enemy base (95,11). Enemy units/buildings no longer visible there. proc 75%, harv 76% in production. Cash $0 - prioritize income, send harv #132 to mine.", "raw": "{\"thoughts\": \"Cash is at $0 and only one harvester, so economy is the bottleneck. My army already destroyed enemy buildings at (92,12) with none visible; I should send them to sweep the enemy base area for remaining structures while the harvester mines and production queues keep running.\", \"notes\": \"No enemy visible at (92,12); 8 enemy bldgs already killed. Main army sweeping enemy base ~(95,11) and inward. Need income - harv #132 mining. proc75%/harv76%.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"attack_move\", \"units\": [135, 136, 137, 138, 148, 149, 142, 143, 145, 154], \"x\": 100, \"y\": 12}, {\"do\": \"move\", \"units\": [162, 164], \"x\": 60, \"y\": 24}, {\"do\": \"move\", \"units\": [160], \"x\": 92, \"y\": 12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1868, "completion_tokens": 591, "total_tokens": 2459, "cost": 0.001043808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001043808, "upstream_inference_prompt_cost": 0.000334608, "upstream_inference_completions_cost": 0.0007092}, "completion_tokens_details": {"reasoning_tokens": 353, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.78, "thoughts": "Cash is at $0 and only one harvester, so economy is the bottleneck. My army already destroyed enemy buildings at (92,12) with none visible; I should send them to sweep the enemy base area for remaining structures while the harvester mines and production queues keep running.", "notes": "No enemy visible at (92,12); 8 enemy bldgs already killed. Main army sweeping enemy base ~(95,11) and inward. Need income - harv #132 mining. proc75%/harv76%.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [135, 136, 137, 138, 148, 149, 142, 143, 145, 154], "x": 100, "y": 12}, {"do": "move", "units": [162, 164], "x": 60, "y": 24}, {"do": "move", "units": [160], "x": 92, "y": 12}], "feedback": ["attack_move: 10 units", "move: 2 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 600, "units_killed": 4, "units_lost": 2, "buildings_killed": 8, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2000, "experience": 91, "order_count": 69}}
{"tick": 7201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $520 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $5600, army $2200, killed $600 (2 units, 0 bldgs), lost $9400 (4 units, 9 bldgs). Map explored 7.2%.\nPRODUCTION: Vehicle: 1tnk 83%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 91%, #150 weap@(96,15) 8%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(103,24) #141@(108,23)\nVISIBLE ENEMY UNITS (10):\n  #135 e1@(92,12) 75%, #136 e1@(93,11) 98%, #137 e1@(92,12) 62%, #138 e1@(92,12) 96%, #142 e3@(93,10) 100%, #143 e3@(93,11) 100%, #145 e3@(93,11) 96%, #148 e1@(93,11) 55%, #149 e1@(93,12) 98%, #154 e3@(93,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - repair #144: ordered\n  - repair #150: ordered\n  - stance: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy infantry/rocket squad (~10) at (91-93,11-13) near our base attacking. Buildings damaged: powr 30%, weap 51%. Need more power plants, repair buildings, defend with tanks as produced. Enemy main base far west (12,16), push there once army built up.", "raw": "{\"thoughts\":\"Enemy infantry swarm is right at our base. We lack power and have only harvesters as units. Need to get power plant queued and defend with the tank in production. Cancel excess future 1tnk queue entries to save cash for repairs/power.\",\"notes\":\"Enemy infantry/rocket squad (~10) near (92-93,11) attacking base. No power plant built yet - priority build powr. Buildings: proc 91%, weap 8%. Keep repairing. Enemy main base at (12,16), push once army built.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"repair\",\"building\":129},{\"do\":\"repair\",\"building\":150}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2405, "completion_tokens": 344, "total_tokens": 2749, "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": 0.00825, "upstream_inference_prompt_cost": 0.00481, "upstream_inference_completions_cost": 0.00344}, "completion_tokens_details": {"reasoning_tokens": 123, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.98, "thoughts": "Enemy infantry swarm is right at our base. We lack power and have only harvesters as units. Need to get power plant queued and defend with the tank in production. Cancel excess future 1tnk queue entries to save cash for repairs/power.", "notes": "Enemy infantry/rocket squad (~10) near (92-93,11) attacking base. No power plant built yet - priority build powr. Buildings: proc 91%, weap 8%. Keep repairing. Enemy main base at (12,16), push once army built.", "commands": [{"do": "build", "item": "powr"}, {"do": "repair", "building": 129}, {"do": "repair", "building": 150}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "repair #129: ordered", "repair #150: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 9400, "units_killed": 2, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 9, "assets_value": 5600, "army_value": 0, "income": 3900, "experience": 6, "order_count": 53}}
{"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 $92 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $9400 (4 units, 9 bldgs), lost $600 (2 units, 0 bldgs). Map explored 22.7%.\nPRODUCTION: Building: proc 85%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: tent 0%; Vehicle: harv 88%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 36%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(92,12)75% #136@(93,11)98% #137@(92,12)62% #138@(92,12)96% #148@(93,11)55% #149@(93,12)98% #162@(45,24) #164@(41,22) #165@(12,14)\n  e3 (Rocket Soldier) x5: #142@(93,10) #143@(93,11) #145@(93,11)96% #154@(93,11) #160@(71,18)\n  harv (Ore Truck (harvester)) x1: #132@(17,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - move: 2 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: No enemy visible at (92,12); 8 enemy bldgs already killed. Main army sweeping enemy base ~(95,11) and inward. Need income - harv #132 mining. proc75%/harv76%.", "raw": "{\"thoughts\": \"Most production queues are already full; my main concern is finishing off the enemy base and keeping economy alive on $0 cash. The 9 rifle/5 rocket squad near (92,12) should sweep toward the enemy HQ at (95,11), and I'll pull the scattered infantry forward too. Keep harv mining and stay ready to place the queued refinery.\", \"notes\": \"Main army (~92,12) sweeping enemy base at (95,11); 9 enemy bldgs already killed. Scattered e1 at 160/162/164 moving to front, 165 guarding base. Vehicle queue = harvesters first (harv 88%), Building queue = proc 85% then more.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[135,136,137,138,142,143,145,148,149,154],\"x\":96,\"y\":11},{\"do\":\"attack_move\",\"units\":[160,162,164],\"x\":90,\"y\":14},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":146,\"x\":40,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1871, "completion_tokens": 819, "total_tokens": 2690, "cost": 0.001318308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001318308, "upstream_inference_prompt_cost": 0.000335508, "upstream_inference_completions_cost": 0.0009828}, "completion_tokens_details": {"reasoning_tokens": 540, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.01, "thoughts": "Most production queues are already full; my main concern is finishing off the enemy base and keeping economy alive on $0 cash. The 9 rifle/5 rocket squad near (92,12) should sweep toward the enemy HQ at (95,11), and I'll pull the scattered infantry forward too. Keep harv mining and stay ready to place the queued refinery.", "notes": "Main army (~92,12) sweeping enemy base at (95,11); 9 enemy bldgs already killed. Scattered e1 at 160/162/164 moving to front, 165 guarding base. Vehicle queue = harvesters first (harv 88%), Building queue = proc 85% then more.", "commands": [{"do": "attack_move", "units": [135, 136, 137, 138, 142, 143, 145, 148, 149, 154], "x": 96, "y": 11}, {"do": "attack_move", "units": [160, 162, 164], "x": 90, "y": 14}, {"do": "harvest", "unit": 132}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 146, "x": 40, "y": 20}], "feedback": ["attack_move: 10 units", "attack_move: 3 units", "train 1x harv: queued", "train 5x e1: queued", "train 3x e3: queued", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9400, "deaths_cost": 600, "units_killed": 4, "units_lost": 2, "buildings_killed": 9, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2500, "experience": 94, "order_count": 69}}
{"tick": 7401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 $1 + stored ore $1099 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $3600, army $2200, killed $600 (2 units, 0 bldgs), lost $11400 (4 units, 10 bldgs). Map explored 7.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 9%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(103,21) #141@(101,16)\nVISIBLE ENEMY UNITS (10):\n  #135 e1@(94,12) 75%, #136 e1@(94,11) 98%, #137 e1@(93,12) 62%, #138 e1@(94,12) 96%, #142 e3@(93,10) 100%, #143 e3@(93,11) 100%, #145 e3@(93,11) 96%, #148 e1@(94,11) 55%, #149 e1@(94,12) 98%, #154 e3@(93,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - repair #129: ordered\n  - repair #150: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/rocket squad (~10) near (92-93,11) attacking base. No power plant built yet - priority build powr. Buildings: proc 91%, weap 8%. Keep repairing. Enemy main base at (12,16), push once army built.", "raw": "{\"thoughts\":\"Base nearly destroyed, only proc remains under attack by enemy infantry. No construction yard means no building queue. Try to save harvesters by moving them away from danger.\",\"notes\":\"Base almost wiped out - only proc@9% left, no fact/cy. Enemy infantry swarm at (93-94,11-12). Need to survive; move harvesters away, hope proc survives repair. If we lose everything, game likely lost.\",\"commands\":[{\"do\":\"move\",\"units\":[131,141],\"x\":103,\"y\":25}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1936, "completion_tokens": 289, "total_tokens": 2225, "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": 0.006762, "upstream_inference_prompt_cost": 0.003872, "upstream_inference_completions_cost": 0.00289}, "completion_tokens_details": {"reasoning_tokens": 109, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.36, "thoughts": "Base nearly destroyed, only proc remains under attack by enemy infantry. No construction yard means no building queue. Try to save harvesters by moving them away from danger.", "notes": "Base almost wiped out - only proc@9% left, no fact/cy. Enemy infantry swarm at (93-94,11-12). Need to survive; move harvesters away, hope proc survives repair. If we lose everything, game likely lost.", "commands": [{"do": "move", "units": [131, 141], "x": 103, "y": 25}], "feedback": ["move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 11400, "units_killed": 2, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 10, "assets_value": 3600, "army_value": 0, "income": 3900, "experience": 6, "order_count": 53}}
{"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 $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $11400 (4 units, 10 bldgs), lost $600 (2 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Building: proc 87%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: tent 0%; Vehicle: harv 91%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 66%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(94,12)75% #136@(94,11)98% #137@(93,12)62% #138@(94,12)96% #148@(94,11)55% #149@(94,12)98% #162@(54,28) #164@(50,26) #165@(22,18)\n  e3 (Rocket Soldier) x5: #142@(93,10) #143@(93,11) #145@(93,11)96% #154@(93,11) #160@(79,14)\n  harv (Ore Truck (harvester)) x1: #132@(20,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #129 proc@(98,11) 9%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack_move: 3 units\n  - train 1x harv: queued\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: Main army (~92,12) sweeping enemy base at (95,11); 9 enemy bldgs already killed. Scattered e1 at 160/162/164 moving to front, 165 guarding base. Vehicle queue = harvesters first (harv 88%), Building queue = proc 85% then more.", "raw": "{\n  \"thoughts\": \"Main army is on top of the enemy base and their last visible building (proc) is nearly dead. I'll finish it and sweep for any remaining structures while keeping harvester production going to fix my $0 economy.\",\n  \"notes\": \"Army attacking enemy proc @(98,11). Enemy base essentially destroyed (10 bldgs killed). Cash $0 -> prioritize harvesters/economy. Next: rebuild econ, then push any remaining enemy buildings.\",\n  \"commands\": [\n    {\"do\": \"attack_move\", \"units\": [135,136,137,138,148,149,142,143,145,154], \"x\": 100, \"y\": 11},\n    {\"do\": \"attack_move\", \"units\": [160,162,164], \"x\": 96, \"y\": 12},\n    {\"do\": \"rally\", \"building\": 146, \"x\": 94, \"y\": 12},\n    {\"do\": \"rally\", \"building\": 134, \"x\": 94, \"y\": 12},\n    {\"do\": \"train\", \"item\": \"e3\", \"count\": 3},\n    {\"do\": \"train\", \"item\": \"e1\", \"count\": 3},\n    {\"do\": \"harvest\", \"unit\": 132}\n  ]\n}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2000, "completion_tokens": 842, "total_tokens": 2842, "cost": 0.001384608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001384608, "upstream_inference_prompt_cost": 0.000374208, "upstream_inference_completions_cost": 0.0010104}, "completion_tokens_details": {"reasoning_tokens": 553, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.88, "thoughts": "Main army is on top of the enemy base and their last visible building (proc) is nearly dead. I'll finish it and sweep for any remaining structures while keeping harvester production going to fix my $0 economy.", "notes": "Army attacking enemy proc @(98,11). Enemy base essentially destroyed (10 bldgs killed). Cash $0 -> prioritize harvesters/economy. Next: rebuild econ, then push any remaining enemy buildings.", "commands": [{"do": "attack_move", "units": [135, 136, 137, 138, 148, 149, 142, 143, 145, 154], "x": 100, "y": 11}, {"do": "attack_move", "units": [160, 162, 164], "x": 96, "y": 12}, {"do": "rally", "building": 146, "x": 94, "y": 12}, {"do": "rally", "building": 134, "x": 94, "y": 12}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 10 units", "attack_move: 3 units", "rally #146: ordered", "rally #134: ordered", "train 3x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 11400, "deaths_cost": 600, "units_killed": 4, "units_lost": 2, "buildings_killed": 10, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2500, "experience": 114, "order_count": 78}}
