{"tick": 1, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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\": \"First turn: deploy the MCV to get a Construction Yard, then start the standard Soviet opening with a power plant. We'll follow with an ore refinery for income.\", \"notes\": \"Opening build order: deploy MCV -> powr -> proc -> barracks -> proc/weap. Base at (95,11), enemy likely at (12,16).\", \"commands\": [{\"do\": \"deploy\", \"unit\": 119}, {\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 227, "total_tokens": 1372, "cost": 0.000390108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000390108, "upstream_inference_prompt_cost": 0.000117708, "upstream_inference_completions_cost": 0.0002724}, "completion_tokens_details": {"reasoning_tokens": 114, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.8, "thoughts": "First turn: deploy the MCV to get a Construction Yard, then start the standard Soviet opening with a power plant. We'll follow with an ore refinery for income.", "notes": "Opening build order: deploy MCV -> powr -> proc -> barracks -> proc/weap. Base at (95,11), enemy likely at (12,16).", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy MCV to start base, then build power plant.\",\"notes\":\"Start base at (12,16). Enemy likely at (95,11). Plan: powr->proc->tent->weap. Expand economy first.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1644, "completion_tokens": 111, "total_tokens": 1755, "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": 0.004398, "upstream_inference_prompt_cost": 0.003288, "upstream_inference_completions_cost": 0.00111}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.46, "thoughts": "Deploy MCV to start base, then build power plant.", "notes": "Start base at (12,16). Enemy likely at (95,11). Plan: powr->proc->tent->weap. Expand economy first.", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening build order: deploy MCV -> powr -> proc -> barracks -> proc/weap. Base at (95,11), enemy likely at (12,16).", "raw": "{\"thoughts\": \"Opening is underway: Construction Yard deployed and Power Plant started. Queue the Ore Refinery next to get income flowing, then barracks.\", \"notes\": \"Base (95,11), enemy likely (12,16). Build order: powr -> proc -> barr -> weap/2nd proc. Deploy done.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1186, "completion_tokens": 278, "total_tokens": 1464, "cost": 0.000463608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000463608, "upstream_inference_prompt_cost": 0.000130008, "upstream_inference_completions_cost": 0.0003336}, "completion_tokens_details": {"reasoning_tokens": 193, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.72, "thoughts": "Opening is underway: Construction Yard deployed and Power Plant started. Queue the Ore Refinery next to get income flowing, then barracks.", "notes": "Base (95,11), enemy likely (12,16). Build order: powr -> proc -> barr -> weap/2nd proc. Deploy done.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "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: Multi1, faction france (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: Start base at (12,16). Enemy likely at (95,11). Plan: powr->proc->tent->weap. Expand economy first.", "raw": "{\"thoughts\":\"Continue base setup, wait for construction yard and power plant to complete, then queue refinery.\",\"notes\":\"Start base at (12,16). Enemy at (95,11). Plan: powr->proc->tent->weap. Building fact now, powr queued.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1705, "completion_tokens": 97, "total_tokens": 1802, "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": 0.00438, "upstream_inference_prompt_cost": 0.00341, "upstream_inference_completions_cost": 0.00097}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.62, "thoughts": "Continue base setup, wait for construction yard and power plant to complete, then queue refinery.", "notes": "Start base at (12,16). Enemy at (95,11). Plan: powr->proc->tent->weap. Building fact now, powr queued.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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: fenc Wire Fence $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 proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base (95,11), enemy likely (12,16). Build order: powr -> proc -> barr -> weap/2nd proc. Deploy done.", "raw": "{\"thoughts\": \"Just deployed; only Power Plant available. Start the standard Soviet opening: power first, then refinery and barracks. Nothing else to spend on yet.\", \"notes\": \"Base (95,11), enemy likely (12,16). Opening: powr -> proc -> barr -> weap. Cash 5000, spend down as queues open.\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1185, "completion_tokens": 159, "total_tokens": 1344, "cost": 0.000245244, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 1024, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000245244, "upstream_inference_prompt_cost": 5.4444e-05, "upstream_inference_completions_cost": 0.0001908}, "completion_tokens_details": {"reasoning_tokens": 68, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.67, "thoughts": "Just deployed; only Power Plant available. Start the standard Soviet opening: power first, then refinery and barracks. Nothing else to spend on yet.", "notes": "Base (95,11), enemy likely (12,16). Opening: powr -> proc -> barr -> weap. Cash 5000, spend down as queues open.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": "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: Multi1, faction france (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\nYOUR NOTES FROM LAST TURN: Start base at (12,16). Enemy at (95,11). Plan: powr->proc->tent->weap. Building fact now, powr queued.", "raw": "{\"thoughts\":\"Construction Yard already placed. Start economy: power plant then refinery.\",\"notes\":\"Base at (12,16), enemy at (95,11). Build powr->proc->tent->weap next.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1665, "completion_tokens": 125, "total_tokens": 1790, "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": 0.00458, "upstream_inference_prompt_cost": 0.00333, "upstream_inference_completions_cost": 0.00125}, "completion_tokens_details": {"reasoning_tokens": 35, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.65, "thoughts": "Construction Yard already placed. Start economy: power plant then refinery.", "notes": "Base at (12,16), enemy at (95,11). Build powr->proc->tent->weap next.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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: fenc Wire Fence $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: Base (95,11), enemy likely (12,16). Opening: powr -> proc -> barr -> weap. Cash 5000, spend down as queues open.", "raw": "{\"thoughts\": \"Opening turn: place the ready power plant and immediately start the ore refinery to get income flowing.\", \"notes\": \"Base (95,11), enemy likely (12,16). Opening: powr(placed) -> proc -> barr/tent -> weap. Cash was 4700.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":93,\"y\":9},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1184, "completion_tokens": 143, "total_tokens": 1327, "cost": 0.000225744, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 1024, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000225744, "upstream_inference_prompt_cost": 5.4144e-05, "upstream_inference_completions_cost": 0.0001716}, "completion_tokens_details": {"reasoning_tokens": 46, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.07, "thoughts": "Opening turn: place the ready power plant and immediately start the ore refinery to get income flowing.", "notes": "Base (95,11), enemy likely (12,16). Opening: powr(placed) -> proc -> barr/tent -> weap. Cash was 4700.", "commands": [{"do": "place", "item": "powr", "x": 93, "y": 9}, {"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": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "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: Multi1, faction france (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: Base at (12,16), enemy at (95,11). Build powr->proc->tent->weap next.", "raw": "{\"thoughts\":\"Place power plant, then build refinery and continue economy buildup.\",\"notes\":\"Base at (12,16), enemy at (95,11). Build powr->place->proc->tent->weap next.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1689, "completion_tokens": 104, "total_tokens": 1793, "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": 0.004418, "upstream_inference_prompt_cost": 0.003378, "upstream_inference_completions_cost": 0.00104}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.39, "thoughts": "Place power plant, then build refinery and continue economy buildup.", "notes": "Base at (12,16), enemy at (95,11). Build powr->place->proc->tent->weap next.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $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 (95,11), enemy likely (12,16). Opening: powr(placed) -> proc -> barr/tent -> weap. Cash was 4700.", "raw": "{\"thoughts\": \"Only a Construction Yard and Power Plant exist; no economy yet. Start the Ore Refinery immediately now that it is available, then follow with barracks and a second refinery.\", \"notes\": \"Base (95,11), enemy likely (12,16). Opening: powr done -> building proc now -> barr -> proc/weap. Cash 4700.\", \"commands\": [{\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1248, "completion_tokens": 244, "total_tokens": 1492, "cost": 0.000403776, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000403776, "upstream_inference_prompt_cost": 0.000110976, "upstream_inference_completions_cost": 0.0002928}, "completion_tokens_details": {"reasoning_tokens": 146, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.41, "thoughts": "Only a Construction Yard and Power Plant exist; no economy yet. Start the Ore Refinery immediately now that it is available, then follow with barracks and a second refinery.", "notes": "Base (95,11), enemy likely (12,16). Opening: powr done -> building proc now -> barr -> proc/weap. Cash 4700.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "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: Multi1, faction france (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: Base at (12,16), enemy at (95,11). Build powr->place->proc->tent->weap next.", "raw": "{\"thoughts\":\"Continue economy buildup: build ore refinery then barracks.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building proc next, then tent, then weap. No units yet.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1789, "completion_tokens": 92, "total_tokens": 1881, "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": 0.004498, "upstream_inference_prompt_cost": 0.003578, "upstream_inference_completions_cost": 0.00092}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.93, "thoughts": "Continue economy buildup: build ore refinery then barracks.", "notes": "Base at (12,16), enemy at (95,11). Building proc next, then tent, then weap. No units yet.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base (95,11), enemy likely (12,16). Opening: powr done -> building proc now -> barr -> proc/weap. Cash 4700.", "raw": "{\"thoughts\": \"Opening is on track: power done, refinery building. Nothing to queue until the refinery finishes since only one building at a time. Cash is healthy ($4375) for a barracks and war factory next.\", \"notes\": \"Base (95,11), enemy likely (12,16). Next: proc -> barr -> weap -> powr/proc2. Keep cash spent.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1222, "completion_tokens": 261, "total_tokens": 1483, "cost": 0.000454008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000454008, "upstream_inference_prompt_cost": 0.000140808, "upstream_inference_completions_cost": 0.0003132}, "completion_tokens_details": {"reasoning_tokens": 173, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.73, "thoughts": "Opening is on track: power done, refinery building. Nothing to queue until the refinery finishes since only one building at a time. Cash is healthy ($4375) for a barracks and war factory next.", "notes": "Base (95,11), enemy likely (12,16). Next: proc -> barr -> weap -> powr/proc2. Keep cash spent.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi1", "model": "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Building proc next, then tent, then weap. No units yet.", "raw": "{\"thoughts\":\"Continue economic buildup: proc is building, queue barracks next for infantry production.\",\"notes\":\"Base at (12,16), enemy at (95,11). proc building. Next: tent, then powr, then weap. Build harvester economy first.\",\"commands\":[{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1742, "completion_tokens": 106, "total_tokens": 1848, "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": 0.004544, "upstream_inference_prompt_cost": 0.003484, "upstream_inference_completions_cost": 0.00106}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.86, "thoughts": "Continue economic buildup: proc is building, queue barracks next for infantry production.", "notes": "Base at (12,16), enemy at (95,11). proc building. Next: tent, then powr, then weap. Build harvester economy first.", "commands": [{"do": "build", "item": "tent"}], "feedback": ["build tent: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $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 (95,11), enemy likely (12,16). Next: proc -> barr -> weap -> powr/proc2. Keep cash spent.", "raw": "{\"thoughts\": \"Economy opening is underway: refinery at 47%, no units yet. Nothing else actionable until proc finishes; keep cash and wait.\", \"notes\": \"Base (95,11), enemy likely (12,16). After proc completes: place it, then build barr -> weap, and keep cash spent. Continue with powr/proc2 as needed.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1204, "completion_tokens": 290, "total_tokens": 1494, "cost": 0.000445776, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000445776, "upstream_inference_prompt_cost": 9.7776e-05, "upstream_inference_completions_cost": 0.000348}, "completion_tokens_details": {"reasoning_tokens": 206, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.35, "thoughts": "Economy opening is underway: refinery at 47%, no units yet. Nothing else actionable until proc finishes; keep cash and wait.", "notes": "Base (95,11), enemy likely (12,16). After proc completes: place it, then build barr -> weap, and keep cash spent. Continue with powr/proc2 as needed.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%; 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: Base at (12,16), enemy at (95,11). proc building. Next: tent, then powr, then weap. Build harvester economy first.", "raw": "{\"thoughts\":\"Continue economy build-up: proc and tent underway. Queue more power and prepare barracks/war factory next.\",\"notes\":\"Base at (12,16), enemy at (95,11). proc+tent building. Next: powr, weap, harvesters, army buildup.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1759, "completion_tokens": 100, "total_tokens": 1859, "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": 0.004518, "upstream_inference_prompt_cost": 0.003518, "upstream_inference_completions_cost": 0.001}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.94, "thoughts": "Continue economy build-up: proc and tent underway. Queue more power and prepare barracks/war factory next.", "notes": "Base at (12,16), enemy at (95,11). proc+tent building. Next: powr, weap, harvesters, army buildup.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $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 (95,11), enemy likely (12,16). After proc completes: place it, then build barr -> weap, and keep cash spent. Continue with powr/proc2 as needed.", "raw": "{\"thoughts\": \"Refinery is currently at 70% completion. Waiting for it to finish so we can place it and immediately queue a Barracks followed by War Factory.\", \"notes\": \"Proc finishing soon. Next turn place proc, queue barr, then build weap.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1242, "completion_tokens": 235, "total_tokens": 1477, "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": 0.0036255, "upstream_inference_prompt_cost": 0.001863, "upstream_inference_completions_cost": 0.0017625}, "completion_tokens_details": {"reasoning_tokens": 174, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.87, "thoughts": "Refinery is currently at 70% completion. Waiting for it to finish so we can place it and immediately queue a Barracks followed by War Factory.", "notes": "Proc finishing soon. Next turn place proc, queue barr, then build weap.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%; 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: Base at (12,16), enemy at (95,11). proc+tent building. Next: powr, weap, harvesters, army buildup.", "raw": "{\"thoughts\":\"Continue building economy; queue power plant after current builds, keep going.\",\"notes\":\"Base at (12,16), enemy at (95,11). proc+tent building. Next: powr, weap, harvesters, army buildup.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1728, "completion_tokens": 100, "total_tokens": 1828, "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": 0.004456, "upstream_inference_prompt_cost": 0.003456, "upstream_inference_completions_cost": 0.001}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.91, "thoughts": "Continue building economy; queue power plant after current builds, keep going.", "notes": "Base at (12,16), enemy at (95,11). proc+tent building. Next: powr, weap, harvesters, army buildup.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc finishing soon. Next turn place proc, queue barr, then build weap.", "raw": "{\"thoughts\": \"Ore Refinery is nearly complete (94%). Nothing new can be queued in the Building tab until it finishes. Wait one turn, then place it and immediately queue the barracks.\", \"notes\": \"Place proc next turn, then queue barr -> weap. Goal opening: powr, proc, barr, weap, proc#2.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1189, "completion_tokens": 538, "total_tokens": 1727, "cost": 0.000738876, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000738876, "upstream_inference_prompt_cost": 9.3276e-05, "upstream_inference_completions_cost": 0.0006456}, "completion_tokens_details": {"reasoning_tokens": 458, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.61, "thoughts": "Ore Refinery is nearly complete (94%). Nothing new can be queued in the Building tab until it finishes. Wait one turn, then place it and immediately queue the barracks.", "notes": "Place proc next turn, then queue barr -> weap. Goal opening: powr, proc, barr, weap, proc#2.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi1", "model": "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; 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  #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 powr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). proc+tent building. Next: powr, weap, harvesters, army buildup.", "raw": "{\"thoughts\":\"Continue building economy: proc and tent are in progress, powr queued. Once ready, place them and expand.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building proc, powr, tent. Next: place buildings when ready, build weap, train harvesters and army.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1767, "completion_tokens": 106, "total_tokens": 1873, "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": 0.004594, "upstream_inference_prompt_cost": 0.003534, "upstream_inference_completions_cost": 0.00106}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.35, "thoughts": "Continue building economy: proc and tent are in progress, powr queued. Once ready, place them and expand.", "notes": "Base at (12,16), enemy at (95,11). Building proc, powr, tent. Next: place buildings when ready, build weap, train harvesters and army.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $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: Place proc next turn, then queue barr -> weap. Goal opening: powr, proc, barr, weap, proc#2.", "raw": "{\"thoughts\": \"Opening turn: place the ready Ore Refinery to get income and a free harvester, then start the Barracks and begin infantry production once it's up. Need to keep the queue busy.\", \"notes\": \"Placed proc. Next: barr -> weap -> powr#2 -> proc#2. Enemy likely at (12,16), west side.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1203, "completion_tokens": 268, "total_tokens": 1471, "cost": 0.000419076, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000419076, "upstream_inference_prompt_cost": 9.7476e-05, "upstream_inference_completions_cost": 0.0003216}, "completion_tokens_details": {"reasoning_tokens": 163, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.26, "thoughts": "Opening turn: place the ready Ore Refinery to get income and a free harvester, then start the Barracks and begin infantry production once it's up. Need to keep the queue busy.", "notes": "Placed proc. Next: barr -> weap -> powr#2 -> proc#2. Enemy likely at (12,16), west side.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "barr"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1801, "slot": "Multi1", "model": "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: Multi1, faction france (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: 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  #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: Base at (12,16), enemy at (95,11). Building proc, powr, tent. Next: place buildings when ready, build weap, train harvesters and army.", "raw": "{\"thoughts\":\"Place the ready proc, keep building power and barracks queued.\",\"notes\":\"Base at (12,16), enemy at (95,11). Placed proc; powr and tent building. Next: build weap, train harvester, army.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1750, "completion_tokens": 99, "total_tokens": 1849, "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": 0.00449, "upstream_inference_prompt_cost": 0.0035, "upstream_inference_completions_cost": 0.00099}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.87, "thoughts": "Place the ready proc, keep building power and barracks queued.", "notes": "Base at (12,16), enemy at (95,11). Placed proc; powr and tent building. Next: build weap, train harvester, army.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: barr 64%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Placed proc. Next: barr -> weap -> powr#2 -> proc#2. Enemy likely at (12,16), west side.", "raw": "{\"thoughts\": \"Barracks nearly done, economy is healthy at $2980. Continue the build order toward a War Factory for tanks, then add power and a second refinery. Nothing to attack yet; keep the harvester mining.\", \"notes\": \"Enemy likely west at (12,16). Build order: barr(done soon) -> weap -> powr#2 -> proc#2. Then train tanks + e3.\", \"commands\": [{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1290, "completion_tokens": 344, "total_tokens": 1634, "cost": 0.000536376, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000536376, "upstream_inference_prompt_cost": 0.000123576, "upstream_inference_completions_cost": 0.0004128}, "completion_tokens_details": {"reasoning_tokens": 228, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.21, "thoughts": "Barracks nearly done, economy is healthy at $2980. Continue the build order toward a War Factory for tanks, then add power and a second refinery. Nothing to attack yet; keep the harvester mining.", "notes": "Enemy likely west at (12,16). Build order: barr(done soon) -> weap -> powr#2 -> proc#2. Then train tanks + e3.", "commands": [{"do": "build", "item": "weap"}, {"do": "harvest", "unit": 131}], "feedback": ["build weap: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\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 3.6%.\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  #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)\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Placed proc; powr and tent building. Next: build weap, train harvester, army.", "raw": "{\"thoughts\":\"Place power plant, continue barracks, queue more economy and production buildings.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building powr, tent. Next: place powr, build proc#2, weap, train army.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1859, "completion_tokens": 117, "total_tokens": 1976, "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": 0.003718, "upstream_inference_completions_cost": 0.00117}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.43, "thoughts": "Place power plant, continue barracks, queue more economy and production buildings.", "notes": "Base at (12,16), enemy at (95,11). Building powr, tent. Next: place powr, build proc#2, weap, train army.", "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": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: barr READY TO PLACE; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy likely west at (12,16). Build order: barr(done soon) -> weap -> powr#2 -> proc#2. Then train tanks + e3.", "raw": "{\"thoughts\": \"Place the completed barracks to unlock infantry production. Continue building the War Factory and queue initial infantry for defense and scouting.\", \"notes\": \"Enemy likely at (12, 16). War Factory building. Next: train e1 scout to explore west, add e3, prepare second refinery or power plant.\", \"commands\": [{\"do\": \"place\", \"item\": \"barr\"}, {\"do\": \"train\", \"item\": \"e1\", \"count\": 2}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1330, "completion_tokens": 404, "total_tokens": 1734, "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": 0.005025, "upstream_inference_prompt_cost": 0.001995, "upstream_inference_completions_cost": 0.00303}, "completion_tokens_details": {"reasoning_tokens": 283, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.42, "thoughts": "Place the completed barracks to unlock infantry production. Continue building the War Factory and queue initial infantry for defense and scouting.", "notes": "Enemy likely at (12, 16). War Factory building. Next: train e1 scout to explore west, add e3, prepare second refinery or power plant.", "commands": [{"do": "place", "item": "barr"}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2201, "slot": "Multi1", "model": "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2676 + 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 3.9%.\nPRODUCTION: Building: proc 23%; 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%, #133 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Building powr, tent. Next: place powr, build proc#2, weap, train army.", "raw": "{\"thoughts\":\"Building proc and tent already in queue. Let them finish, then build weap and start training. Keep economy going.\",\"notes\":\"Base at (12,16), enemy at (95,11). Proc+tent building. Next: place buildings when ready, build weap, train tanks/infantry, scout enemy.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1877, "completion_tokens": 138, "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": 0.005134, "upstream_inference_prompt_cost": 0.003754, "upstream_inference_completions_cost": 0.00138}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.15, "thoughts": "Building proc and tent already in queue. Let them finish, then build weap and start training. Keep economy going.", "notes": "Base at (12,16), enemy at (95,11). Proc+tent building. Next: place buildings when ready, build weap, train tanks/infantry, scout enemy.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 0, "experience": 0, "order_count": 9}}
{"tick": 2401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2508 + stored ore $445 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy likely at (12, 16). War Factory building. Next: train e1 scout to explore west, add e3, prepare second refinery or power plant.", "raw": "{\"thoughts\": \"Economy is healthy ($2508, power fine). War Factory is building. I'll queue infantry from the barracks (last turn failed because barracks had just been placed) and keep the harvester mining. No enemy visible yet, so prepare a scout to sweep west.\", \"notes\": \"Enemy likely at (12,16). weap building. Queue e1/e3 from barr. Send a scout west once trained.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1372, "completion_tokens": 446, "total_tokens": 1818, "cost": 0.000683376, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000683376, "upstream_inference_prompt_cost": 0.000148176, "upstream_inference_completions_cost": 0.0005352}, "completion_tokens_details": {"reasoning_tokens": 313, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.61, "thoughts": "Economy is healthy ($2508, power fine). War Factory is building. I'll queue infantry from the barracks (last turn failed because barracks had just been placed) and keep the harvester mining. No enemy visible yet, so prepare a scout to sweep west.", "notes": "Enemy likely at (12,16). weap building. Queue e1/e3 from barr. Send a scout west once trained.", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 131}], "feedback": ["train 3x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 450, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi1", "model": "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2420 + stored ore $423 (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%.\nPRODUCTION: Building: proc 47%; 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%, #133 powr@(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\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Proc+tent building. Next: place buildings when ready, build weap, train tanks/infantry, scout enemy.", "raw": "{\"thoughts\":\"Proc and tent are already being built. Keep economy going, queue power and war factory next.\",\"notes\":\"Base at (12,16), enemy at (95,11). Proc+tent building. Next: place when ready, build weap, train tanks/infantry, scout enemy.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1828, "completion_tokens": 129, "total_tokens": 1957, "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": 0.004946, "upstream_inference_prompt_cost": 0.003656, "upstream_inference_completions_cost": 0.00129}, "completion_tokens_details": {"reasoning_tokens": 14, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.89, "thoughts": "Proc and tent are already being built. Keep economy going, queue power and war factory next.", "notes": "Base at (12,16), enemy at (95,11). Proc+tent building. Next: place when ready, build weap, train tanks/infantry, scout enemy.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"tick": 2601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2325 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: weap 32%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(94,9)*\n  harv (Ore Truck (harvester)) x1: #131@(104,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). weap building. Queue e1/e3 from barr. Send a scout west once trained.", "raw": "{\"thoughts\": \"War Factory is under construction with ample cash to finish. Sending our idle rifleman to scout west toward the enemy start at (12,16).\", \"notes\": \"Scouting towards (12,16) with e1 #135. War Factory completing soon, then queue 2nd harvester or fix for heavy tanks.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 55, \"y\": 20}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1445, "completion_tokens": 593, "total_tokens": 2038, "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": 0.006615, "upstream_inference_prompt_cost": 0.0021675, "upstream_inference_completions_cost": 0.0044475}, "completion_tokens_details": {"reasoning_tokens": 485, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.73, "thoughts": "War Factory is under construction with ample cash to finish. Sending our idle rifleman to scout west toward the enemy start at (12,16).", "notes": "Scouting towards (12,16) with e1 #135. War Factory completing soon, then queue 2nd harvester or fix for heavy tanks.", "commands": [{"do": "attack_move", "units": [135], "x": 55, "y": 20}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 13}}
{"tick": 2601, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2420 + stored ore $90 (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 4.1%.\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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #133 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(19,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Proc+tent building. Next: place when ready, build weap, train tanks/infantry, scout enemy.", "raw": "{\"thoughts\":\"Continue economy buildup; queue up second proc and weap once current builds finish. Nothing to place yet.\",\"notes\":\"Base at (12,16), enemy at (95,11). Proc+tent+powr building. Next: place buildings when ready, build weap, train tanks/infantry, scout enemy.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1866, "completion_tokens": 114, "total_tokens": 1980, "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": 0.004872, "upstream_inference_prompt_cost": 0.003732, "upstream_inference_completions_cost": 0.00114}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.34, "thoughts": "Continue economy buildup; queue up second proc and weap once current builds finish. Nothing to place yet.", "notes": "Base at (12,16), enemy at (95,11). Proc+tent+powr building. Next: place buildings when ready, build weap, train tanks/infantry, scout enemy.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 10}}
{"tick": 2801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1659 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6%.\nPRODUCTION: Building: weap 49%; Infantry: e3 84%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(84,9)\n  e3 (Rocket Soldier) x1: #136@(94,9)*\n  harv (Ore Truck (harvester)) x1: #131@(102,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Scouting towards (12,16) with e1 #135. War Factory completing soon, then queue 2nd harvester or fix for heavy tanks.", "raw": "{\"thoughts\": \"War Factory nearly done; I need to keep economy and production flowing. Queue power next, keep making infantry, and push my scout toward the enemy start.\", \"notes\": \"weap ~finishing; queue powr after. Scout e1 #135 heading west toward (12,16). Army base near (95,11).\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"attack_move\",\"units\":[135],\"x\":70,\"y\":12},{\"do\":\"move\",\"units\":[136],\"x\":100,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1384, "completion_tokens": 585, "total_tokens": 1969, "cost": 0.000853776, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000853776, "upstream_inference_prompt_cost": 0.000151776, "upstream_inference_completions_cost": 0.000702}, "completion_tokens_details": {"reasoning_tokens": 432, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "War Factory nearly done; I need to keep economy and production flowing. Queue power next, keep making infantry, and push my scout toward the enemy start.", "notes": "weap ~finishing; queue powr after. Scout e1 #135 heading west toward (12,16). Army base near (95,11).", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 4}, {"do": "attack_move", "units": [135], "x": 70, "y": 12}, {"do": "move", "units": [136], "x": 100, "y": 16}, {"do": "rally", "building": 134, "x": 95, "y": 14}], "feedback": ["build powr: started", "train 4x e1: queued", "attack_move: 1 units", "move: 1 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": 13}}
{"tick": 2801, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2176 + 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 4.3%.\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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #133 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(17,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Proc+tent+powr building. Next: place buildings when ready, build weap, train tanks/infantry, scout enemy.", "raw": "{\"thoughts\":\"Economy is building up. Let queue continue; nothing new to place yet.\",\"notes\":\"Base at (12,16), enemy at (95,11). Proc/tent/powr in production. Next: place when ready, build weap, train tanks/infantry, scout enemy.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1842, "completion_tokens": 131, "total_tokens": 1973, "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": 0.004994, "upstream_inference_prompt_cost": 0.003684, "upstream_inference_completions_cost": 0.00131}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.74, "thoughts": "Economy is building up. Let queue continue; nothing new to place yet.", "notes": "Base at (12,16), enemy at (95,11). Proc/tent/powr in production. Next: place when ready, build weap, train tanks/infantry, scout enemy.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 10}}
{"tick": 3001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1038 + stored ore $285 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.6%.\nPRODUCTION: Building: weap 66%; Building: powr 0%; Infantry: e1 81%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(74,9) #138@(91,10) #139@(93,9)\n  e3 (Rocket Soldier) x2: #136@(100,14) #137@(93,12)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 4x e1: queued\n  - attack_move: 1 units\n  - move: 1 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: weap ~finishing; queue powr after. Scout e1 #135 heading west toward (12,16). Army base near (95,11).", "raw": "{\"thoughts\": \"Economy is stable with weap almost done and a powr queued after. I should keep the infantry queue busy, push my scout west toward the likely enemy start (12,16), and keep the harvester mining.\", \"notes\": \"weap finishing, powr queued next. Add proc after. e1 #135 scouting west toward (12,16). Army gathering near base (95,11). Consider barracks units: mix e3 vs tanks.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"move\",\"units\":[135],\"x\":55,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":12},{\"do\":\"rally\",\"building\":121,\"x\":92,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1458, "completion_tokens": 551, "total_tokens": 2009, "cost": 0.000835176, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000835176, "upstream_inference_prompt_cost": 0.000173976, "upstream_inference_completions_cost": 0.0006612}, "completion_tokens_details": {"reasoning_tokens": 373, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.98, "thoughts": "Economy is stable with weap almost done and a powr queued after. I should keep the infantry queue busy, push my scout west toward the likely enemy start (12,16), and keep the harvester mining.", "notes": "weap finishing, powr queued next. Add proc after. e1 #135 scouting west toward (12,16). Army gathering near base (95,11). Consider barracks units: mix e3 vs tanks.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 131}, {"do": "move", "units": [135], "x": 55, "y": 12}, {"do": "rally", "building": 134, "x": 90, "y": 12}, {"do": "rally", "building": 121, "x": 92, "y": 14}], "feedback": ["train 2x e3: queued", "move: 1 units", "rally #134: ordered", "rally #121: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6200, "army_value": 900, "income": 800, "experience": 0, "order_count": 18}}
{"tick": 3001, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\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 4.3%.\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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #133 powr@(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\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Proc/tent/powr in production. Next: place when ready, build weap, train tanks/infantry, scout enemy.", "raw": "{\"thoughts\":\"Place ready proc, continue building power and barracks, queue war factory next for tanks.\",\"notes\":\"Base at (12,16), enemy at (95,11). Placed 2nd proc. Building powr+tent. Next queue weap for tanks, train e1/e3, scout with tanks toward enemy.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1845, "completion_tokens": 142, "total_tokens": 1987, "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": 0.00511, "upstream_inference_prompt_cost": 0.00369, "upstream_inference_completions_cost": 0.00142}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "Place ready proc, continue building power and barracks, queue war factory next for tanks.", "notes": "Base at (12,16), enemy at (95,11). Placed 2nd proc. Building powr+tent. Next queue weap for tanks, train e1/e3, scout with tanks toward enemy.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "weap"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 10}}
{"tick": 3201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $785 + 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 7.9%.\nPRODUCTION: Building: weap 82%; Building: powr 0%; Infantry: e3 3%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(73,9)* #138@(95,14)* #139@(95,14)* #142@(90,12)*\n  e3 (Rocket Soldier) x3: #136@(100,16)* #137@(95,14)* #143@(94,9)\n  harv (Ore Truck (harvester)) x1: #131@(103,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - move: 1 units\n  - rally #134: ordered\n  - rally #121: ordered\nYOUR NOTES FROM LAST TURN: weap finishing, powr queued next. Add proc after. e1 #135 scouting west toward (12,16). Army gathering near base (95,11). Consider barracks units: mix e3 vs tanks.", "raw": "{\"thoughts\": \"Economy is still thin (1 harvester, $785). I'll keep building: war factory finishing, then power, then a second refinery. Push scouting west toward the suspected enemy start while the small army gathers near base.\", \"notes\": \"weap ~done, powr then proc queued. e1 #135 scouting west to (12,16). Army gathering (95,14). Need second harvester soon.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"attack_move\",\"units\":[135],\"x\":40,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":14},{\"do\":\"rally\",\"building\":121,\"x\":95,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1479, "completion_tokens": 552, "total_tokens": 2031, "cost": 0.000842676, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000842676, "upstream_inference_prompt_cost": 0.000180276, "upstream_inference_completions_cost": 0.0006624}, "completion_tokens_details": {"reasoning_tokens": 375, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.82, "thoughts": "Economy is still thin (1 harvester, $785). I'll keep building: war factory finishing, then power, then a second refinery. Push scouting west toward the suspected enemy start while the small army gathers near base.", "notes": "weap ~done, powr then proc queued. e1 #135 scouting west to (12,16). Army gathering (95,14). Need second harvester soon.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 1}, {"do": "attack_move", "units": [135], "x": 40, "y": 14}, {"do": "rally", "building": 134, "x": 92, "y": 14}, {"do": "rally", "building": 121, "x": 95, "y": 14}], "feedback": ["train 2x e1: queued", "train 1x e3: queued", "attack_move: 1 units", "rally #134: ordered", "rally #121: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": 950, "experience": 0, "order_count": 20}}
{"tick": 3201, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2100 + stored ore $180 (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 5.7%.\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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(16,6) #141@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Placed 2nd proc. Building powr+tent. Next queue weap for tanks, train e1/e3, scout with tanks toward enemy.", "raw": "{\"thoughts\":\"Economy solid with 2 refineries, keep building infrastructure and queue units once weap/tent finish. Enemy far east, will scout later.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building weap+powr+tent. Next: train tanks/infantry once ready, scout east.\",\"commands\":[{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1930, "completion_tokens": 143, "total_tokens": 2073, "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": 0.00529, "upstream_inference_prompt_cost": 0.00386, "upstream_inference_completions_cost": 0.00143}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.02, "thoughts": "Economy solid with 2 refineries, keep building infrastructure and queue units once weap/tent finish. Enemy far east, will scout later.", "notes": "Base at (12,16), enemy at (95,11). Building weap+powr+tent. Next: train tanks/infantry once ready, scout east.", "commands": [{"do": "build", "item": "tent"}, {"do": "build", "item": "powr"}], "feedback": ["build tent: started", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 1000, "experience": 0, "order_count": 12}}
{"tick": 3401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $119 + 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 9.3%.\nPRODUCTION: Building: weap 99%; Building: powr 0%; Infantry: e3 14%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(66,16) #138@(95,14)* #139@(95,14)* #142@(90,12)*\n  e3 (Rocket Soldier) x4: #136@(100,16)* #137@(95,14)* #143@(90,12)* #144@(93,9)\n  harv (Ore Truck (harvester)) x1: #131@(102,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - train 1x e3: queued\n  - attack_move: 1 units\n  - rally #134: ordered\n  - rally #121: ordered\nYOUR NOTES FROM LAST TURN: weap ~done, powr then proc queued. e1 #135 scouting west to (12,16). Army gathering (95,14). Need second harvester soon.", "raw": "{\"thoughts\": \"War Factory nearly done, power is fine but cash is tight ($119). I'll keep the infantry queue busy cheaply and push my scout west toward the likely enemy base while my small army holds near home.\", \"notes\": \"weap 99% -> place next turn, powr queued after. #135 scouting west to (12,16). Army gathering (95,14). Need 2nd harvester (build proc after powr). Low cash.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":1},{\"do\":\"move\",\"units\":[135],\"x\":40,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1506, "completion_tokens": 495, "total_tokens": 2001, "cost": 0.000782376, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000782376, "upstream_inference_prompt_cost": 0.000188376, "upstream_inference_completions_cost": 0.000594}, "completion_tokens_details": {"reasoning_tokens": 341, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.18, "thoughts": "War Factory nearly done, power is fine but cash is tight ($119). I'll keep the infantry queue busy cheaply and push my scout west toward the likely enemy base while my small army holds near home.", "notes": "weap 99% -> place next turn, powr queued after. #135 scouting west to (12,16). Army gathering (95,14). Need 2nd harvester (build proc after powr). Low cash.", "commands": [{"do": "train", "item": "e1", "count": 1}, {"do": "move", "units": [135], "x": 40, "y": 16}, {"do": "rally", "building": 134, "x": 92, "y": 14}], "feedback": ["train 1x e1: queued", "move: 1 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": 950, "experience": 0, "order_count": 23}}
{"tick": 3401, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1946 + stored ore $0 (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 5.9%.\nPRODUCTION: Building: weap 32%; Building: powr 0%; Building: tent 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(16,8) #141@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build tent: started\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Building weap+powr+tent. Next: train tanks/infantry once ready, scout east.", "raw": "{\"thoughts\":\"Production is progressing well. Let production continue and wait for buildings to complete before training units.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building weap+powr+tent queued. Once weap/tent complete, train tanks and infantry, scout east toward enemy.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1910, "completion_tokens": 107, "total_tokens": 2017, "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": 0.00489, "upstream_inference_prompt_cost": 0.00382, "upstream_inference_completions_cost": 0.00107}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "Production is progressing well. Let production continue and wait for buildings to complete before training units.", "notes": "Base at (12,16), enemy at (95,11). Building weap+powr+tent queued. Once weap/tent complete, train tanks and infantry, scout east toward enemy.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 1000, "experience": 0, "order_count": 14}}
{"tick": 3601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $466 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.8%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Infantry: e3 61%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(63,25) #138@(95,14)* #139@(95,14)* #142@(90,12)*\n  e3 (Rocket Soldier) x4: #136@(100,16)* #137@(95,14)* #143@(90,12)* #144@(92,14)*\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x e1: queued\n  - move: 1 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: weap 99% -> place next turn, powr queued after. #135 scouting west to (12,16). Army gathering (95,14). Need 2nd harvester (build proc after powr). Low cash.", "raw": "{\"thoughts\": \"War Factory is ready; place it and immediately queue an Ore Refinery for a second harvester to fix the cash crunch. Keep the small army rallying near base as a defensive group while the scout probes west.\", \"notes\": \"Placed weap. Building proc next for 2nd harvester. Army gathering (95,14). #135 scouting west to (12,16). Power 100/50 fine; revisit power after proc.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\",\"x\":90,\"y\":14},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":129,\"x\":95,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":14},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1508, "completion_tokens": 479, "total_tokens": 1987, "cost": 0.000763776, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000763776, "upstream_inference_prompt_cost": 0.000188976, "upstream_inference_completions_cost": 0.0005748}, "completion_tokens_details": {"reasoning_tokens": 304, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.66, "thoughts": "War Factory is ready; place it and immediately queue an Ore Refinery for a second harvester to fix the cash crunch. Keep the small army rallying near base as a defensive group while the scout probes west.", "notes": "Placed weap. Building proc next for 2nd harvester. Army gathering (95,14). #135 scouting west to (12,16). Power 100/50 fine; revisit power after proc.", "commands": [{"do": "place", "item": "weap", "x": 90, "y": 14}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 129, "x": 95, "y": 14}, {"do": "rally", "building": 134, "x": 95, "y": 14}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "rally #129: ordered", "rally #134: ordered", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": 1450, "experience": 0, "order_count": 24}}
{"tick": 3601, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1876 + stored ore $412 (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 5.9%.\nPRODUCTION: Building: weap 49%; Building: powr 0%; Building: tent 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(15,17) #141@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Building weap+powr+tent queued. Once weap/tent complete, train tanks and infantry, scout east toward enemy.", "raw": "{\"thoughts\":\"Economy building continues; queues already have weap/powr/tent in progress. Keep harvesters mining and wait for production.\",\"notes\":\"Base at (12,16), enemy at (95,11). weap+powr+tent queued. Once weap/tent complete, build tanks (2tnk) and infantry (e1/e3), scout east toward enemy at (95,11). Need service depot (fix) for medium tanks.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":141}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1883, "completion_tokens": 177, "total_tokens": 2060, "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": 0.005536, "upstream_inference_prompt_cost": 0.003766, "upstream_inference_completions_cost": 0.00177}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "Economy building continues; queues already have weap/powr/tent in progress. Keep harvesters mining and wait for production.", "notes": "Base at (12,16), enemy at (95,11). weap+powr+tent queued. Once weap/tent complete, build tanks (2tnk) and infantry (e1/e3), scout east toward enemy at (95,11). Need service depot (fix) for medium tanks.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 141}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 1650, "experience": 0, "order_count": 14}}
{"tick": 3801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.4%.\nPRODUCTION: Building: proc 16%; Building: powr 0%; Infantry: e3 41%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(54,28) #138@(95,14)* #139@(95,14)* #142@(90,12)*\n  e3 (Rocket Soldier) x5: #136@(100,16)* #137@(95,14)* #143@(90,12)* #144@(92,14)* #146@(91,11)\n  harv (Ore Truck (harvester)) x1: #131@(105,22)\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  - build proc: started\n  - rally #129: ordered\n  - rally #134: ordered\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Placed weap. Building proc next for 2nd harvester. Army gathering (95,14). #135 scouting west to (12,16). Power 100/50 fine; revisit power after proc.", "raw": "{\"thoughts\": \"Harvester is gathering to fund the second Ore Refinery. Scout #135 continues towards enemy base at (12,16). Grouping our infantry to guard the base entrance.\", \"notes\": \"proc building for 2nd harvester. powr queued next to prevent power deficit. Scout moving to (12,16). Heavy tank will need fix (Service Depot).\", \"commands\": [{\"do\": \"move\", \"units\": [135], \"x\": 25, \"y\": 18}, {\"do\": \"move\", \"units\": [136, 137, 138, 139, 142, 143, 144, 146], \"x\": 90, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1717, "completion_tokens": 876, "total_tokens": 2593, "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": 0.0091455, "upstream_inference_prompt_cost": 0.0025755, "upstream_inference_completions_cost": 0.00657}, "completion_tokens_details": {"reasoning_tokens": 699, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.49, "thoughts": "Harvester is gathering to fund the second Ore Refinery. Scout #135 continues towards enemy base at (12,16). Grouping our infantry to guard the base entrance.", "notes": "proc building for 2nd harvester. powr queued next to prevent power deficit. Scout moving to (12,16). Heavy tank will need fix (Service Depot).", "commands": [{"do": "move", "units": [135], "x": 25, "y": 18}, {"do": "move", "units": [136, 137, 138, 139, 142, 143, 144, 146], "x": 90, "y": 14}], "feedback": ["move: 1 units", "move: 8 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1450, "experience": 0, "order_count": 28}}
{"tick": 3801, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1876 + stored ore $204 (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: weap 66%; Building: powr 0%; Building: tent 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(20,9) #141@(3,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). weap+powr+tent queued. Once weap/tent complete, build tanks (2tnk) and infantry (e1/e3), scout east toward enemy at (95,11). Need service depot (fix) for medium tanks.", "raw": "{\"thoughts\":\"Continue building economy and production. Queue fix once weap done for tanks. Keep queues busy.\",\"notes\":\"Base at (12,16), enemy at (95,11). weap building, then need fix for 2tnk. Build barracks infantry meanwhile, scout east with harvesters carefully.\",\"commands\":[{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1912, "completion_tokens": 125, "total_tokens": 2037, "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": 0.005074, "upstream_inference_prompt_cost": 0.003824, "upstream_inference_completions_cost": 0.00125}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.93, "thoughts": "Continue building economy and production. Queue fix once weap done for tanks. Keep queues busy.", "notes": "Base at (12,16), enemy at (95,11). weap building, then need fix for 2tnk. Build barracks infantry meanwhile, scout east with harvesters carefully.", "commands": [{"do": "build", "item": "fix"}], "feedback": ["build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 1800, "experience": 0, "order_count": 14}}
{"tick": 4001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.2%.\nPRODUCTION: Building: proc 16%; Building: powr 0%; Infantry: e3 41%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(45,27) #138@(91,14)* #139@(91,14)* #142@(90,14)*\n  e3 (Rocket Soldier) x5: #136@(91,15)* #137@(90,14)* #143@(90,14)* #144@(90,14)* #146@(90,14)*\n  harv (Ore Truck (harvester)) x1: #131@(107,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 8 units\nYOUR NOTES FROM LAST TURN: proc building for 2nd harvester. powr queued next to prevent power deficit. Scout moving to (12,16). Heavy tank will need fix (Service Depot).", "raw": "{\"thoughts\": \"Harvester is gathering ore to fund our second refinery. Scout #135 is halfway across the map towards the enemy base at (12, 16). Base defense group is standing guard near our refinery entrance.\", \"notes\": \"Proc will finish and give 2nd harvester, but requires powr immediately to avoid low power. Scout moving to (12,16). Save cash for fix/tanks after proc.\", \"commands\": [{\"do\": \"move\", \"units\": [135], \"x\": 12, \"y\": 16}, {\"do\": \"stance\", \"units\": [136, 137, 138, 139, 142, 143, 144, 146], \"stance\": \"defend\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1658, "completion_tokens": 619, "total_tokens": 2277, "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": 0.0071295, "upstream_inference_prompt_cost": 0.002487, "upstream_inference_completions_cost": 0.0046425}, "completion_tokens_details": {"reasoning_tokens": 438, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.5, "thoughts": "Harvester is gathering ore to fund our second refinery. Scout #135 is halfway across the map towards the enemy base at (12, 16). Base defense group is standing guard near our refinery entrance.", "notes": "Proc will finish and give 2nd harvester, but requires powr immediately to avoid low power. Scout moving to (12,16). Save cash for fix/tanks after proc.", "commands": [{"do": "move", "units": [135], "x": 12, "y": 16}, {"do": "stance", "units": [136, 137, 138, 139, 142, 143, 144, 146], "stance": "defend"}], "feedback": ["move: 1 units", "stance: 8 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1450, "experience": 0, "order_count": 28}}
{"tick": 4001, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1746 + stored ore $0 (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 6.1%.\nPRODUCTION: Building: weap 82%; Building: powr 0%; Building: tent 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(18,12) #141@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\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 (12,16), enemy at (95,11). weap building, then need fix for 2tnk. Build barracks infantry meanwhile, scout east with harvesters carefully.", "raw": "{\"thoughts\":\"War factory almost done. Keep economy strong, queue more power and barracks, start training infantry for defense/scouting.\",\"notes\":\"Base at (12,16), enemy at (95,11). weap almost done, then build fix for 2tnk. Keep building power/barracks. Train e1 for scouting once tent ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1938, "completion_tokens": 218, "total_tokens": 2156, "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": 0.006056, "upstream_inference_prompt_cost": 0.003876, "upstream_inference_completions_cost": 0.00218}, "completion_tokens_details": {"reasoning_tokens": 72, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.76, "thoughts": "War factory almost done. Keep economy strong, queue more power and barracks, start training infantry for defense/scouting.", "notes": "Base at (12,16), enemy at (95,11). weap almost done, then build fix for 2tnk. Keep building power/barracks. Train e1 for scouting once tent ready.", "commands": [{"do": "build", "item": "powr"}, {"do": "build", "item": "tent"}], "feedback": ["build powr: started", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 1800, "experience": 0, "order_count": 14}}
{"tick": 4201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.5%.\nPRODUCTION: Building: proc 16%; Building: powr 0%; Infantry: e3 41%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(36,21) #138@(91,14)* #139@(91,14)* #142@(90,14)*\n  e3 (Rocket Soldier) x5: #136@(91,15)* #137@(90,14)* #143@(90,14)* #144@(90,14)* #146@(90,14)*\n  harv (Ore Truck (harvester)) x1: #131@(99,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: Proc will finish and give 2nd harvester, but requires powr immediately to avoid low power. Scout moving to (12,16). Save cash for fix/tanks after proc.", "raw": "{\"thoughts\": \"Economy is the bottleneck: $0 cash, proc only 16% done. Nothing affordable to build right now, so focus on keeping the harvester mining, gathering idle units defensively, and scouting toward the enemy start (12,16). Once proc completes I'll drop power and keep pumping units.\", \"notes\": \"Proc 16%->will give 2nd harv; needs powr next. Scout #135 heading to enemy ~ (12,16). Army rallying at ~(90,13). Cash $0 - spend as it arrives.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"move\",\"units\":[135],\"x\":20,\"y\":16},{\"do\":\"rally\",\"building\":145,\"x\":90,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":13},{\"do\":\"move\",\"units\":[136,137,143,144,146,138,139,142],\"x\":91,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1562, "completion_tokens": 780, "total_tokens": 2342, "cost": 0.001178808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001178808, "upstream_inference_prompt_cost": 0.000242808, "upstream_inference_completions_cost": 0.000936}, "completion_tokens_details": {"reasoning_tokens": 564, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.44, "thoughts": "Economy is the bottleneck: $0 cash, proc only 16% done. Nothing affordable to build right now, so focus on keeping the harvester mining, gathering idle units defensively, and scouting toward the enemy start (12,16). Once proc completes I'll drop power and keep pumping units.", "notes": "Proc 16%->will give 2nd harv; needs powr next. Scout #135 heading to enemy ~ (12,16). Army rallying at ~(90,13). Cash $0 - spend as it arrives.", "commands": [{"do": "harvest", "unit": 131}, {"do": "move", "units": [135], "x": 20, "y": 16}, {"do": "rally", "building": 145, "x": 90, "y": 13}, {"do": "rally", "building": 134, "x": 90, "y": 13}, {"do": "move", "units": [136, 137, 143, 144, 146, 138, 139, 142], "x": 91, "y": 13}], "feedback": ["move: 1 units", "rally #145: ordered", "rally #134: ordered", "move: 8 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1450, "experience": 0, "order_count": 28}}
{"tick": 4201, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1720 + stored ore $693 (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 6.1%.\nPRODUCTION: Building: weap 99%; Building: tent 0%; Building: powr 0%; Building: powr 0%; Building: tent 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(17,16) #141@(3,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). weap almost done, then build fix for 2tnk. Keep building power/barracks. Train e1 for scouting once tent ready.", "raw": "{\"thoughts\":\"War factory almost done. Queue fix and start training units once barracks and factory ready. Keep economy growing.\",\"notes\":\"Base at (12,16), enemy at (95,11). weap done soon->build fix, train 2tnk. tent building for e1/e3. Keep power balanced. Scout with e1 once available.\",\"commands\":[{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1940, "completion_tokens": 168, "total_tokens": 2108, "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": 0.00556, "upstream_inference_prompt_cost": 0.00388, "upstream_inference_completions_cost": 0.00168}, "completion_tokens_details": {"reasoning_tokens": 36, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.53, "thoughts": "War factory almost done. Queue fix and start training units once barracks and factory ready. Keep economy growing.", "notes": "Base at (12,16), enemy at (95,11). weap done soon->build fix, train 2tnk. tent building for e1/e3. Keep power balanced. Scout with e1 once available.", "commands": [{"do": "build", "item": "fix"}], "feedback": ["build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 2800, "experience": 0, "order_count": 16}}
{"tick": 4401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $16 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 17.3%.\nPRODUCTION: Building: proc 33%; Building: powr 0%; Infantry: e3 21%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(26,20) #138@(91,13)* #139@(91,13)* #142@(91,13)*\n  e3 (Rocket Soldier) x6: #136@(91,14)* #137@(91,13)* #143@(91,13)* #144@(90,14)* #146@(90,14)* #147@(93,9)\n  harv (Ore Truck (harvester)) x1: #131@(99,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #145: ordered\n  - rally #134: ordered\n  - move: 8 units\nYOUR NOTES FROM LAST TURN: Proc 16%->will give 2nd harv; needs powr next. Scout #135 heading to enemy ~ (12,16). Army rallying at ~(90,13). Cash $0 - spend as it arrives.", "raw": "{\"thoughts\": \"Proc is at 33% and will provide our 2nd harvester. Scout #135 is nearing the enemy base location at (12, 16). We need a Service Depot (fix) soon to unlock Heavy Tanks.\", \"notes\": \"Proc building (gives harv). Scout #135 reaching enemy base. Need powr then fix for 3tnk.\", \"commands\": [{\"do\": \"move\", \"units\": [135], \"x\": 14, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1699, "completion_tokens": 615, "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": 0.007161, "upstream_inference_prompt_cost": 0.0025485, "upstream_inference_completions_cost": 0.0046125}, "completion_tokens_details": {"reasoning_tokens": 499, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.95, "thoughts": "Proc is at 33% and will provide our 2nd harvester. Scout #135 is nearing the enemy base location at (12, 16). We need a Service Depot (fix) soon to unlock Heavy Tanks.", "notes": "Proc building (gives harv). Scout #135 reaching enemy base. Need powr then fix for 3tnk.", "commands": [{"do": "move", "units": [135], "x": 14, "y": 16}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 1950, "experience": 0, "order_count": 28}}
{"tick": 4401, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1720 + stored ore $680 (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 6.5%.\nPRODUCTION: Building: weap READY TO PLACE; Building: tent 0%; Building: powr 0%; Building: powr 0%; Building: tent 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(23,8) #141@(8,23)\nVISIBLE ENEMY UNITS (0):\n  none\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 (12,16), enemy at (95,11). weap done soon->build fix, train 2tnk. tent building for e1/e3. Keep power balanced. Scout with e1 once available.", "raw": "{\"thoughts\":\"Place war factory, keep building queue going. Need service depot after weap placed. Continue economy buildup.\",\"notes\":\"Base at (12,16), enemy at (95,11). Place weap then build fix. Train 2tnk once ready. Keep power balanced, expand harvesters.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1965, "completion_tokens": 135, "total_tokens": 2100, "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": 0.00528, "upstream_inference_prompt_cost": 0.00393, "upstream_inference_completions_cost": 0.00135}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "Place war factory, keep building queue going. Need service depot after weap placed. Continue economy buildup.", "notes": "Base at (12,16), enemy at (95,11). Place weap then build fix. Train 2tnk once ready. Keep power balanced, expand harvesters.", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "proc"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 2800, "experience": 0, "order_count": 16}}
{"tick": 4601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.8%.\nPRODUCTION: Building: proc 34%; Building: powr 0%; Infantry: e3 23%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(16,15) #138@(91,13)* #139@(91,13)* #142@(91,13)*\n  e3 (Rocket Soldier) x6: #136@(91,14)* #137@(91,13)* #143@(91,13)* #144@(90,14)* #146@(90,14)* #147@(90,13)*\n  harv (Ore Truck (harvester)) x1: #131@(104,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #130 proc@(15,16) 100%, #148 weap@(14,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Proc building (gives harv). Scout #135 reaching enemy base. Need powr then fix for 3tnk.", "raw": "{\"thoughts\": \"Cash is at $0, so income is the bottleneck; keep harvester mining and finish the second refinery. Army is idle near base. I'll consolidate combat units at a staging point and keep the lone scout watching the enemy base.\", \"notes\": \"Enemy base around (14,13)-(15,16) with weap+proc. Second proc building. Need powr then fix for tanks. Stage army near (88,12).\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"move\",\"units\":[136,137,138,139,142,143,144,146,147],\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":145,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":12},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1565, "completion_tokens": 662, "total_tokens": 2227, "cost": 0.001000476, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001000476, "upstream_inference_prompt_cost": 0.000206076, "upstream_inference_completions_cost": 0.0007944}, "completion_tokens_details": {"reasoning_tokens": 476, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.28, "thoughts": "Cash is at $0, so income is the bottleneck; keep harvester mining and finish the second refinery. Army is idle near base. I'll consolidate combat units at a staging point and keep the lone scout watching the enemy base.", "notes": "Enemy base around (14,13)-(15,16) with weap+proc. Second proc building. Need powr then fix for tanks. Stage army near (88,12).", "commands": [{"do": "harvest", "unit": 131}, {"do": "move", "units": [136, 137, 138, 139, 142, 143, 144, 146, 147], "x": 88, "y": 12}, {"do": "rally", "building": 145, "x": 88, "y": 12}, {"do": "rally", "building": 134, "x": 88, "y": 12}, {"do": "build", "item": "powr"}], "feedback": ["move: 9 units", "rally #145: ordered", "rally #134: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 1950, "experience": 0, "order_count": 28}}
{"tick": 4601, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1720 + stored ore $856 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $9600, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.6%.\nPRODUCTION: Building: proc 23%; Building: tent 0%; Building: powr 0%; Building: powr 0%; Building: tent 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 100%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #148 weap@(14,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(18,11) #141@(6,24)\nVISIBLE ENEMY UNITS (1):\n  #135 e1@(16,15) 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 proc: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Place weap then build fix. Train 2tnk once ready. Keep power balanced, expand harvesters.", "raw": "{\"thoughts\":\"Economy strong, continue building infrastructure and start producing tanks from war factory. Queue fix depot for advanced tanks and start light tank production now.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building proc/tent/powr queued. Build fix depot next, then start 2tnk. Train light tanks now while waiting. Keep power balanced, expand harvesters, scout enemy.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2050, "completion_tokens": 228, "total_tokens": 2278, "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": 0.0041, "upstream_inference_completions_cost": 0.00228}, "completion_tokens_details": {"reasoning_tokens": 46, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.01, "thoughts": "Economy strong, continue building infrastructure and start producing tanks from war factory. Queue fix depot for advanced tanks and start light tank production now.", "notes": "Base at (12,16), enemy at (95,11). Building proc/tent/powr queued. Build fix depot next, then start 2tnk. Train light tanks now while waiting. Keep power balanced, expand harvesters, scout enemy.", "commands": [{"do": "train", "item": "1tnk", "count": 3}, {"do": "build", "item": "fix"}], "feedback": ["train 3x 1tnk: queued", "build fix: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 0, "income": 3300, "experience": 0, "order_count": 18}}
{"tick": 4801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.2%.\nPRODUCTION: Building: proc 34%; Building: powr 0%; Building: powr 0%; Infantry: e3 23%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(14,15) #138@(88,12)* #139@(89,13)* #142@(89,13)*\n  e3 (Rocket Soldier) x6: #136@(89,13)* #137@(88,12)* #143@(89,13)* #144@(88,12)* #146@(88,12)* #147@(88,12)*\n  harv (Ore Truck (harvester)) x1: #131@(99,17)\nVISIBLE ENEMY UNITS (1):\n  #132 harv@(15,17) 100%\nVISIBLE ENEMY BUILDINGS (4):\n  #122 fact@(12,16) 100%, #130 proc@(15,16) 97%, #133 powr@(12,13) 100%, #148 weap@(14,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 9 units\n  - rally #145: ordered\n  - rally #134: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy base around (14,13)-(15,16) with weap+proc. Second proc building. Need powr then fix for tanks. Stage army near (88,12).", "raw": "{\"thoughts\": \"Second refinery is underway which will provide our second harvester. Power will be slightly low once proc completes, so power plant is queued next; our scout at the enemy base can harass their harvester.\", \"notes\": \"Proc finishing soon, follow with powr then fix for Heavy Tanks. Enemy at (12,16) has weap and proc.\", \"commands\": [{\"do\": \"attack\", \"units\": [135], \"target\": 132}, {\"do\": \"stance\", \"units\": [136, 137, 138, 139, 142, 143, 144, 146, 147], \"stance\": \"defend\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1779, "completion_tokens": 776, "total_tokens": 2555, "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": 0.0084885, "upstream_inference_prompt_cost": 0.0026685, "upstream_inference_completions_cost": 0.00582}, "completion_tokens_details": {"reasoning_tokens": 615, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.45, "thoughts": "Second refinery is underway which will provide our second harvester. Power will be slightly low once proc completes, so power plant is queued next; our scout at the enemy base can harass their harvester.", "notes": "Proc finishing soon, follow with powr then fix for Heavy Tanks. Enemy at (12,16) has weap and proc.", "commands": [{"do": "attack", "units": [135], "target": 132}, {"do": "stance", "units": [136, 137, 138, 139, 142, 143, 144, 146, 147], "stance": "defend"}], "feedback": ["attack: 1 units", "stance: 9 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 1950, "experience": 0, "order_count": 29}}
{"tick": 4801, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1720 + stored ore $699 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $9600, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.8%.\nPRODUCTION: Building: proc 47%; Building: fix 0%; Building: tent 0%; Building: powr 0%; Building: powr 0%; Building: tent 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 97%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #148 weap@(14,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(15,17) #141@(7,27)\nVISIBLE ENEMY UNITS (1):\n  #135 e1@(14,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x 1tnk: queued\n  - build fix: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Building proc/tent/powr queued. Build fix depot next, then start 2tnk. Train light tanks now while waiting. Keep power balanced, expand harvesters, scout enemy.", "raw": "{\"thoughts\":\"Economy and production progressing well. Continue building infrastructure and tanks, watch for that enemy infantry near base.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building proc/tent/powr/fix queued. Keep training 1tnk, then push toward enemy once we have 8+ units.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2118, "completion_tokens": 173, "total_tokens": 2291, "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": 0.005966, "upstream_inference_prompt_cost": 0.004236, "upstream_inference_completions_cost": 0.00173}, "completion_tokens_details": {"reasoning_tokens": 36, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.43, "thoughts": "Economy and production progressing well. Continue building infrastructure and tanks, watch for that enemy infantry near base.", "notes": "Base at (12,16), enemy at (95,11). Building proc/tent/powr/fix queued. Keep training 1tnk, then push toward enemy once we have 8+ units.", "commands": [{"do": "train", "item": "1tnk", "count": 2}], "feedback": ["train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 0, "income": 3800, "experience": 0, "order_count": 22}}
{"tick": 5001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $246 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.6%.\nPRODUCTION: Building: proc 43%; Building: powr 0%; Building: powr 0%; Infantry: e3 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(18,12) #138@(88,12)* #139@(89,13)* #142@(89,13)*\n  e3 (Rocket Soldier) x6: #136@(89,13)* #137@(88,12)* #143@(89,13)* #144@(88,12)* #146@(88,12)* #147@(88,12)*\n  harv (Ore Truck (harvester)) x1: #131@(98,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - stance: 9 units\nYOUR NOTES FROM LAST TURN: Proc finishing soon, follow with powr then fix for Heavy Tanks. Enemy at (12,16) has weap and proc.", "raw": "{\"thoughts\": \"No cash, so keep queues running (proc finishing soon = free harvester). Send my small force of rockets+rifles toward the enemy base at (12,16) while the lone rifle keeps scouting ahead. Need economy next: another harvester and power.\", \"notes\": \"Enemy base ~(12,16). Army group of 6 e3 + 3 e1 advancing west from (88,12). Scout e1 #135 reconning enemy base. Proc 43%-> then powr. Build harv from weap when cash allows, then fix for tanks.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[136,137,138,139,142,143,144,146,147],\"x\":25,\"y\":16},{\"do\":\"move\",\"units\":[135],\"x\":14,\"y\":16},{\"do\":\"stance\",\"units\":[136,137,138,139,142,143,144,146,147],\"stance\":\"attack_anything\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1559, "completion_tokens": 1232, "total_tokens": 2791, "cost": 0.001682676, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001682676, "upstream_inference_prompt_cost": 0.000204276, "upstream_inference_completions_cost": 0.0014784}, "completion_tokens_details": {"reasoning_tokens": 1019, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.3, "thoughts": "No cash, so keep queues running (proc finishing soon = free harvester). Send my small force of rockets+rifles toward the enemy base at (12,16) while the lone rifle keeps scouting ahead. Need economy next: another harvester and power.", "notes": "Enemy base ~(12,16). Army group of 6 e3 + 3 e1 advancing west from (88,12). Scout e1 #135 reconning enemy base. Proc 43%-> then powr. Build harv from weap when cash allows, then fix for tanks.", "commands": [{"do": "attack_move", "units": [136, 137, 138, 139, 142, 143, 144, 146, 147], "x": 25, "y": 16}, {"do": "move", "units": [135], "x": 14, "y": 16}, {"do": "stance", "units": [136, 137, 138, 139, 142, 143, 144, 146, 147], "stance": "attack_anything"}], "feedback": ["attack_move: 9 units", "move: 1 units", "stance: 9 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 2450, "experience": 0, "order_count": 29}}
{"tick": 5001, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1720 + stored ore $33 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $9600, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.9%.\nPRODUCTION: Building: proc 70%; Building: fix 0%; Building: tent 0%; Building: powr 0%; Building: powr 0%; Building: tent 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 97%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #148 weap@(14,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(22,7) #141@(10,20)\nVISIBLE ENEMY UNITS (1):\n  #135 e1@(18,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Building proc/tent/powr/fix queued. Keep training 1tnk, then push toward enemy once we have 8+ units.", "raw": "{\"thoughts\":\"Continue economy and army buildup. Queue more tanks and keep production running smoothly.\",\"notes\":\"Base at (12,16), enemy at (95,11). Keep building econ (proc/powr/tent/fix), producing 1tnk continuously. Amass 8+ tanks before attacking enemy base.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2120, "completion_tokens": 135, "total_tokens": 2255, "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": 0.00559, "upstream_inference_prompt_cost": 0.00424, "upstream_inference_completions_cost": 0.00135}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.72, "thoughts": "Continue economy and army buildup. Queue more tanks and keep production running smoothly.", "notes": "Base at (12,16), enemy at (95,11). Keep building econ (proc/powr/tent/fix), producing 1tnk continuously. Amass 8+ tanks before attacking enemy base.", "commands": [{"do": "train", "item": "1tnk", "count": 4}], "feedback": ["train 4x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 0, "income": 3800, "experience": 0, "order_count": 24}}
{"tick": 5201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9800, army $3600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 20.4%.\nPRODUCTION: Building: proc 52%; Building: powr 0%; Building: powr 0%; Infantry: e1 21%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(14,15)28% #138@(78,12) #139@(79,13) #142@(80,13)\n  e3 (Rocket Soldier) x7: #136@(79,13) #137@(79,12) #143@(79,13) #144@(79,12) #146@(78,12) #147@(78,12) #152@(89,11)\n  harv (Ore Truck (harvester)) x1: #131@(104,23)\nVISIBLE ENEMY UNITS (1):\n  #151 1tnk@(14,14) 99%\nVISIBLE ENEMY BUILDINGS (4):\n  #122 fact@(12,16) 100%, #130 proc@(15,16) 95%, #133 powr@(12,13) 100%, #148 weap@(14,13) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - move: 1 units\n  - stance: 9 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Army group of 6 e3 + 3 e1 advancing west from (88,12). Scout e1 #135 reconning enemy base. Proc 43%-> then powr. Build harv from weap when cash allows, then fix for tanks.", "raw": "{\"thoughts\": \"Second refinery is progressing; its placement will grant a free harvester. Our infantry strike force (7 rocket soldiers, 3 rifles) is marching west towards the confirmed enemy base at (12,16); sending them in attack_move formation.\", \"notes\": \"Enemy base confirmed at (12,16) with 1tnk, weap, proc, fact. Main force of 7 e3 + 3 e1 moving west. Finish proc -> place for 2nd harv -> powr -> fix for Heavy Tanks.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [136, 137, 138, 139, 142, 143, 144, 146, 147, 152], \"x\": 30, \"y\": 14}, {\"do\": \"attack_move\", \"units\": [135], \"x\": 12, \"y\": 16}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 3}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1801, "completion_tokens": 959, "total_tokens": 2760, "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": 0.009894, "upstream_inference_prompt_cost": 0.0027015, "upstream_inference_completions_cost": 0.0071925}, "completion_tokens_details": {"reasoning_tokens": 665, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.43, "thoughts": "Second refinery is progressing; its placement will grant a free harvester. Our infantry strike force (7 rocket soldiers, 3 rifles) is marching west towards the confirmed enemy base at (12,16); sending them in attack_move formation.", "notes": "Enemy base confirmed at (12,16) with 1tnk, weap, proc, fact. Main force of 7 e3 + 3 e1 moving west. Finish proc -> place for 2nd harv -> powr -> fix for Heavy Tanks.", "commands": [{"do": "attack_move", "units": [136, 137, 138, 139, 142, 143, 144, 146, 147, 152], "x": 30, "y": 14}, {"do": "attack_move", "units": [135], "x": 12, "y": 16}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 10 units", "attack_move: 1 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 2500, "income": 2450, "experience": 0, "order_count": 29}}
{"tick": 5201, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1587 + stored ore $0 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $10300, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.9%.\nPRODUCTION: Building: proc 94%; Building: fix 0%; Building: tent 0%; Building: powr 0%; Building: powr 0%; Building: tent 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%; 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 95%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #148 weap@(14,13) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #151@(14,14)\n  harv (Ore Truck (harvester)) x2: #132@(18,11) #141@(6,27)\nVISIBLE ENEMY UNITS (1):\n  #135 e1@(14,15) 28%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Keep building econ (proc/powr/tent/fix), producing 1tnk continuously. Amass 8+ tanks before attacking enemy base.", "raw": "{\"thoughts\":\"Enemy infantry near base, attack it with tank. Keep production going.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building econ + tanks. Amass 8+ tanks before attacking enemy base. Kill nearby e1.\",\"commands\":[{\"do\":\"attack\",\"units\":[151],\"target\":135},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2196, "completion_tokens": 136, "total_tokens": 2332, "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": 0.005752, "upstream_inference_prompt_cost": 0.004392, "upstream_inference_completions_cost": 0.00136}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.8, "thoughts": "Enemy infantry near base, attack it with tank. Keep production going.", "notes": "Base at (12,16), enemy at (95,11). Building econ + tanks. Amass 8+ tanks before attacking enemy base. Kill nearby e1.", "commands": [{"do": "attack", "units": [151], "target": 135}, {"do": "train", "item": "1tnk", "count": 4}], "feedback": ["attack: 1 units", "train 4x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 700, "income": 4300, "experience": 0, "order_count": 28}}
{"tick": 5401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 6%.\nPRODUCTION: Building: proc 52%; Building: powr 0%; Building: powr 0%; Infantry: e1 21%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #138@(71,19) #139@(72,20) #142@(72,20)\n  e3 (Rocket Soldier) x7: #136@(72,20) #137@(71,19) #143@(72,20) #144@(71,19) #146@(71,19) #147@(71,19) #152@(79,14)\n  harv (Ore Truck (harvester)) x1: #131@(100,18)\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: 1 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base confirmed at (12,16) with 1tnk, weap, proc, fact. Main force of 7 e3 + 3 e1 moving west. Finish proc -> place for 2nd harv -> powr -> fix for Heavy Tanks.", "raw": "{\"thoughts\": \"Economy is starved at $0 with only one harvester, so I need more income before anything else. The 10-unit strike group is already moving west toward the confirmed enemy base at (12,16); I'll keep pushing them there while queuing a second harvester and a refinery.\", \"notes\": \"Enemy base at (12,16). Main force (~10 inf) heading west via (40,17). Need economy: harv in weap, proc #2 building. Cash 0, so production gated by ore.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":30,\"y\":17},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"rally\",\"building\":145,\"x\":99,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1584, "completion_tokens": 842, "total_tokens": 2426, "cost": 0.001222176, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001222176, "upstream_inference_prompt_cost": 0.000211776, "upstream_inference_completions_cost": 0.0010104}, "completion_tokens_details": {"reasoning_tokens": 652, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.86, "thoughts": "Economy is starved at $0 with only one harvester, so I need more income before anything else. The 10-unit strike group is already moving west toward the confirmed enemy base at (12,16); I'll keep pushing them there while queuing a second harvester and a refinery.", "notes": "Enemy base at (12,16). Main force (~10 inf) heading west via (40,17). Need economy: harv in weap, proc #2 building. Cash 0, so production gated by ore.", "commands": [{"do": "attack_move", "units": "all_army", "x": 30, "y": 17}, {"do": "train", "item": "harv", "count": 1}, {"do": "rally", "building": 145, "x": 99, "y": 16}, {"do": "rally", "building": 134, "x": 90, "y": 14}], "feedback": ["attack_move: 10 units", "train 1x harv: queued", "rally #145: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2000, "experience": 0, "order_count": 36}}
{"tick": 5401, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1270 + stored ore $408 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $10300, army $2900, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7%.\nPRODUCTION: Building: proc READY TO PLACE; Building: fix 0%; Building: tent 0%; Building: powr 0%; Building: powr 0%; Building: tent 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%; 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 95%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #148 weap@(14,13) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #151@(14,14)97%*\n  harv (Ore Truck (harvester)) x2: #132@(15,17) #141@(7,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - train 4x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Building econ + tanks. Amass 8+ tanks before attacking enemy base. Kill nearby e1.", "raw": "{\"thoughts\":\"Continue economy buildup; place the ready proc, keep producing tanks and power. Enemy far, will amass tank force before attacking.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building econ + tanks. Amass 8+ tanks before attacking enemy base.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2247, "completion_tokens": 143, "total_tokens": 2390, "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": 0.005924, "upstream_inference_prompt_cost": 0.004494, "upstream_inference_completions_cost": 0.00143}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.97, "thoughts": "Continue economy buildup; place the ready proc, keep producing tanks and power. Enemy far, will amass tank force before attacking.", "notes": "Base at (12,16), enemy at (95,11). Building econ + tanks. Amass 8+ tanks before attacking enemy base.", "commands": [{"do": "place", "item": "proc"}, {"do": "train", "item": "1tnk", "count": 4}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "train 4x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 700, "income": 4300, "experience": 1, "order_count": 32}}
{"tick": 5601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $220 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9800, army $3600, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 7.7%.\nPRODUCTION: Building: proc 58%; Building: powr 0%; Building: powr 0%; Vehicle: harv 8%; Infantry: e3 4%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #138@(63,26) #139@(64,25) #142@(64,25) #156@(94,9)\n  e3 (Rocket Soldier) x7: #136@(64,25) #137@(63,26) #143@(64,25) #144@(63,26) #146@(63,26) #147@(63,26) #152@(72,21)\n  harv (Ore Truck (harvester)) x1: #131@(98,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - train 1x harv: queued\n  - rally #145: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16). Main force (~10 inf) heading west via (40,17). Need economy: harv in weap, proc #2 building. Cash 0, so production gated by ore.", "raw": "{\"thoughts\": \"Cash is zero so I can't place or start new buildings; my army is advancing west toward the enemy base at (12,16). I'll keep the attack group pushing to find the enemy, keep the harvester mining, and hold the queued production.\", \"notes\": \"Enemy base at (12,16). Main force pushing west from ~(63,25). Cash 0 -> focus ore. Proc #2 building, harv in weap queue.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[136,137,138,139,142,143,144,146,147],\"x\":40,\"y\":20},{\"do\":\"move\",\"units\":[152],\"x\":60,\"y\":22},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"move\",\"units\":[156],\"x\":95,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1591, "completion_tokens": 532, "total_tokens": 2123, "cost": 0.000852276, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000852276, "upstream_inference_prompt_cost": 0.000213876, "upstream_inference_completions_cost": 0.0006384}, "completion_tokens_details": {"reasoning_tokens": 350, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.61, "thoughts": "Cash is zero so I can't place or start new buildings; my army is advancing west toward the enemy base at (12,16). I'll keep the attack group pushing to find the enemy, keep the harvester mining, and hold the queued production.", "notes": "Enemy base at (12,16). Main force pushing west from ~(63,25). Cash 0 -> focus ore. Proc #2 building, harv in weap queue.", "commands": [{"do": "attack_move", "units": [136, 137, 138, 139, 142, 143, 144, 146, 147], "x": 40, "y": 20}, {"do": "move", "units": [152], "x": 60, "y": 22}, {"do": "harvest", "unit": 131}, {"do": "move", "units": [156], "x": 95, "y": 13}], "feedback": ["attack_move: 9 units", "move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 2500, "income": 2450, "experience": 0, "order_count": 37}}
{"tick": 5601, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1270 + stored ore $285 (storage 6000), power 200 made / 120 used, harvesters 3.\nSCORE: assets $13500, army $4700, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.5%.\nPRODUCTION: Building: fix 26%; Building: tent 0%; Building: powr 0%; Building: powr 0%; Building: tent 0%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 32%; 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 95%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #148 weap@(14,13) 99%, #153 proc@(13,20) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #151@(13,14)97%* #155@(14,14)*\n  harv (Ore Truck (harvester)) x3: #132@(20,7) #141@(8,22) #154@(8,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - train 4x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Building econ + tanks. Amass 8+ tanks before attacking enemy base.", "raw": "{\"thoughts\":\"Economy expanding well with 3 refineries. Keep building tanks and power, group idle tanks to defend/scout.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building econ + tanks. Amass 8+ tanks before attacking enemy base.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2321, "completion_tokens": 129, "total_tokens": 2450, "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": 0.005932, "upstream_inference_prompt_cost": 0.004642, "upstream_inference_completions_cost": 0.00129}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.31, "thoughts": "Economy expanding well with 3 refineries. Keep building tanks and power, group idle tanks to defend/scout.", "notes": "Base at (12,16), enemy at (95,11). Building econ + tanks. Amass 8+ tanks before attacking enemy base.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13500, "army_value": 1400, "income": 4800, "experience": 1, "order_count": 37}}
{"tick": 5801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9800, army $3600, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 11.1%.\nPRODUCTION: Building: proc 64%; Building: powr 0%; Building: powr 0%; Vehicle: harv 15%; Infantry: e3 28%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #138@(53,27) #139@(55,28) #142@(55,28) #156@(95,13)*\n  e3 (Rocket Soldier) x7: #136@(57,28) #137@(54,28) #143@(56,28) #144@(54,27) #146@(53,28) #147@(54,28) #152@(61,22)\n  harv (Ore Truck (harvester)) x1: #131@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16). Main force pushing west from ~(63,25). Cash 0 -> focus ore. Proc #2 building, harv in weap queue.", "raw": "{\"thoughts\": \"Cash is 0 so production is stalled; I need ore income. Main force is pushing west near (55,27) with no enemy contact yet. Continue the westward advance toward the enemy base at (12,16) and get the harvester mining again.\", \"notes\": \"Enemy base at (12,16), main force advancing west ~(55,27). Cash 0 -> rely on harv #131 mining. Proc #2 and harv building in queue. Rally new units toward (65,25).\", \"commands\": [{\"do\": \"harvest\", \"unit\": 131}, {\"do\": \"attack_move\", \"units\": \"all_army\", \"x\": 25, \"y\": 18}, {\"do\": \"rally\", \"building\": 134, \"x\": 65, \"y\": 25}, {\"do\": \"rally\", \"building\": 145, \"x\": 65, \"y\": 25}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1571, "completion_tokens": 948, "total_tokens": 2519, "cost": 0.001345476, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001345476, "upstream_inference_prompt_cost": 0.000207876, "upstream_inference_completions_cost": 0.0011376}, "completion_tokens_details": {"reasoning_tokens": 739, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.53, "thoughts": "Cash is 0 so production is stalled; I need ore income. Main force is pushing west near (55,27) with no enemy contact yet. Continue the westward advance toward the enemy base at (12,16) and get the harvester mining again.", "notes": "Enemy base at (12,16), main force advancing west ~(55,27). Cash 0 -> rely on harv #131 mining. Proc #2 and harv building in queue. Rally new units toward (65,25).", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": "all_army", "x": 25, "y": 18}, {"do": "rally", "building": 134, "x": 65, "y": 25}, {"do": "rally", "building": 145, "x": 65, "y": 25}], "feedback": ["attack_move: 11 units", "rally #134: ordered", "rally #145: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 2500, "income": 2450, "experience": 0, "order_count": 37}}
{"tick": 5801, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $887 + stored ore $0 (storage 6000), power 200 made / 120 used, harvesters 3.\nSCORE: assets $13500, army $4700, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.6%.\nPRODUCTION: Building: fix 54%; Building: tent 0%; Building: powr 0%; Building: powr 0%; Building: tent 0%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 80%; 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 95%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #148 weap@(14,13) 99%, #153 proc@(13,20) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #151@(13,14)97%* #155@(14,14)*\n  harv (Ore Truck (harvester)) x3: #132@(20,10) #141@(3,26) #154@(9,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Building econ + tanks. Amass 8+ tanks before attacking enemy base.", "raw": "{\"thoughts\":\"Economy solid, many production items queued redundantly. Let it keep churning tanks. Set idle tanks to defend near base until we have 8+.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building econ + tanks. Amass 8+ tanks before attacking enemy base.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2287, "completion_tokens": 186, "total_tokens": 2473, "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": 0.006434, "upstream_inference_prompt_cost": 0.004574, "upstream_inference_completions_cost": 0.00186}, "completion_tokens_details": {"reasoning_tokens": 49, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.11, "thoughts": "Economy solid, many production items queued redundantly. Let it keep churning tanks. Set idle tanks to defend near base until we have 8+.", "notes": "Base at (12,16), enemy at (95,11). Building econ + tanks. Amass 8+ tanks before attacking enemy base.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13500, "army_value": 1400, "income": 4800, "experience": 1, "order_count": 37}}
{"tick": 6001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9800, army $3600, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 14.1%.\nPRODUCTION: Building: proc 64%; Building: powr 0%; Building: powr 0%; Vehicle: harv 15%; Infantry: e3 28%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #138@(44,27) #139@(46,24) #142@(46,24) #156@(86,13)\n  e3 (Rocket Soldier) x7: #136@(47,28) #137@(44,27) #143@(45,28) #144@(44,27) #146@(44,27) #147@(44,27) #152@(59,28)\n  harv (Ore Truck (harvester)) x1: #131@(100,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - rally #134: ordered\n  - rally #145: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16), main force advancing west ~(55,27). Cash 0 -> rely on harv #131 mining. Proc #2 and harv building in queue. Rally new units toward (65,25).", "raw": "{\"thoughts\": \"Cash is at 0 with only one harvester mining, so economy is the bottleneck. Main force of 11 is mid-map around (45,27) advancing west toward enemy base at (12,16); no contact yet. Keep queues running and push the army forward while the second refinery finishes.\", \"notes\": \"Enemy base ~(12,16). Main force ~(45,27) heading west. Proc#2 at 64%, harv building. Cash 0 -> get harv #131 mining ASAP and protect it. Rifle #156 stays near base.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131}, {\"do\":\"attack_move\",\"units\":[136,137,138,139,142,143,144,146,147,152],\"x\":24,\"y\":20}, {\"do\":\"move\",\"units\":[156],\"x\":88,\"y\":13}, {\"do\":\"rally\",\"building\":134,\"x\":60,\"y\":25}, {\"do\":\"rally\",\"building\":145,\"x\":60,\"y\":25}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1582, "completion_tokens": 733, "total_tokens": 2315, "cost": 0.001090776, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001090776, "upstream_inference_prompt_cost": 0.000211176, "upstream_inference_completions_cost": 0.0008796}, "completion_tokens_details": {"reasoning_tokens": 506, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.89, "thoughts": "Cash is at 0 with only one harvester mining, so economy is the bottleneck. Main force of 11 is mid-map around (45,27) advancing west toward enemy base at (12,16); no contact yet. Keep queues running and push the army forward while the second refinery finishes.", "notes": "Enemy base ~(12,16). Main force ~(45,27) heading west. Proc#2 at 64%, harv building. Cash 0 -> get harv #131 mining ASAP and protect it. Rifle #156 stays near base.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [136, 137, 138, 139, 142, 143, 144, 146, 147, 152], "x": 24, "y": 20}, {"do": "move", "units": [156], "x": 88, "y": 13}, {"do": "rally", "building": 134, "x": 60, "y": 25}, {"do": "rally", "building": 145, "x": 60, "y": 25}], "feedback": ["attack_move: 10 units", "move: 1 units", "rally #134: ordered", "rally #145: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 2500, "income": 2150, "experience": 0, "order_count": 37}}
{"tick": 6001, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $581 + stored ore $653 (storage 6000), power 200 made / 120 used, harvesters 3.\nSCORE: assets $14200, army $5400, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.7%.\nPRODUCTION: Building: fix 82%; Building: tent 0%; Building: powr 0%; Building: powr 0%; Building: tent 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 95%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #148 weap@(14,13) 99%, #153 proc@(13,20) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #151@(13,14)97%* #155@(14,15)* #157@(14,14)*\n  harv (Ore Truck (harvester)) x3: #132@(15,17) #141@(8,22) #154@(10,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Building econ + tanks. Amass 8+ tanks before attacking enemy base.", "raw": "{\"thoughts\":\"Economy solid, keep tank production going and let queued buildings finish. Group idle tanks defensively until we have 8+.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building econ + tanks. Amass 8+ tanks before attacking enemy base. 3 tanks idle currently, wait for more.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2281, "completion_tokens": 207, "total_tokens": 2488, "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": 0.006632, "upstream_inference_prompt_cost": 0.004562, "upstream_inference_completions_cost": 0.00207}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.08, "thoughts": "Economy solid, keep tank production going and let queued buildings finish. Group idle tanks defensively until we have 8+.", "notes": "Base at (12,16), enemy at (95,11). Building econ + tanks. Amass 8+ tanks before attacking enemy base. 3 tanks idle currently, wait for more.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14200, "army_value": 2100, "income": 5300, "experience": 1, "order_count": 37}}
{"tick": 6201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $165 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9800, army $3600, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 16.2%.\nPRODUCTION: Building: proc 65%; Building: powr 0%; Building: powr 0%; Vehicle: harv 16%; Infantry: e3 32%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #138@(36,21) #139@(37,20) #142@(37,20) #156@(88,13)*\n  e3 (Rocket Soldier) x7: #136@(38,21) #137@(36,21) #143@(37,22) #144@(36,21) #146@(36,21) #147@(36,21) #152@(49,28)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - move: 1 units\n  - rally #134: ordered\n  - rally #145: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Main force ~(45,27) heading west. Proc#2 at 64%, harv building. Cash 0 -> get harv #131 mining ASAP and protect it. Rifle #156 stays near base.", "raw": "{\"thoughts\": \"Main force is pushing west toward the enemy base at (12,16). Cash is 0 so I must get the idle harvester mining immediately. Keep production running and continue the attack.\", \"notes\": \"Enemy base ~(12,16). Main force ~(37,21) attacking west. Get harv#131 mining. Cash tight - prioritize economy. Rifle#156 guards base.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[138,139,142,136,137,143,144,146,147,152],\"x\":12,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1594, "completion_tokens": 392, "total_tokens": 1986, "cost": 0.000722808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000722808, "upstream_inference_prompt_cost": 0.000252408, "upstream_inference_completions_cost": 0.0004704}, "completion_tokens_details": {"reasoning_tokens": 254, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.74, "thoughts": "Main force is pushing west toward the enemy base at (12,16). Cash is 0 so I must get the idle harvester mining immediately. Keep production running and continue the attack.", "notes": "Enemy base ~(12,16). Main force ~(37,21) attacking west. Get harv#131 mining. Cash tight - prioritize economy. Rifle#156 guards base.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [138, 139, 142, 136, 137, 143, 144, 146, 147, 152], "x": 12, "y": 16}], "feedback": ["attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 2500, "income": 2175, "experience": 0, "order_count": 37}}
{"tick": 6201, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $581 + stored ore $607 (storage 6000), power 200 made / 120 used, harvesters 3.\nSCORE: assets $14200, army $5400, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.7%.\nPRODUCTION: Building: fix READY TO PLACE; Building: tent 0%; Building: powr 0%; Building: powr 0%; Building: tent 0%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 73%; 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 95%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #148 weap@(14,13) 99%, #153 proc@(13,20) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #151@(13,14)97%* #155@(14,15)* #157@(14,14)*\n  harv (Ore Truck (harvester)) x3: #132@(23,8) #141@(6,24) #154@(6,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Building econ + tanks. Amass 8+ tanks before attacking enemy base. 3 tanks idle currently, wait for more.", "raw": "{\"thoughts\":\"Continue building economy and army. Place fix depot, keep queues busy. Tanks amassing, wait for more before attacking.\",\"notes\":\"Base at (12,16), enemy at (95,11). Amass 8+ tanks before attacking. 3 tanks idle currently, wait for more production.\",\"commands\":[{\"do\":\"place\",\"item\":\"fix\"},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2302, "completion_tokens": 149, "total_tokens": 2451, "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": 0.006094, "upstream_inference_prompt_cost": 0.004604, "upstream_inference_completions_cost": 0.00149}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.37, "thoughts": "Continue building economy and army. Place fix depot, keep queues busy. Tanks amassing, wait for more before attacking.", "notes": "Base at (12,16), enemy at (95,11). Amass 8+ tanks before attacking. 3 tanks idle currently, wait for more production.", "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: 3 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14200, "army_value": 2100, "income": 5800, "experience": 1, "order_count": 37}}
{"tick": 6401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9800, army $3600, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 70%; Building: powr 0%; Building: powr 0%; Vehicle: harv 23%; Infantry: e3 59%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #138@(28,14) #139@(29,14) #142@(29,14) #156@(88,13)*\n  e3 (Rocket Soldier) x7: #136@(30,14) #137@(28,14) #143@(29,15) #144@(28,14) #146@(28,14) #147@(28,14) #152@(40,24)\n  harv (Ore Truck (harvester)) x1: #131@(103,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Main force ~(37,21) attacking west. Get harv#131 mining. Cash tight - prioritize economy. Rifle#156 guards base.", "raw": "{\"thoughts\": \"Cash is $0, so economy is the priority - get harv #131 mining immediately. Army sits at ~(28,14) with no enemies visible; push west toward the expected enemy base at (12,16) to find and hit it. Keep producing e3 from barracks and the harv from war factory.\", \"notes\": \"Enemy base ~(12,16). Masse 11 combat units pushing west from (28,14). harv#131 sent mining. Cash $0 - watch income, then add proc/weap.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[138,139,142,136,137,143,144,146,147,152],\"x\":16,\"y\":16},{\"do\":\"rally\",\"building\":145,\"x\":30,\"y\":25},{\"do\":\"rally\",\"building\":134,\"x\":30,\"y\":25}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1556, "completion_tokens": 714, "total_tokens": 2270, "cost": 0.001097808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001097808, "upstream_inference_prompt_cost": 0.000241008, "upstream_inference_completions_cost": 0.0008568}, "completion_tokens_details": {"reasoning_tokens": 511, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.64, "thoughts": "Cash is $0, so economy is the priority - get harv #131 mining immediately. Army sits at ~(28,14) with no enemies visible; push west toward the expected enemy base at (12,16) to find and hit it. Keep producing e3 from barracks and the harv from war factory.", "notes": "Enemy base ~(12,16). Masse 11 combat units pushing west from (28,14). harv#131 sent mining. Cash $0 - watch income, then add proc/weap.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [138, 139, 142, 136, 137, 143, 144, 146, 147, 152], "x": 16, "y": 16}, {"do": "rally", "building": 145, "x": 30, "y": 25}, {"do": "rally", "building": 134, "x": 30, "y": 25}], "feedback": ["attack_move: 10 units", "rally #145: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 2500, "income": 2275, "experience": 0, "order_count": 37}}
{"tick": 6401, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $564 + stored ore $0 (storage 6000), power 200 made / 150 used, harvesters 3.\nSCORE: assets $16100, army $6100, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.2%.\nPRODUCTION: Building: tent 65%; Building: powr 0%; Building: powr 0%; Building: tent 0%; Building: powr 0%; Building: tent 0%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar 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  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 95%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #148 weap@(14,13) 99%, #153 proc@(13,20) 100%, #158 fix@(9,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #151@(13,14)97%* #155@(14,15)* #157@(15,14)* #159@(14,14)*\n  harv (Ore Truck (harvester)) x3: #132@(23,7) #141@(5,28) #154@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\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: 3 units\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Amass 8+ tanks before attacking. 3 tanks idle currently, wait for more production.", "raw": "{\"thoughts\":\"Multiple queues busy already, good economy. Keep producing tanks and let existing idle tanks defend/wait near base until we have 8+.\",\"notes\":\"Base at (12,16), enemy at (95,11). Amass 8+ tanks before attacking. Currently 4 idle tanks, wait for more from weap queue.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2360, "completion_tokens": 145, "total_tokens": 2505, "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": 0.00617, "upstream_inference_prompt_cost": 0.00472, "upstream_inference_completions_cost": 0.00145}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.29, "thoughts": "Multiple queues busy already, good economy. Keep producing tanks and let existing idle tanks defend/wait near base until we have 8+.", "notes": "Base at (12,16), enemy at (95,11). Amass 8+ tanks before attacking. Currently 4 idle tanks, wait for more from weap queue.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 16100, "army_value": 2800, "income": 5800, "experience": 1, "order_count": 38}}
{"tick": 6601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9800, army $3600, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 20.1%.\nPRODUCTION: Building: proc 70%; Building: powr 0%; Building: powr 0%; Vehicle: harv 23%; Infantry: e3 59%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #138@(20,15) #139@(22,15) #142@(22,15) #156@(88,13)*\n  e3 (Rocket Soldier) x7: #136@(22,15) #137@(20,15) #143@(21,15) #144@(20,15) #146@(20,15) #147@(20,15) #152@(29,22)\n  harv (Ore Truck (harvester)) x1: #131@(104,21)\nVISIBLE ENEMY UNITS (1):\n  #132 harv@(18,13) 47%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - rally #145: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Masse 11 combat units pushing west from (28,14). harv#131 sent mining. Cash $0 - watch income, then add proc/weap.", "raw": "{\"thoughts\": \"Our strike team has engaged the enemy harvester at (18,13). Focus firing it down to cripple their economy while continuing production.\", \"notes\": \"Attacking enemy harvester #132 at (18,13), then pushing into base at (12,16). Proc completing soon.\", \"commands\": [{\"do\": \"attack\", \"units\": [136, 137, 138, 139, 142, 143, 144, 146, 147], \"target\": 132}, {\"do\": \"attack_move\", \"units\": [152, 156], \"x\": 18, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1712, "completion_tokens": 538, "total_tokens": 2250, "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": 0.006603, "upstream_inference_prompt_cost": 0.002568, "upstream_inference_completions_cost": 0.004035}, "completion_tokens_details": {"reasoning_tokens": 369, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.83, "thoughts": "Our strike team has engaged the enemy harvester at (18,13). Focus firing it down to cripple their economy while continuing production.", "notes": "Attacking enemy harvester #132 at (18,13), then pushing into base at (12,16). Proc completing soon.", "commands": [{"do": "attack", "units": [136, 137, 138, 139, 142, 143, 144, 146, 147], "target": 132}, {"do": "attack_move", "units": [152, 156], "x": 18, "y": 14}], "feedback": ["attack: 9 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 2500, "income": 1775, "experience": 0, "order_count": 37}}
{"tick": 6601, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $431 + stored ore $124 (storage 6000), power 200 made / 150 used, harvesters 3.\nSCORE: assets $16100, army $6100, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.3%.\nPRODUCTION: Building: tent READY TO PLACE; Building: powr 0%; Building: powr 0%; Building: tent 0%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 63%; 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, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 95%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #148 weap@(14,13) 99%, #153 proc@(13,20) 100%, #158 fix@(9,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #151@(13,14)97%* #155@(14,15)* #157@(15,14)* #159@(14,14)*\n  harv (Ore Truck (harvester)) x3: #132@(18,13)47% #141@(10,20) #154@(7,26)\nVISIBLE ENEMY UNITS (6):\n  #137 e3@(20,15) 100%, #138 e1@(20,15) 100%, #143 e3@(21,15) 100%, #144 e3@(20,15) 100%, #146 e3@(20,15) 100%, #147 e3@(20,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Amass 8+ tanks before attacking. Currently 4 idle tanks, wait for more from weap queue.", "raw": "{\"thoughts\":\"Enemy infantry cluster nearby at (20,15) threatens us; use 4 tanks to strike before they get closer. Place ready tent building and keep production going.\",\"notes\":\"Base at (12,16), enemy main at (95,11). Enemy infantry squad near (20,15) attacked with 4 tanks. Keep building tanks, expand power/barracks, mass 8+ before pushing to enemy base.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"attack_move\",\"units\":[151,155,157,159],\"x\":20,\"y\":15},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2432, "completion_tokens": 263, "total_tokens": 2695, "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": 0.007494, "upstream_inference_prompt_cost": 0.004864, "upstream_inference_completions_cost": 0.00263}, "completion_tokens_details": {"reasoning_tokens": 48, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.3, "thoughts": "Enemy infantry cluster nearby at (20,15) threatens us; use 4 tanks to strike before they get closer. Place ready tent building and keep production going.", "notes": "Base at (12,16), enemy main at (95,11). Enemy infantry squad near (20,15) attacked with 4 tanks. Keep building tanks, expand power/barracks, mass 8+ before pushing to enemy base.", "commands": [{"do": "place", "item": "tent"}, {"do": "attack_move", "units": [151, 155, 157, 159], "x": 20, "y": 15}, {"do": "train", "item": "1tnk", "count": 4}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 4 units", "train 4x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 16100, "army_value": 2800, "income": 5650, "experience": 1, "order_count": 38}}
{"tick": 6801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $1800 (2 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 20.8%.\nPRODUCTION: Building: proc 70%; Building: powr 0%; Building: powr 0%; Vehicle: harv 23%; Infantry: e3 59%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #139@(22,15)* #142@(22,15)* #156@(78,15)\n  e3 (Rocket Soldier) x7: #136@(22,15)* #137@(20,15)97% #143@(21,15) #144@(20,15)95% #146@(20,15)32% #147@(20,15)75% #152@(21,17)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (2):\n  #159 1tnk@(16,15) 11%, #161 harv.fullhusk@(17,16) 85%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Attacking enemy harvester #132 at (18,13), then pushing into base at (12,16). Proc completing soon.", "raw": "{\"thoughts\": \"Cash is dry so production is limited to what's queued. My rocket squad is already at the enemy base with a wounded light tank to finish and a husk to grab. I'll concentrate fire on the tank, push the rest into the base at (12,16), and keep the harvester mining.\", \"notes\": \"Enemy base around (12,16); army group of e3/e1 pushing in from (20,15). Proc completing soon. Need income - keep harvester busy.\", \"commands\": [{\"do\":\"attack\",\"units\":[136,137,143,144,146,147,152,139,142],\"target\":159},{\"do\":\"attack_move\",\"units\":[139,142,156,136,137,143,144,147,152],\"x\":13,\"y\":16},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":145,\"x\":70,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1582, "completion_tokens": 642, "total_tokens": 2224, "cost": 0.001019208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001019208, "upstream_inference_prompt_cost": 0.000248808, "upstream_inference_completions_cost": 0.0007704}, "completion_tokens_details": {"reasoning_tokens": 440, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.11, "thoughts": "Cash is dry so production is limited to what's queued. My rocket squad is already at the enemy base with a wounded light tank to finish and a husk to grab. I'll concentrate fire on the tank, push the rest into the base at (12,16), and keep the harvester mining.", "notes": "Enemy base around (12,16); army group of e3/e1 pushing in from (20,15). Proc completing soon. Need income - keep harvester busy.", "commands": [{"do": "attack", "units": [136, 137, 143, 144, 146, 147, 152, 139, 142], "target": 159}, {"do": "attack_move", "units": [139, 142, 156, 136, 137, 143, 144, 147, 152], "x": 13, "y": 16}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 145, "x": 70, "y": 12}], "feedback": ["attack: 9 units", "attack_move: 9 units", "rally #145: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 200, "units_killed": 2, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 1775, "experience": 18, "order_count": 37}}
{"tick": 6801, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $423 + stored ore $0 (storage 6000), power 200 made / 170 used, harvesters 2.\nSCORE: assets $15500, army $5000, killed $200 (2 units, 0 bldgs), lost $1800 (2 units, 0 bldgs). Map explored 8.6%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Building: tent 0%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 11%; 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: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 80%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #148 weap@(14,13) 99%, #153 proc@(13,20) 100%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #151@(17,12)97% #155@(16,11) #159@(16,15)11% #162@(14,14)*\n  harv (Ore Truck (harvester)) x2: #141@(5,29) #154@(6,29)\n  harv.fullhusk (harv.fullhusk) x1: #161@(17,16)85%*\nVISIBLE ENEMY UNITS (5):\n  #137 e3@(20,15) 97%, #143 e3@(21,15) 100%, #144 e3@(20,15) 95%, #146 e3@(20,15) 32%, #147 e3@(20,15) 75%\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  - attack_move: 4 units\n  - train 4x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy main at (95,11). Enemy infantry squad near (20,15) attacked with 4 tanks. Keep building tanks, expand power/barracks, mass 8+ before pushing to enemy base.", "raw": "{\"thoughts\":\"Enemy rocket squad near our base attacking; use tanks to fight them. Place ready power plant, keep production flowing.\",\"notes\":\"Base at (12,16), enemy main at (95,11). Enemy e3 squad near (20,15) engaging our tanks. Keep training tanks, build power/barracks, mass 8+ before pushing enemy base.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[151,155,159,162],\"x\":20,\"y\":15},{\"do\":\"harvest\",\"unit\":161},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2654, "completion_tokens": 234, "total_tokens": 2888, "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": 0.007648, "upstream_inference_prompt_cost": 0.005308, "upstream_inference_completions_cost": 0.00234}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.76, "thoughts": "Enemy rocket squad near our base attacking; use tanks to fight them. Place ready power plant, keep production flowing.", "notes": "Base at (12,16), enemy main at (95,11). Enemy e3 squad near (20,15) engaging our tanks. Keep training tanks, build power/barracks, mass 8+ before pushing enemy base.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": [151, 155, 159, 162], "x": 20, "y": 15}, {"do": "harvest", "unit": 161}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 4 units", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 1800, "units_killed": 2, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 15500, "army_value": 2800, "income": 6000, "experience": 2, "order_count": 43}}
{"tick": 7001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $4600 (6 units, 0 bldgs), lost $800 (4 units, 0 bldgs). Map explored 20.9%.\nPRODUCTION: Building: proc 82%; Building: powr 0%; Building: powr 0%; Vehicle: harv 38%; Infantry: e3 14%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #139@(19,15) #142@(19,15) #156@(71,22)\n  e3 (Rocket Soldier) x6: #136@(19,15)96% #137@(19,15)83% #143@(20,15)89% #147@(19,15)51% #152@(20,16) #164@(91,10)\n  harv (Ore Truck (harvester)) x1: #131@(99,20)\nVISIBLE ENEMY UNITS (1):\n  #161 harv.fullhusk@(17,16) 66%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack_move: 9 units\n  - rally #145: ordered\nYOUR NOTES FROM LAST TURN: Enemy base around (12,16); army group of e3/e1 pushing in from (20,15). Proc completing soon. Need income - keep harvester busy.", "raw": "{\"thoughts\": \"Cash is $0 so queues are mostly idle except the almost-done proc. My 8-9 unit group is already near the enemy start at (12,16); push them in to find and hit enemy buildings while keeping one e3 near home. Place the proc the moment it's ready.\", \"notes\": \"Enemy base ~(12,16). Main army (e3+e1) pushing from (19,15) toward (12,16). Proc #? finishing; place it, free harvester comes. Cash 0 - economy must recover. Weap rally set to (20,16).\", \"commands\": [{\"do\":\"attack_move\",\"units\":[139,142,136,137,143,147,152],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":145,\"x\":20,\"y\":16},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1568, "completion_tokens": 663, "total_tokens": 2231, "cost": 0.001002576, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001002576, "upstream_inference_prompt_cost": 0.000206976, "upstream_inference_completions_cost": 0.0007956}, "completion_tokens_details": {"reasoning_tokens": 469, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.54, "thoughts": "Cash is $0 so queues are mostly idle except the almost-done proc. My 8-9 unit group is already near the enemy start at (12,16); push them in to find and hit enemy buildings while keeping one e3 near home. Place the proc the moment it's ready.", "notes": "Enemy base ~(12,16). Main army (e3+e1) pushing from (19,15) toward (12,16). Proc #? finishing; place it, free harvester comes. Cash 0 - economy must recover. Weap rally set to (20,16).", "commands": [{"do": "attack_move", "units": [139, 142, 136, 137, 143, 147, 152], "x": 12, "y": 16}, {"do": "rally", "building": 145, "x": 20, "y": 16}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 7 units", "rally #145: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 800, "units_killed": 6, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2275, "experience": 46, "order_count": 37}}
{"tick": 7001, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1 + stored ore $0 (storage 6000), power 300 made / 170 used, harvesters 2.\nSCORE: assets $13000, army $2200, killed $800 (4 units, 0 bldgs), lost $4600 (6 units, 0 bldgs). Map explored 8.6%.\nPRODUCTION: Building: powr 69%; Building: tent 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%; 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: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(15,16) 44%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #148 weap@(14,13) 98%, #153 proc@(13,20) 100%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #141@(7,28) #154@(10,20)\n  harv.fullhusk (harv.fullhusk) x1: #161@(17,16)66%*\nVISIBLE ENEMY UNITS (7):\n  #136 e3@(19,15) 96%, #137 e3@(19,15) 83%, #139 e1@(19,15) 100%, #142 e1@(19,15) 99%, #143 e3@(20,15) 89%, #147 e3@(19,15) 51%, #152 e3@(20,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 4 units\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy main at (95,11). Enemy e3 squad near (20,15) engaging our tanks. Keep training tanks, build power/barracks, mass 8+ before pushing enemy base.", "raw": "{\"thoughts\":\"Enemy infantry squad is right next to our base at (19,15). We have no army units left visible except harvesters. Need to defend base with turret/pillbox and keep producing tanks fast.\",\"notes\":\"Base at (12,16). Enemy squad (7 units, e1/e3) at (19,15)-(20,16) near our base, likely pushing in. Enemy main base at (95,11). Priority: build turret/pillbox for defense, keep 1tnk production queued, once we have 4+ tanks counterattack the infantry squad near base, then push toward enemy main.\",\"commands\":[{\"do\":\"build\",\"item\":\"gun\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2657, "completion_tokens": 290, "total_tokens": 2947, "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": 0.008214, "upstream_inference_prompt_cost": 0.005314, "upstream_inference_completions_cost": 0.0029}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.1, "thoughts": "Enemy infantry squad is right next to our base at (19,15). We have no army units left visible except harvesters. Need to defend base with turret/pillbox and keep producing tanks fast.", "notes": "Base at (12,16). Enemy squad (7 units, e1/e3) at (19,15)-(20,16) near our base, likely pushing in. Enemy main base at (95,11). Priority: build turret/pillbox for defense, keep 1tnk production queued, once we have 4+ tanks counterattack the infantry squad near base, then push toward enemy main.", "commands": [{"do": "build", "item": "gun"}, {"do": "train", "item": "1tnk", "count": 4}], "feedback": ["build gun: started", "train 4x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 4600, "units_killed": 4, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13000, "army_value": 0, "income": 6000, "experience": 5, "order_count": 46}}
{"tick": 7201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $6000 (6 units, 1 bldgs), lost $800 (4 units, 0 bldgs). Map explored 21.9%.\nPRODUCTION: Building: proc 82%; Building: powr 0%; Building: powr 0%; Vehicle: harv 38%; Infantry: e3 14%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #139@(18,15) #142@(18,15) #156@(62,27)\n  e3 (Rocket Soldier) x6: #136@(18,15)96% #137@(17,14)83% #143@(18,14)89% #147@(18,15)51% #152@(17,14) #164@(81,10)\n  harv (Ore Truck (harvester)) x1: #131@(104,24)\nVISIBLE ENEMY UNITS (1):\n  #161 harv.fullhusk@(17,16) 47%\nVISIBLE ENEMY BUILDINGS (1):\n  #148 weap@(14,13) 72%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - rally #145: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Main army (e3+e1) pushing from (19,15) toward (12,16). Proc #? finishing; place it, free harvester comes. Cash 0 - economy must recover. Weap rally set to (20,16).", "raw": "{\"thoughts\": \"Economy is broke ($0) but queues are running \u2014 proc at 82% will give a free harvester once placed. Main army (7 units) is pushing the enemy base near (12,16) where I see an enemy War Factory at 72%. Keep production going and press the attack; send the two stray units (#156, #164) to help defend/to the front.\", \"notes\": \"Enemy base ~(12,16), enemy weap #148 at (14,13) 72%. Main army 7 units attacking that area. Proc finishing -> PLACE it next turn for free harvester. Breakout: need income, cash 0.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[139,142,136,137,143,147,152],\"x\":13,\"y\":15},{\"do\":\"attack_move\",\"units\":[156,164],\"x\":20,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"rally\",\"building\":134,\"x\":20,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1595, "completion_tokens": 799, "total_tokens": 2394, "cost": 0.001173876, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001173876, "upstream_inference_prompt_cost": 0.000215076, "upstream_inference_completions_cost": 0.0009588}, "completion_tokens_details": {"reasoning_tokens": 558, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.49, "thoughts": "Economy is broke ($0) but queues are running \u2014 proc at 82% will give a free harvester once placed. Main army (7 units) is pushing the enemy base near (12,16) where I see an enemy War Factory at 72%. Keep production going and press the attack; send the two stray units (#156, #164) to help defend/to the front.", "notes": "Enemy base ~(12,16), enemy weap #148 at (14,13) 72%. Main army 7 units attacking that area. Proc finishing -> PLACE it next turn for free harvester. Breakout: need income, cash 0.", "commands": [{"do": "attack_move", "units": [139, 142, 136, 137, 143, 147, 152], "x": 13, "y": 15}, {"do": "attack_move", "units": [156, 164], "x": 20, "y": 16}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "harv", "count": 1}, {"do": "rally", "building": 134, "x": 20, "y": 16}], "feedback": ["attack_move: 7 units", "attack_move: 2 units", "train 2x e3: queued", "train 1x harv: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6000, "deaths_cost": 800, "units_killed": 6, "units_lost": 4, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2275, "experience": 60, "order_count": 37}}
{"tick": 7201, "slot": "Multi1", "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: Multi1, faction france (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 $285 (storage 4000), power 300 made / 140 used, harvesters 2.\nSCORE: assets $11600, army $2200, killed $800 (4 units, 0 bldgs), lost $6000 (6 units, 1 bldgs). Map explored 8.6%.\nPRODUCTION: Building: powr READY TO PLACE; Building: tent 0%; Building: powr 0%; Building: tent 0%; Defense: gun 25%; Vehicle: 1tnk 70%; 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  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #148 weap@(14,13) 72%, #153 proc@(13,20) 100%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #141@(10,20) #154@(6,29)\n  harv.fullhusk (harv.fullhusk) x1: #161@(17,16)47%*\nVISIBLE ENEMY UNITS (7):\n  #136 e3@(18,15) 96%, #137 e3@(17,14) 83%, #139 e1@(18,15) 100%, #142 e1@(18,15) 99%, #143 e3@(18,14) 89%, #147 e3@(18,15) 51%, #152 e3@(17,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build gun: started\n  - train 4x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy squad (7 units, e1/e3) at (19,15)-(20,16) near our base, likely pushing in. Enemy main base at (95,11). Priority: build turret/pillbox for defense, keep 1tnk production queued, once we have 4+ tanks counterattack the infantry squad near base, then push toward enemy main.", "raw": "{\"thoughts\":\"Enemy infantry squad is right next to our base at (17-18,14-15). Need to place ready power plant, keep building turret and tanks. No combat units yet to counter, so just build up defenses and wait for tanks.\",\"notes\":\"Base at (12,16). Enemy infantry squad (~7 units) still near (17-18,14-15) threatening base. Turret 'gun' building at 25%, keep pushing production. Once 4+ 1tnk ready, counterattack infantry squad then push toward enemy main base at (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2733, "completion_tokens": 284, "total_tokens": 3017, "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": 0.008306, "upstream_inference_prompt_cost": 0.005466, "upstream_inference_completions_cost": 0.00284}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.59, "thoughts": "Enemy infantry squad is right next to our base at (17-18,14-15). Need to place ready power plant, keep building turret and tanks. No combat units yet to counter, so just build up defenses and wait for tanks.", "notes": "Base at (12,16). Enemy infantry squad (~7 units) still near (17-18,14-15) threatening base. Turret 'gun' building at 25%, keep pushing production. Once 4+ 1tnk ready, counterattack infantry squad then push toward enemy main base at (95,11).", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 6000, "units_killed": 4, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11600, "army_value": 0, "income": 5800, "experience": 5, "order_count": 51}}
{"tick": 7401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $6000 (6 units, 1 bldgs), lost $800 (4 units, 0 bldgs). Map explored 22.3%.\nPRODUCTION: Building: proc 82%; Building: powr 0%; Building: powr 0%; Vehicle: harv 38%; Vehicle: harv 0%; Infantry: e3 14%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #139@(18,15) #142@(18,15) #156@(53,27)\n  e3 (Rocket Soldier) x6: #136@(18,15)96% #137@(17,14)83% #143@(18,14)89% #147@(18,15)51% #152@(17,14) #164@(73,16)\n  harv (Ore Truck (harvester)) x1: #131@(99,15)\nVISIBLE ENEMY UNITS (1):\n  #161 harv.fullhusk@(17,16) 29%\nVISIBLE ENEMY BUILDINGS (2):\n  #148 weap@(14,13) 15%, #165 powr@(15,16) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 2 units\n  - train 2x e3: queued\n  - train 1x harv: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16), enemy weap #148 at (14,13) 72%. Main army 7 units attacking that area. Proc finishing -> PLACE it next turn for free harvester. Breakout: need income, cash 0.", "raw": "{\"thoughts\": \"Enemy war factory is nearly dead and their power plant is exposed. My 7-unit strike group is already in their base \u2014 finish the kill. Cash is 0 so I need harvesters working and cheap units queued while the proc finishes.\", \"notes\": \"Enemy base ~(12,16). Strike group 7 units (e1/e3) hitting weap #148 then powr #165. Proc building (~82%) -> place next turn with free harv. #156,#164 moving in from east. Cash 0, prioritize economy.\", \"commands\": [{\"do\":\"attack\",\"units\":[136,137,139,142,143,147,152],\"target\":148},{\"do\":\"attack_move\",\"units\":[156,164],\"x\":16,\"y\":15},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1655, "completion_tokens": 694, "total_tokens": 2349, "cost": 0.001065876, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001065876, "upstream_inference_prompt_cost": 0.000233076, "upstream_inference_completions_cost": 0.0008328}, "completion_tokens_details": {"reasoning_tokens": 489, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.32, "thoughts": "Enemy war factory is nearly dead and their power plant is exposed. My 7-unit strike group is already in their base \u2014 finish the kill. Cash is 0 so I need harvesters working and cheap units queued while the proc finishes.", "notes": "Enemy base ~(12,16). Strike group 7 units (e1/e3) hitting weap #148 then powr #165. Proc building (~82%) -> place next turn with free harv. #156,#164 moving in from east. Cash 0, prioritize economy.", "commands": [{"do": "attack", "units": [136, 137, 139, 142, 143, 147, 152], "target": 148}, {"do": "attack_move", "units": [156, 164], "x": 16, "y": 15}, {"do": "harvest", "unit": 131}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack: 7 units", "attack_move: 2 units", "train 3x e1: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6000, "deaths_cost": 800, "units_killed": 6, "units_lost": 4, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 1775, "experience": 60, "order_count": 40}}
{"tick": 7401, "slot": "Multi1", "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: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 400 made / 140 used, harvesters 2.\nSCORE: assets $11900, army $2200, killed $800 (4 units, 0 bldgs), lost $6000 (6 units, 1 bldgs). Map explored 8.6%.\nPRODUCTION: Building: tent 29%; Building: powr 0%; Building: tent 0%; Defense: gun 45%; Vehicle: 1tnk 93%; 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  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #148 weap@(14,13) 15%, #153 proc@(13,20) 100%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #165 powr@(15,16) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #141@(6,30) #154@(4,27)\n  harv.fullhusk (harv.fullhusk) x1: #161@(17,16)29%*\nVISIBLE ENEMY UNITS (7):\n  #136 e3@(18,15) 96%, #137 e3@(17,14) 83%, #139 e1@(18,15) 100%, #142 e1@(18,15) 99%, #143 e3@(18,14) 89%, #147 e3@(18,15) 51%, #152 e3@(17,14) 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 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy infantry squad (~7 units) still near (17-18,14-15) threatening base. Turret 'gun' building at 25%, keep pushing production. Once 4+ 1tnk ready, counterattack infantry squad then push toward enemy main base at (95,11).", "raw": "{\"thoughts\":\"Enemy infantry squad is right at my base perimeter. My tanks aren't ready yet, so I need to keep production going and let the turret finish. Nothing combat-ready to act with yet.\",\"notes\":\"Base at (12,16). Enemy infantry squad (~7 units) near (17-18,14-15) still threatening. Turret 'gun' at 45%, weap at 15%. Keep pushing tank production; once 4+ 1tnk ready, counterattack infantry then push toward enemy base at (95,11).\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2763, "completion_tokens": 245, "total_tokens": 3008, "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": 0.007976, "upstream_inference_prompt_cost": 0.005526, "upstream_inference_completions_cost": 0.00245}, "completion_tokens_details": {"reasoning_tokens": 59, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.22, "thoughts": "Enemy infantry squad is right at my base perimeter. My tanks aren't ready yet, so I need to keep production going and let the turret finish. Nothing combat-ready to act with yet.", "notes": "Base at (12,16). Enemy infantry squad (~7 units) near (17-18,14-15) still threatening. Turret 'gun' at 45%, weap at 15%. Keep pushing tank production; once 4+ 1tnk ready, counterattack infantry then push toward enemy base at (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 6000, "units_killed": 4, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11900, "army_value": 0, "income": 6000, "experience": 5, "order_count": 54}}
{"tick": 7601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $8300 (6 units, 3 bldgs), lost $800 (4 units, 0 bldgs). Map explored 22.3%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Building: powr 0%; Vehicle: harv 53%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 70%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #139@(18,15)* #142@(18,15)* #156@(43,27)\n  e3 (Rocket Soldier) x6: #136@(18,15)96%* #137@(17,14)83%* #143@(18,14)89%* #147@(18,15)51%* #152@(17,14)* #164@(66,23)\n  harv (Ore Truck (harvester)) x1: #131@(98,16)\nVISIBLE ENEMY UNITS (1):\n  #161 harv.fullhusk@(17,16) 12%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack_move: 2 units\n  - train 3x e1: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Strike group 7 units (e1/e3) hitting weap #148 then powr #165. Proc building (~82%) -> place next turn with free harv. #156,#164 moving in from east. Cash 0, prioritize economy.", "raw": "{\"thoughts\": \"Enemy base is at ~(12,16) and I've already destroyed 3 buildings there. Cash is 0 so economy is stalled until the harvester gets going; keep the strike force pressing the enemy base while the in-progress refinery finishes. Push all combat units onto the enemy base to finish it.\", \"notes\": \"Enemy base ~(12,16). Push all combat units there. Proc at 94% -> place ASAP when ready; harv queued 53%. Cash 0, need refinery up to restart economy.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[136,137,139,142,143,147,152],\"x\":13,\"y\":16},{\"do\":\"attack_move\",\"units\":[156,164],\"x\":15,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":145,\"x\":30,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1661, "completion_tokens": 725, "total_tokens": 2386, "cost": 0.001104876, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001104876, "upstream_inference_prompt_cost": 0.000234876, "upstream_inference_completions_cost": 0.00087}, "completion_tokens_details": {"reasoning_tokens": 523, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.46, "thoughts": "Enemy base is at ~(12,16) and I've already destroyed 3 buildings there. Cash is 0 so economy is stalled until the harvester gets going; keep the strike force pressing the enemy base while the in-progress refinery finishes. Push all combat units onto the enemy base to finish it.", "notes": "Enemy base ~(12,16). Push all combat units there. Proc at 94% -> place ASAP when ready; harv queued 53%. Cash 0, need refinery up to restart economy.", "commands": [{"do": "attack_move", "units": [136, 137, 139, 142, 143, 147, 152], "x": 13, "y": 16}, {"do": "attack_move", "units": [156, 164], "x": 15, "y": 20}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 145, "x": 30, "y": 18}], "feedback": ["attack_move: 7 units", "attack_move: 2 units", "train 2x e3: queued", "rally #145: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 8300, "deaths_cost": 800, "units_killed": 6, "units_lost": 4, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2275, "experience": 83, "order_count": 44}}
{"tick": 7601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $224 + stored ore $457 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $9600, army $2200, killed $800 (4 units, 0 bldgs), lost $8300 (6 units, 3 bldgs). Map explored 8.7%.\nPRODUCTION: Building: tent 76%; Building: powr 0%; Building: tent 0%; Defense: gun 74%\nCAN PRODUCE NOW:\n  Building: 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, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #153 proc@(13,20) 100%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #141@(8,26) #154@(10,20)\n  harv.fullhusk (harv.fullhusk) x1: #161@(17,16)12%*\nVISIBLE ENEMY UNITS (6):\n  #136 e3@(18,15) 96%, #137 e3@(17,14) 83%, #139 e1@(18,15) 100%, #142 e1@(18,15) 99%, #147 e3@(18,15) 51%, #152 e3@(17,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy infantry squad (~7 units) near (17-18,14-15) still threatening. Turret 'gun' at 45%, weap at 15%. Keep pushing tank production; once 4+ 1tnk ready, counterattack infantry then push toward enemy base at (95,11).", "raw": "{\"thoughts\":\"Enemy infantry squad is right next to my base with no army of mine. Need to rush infantry defense and let turret finish. Train rocket soldiers to counter them.\",\"notes\":\"Base at (12,16). Enemy infantry squad (~6 units) near (17-18,14-15) threatening base directly. Turret 'gun' almost done - prioritize. Train e1/e3 from tent for defense. Once turret up and infantry trained, push them back then rebuild economy and army toward enemy base at (95,11).\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2181, "completion_tokens": 294, "total_tokens": 2475, "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": 0.007302, "upstream_inference_prompt_cost": 0.004362, "upstream_inference_completions_cost": 0.00294}, "completion_tokens_details": {"reasoning_tokens": 77, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.74, "thoughts": "Enemy infantry squad is right next to my base with no army of mine. Need to rush infantry defense and let turret finish. Train rocket soldiers to counter them.", "notes": "Base at (12,16). Enemy infantry squad (~6 units) near (17-18,14-15) threatening base directly. Turret 'gun' almost done - prioritize. Train e1/e3 from tent for defense. Once turret up and infantry trained, push them back then rebuild economy and army toward enemy base at (95,11).", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["train 3x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 8300, "units_killed": 4, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9600, "army_value": 0, "income": 6000, "experience": 5, "order_count": 54}}
{"tick": 7801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $8300 (6 units, 3 bldgs), lost $800 (4 units, 0 bldgs). Map explored 22.6%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Building: powr 0%; Vehicle: harv 53%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 70%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #139@(16,16) #142@(17,15) #156@(35,20)\n  e3 (Rocket Soldier) x6: #136@(17,15)96% #137@(16,15)83% #143@(16,15)89% #147@(16,16)51% #152@(16,15) #164@(57,28)\n  harv (Ore Truck (harvester)) x1: #131@(103,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(12,16) 42%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 2 units\n  - train 2x e3: queued\n  - rally #145: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Push all combat units there. Proc at 94% -> place ASAP when ready; harv queued 53%. Cash 0, need refinery up to restart economy.", "raw": "{\"thoughts\": \"Economy restarts once proc lands. Main army of 9 is already at the enemy base hitting their Construction Yard (42%). Keep the pressure on so they can't rebuild, and pull in the two stragglers.\", \"notes\": \"Enemy base ~(12,16). All combat units attacking fact #122. Proc at 94% - place it next turn. Need cash for more harvesters/units.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1648, "completion_tokens": 698, "total_tokens": 2346, "cost": 0.001068576, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001068576, "upstream_inference_prompt_cost": 0.000230976, "upstream_inference_completions_cost": 0.0008376}, "completion_tokens_details": {"reasoning_tokens": 557, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.62, "thoughts": "Economy restarts once proc lands. Main army of 9 is already at the enemy base hitting their Construction Yard (42%). Keep the pressure on so they can't rebuild, and pull in the two stragglers.", "notes": "Enemy base ~(12,16). All combat units attacking fact #122. Proc at 94% - place it next turn. Need cash for more harvesters/units.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "place", "item": "proc"}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 9 units", "place proc: nothing READY TO PLACE with that type", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 8300, "deaths_cost": 800, "units_killed": 6, "units_lost": 4, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2275, "experience": 83, "order_count": 46}}
{"tick": 7801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $86 + stored ore $448 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $9900, army $2500, killed $800 (4 units, 0 bldgs), lost $8300 (6 units, 3 bldgs). Map explored 8.7%.\nPRODUCTION: Building: tent READY TO PLACE; Building: powr 0%; Building: tent 0%; Defense: gun READY TO PLACE; Infantry: e1 23%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 42%, #124 powr@(10,16) 100%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #153 proc@(13,20) 100%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #168@(8,17)\n  harv (Ore Truck (harvester)) x2: #141@(10,20) #154@(3,28)\nVISIBLE ENEMY UNITS (7):\n  #136 e3@(17,15) 96%, #137 e3@(16,15) 83%, #139 e1@(16,16) 100%, #142 e1@(17,15) 99%, #143 e3@(16,15) 89%, #147 e3@(16,16) 51%, #152 e3@(16,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy infantry squad (~6 units) near (17-18,14-15) threatening base directly. Turret 'gun' almost done - prioritize. Train e1/e3 from tent for defense. Once turret up and infantry trained, push them back then rebuild economy and army toward enemy base at (95,11).", "raw": "{\"thoughts\":\"Enemy infantry squad is right next to my base. Place the ready turret and barracks immediately for defense, keep training infantry to reinforce.\",\"notes\":\"Base at (12,16). Enemy infantry squad (~6 units) at (16-17,15) attacking. Placed gun turret and tent this turn. Keep training e1/e3, defend base, then rebuild economy and push toward enemy base at (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"gun\",\"x\":13,\"y\":15},{\"do\":\"place\",\"item\":\"tent\",\"x\":9,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2294, "completion_tokens": 292, "total_tokens": 2586, "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": 0.007508, "upstream_inference_prompt_cost": 0.004588, "upstream_inference_completions_cost": 0.00292}, "completion_tokens_details": {"reasoning_tokens": 62, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.3, "thoughts": "Enemy infantry squad is right next to my base. Place the ready turret and barracks immediately for defense, keep training infantry to reinforce.", "notes": "Base at (12,16). Enemy infantry squad (~6 units) at (16-17,15) attacking. Placed gun turret and tent this turn. Keep training e1/e3, defend base, then rebuild economy and push toward enemy base at (95,11).", "commands": [{"do": "place", "item": "gun", "x": 13, "y": 15}, {"do": "place", "item": "tent", "x": 9, "y": 16}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place gun: ordered (auto-relocated near base if the spot was invalid)", "place tent: ordered (auto-relocated near base if the spot was invalid)", "train 2x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 8300, "units_killed": 4, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9900, "army_value": 300, "income": 6000, "experience": 5, "order_count": 59}}
{"tick": 8001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $10300 (6 units, 4 bldgs), lost $1100 (5 units, 0 bldgs). Map explored 22.6%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Building: powr 0%; Vehicle: harv 53%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 70%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #139@(16,16)10% #142@(17,15) #156@(27,14)\n  e3 (Rocket Soldier) x5: #136@(17,15)96% #137@(16,15)78% #143@(16,15)85% #152@(16,15)9% #164@(48,25)\n  harv (Ore Truck (harvester)) x1: #131@(101,20)\nVISIBLE ENEMY UNITS (1):\n  #171 e1@(15,17) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #170 tent@(15,16) 56%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - place proc: nothing READY TO PLACE with that type\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). All combat units attacking fact #122. Proc at 94% - place it next turn. Need cash for more harvesters/units.", "raw": "{\"thoughts\": \"Our attack force is already at the enemy base hitting the tent (56%). Cash is 0, so keep pressing the attack to finish the enemy while production continues. Proc is nearly done and will be placed next turn.\", \"notes\": \"Enemy base ~(12,16), tent #170 at 56%. All combat units attacking enemy base. Proc at 94% - place next turn. Cash tight, harvesters working.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":13,\"y\":16},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1659, "completion_tokens": 435, "total_tokens": 2094, "cost": 0.000756276, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000756276, "upstream_inference_prompt_cost": 0.000234276, "upstream_inference_completions_cost": 0.000522}, "completion_tokens_details": {"reasoning_tokens": 305, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.4, "thoughts": "Our attack force is already at the enemy base hitting the tent (56%). Cash is 0, so keep pressing the attack to finish the enemy while production continues. Proc is nearly done and will be placed next turn.", "notes": "Enemy base ~(12,16), tent #170 at 56%. All combat units attacking enemy base. Proc at 94% - place next turn. Cash tight, harvesters working.", "commands": [{"do": "attack_move", "units": "all_army", "x": 13, "y": 16}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 10300, "deaths_cost": 1100, "units_killed": 6, "units_lost": 5, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 1775, "experience": 103, "order_count": 48}}
{"tick": 8001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $61 + stored ore $98 (storage 4000), power 300 made / 170 used, harvesters 2.\nSCORE: assets $9300, army $2600, killed $1100 (5 units, 0 bldgs), lost $10300 (6 units, 4 bldgs). Map explored 8.7%.\nPRODUCTION: Infantry: e3 99%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #153 proc@(13,20) 100%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%, #170 tent@(15,16) 56%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #171@(15,17)\n  e3 (Rocket Soldier) x1: #168@(8,17)*\n  harv (Ore Truck (harvester)) x2: #141@(8,30) #154@(2,28)\nVISIBLE ENEMY UNITS (6):\n  #136 e3@(17,15) 96%, #137 e3@(16,15) 78%, #139 e1@(16,16) 10%, #142 e1@(17,15) 99%, #143 e3@(16,15) 85%, #152 e3@(16,15) 9%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place gun: ordered (auto-relocated near base if the spot was invalid)\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train 2x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy infantry squad (~6 units) at (16-17,15) attacking. Placed gun turret and tent this turn. Keep training e1/e3, defend base, then rebuild economy and push toward enemy base at (95,11).", "raw": "{\"thoughts\":\"Enemy infantry squad is attacking near base at (16-17,15). Our gun turret should help defend. Keep training infantry and defend with what we have.\",\"notes\":\"Base at (12,16). Enemy infantry squad (~6) at (16-17,15) attacking, weakened by gun turret. Keep training e1/e3, defend base with turret+infantry, then rebuild economy and push toward enemy base at (95,11).\",\"commands\":[{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"defend_anything\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2191, "completion_tokens": 254, "total_tokens": 2445, "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": 0.006922, "upstream_inference_prompt_cost": 0.004382, "upstream_inference_completions_cost": 0.00254}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.55, "thoughts": "Enemy infantry squad is attacking near base at (16-17,15). Our gun turret should help defend. Keep training infantry and defend with what we have.", "notes": "Base at (12,16). Enemy infantry squad (~6) at (16-17,15) attacking, weakened by gun turret. Keep training e1/e3, defend base with turret+infantry, then rebuild economy and push toward enemy base at (95,11).", "commands": [{"do": "stance", "units": "all_army", "stance": "defend_anything"}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["stance: 2 units", "train 2x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 1100, "deaths_cost": 10300, "units_killed": 5, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 9300, "army_value": 400, "income": 6000, "experience": 8, "order_count": 65}}
{"tick": 8201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $306 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8400, army $2200, killed $10900 (7 units, 5 bldgs), lost $1800 (8 units, 0 bldgs). Map explored 22.7%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; Building: powr 0%; Vehicle: harv 56%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 77%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(17,15)23% #156@(19,16)\n  e3 (Rocket Soldier) x3: #136@(17,15)85% #143@(16,15)11% #164@(40,18)\n  harv (Ore Truck (harvester)) x1: #131@(98,12)\nVISIBLE ENEMY UNITS (1):\n  #172 e3@(14,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16), tent #170 at 56%. All combat units attacking enemy base. Proc at 94% - place next turn. Cash tight, harvesters working.", "raw": "{\"thoughts\": \"Cash is $0 with only 1 harvester, so economy is the bottleneck while my building queue (proc 96%) is about to finish. My attack force mostly died but scored big kills; only a few damaged units survive near the enemy base at ~(12,16). Place the refinery, pull the two nearly-dead infantry back, and keep the healthy units pressing while harvester production continues.\", \"notes\": \"Enemy base ~(12,16); only enemy e3 #172 visible. Proc ready to place, then 2 powr queued. Keep 3 harvesters coming, then add tanks. Retreat #142(23%)/#143(11%).\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"move\",\"units\":[142,143],\"x\":94,\"y\":14},{\"do\":\"attack_move\",\"units\":[136,156,164],\"x\":13,\"y\":16},{\"do\":\"build\",\"item\":\"ftur\"},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":15},{\"do\":\"rally\",\"building\":145,\"x\":97,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1597, "completion_tokens": 2342, "total_tokens": 3939, "cost": 0.003026076, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003026076, "upstream_inference_prompt_cost": 0.000215676, "upstream_inference_completions_cost": 0.0028104}, "completion_tokens_details": {"reasoning_tokens": 2100, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.9, "thoughts": "Cash is $0 with only 1 harvester, so economy is the bottleneck while my building queue (proc 96%) is about to finish. My attack force mostly died but scored big kills; only a few damaged units survive near the enemy base at ~(12,16). Place the refinery, pull the two nearly-dead infantry back, and keep the healthy units pressing while harvester production continues.", "notes": "Enemy base ~(12,16); only enemy e3 #172 visible. Proc ready to place, then 2 powr queued. Keep 3 harvesters coming, then add tanks. Retreat #142(23%)/#143(11%).", "commands": [{"do": "place", "item": "proc"}, {"do": "move", "units": [142, 143], "x": 94, "y": 14}, {"do": "attack_move", "units": [136, 156, 164], "x": 13, "y": 16}, {"do": "build", "item": "ftur"}, {"do": "rally", "building": 134, "x": 95, "y": 15}, {"do": "rally", "building": 145, "x": 97, "y": 14}], "feedback": ["place proc: nothing READY TO PLACE with that type", "move: 2 units", "attack_move: 3 units", "build ftur: started", "rally #134: ordered", "rally #145: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 10900, "deaths_cost": 1800, "units_killed": 7, "units_lost": 8, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 8400, "army_value": 1100, "income": 2125, "experience": 109, "order_count": 48}}
{"tick": 8201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 300 made / 150 used, harvesters 2.\nSCORE: assets $9000, army $2800, killed $1800 (8 units, 0 bldgs), lost $10900 (7 units, 5 bldgs). Map explored 8.8%.\nPRODUCTION: Infantry: e3 52%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #153 proc@(13,20) 100%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #168@(8,17)* #172@(14,17)\n  harv (Ore Truck (harvester)) x2: #141@(9,28) #154@(10,20)\nVISIBLE ENEMY UNITS (3):\n  #136 e3@(17,15) 85%, #142 e1@(17,15) 23%, #143 e3@(16,15) 11%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\n  - train 2x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy infantry squad (~6) at (16-17,15) attacking, weakened by gun turret. Keep training e1/e3, defend base with turret+infantry, then rebuild economy and push toward enemy base at (95,11).", "raw": "{\"thoughts\":\"Enemy infantry weakened near base; use rocket soldiers to finish them off with turret support. Keep training more infantry to rebuild army and economy.\",\"notes\":\"Base at (12,16). Enemy weak infantry squad near (16-17,15), finishing them off. Keep training e1/e3, rebuild econ, then push toward enemy base at (95,11).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[168,172],\"x\":16,\"y\":15},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2100, "completion_tokens": 196, "total_tokens": 2296, "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": 0.00616, "upstream_inference_prompt_cost": 0.0042, "upstream_inference_completions_cost": 0.00196}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.86, "thoughts": "Enemy infantry weakened near base; use rocket soldiers to finish them off with turret support. Keep training more infantry to rebuild army and economy.", "notes": "Base at (12,16). Enemy weak infantry squad near (16-17,15), finishing them off. Keep training e1/e3, rebuild econ, then push toward enemy base at (95,11).", "commands": [{"do": "attack_move", "units": [168, 172], "x": 16, "y": 15}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 2 units", "train 2x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 10900, "units_killed": 8, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 9000, "army_value": 600, "income": 5500, "experience": 15, "order_count": 69}}
{"tick": 8401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8400, army $2200, killed $11500 (9 units, 5 bldgs), lost $2100 (9 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: powr 0%; Defense: ftur 20%; Vehicle: harv 67%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 20%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(23,19)5% #156@(16,16)\n  e3 (Rocket Soldier) x3: #136@(15,16)45% #164@(30,18) #173@(92,12)\n  harv (Ore Truck (harvester)) x1: #131@(102,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - move: 2 units\n  - attack_move: 3 units\n  - build ftur: started\n  - rally #134: ordered\n  - rally #145: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16); only enemy e3 #172 visible. Proc ready to place, then 2 powr queued. Keep 3 harvesters coming, then add tanks. Retreat #142(23%)/#143(11%).", "raw": "{\"thoughts\": \"Proc still shows READY TO PLACE (last attempt failed), so place it now to boost income. Our small squad near the enemy base (e3 #136, e1 #142/#156) plus e3 #164 should push onto the enemy start (12,16) since we've already killed 5 enemy buildings. Economy is queued (3 harvesters, power, ftur), cash is $0 so no new starts this turn.\", \"notes\": \"Enemy base ~(12,16). Push #136/#156/#164 to attack (12,16). Home def: e3 #173. Proc placed near ore. Harvs queued.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"}, {\"do\":\"attack_move\",\"units\":[136,156,164],\"x\":12,\"y\":16}, {\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":14}, {\"do\":\"rally\",\"building\":145,\"x\":95,\"y\":14}, {\"do\":\"move\",\"units\":[173],\"x\":94,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1646, "completion_tokens": 1436, "total_tokens": 3082, "cost": 0.001991208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001991208, "upstream_inference_prompt_cost": 0.000268008, "upstream_inference_completions_cost": 0.0017232}, "completion_tokens_details": {"reasoning_tokens": 1205, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.42, "thoughts": "Proc still shows READY TO PLACE (last attempt failed), so place it now to boost income. Our small squad near the enemy base (e3 #136, e1 #142/#156) plus e3 #164 should push onto the enemy start (12,16) since we've already killed 5 enemy buildings. Economy is queued (3 harvesters, power, ftur), cash is $0 so no new starts this turn.", "notes": "Enemy base ~(12,16). Push #136/#156/#164 to attack (12,16). Home def: e3 #173. Proc placed near ore. Harvs queued.", "commands": [{"do": "place", "item": "proc"}, {"do": "attack_move", "units": [136, 156, 164], "x": 12, "y": 16}, {"do": "rally", "building": 134, "x": 95, "y": 14}, {"do": "rally", "building": 145, "x": 95, "y": 14}, {"do": "move", "units": [173], "x": 94, "y": 13}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 3 units", "rally #134: ordered", "rally #145: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 2100, "units_killed": 9, "units_lost": 9, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 8400, "army_value": 1100, "income": 2275, "experience": 115, "order_count": 49}}
{"tick": 8401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $696 (storage 4000), power 300 made / 150 used, harvesters 2.\nSCORE: assets $8700, army $2500, killed $2100 (9 units, 0 bldgs), lost $11500 (9 units, 5 bldgs). Map explored 8.8%.\nPRODUCTION: Infantry: e3 53%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 100%, #140 proc@(10,19) 100%, #153 proc@(13,20) 100%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #174@(7,17)*\n  harv (Ore Truck (harvester)) x2: #141@(10,20) #154@(3,27)\nVISIBLE ENEMY UNITS (2):\n  #136 e3@(15,16) 45%, #156 e1@(16,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - train 2x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy weak infantry squad near (16-17,15), finishing them off. Keep training e1/e3, rebuild econ, then push toward enemy base at (95,11).", "raw": "{\"thoughts\":\"Enemy infantry near base, my rocket soldier idle. Keep training troops, build war factory for tanks since economy stabilized. Defend against nearby enemy units.\",\"notes\":\"Base at (12,16). Enemy infantry at (15-16,16). Building weap factory for tanks. Keep training e1/e3, push toward enemy base at (95,11) once army strong.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[174],\"x\":16,\"y\":16},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2092, "completion_tokens": 254, "total_tokens": 2346, "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": 0.006724, "upstream_inference_prompt_cost": 0.004184, "upstream_inference_completions_cost": 0.00254}, "completion_tokens_details": {"reasoning_tokens": 43, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.16, "thoughts": "Enemy infantry near base, my rocket soldier idle. Keep training troops, build war factory for tanks since economy stabilized. Defend against nearby enemy units.", "notes": "Base at (12,16). Enemy infantry at (15-16,16). Building weap factory for tanks. Keep training e1/e3, push toward enemy base at (95,11) once army strong.", "commands": [{"do": "attack_move", "units": [174], "x": 16, "y": 16}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 1 units", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 2x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 11500, "units_killed": 9, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 8700, "army_value": 300, "income": 6000, "experience": 18, "order_count": 73}}
{"tick": 8601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10600, army $3000, killed $11500 (9 units, 5 bldgs), lost $2400 (10 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Building: powr 0%; Building: powr 0%; Defense: ftur 20%; Vehicle: harv 67%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 20%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(31,24)5% #156@(16,16)52%\n  e3 (Rocket Soldier) x2: #164@(20,16) #173@(94,13)*\n  harv (Ore Truck (harvester)) x2: #131@(102,25) #176@(100,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 3 units\n  - rally #134: ordered\n  - rally #145: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Push #136/#156/#164 to attack (12,16). Home def: e3 #173. Proc placed near ore. Harvs queued.", "raw": "{\"thoughts\": \"Low power is stalling production and I'm broke ($0), so getting a power plant up and harvesters mining is the priority. I have a proc ready to place and need to keep economy flowing.\", \"notes\": \"Enemy ~(12,16). Push group #156/#164 west. Home def e3 #173. Build power, keep hars mining.\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":176},{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1642, "completion_tokens": 347, "total_tokens": 1989, "cost": 0.000683208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000683208, "upstream_inference_prompt_cost": 0.000266808, "upstream_inference_completions_cost": 0.0004164}, "completion_tokens_details": {"reasoning_tokens": 208, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.97, "thoughts": "Low power is stalling production and I'm broke ($0), so getting a power plant up and harvesters mining is the priority. I have a proc ready to place and need to keep economy flowing.", "notes": "Enemy ~(12,16). Push group #156/#164 west. Home def e3 #173. Build power, keep hars mining.", "commands": [{"do": "build", "item": "powr"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 176}, {"do": "place", "item": "proc"}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["build powr: started", "place proc: nothing READY TO PLACE with that type", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 2400, "units_killed": 9, "units_lost": 10, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 10600, "army_value": 800, "income": 1775, "experience": 115, "order_count": 50}}
{"tick": 8601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $364 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $9000, army $2800, killed $2400 (10 units, 0 bldgs), lost $11500 (9 units, 5 bldgs). Map explored 8.9%.\nPRODUCTION: Infantry: e3 64%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 95%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #174@(12,17) #177@(7,17)*\n  harv (Ore Truck (harvester)) x2: #141@(9,30) #154@(5,27)\nVISIBLE ENEMY UNITS (1):\n  #156 e1@(16,16) 52%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train 2x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy infantry at (15-16,16). Building weap factory for tanks. Keep training e1/e3, push toward enemy base at (95,11) once army strong.", "raw": "{\"thoughts\":\"Enemy infantry near base at (16,16), weak (52% hp). Attack with rocket soldiers. Keep training infantry, need war factory once available.\",\"notes\":\"Base at (12,16). Enemy infantry at (16,16) weak. Build weap factory when available, keep training e1/e3. Push toward enemy base (95,11) once army strong.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[174,177],\"x\":16,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2149, "completion_tokens": 248, "total_tokens": 2397, "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": 0.006778, "upstream_inference_prompt_cost": 0.004298, "upstream_inference_completions_cost": 0.00248}, "completion_tokens_details": {"reasoning_tokens": 55, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.33, "thoughts": "Enemy infantry near base at (16,16), weak (52% hp). Attack with rocket soldiers. Keep training infantry, need war factory once available.", "notes": "Base at (12,16). Enemy infantry at (16,16) weak. Build weap factory when available, keep training e1/e3. Push toward enemy base (95,11) once army strong.", "commands": [{"do": "attack_move", "units": [174, 177], "x": 16, "y": 16}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 2 units", "train 2x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 11500, "units_killed": 10, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 9000, "army_value": 600, "income": 5500, "experience": 21, "order_count": 77}}
{"tick": 8801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:52 (tick 8801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10500, army $2900, killed $11500 (9 units, 5 bldgs), lost $2500 (11 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Building: powr 0%; Building: powr 0%; Building: powr 0%; Defense: ftur 20%; Vehicle: harv 67%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 20%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(42,24)5%\n  e3 (Rocket Soldier) x2: #164@(15,16)27% #173@(94,13)*\n  harv (Ore Truck (harvester)) x2: #131@(95,17) #176@(97,23)\nVISIBLE ENEMY UNITS (1):\n  #174 e3@(12,17) 77%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - place proc: nothing READY TO PLACE with that type\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). Push group #156/#164 west. Home def e3 #173. Build power, keep hars mining.", "raw": "{\"thoughts\": \"Low power is slowing everything and cash is $0, so I need the queued Power Plant placed ASAP and harvesters kept working. Our western push units are badly hurt; pull them back to defend the base while the idle rocket soldier holds home. Economy is the priority now.\", \"notes\": \"Enemy ~(12,16). Pull #164/#142 home to defend. Build power when READY, keep hars mining, replace queue. Idle e3 #173 guards base.\", \"commands\": [{\"do\":\"move\",\"units\":[164,142],\"x\":92,\"y\":14},{\"do\":\"stance\",\"units\":[173],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":176}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1640, "completion_tokens": 943, "total_tokens": 2583, "cost": 0.001397808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001397808, "upstream_inference_prompt_cost": 0.000266208, "upstream_inference_completions_cost": 0.0011316}, "completion_tokens_details": {"reasoning_tokens": 780, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.52, "thoughts": "Low power is slowing everything and cash is $0, so I need the queued Power Plant placed ASAP and harvesters kept working. Our western push units are badly hurt; pull them back to defend the base while the idle rocket soldier holds home. Economy is the priority now.", "notes": "Enemy ~(12,16). Pull #164/#142 home to defend. Build power when READY, keep hars mining, replace queue. Idle e3 #173 guards base.", "commands": [{"do": "move", "units": [164, 142], "x": 92, "y": 14}, {"do": "stance", "units": [173], "stance": "defend"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 176}], "feedback": ["move: 2 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 2500, "units_killed": 9, "units_lost": 11, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 10500, "army_value": 700, "income": 1775, "experience": 115, "order_count": 53}}
{"tick": 8801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:52 (tick 8801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $432 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $9300, army $3100, killed $2500 (11 units, 0 bldgs), lost $11500 (9 units, 5 bldgs). Map explored 9.3%.\nPRODUCTION: Infantry: e3 75%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #174@(12,17)77% #177@(11,17) #178@(8,17)*\n  harv (Ore Truck (harvester)) x2: #141@(13,25) #154@(10,20)\nVISIBLE ENEMY UNITS (1):\n  #164 e3@(15,16) 27%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - train 2x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy infantry at (16,16) weak. Build weap factory when available, keep training e1/e3. Push toward enemy base (95,11) once army strong.", "raw": "{\"thoughts\":\"Enemy weak e3 nearby, finish it off. Continue training infantry and start a war factory for tank production to push toward enemy base at (95,11).\",\"notes\":\"Base (12,16). Enemy base likely (95,11). Building army of e1/e3, need weap factory for tanks. Keep harvesters mining, push east once army 8+.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[174,177,178],\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2157, "completion_tokens": 232, "total_tokens": 2389, "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": 0.006634, "upstream_inference_prompt_cost": 0.004314, "upstream_inference_completions_cost": 0.00232}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.08, "thoughts": "Enemy weak e3 nearby, finish it off. Continue training infantry and start a war factory for tank production to push toward enemy base at (95,11).", "notes": "Base (12,16). Enemy base likely (95,11). Building army of e1/e3, need weap factory for tanks. Keep harvesters mining, push east once army 8+.", "commands": [{"do": "attack_move", "units": [174, 177, 178], "x": 15, "y": 16}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 3 units", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 2x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2500, "deaths_cost": 11500, "units_killed": 11, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 9300, "army_value": 900, "income": 5875, "experience": 22, "order_count": 81}}
{"tick": 9001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:00 (tick 9001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $144 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10200, army $2600, killed $11500 (9 units, 5 bldgs), lost $2800 (12 units, 0 bldgs). Map explored 23.9%.\nPRODUCTION: Building: powr 30%; Building: powr 0%; Building: powr 0%; Defense: ftur 35%; Vehicle: harv 75%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 50%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(52,27)5%\n  e3 (Rocket Soldier) x1: #173@(94,13)*\n  harv (Ore Truck (harvester)) x2: #131@(96,21) #176@(95,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). Pull #164/#142 home to defend. Build power when READY, keep hars mining, replace queue. Idle e3 #173 guards base.", "raw": "{\"thoughts\": \"Power is low (100/110) which is slowing everything, but cash is $0 so I can't rush anything. First powr is at 30% and will fix it; harvesters must keep mining to rebuild income. Keep the idle rocket soldier defending and pull the crippled rifleman home.\", \"notes\": \"Enemy ~(12,16). Priority: finish+place powr to fix LOW POWER, get 2 hars mining, finish harv #3. e3 #173 defends base. #142 (5%hp) retreating home. Spend cash on tanks/e3 once economy recovers.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":176},{\"do\":\"stance\",\"units\":[173],\"stance\":\"defend\"},{\"do\":\"move\",\"units\":[142],\"x\":90,\"y\":14},{\"do\":\"rally\",\"building\":145,\"x\":92,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":94,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1609, "completion_tokens": 747, "total_tokens": 2356, "cost": 0.001153308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001153308, "upstream_inference_prompt_cost": 0.000256908, "upstream_inference_completions_cost": 0.0008964}, "completion_tokens_details": {"reasoning_tokens": 526, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.09, "thoughts": "Power is low (100/110) which is slowing everything, but cash is $0 so I can't rush anything. First powr is at 30% and will fix it; harvesters must keep mining to rebuild income. Keep the idle rocket soldier defending and pull the crippled rifleman home.", "notes": "Enemy ~(12,16). Priority: finish+place powr to fix LOW POWER, get 2 hars mining, finish harv #3. e3 #173 defends base. #142 (5%hp) retreating home. Spend cash on tanks/e3 once economy recovers.", "commands": [{"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 176}, {"do": "stance", "units": [173], "stance": "defend"}, {"do": "move", "units": [142], "x": 90, "y": 14}, {"do": "rally", "building": 145, "x": 92, "y": 14}, {"do": "rally", "building": 134, "x": 94, "y": 14}], "feedback": ["stance: 1 units", "move: 1 units", "rally #145: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 2800, "units_killed": 9, "units_lost": 12, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 10200, "army_value": 400, "income": 2275, "experience": 115, "order_count": 53}}
{"tick": 9001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:00 (tick 9001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $701 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $9600, army $3400, killed $2800 (12 units, 0 bldgs), lost $11500 (9 units, 5 bldgs). Map explored 9.3%.\nPRODUCTION: Infantry: e3 85%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #174@(15,16)77%* #177@(15,16)* #178@(15,16)* #179@(7,17)*\n  harv (Ore Truck (harvester)) x2: #141@(12,25) #154@(4,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train 2x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base (12,16). Enemy base likely (95,11). Building army of e1/e3, need weap factory for tanks. Keep harvesters mining, push east once army 8+.", "raw": "{\"thoughts\":\"Lost war factory previously; need to rebuild it for tanks. Keep training infantry and queue weap factory build. Group idle rocket soldiers to defend/rally.\",\"notes\":\"Base (12,16). Enemy base likely (95,11). Rebuilding weap factory. Keep massing e1/e3, push east once 8+ units.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2218, "completion_tokens": 277, "total_tokens": 2495, "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": 0.007206, "upstream_inference_prompt_cost": 0.004436, "upstream_inference_completions_cost": 0.00277}, "completion_tokens_details": {"reasoning_tokens": 78, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.59, "thoughts": "Lost war factory previously; need to rebuild it for tanks. Keep training infantry and queue weap factory build. Group idle rocket soldiers to defend/rally.", "notes": "Base (12,16). Enemy base likely (95,11). Rebuilding weap factory. Keep massing e1/e3, push east once 8+ units.", "commands": [{"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 2x e1: queued", "train 2x e3: queued", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 11500, "units_killed": 12, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 9600, "army_value": 1200, "income": 5500, "experience": 25, "order_count": 85}}
{"tick": 9201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:08 (tick 9201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10200, army $2600, killed $11500 (9 units, 5 bldgs), lost $2800 (12 units, 0 bldgs). Map explored 24%.\nPRODUCTION: Building: powr 50%; Building: powr 0%; Building: powr 0%; Defense: ftur 45%; Vehicle: harv 81%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 70%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(61,27)5%\n  e3 (Rocket Soldier) x1: #173@(94,13)*\n  harv (Ore Truck (harvester)) x2: #131@(100,27) #176@(102,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 1 units\n  - move: 1 units\n  - rally #145: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). Priority: finish+place powr to fix LOW POWER, get 2 hars mining, finish harv #3. e3 #173 defends base. #142 (5%hp) retreating home. Spend cash on tanks/e3 once economy recovers.", "raw": "{\"thoughts\": \"Cash is $0 so economy is the bottleneck; harvesters are already mining. Power is being built. Keep queues busy with cheap infantry and let production tick, and reposition the idle rocket soldier to guard the base.\", \"notes\": \"Enemy ~(12,16). Fixing LOW POWER (powr building). 2 harvs mining at (100-102,24-27). Need harv #3 from vehicle queue. #142 (5%hp e1) retreating home. Produce cheap e1/e3 for defense.\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"move\",\"units\":[173],\"x\":95,\"y\":13},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":176}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1645, "completion_tokens": 598, "total_tokens": 2243, "cost": 0.000985308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000985308, "upstream_inference_prompt_cost": 0.000267708, "upstream_inference_completions_cost": 0.0007176}, "completion_tokens_details": {"reasoning_tokens": 405, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "Cash is $0 so economy is the bottleneck; harvesters are already mining. Power is being built. Keep queues busy with cheap infantry and let production tick, and reposition the idle rocket soldier to guard the base.", "notes": "Enemy ~(12,16). Fixing LOW POWER (powr building). 2 harvs mining at (100-102,24-27). Need harv #3 from vehicle queue. #142 (5%hp e1) retreating home. Produce cheap e1/e3 for defense.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "move", "units": [173], "x": 95, "y": 13}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 176}], "feedback": ["build powr: started", "train 3x e1: queued", "train 2x e3: queued", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 2800, "units_killed": 9, "units_lost": 12, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 10200, "army_value": 400, "income": 2200, "experience": 115, "order_count": 53}}
{"tick": 9201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:08 (tick 9201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $369 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $9900, army $3700, killed $2800 (12 units, 0 bldgs), lost $11500 (9 units, 5 bldgs). Map explored 9.6%.\nPRODUCTION: Infantry: e3 96%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x5: #174@(15,16)77%* #177@(15,16)* #178@(15,16)* #179@(6,16)* #180@(7,17)*\n  harv (Ore Truck (harvester)) x2: #141@(12,32) #154@(5,30)\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)\n  - train 2x e1: queued\n  - train 2x e3: queued\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Base (12,16). Enemy base likely (95,11). Rebuilding weap factory. Keep massing e1/e3, push east once 8+ units.", "raw": "{\"thoughts\":\"Rebuild army with infantry while cash grows; try building war factory again for tanks. Keep e3 group massing near base until 8+ units, then push east.\",\"notes\":\"Base (12,16). Enemy base likely (95,11). Need weap factory rebuilt for tanks. Mass e1/e3 to 8+ before attacking east.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2251, "completion_tokens": 312, "total_tokens": 2563, "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": 0.007622, "upstream_inference_prompt_cost": 0.004502, "upstream_inference_completions_cost": 0.00312}, "completion_tokens_details": {"reasoning_tokens": 113, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.52, "thoughts": "Rebuild army with infantry while cash grows; try building war factory again for tanks. Keep e3 group massing near base until 8+ units, then push east.", "notes": "Base (12,16). Enemy base likely (95,11). Need weap factory rebuilt for tanks. Mass e1/e3 to 8+ before attacking east.", "commands": [{"do": "build", "item": "weap"}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 2x e3: queued", "train 2x e1: queued", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 11500, "units_killed": 12, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 9900, "army_value": 1500, "income": 5000, "experience": 25, "order_count": 89}}
{"tick": 9401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:16 (tick 9401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10200, army $2600, killed $11500 (9 units, 5 bldgs), lost $2800 (12 units, 0 bldgs). Map explored 24%.\nPRODUCTION: Building: powr 50%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Defense: ftur 45%; Vehicle: harv 81%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 70%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(69,20)5%\n  e3 (Rocket Soldier) x1: #173@(95,13)*\n  harv (Ore Truck (harvester)) x2: #131@(95,20) #176@(96,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 3x e1: queued\n  - train 2x e3: queued\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). Fixing LOW POWER (powr building). 2 harvs mining at (100-102,24-27). Need harv #3 from vehicle queue. #142 (5%hp e1) retreating home. Produce cheap e1/e3 for defense.", "raw": "{\"thoughts\": \"Cash is at $0 and power is low, but my queues are already full (powr building, harv 81%, e3 70%, ftur 45%). I'll keep harvesters mining to rebuild cash and hold the idle rocket soldier at base for defense until power and economy recover.\", \"notes\": \"Enemy ~(12,16). LOW POWER: powr at 50%, place when ready. Harvs should be mining south (100-102,24-27). Keep #173 e3 at base defense. #142 5%hp retreating. Wait for cash to refill from 2 harvesters.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":176},{\"do\":\"stance\",\"units\":[173],\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1696, "completion_tokens": 697, "total_tokens": 2393, "cost": 0.001119408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001119408, "upstream_inference_prompt_cost": 0.000283008, "upstream_inference_completions_cost": 0.0008364}, "completion_tokens_details": {"reasoning_tokens": 521, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.82, "thoughts": "Cash is at $0 and power is low, but my queues are already full (powr building, harv 81%, e3 70%, ftur 45%). I'll keep harvesters mining to rebuild cash and hold the idle rocket soldier at base for defense until power and economy recover.", "notes": "Enemy ~(12,16). LOW POWER: powr at 50%, place when ready. Harvs should be mining south (100-102,24-27). Keep #173 e3 at base defense. #142 5%hp retreating. Wait for cash to refill from 2 harvesters.", "commands": [{"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 176}, {"do": "stance", "units": [173], "stance": "defend"}], "feedback": ["stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 2800, "units_killed": 9, "units_lost": 12, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 10200, "army_value": 400, "income": 2100, "experience": 115, "order_count": 59}}
{"tick": 9401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:16 (tick 9401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $41 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $10400, army $4200, killed $2800 (12 units, 0 bldgs), lost $11500 (9 units, 5 bldgs). Map explored 9.7%.\nPRODUCTION: Infantry: e3 38%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #182@(8,17)* #183@(7,17)*\n  e3 (Rocket Soldier) x6: #174@(15,16)77%* #177@(15,16)* #178@(15,16)* #179@(6,16)* #180@(8,17)* #181@(9,18)*\n  harv (Ore Truck (harvester)) x2: #141@(13,26) #154@(10,20)\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)\n  - train 2x e3: queued\n  - train 2x e1: queued\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Base (12,16). Enemy base likely (95,11). Need weap factory rebuilt for tanks. Mass e1/e3 to 8+ before attacking east.", "raw": "{\"thoughts\":\"I have 8 infantry idle, let's group and push toward enemy base while continuing production. Try building war factory for tanks since power is available.\",\"notes\":\"Base (12,16). Enemy base likely (95,11). Pushing infantry group east now; keep training e1/e3 and try weap factory again once available. Watch for counterattack.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2312, "completion_tokens": 302, "total_tokens": 2614, "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": 0.007644, "upstream_inference_prompt_cost": 0.004624, "upstream_inference_completions_cost": 0.00302}, "completion_tokens_details": {"reasoning_tokens": 138, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.23, "thoughts": "I have 8 infantry idle, let's group and push toward enemy base while continuing production. Try building war factory for tanks since power is available.", "notes": "Base (12,16). Enemy base likely (95,11). Pushing infantry group east now; keep training e1/e3 and try weap factory again once available. Watch for counterattack.", "commands": [{"do": "build", "item": "weap"}, {"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}], "feedback": ["build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 11500, "units_killed": 12, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 10400, "army_value": 2000, "income": 5000, "experience": 25, "order_count": 93}}
{"tick": 9601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:24 (tick 9601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $232 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10200, army $2600, killed $11500 (9 units, 5 bldgs), lost $2800 (12 units, 0 bldgs). Map explored 24%.\nPRODUCTION: Building: powr 72%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Defense: ftur 56%; Vehicle: harv 87%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 92%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(77,14)5%\n  e3 (Rocket Soldier) x1: #173@(95,13)*\n  harv (Ore Truck (harvester)) x2: #131@(95,16) #176@(99,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). LOW POWER: powr at 50%, place when ready. Harvs should be mining south (100-102,24-27). Keep #173 e3 at base defense. #142 5%hp retreating. Wait for cash to refill from 2 harvesters.", "raw": "{\"thoughts\": \"Economy is starved ($0) with low power throttling production. Power plant at 72% will complete soon and must be placed immediately. Send both harvesters back to mining to rebuild cash, keep #173 e3 defending base and #142 fragile rifle retreating.\", \"notes\": \"Enemy ~(12,16). Place powr the instant it finishes. Harvs mine south (100-102,24-27). Waiting on cash: queue 2nd harv + more e3 once affordable. Keep #173 e3 at base, #142 retreating.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":176},{\"do\":\"rally\",\"building\":145,\"x\":93,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":94,\"y\":14},{\"do\":\"move\",\"units\":[142],\"x\":95,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1667, "completion_tokens": 673, "total_tokens": 2340, "cost": 0.001081908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001081908, "upstream_inference_prompt_cost": 0.000274308, "upstream_inference_completions_cost": 0.0008076}, "completion_tokens_details": {"reasoning_tokens": 475, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.01, "thoughts": "Economy is starved ($0) with low power throttling production. Power plant at 72% will complete soon and must be placed immediately. Send both harvesters back to mining to rebuild cash, keep #173 e3 defending base and #142 fragile rifle retreating.", "notes": "Enemy ~(12,16). Place powr the instant it finishes. Harvs mine south (100-102,24-27). Waiting on cash: queue 2nd harv + more e3 once affordable. Keep #173 e3 at base, #142 retreating.", "commands": [{"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 176}, {"do": "rally", "building": 145, "x": 93, "y": 14}, {"do": "rally", "building": 134, "x": 94, "y": 14}, {"do": "move", "units": [142], "x": 95, "y": 14}], "feedback": ["rally #145: ordered", "rally #134: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 2800, "units_killed": 9, "units_lost": 12, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 10200, "army_value": 400, "income": 2600, "experience": 115, "order_count": 59}}
{"tick": 9601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:24 (tick 9601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $709 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $10700, army $4500, killed $2800 (12 units, 0 bldgs), lost $11500 (9 units, 5 bldgs). Map explored 10.6%.\nPRODUCTION: Infantry: e3 49%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #182@(17,20) #183@(16,20)\n  e3 (Rocket Soldier) x7: #174@(23,22)77% #177@(23,22) #178@(23,22) #179@(15,20) #180@(17,20) #181@(18,20) #184@(7,17)*\n  harv (Ore Truck (harvester)) x2: #141@(12,24) #154@(6,28)\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)\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Base (12,16). Enemy base likely (95,11). Pushing infantry group east now; keep training e1/e3 and try weap factory again once available. Watch for counterattack.", "raw": "{\"thoughts\":\"Too many infantry queued at 0% wasting build slots; cancel excess and push for war factory for tanks. Keep attack group moving toward enemy base.\",\"notes\":\"Enemy base at (95,11). Army group of 8 e3/e1 pushing east from (17-23,20). Need weap factory for tanks; keep trying build weap. Cancel excess infantry queue spam.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":60,\"y\":15}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2283, "completion_tokens": 408, "total_tokens": 2691, "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": 0.008646, "upstream_inference_prompt_cost": 0.004566, "upstream_inference_completions_cost": 0.00408}, "completion_tokens_details": {"reasoning_tokens": 80, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.18, "thoughts": "Too many infantry queued at 0% wasting build slots; cancel excess and push for war factory for tanks. Keep attack group moving toward enemy base.", "notes": "Enemy base at (95,11). Army group of 8 e3/e1 pushing east from (17-23,20). Need weap factory for tanks; keep trying build weap. Cancel excess infantry queue spam.", "commands": [{"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "build", "item": "weap"}, {"do": "attack_move", "units": "idle_army", "x": 60, "y": 15}], "feedback": ["build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 11500, "units_killed": 12, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 10700, "army_value": 2300, "income": 5500, "experience": 25, "order_count": 93}}
{"tick": 9801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:32 (tick 9801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $313 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10500, army $2900, killed $11500 (9 units, 5 bldgs), lost $2800 (12 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Building: powr 0%; Building: powr 0%; Defense: ftur 75%; Vehicle: harv 97%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 30%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(88,14)5%\n  e3 (Rocket Soldier) x2: #173@(95,13)* #185@(93,13)\n  harv (Ore Truck (harvester)) x2: #131@(100,24) #176@(101,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #145: ordered\n  - rally #134: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). Place powr the instant it finishes. Harvs mine south (100-102,24-27). Waiting on cash: queue 2nd harv + more e3 once affordable. Keep #173 e3 at base, #142 retreating.", "raw": "{\"thoughts\": \"Place the completed power plant immediately to restore full power. 3rd harvester is almost complete which will ramp up our income, after which we will tech up to Service Depot for Heavy Tanks.\", \"notes\": \"Placing powr now to fix low power. 3rd harvester coming out. Next goal: build Service Depot (fix) to unlock Heavy Tanks (3tnk). Enemy base ~(12,16).\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"move\", \"units\": [142], \"x\": 94, \"y\": 12}, {\"do\": \"stance\", \"units\": [173, 185], \"stance\": \"defend\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1794, "completion_tokens": 565, "total_tokens": 2359, "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": 0.0069285, "upstream_inference_prompt_cost": 0.002691, "upstream_inference_completions_cost": 0.0042375}, "completion_tokens_details": {"reasoning_tokens": 404, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.22, "thoughts": "Place the completed power plant immediately to restore full power. 3rd harvester is almost complete which will ramp up our income, after which we will tech up to Service Depot for Heavy Tanks.", "notes": "Placing powr now to fix low power. 3rd harvester coming out. Next goal: build Service Depot (fix) to unlock Heavy Tanks (3tnk). Enemy base ~(12,16).", "commands": [{"do": "place", "item": "powr"}, {"do": "move", "units": [142], "x": 94, "y": 12}, {"do": "stance", "units": [173, 185], "stance": "defend"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "move: 1 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 2800, "units_killed": 9, "units_lost": 12, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 10500, "army_value": 700, "income": 3100, "experience": 115, "order_count": 59}}
{"tick": 9801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:32 (tick 9801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $377 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11000, army $4800, killed $2800 (12 units, 0 bldgs), lost $11500 (9 units, 5 bldgs). Map explored 12.2%.\nPRODUCTION: Infantry: e3 60%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #182@(25,25) #183@(25,25)\n  e3 (Rocket Soldier) x8: #174@(31,26)77% #177@(31,26) #178@(32,26) #179@(24,24) #180@(26,25) #181@(26,25) #184@(16,20) #186@(7,17)*\n  harv (Ore Truck (harvester)) x2: #141@(10,31) #154@(5,30)\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)\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army group of 8 e3/e1 pushing east from (17-23,20). Need weap factory for tanks; keep trying build weap. Cancel excess infantry queue spam.", "raw": "{\"thoughts\":\"Cancel spam infantry queue, focus on building weap factory for tanks and continue pushing army toward enemy base at (95,11).\",\"notes\":\"Enemy base at (95,11). Army group of e3/e1 near (25-32,25). Building weap factory. Keep training e3, cancel excess e1 spam. Push army east once weap ready for tank support.\",\"commands\":[\n{\"do\":\"cancel\",\"item\":\"e1\"},\n{\"do\":\"cancel\",\"item\":\"e1\"},\n{\"do\":\"cancel\",\"item\":\"e1\"},\n{\"do\":\"cancel\",\"item\":\"e1\"},\n{\"do\":\"cancel\",\"item\":\"e1\"},\n{\"do\":\"build\",\"item\":\"weap\"},\n{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":90,\"y\":12}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2192, "completion_tokens": 350, "total_tokens": 2542, "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": 0.007884, "upstream_inference_prompt_cost": 0.004384, "upstream_inference_completions_cost": 0.0035}, "completion_tokens_details": {"reasoning_tokens": 88, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.9, "thoughts": "Cancel spam infantry queue, focus on building weap factory for tanks and continue pushing army toward enemy base at (95,11).", "notes": "Enemy base at (95,11). Army group of e3/e1 near (25-32,25). Building weap factory. Keep training e3, cancel excess e1 spam. Push army east once weap ready for tank support.", "commands": [{"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "build", "item": "weap"}, {"do": "attack_move", "units": "all_army", "x": 90, "y": 12}], "feedback": ["build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 11500, "units_killed": 12, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11000, "army_value": 2600, "income": 5000, "experience": 25, "order_count": 102}}
{"tick": 10001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:40 (tick 10001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $11900, army $4000, killed $11500 (9 units, 5 bldgs), lost $2800 (12 units, 0 bldgs). Map explored 24.2%.\nPRODUCTION: Building: powr 26%; Building: powr 0%; Building: powr 0%; Defense: ftur 88%; Vehicle: harv 4%; Vehicle: harv 0%; Infantry: e3 56%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(93,12)5%*\n  e3 (Rocket Soldier) x2: #173@(95,13)* #185@(94,14)*\n  harv (Ore Truck (harvester)) x3: #131@(103,25) #176@(103,26) #188@(91,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - move: 1 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Placing powr now to fix low power. 3rd harvester coming out. Next goal: build Service Depot (fix) to unlock Heavy Tanks (3tnk). Enemy base ~(12,16).", "raw": "{\"thoughts\": \"Power is already 200/110, so canceled redundant power plants to start the Service Depot (fix) which unlocks Heavy Tanks. 3 harvesters are mining, vehicle queue will finish one more harvester before switching to heavy armor.\", \"notes\": \"Canceled powr queue; building fix for Heavy Tanks (3tnk). 4th harvester building. Enemy at (12,16).\", \"commands\": [{\"do\": \"cancel\", \"item\": \"powr\"}, {\"do\": \"cancel\", \"item\": \"powr\"}, {\"do\": \"cancel\", \"item\": \"powr\"}, {\"do\": \"build\", \"item\": \"fix\"}, {\"do\": \"cancel\", \"item\": \"harv\"}, {\"do\": \"stance\", \"units\": [173, 185], \"stance\": \"defend\"}, {\"do\": \"rally\", \"building\": 134, \"x\": 94, \"y\": 13}, {\"do\": \"rally\", \"building\": 145, \"x\": 94, \"y\": 13}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1785, "completion_tokens": 1164, "total_tokens": 2949, "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": 0.0114075, "upstream_inference_prompt_cost": 0.0026775, "upstream_inference_completions_cost": 0.00873}, "completion_tokens_details": {"reasoning_tokens": 927, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.43, "thoughts": "Power is already 200/110, so canceled redundant power plants to start the Service Depot (fix) which unlocks Heavy Tanks. 3 harvesters are mining, vehicle queue will finish one more harvester before switching to heavy armor.", "notes": "Canceled powr queue; building fix for Heavy Tanks (3tnk). 4th harvester building. Enemy at (12,16).", "commands": [{"do": "cancel", "item": "powr"}, {"do": "cancel", "item": "powr"}, {"do": "cancel", "item": "powr"}, {"do": "build", "item": "fix"}, {"do": "cancel", "item": "harv"}, {"do": "stance", "units": [173, 185], "stance": "defend"}, {"do": "rally", "building": 134, "x": 94, "y": 13}, {"do": "rally", "building": 145, "x": 94, "y": 13}], "feedback": ["build fix: started", "stance: 2 units", "rally #134: ordered", "rally #145: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 2800, "units_killed": 9, "units_lost": 12, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 11900, "army_value": 700, "income": 2600, "experience": 115, "order_count": 60}}
{"tick": 10001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:40 (tick 10001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $47 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11400, army $5200, killed $2800 (12 units, 0 bldgs), lost $11500 (9 units, 5 bldgs). Map explored 14.1%.\nPRODUCTION: Infantry: e3 36%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #182@(35,24) #183@(35,24) #190@(7,17)*\n  e3 (Rocket Soldier) x9: #174@(42,26)77% #177@(41,26) #178@(42,26) #179@(33,24) #180@(36,24) #181@(36,24) #184@(25,25) #186@(16,20) #189@(8,17)*\n  harv (Ore Truck (harvester)) x2: #141@(9,24) #154@(9,26)\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)\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army group of e3/e1 near (25-32,25). Building weap factory. Keep training e3, cancel excess e1 spam. Push army east once weap ready for tank support.", "raw": "{\"thoughts\":\"Continue massing rocket soldiers and push army east toward enemy base while trying to get war factory built for tank support.\",\"notes\":\"Enemy base at (95,11). Army group of e3/e1 pushing east. Try build weap again once queue slot frees. Keep training e3.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":60,\"y\":18}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2131, "completion_tokens": 220, "total_tokens": 2351, "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": 0.006462, "upstream_inference_prompt_cost": 0.004262, "upstream_inference_completions_cost": 0.0022}, "completion_tokens_details": {"reasoning_tokens": 57, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.81, "thoughts": "Continue massing rocket soldiers and push army east toward enemy base while trying to get war factory built for tank support.", "notes": "Enemy base at (95,11). Army group of e3/e1 pushing east. Try build weap again once queue slot frees. Keep training e3.", "commands": [{"do": "build", "item": "weap"}, {"do": "train", "item": "e3", "count": 4}, {"do": "attack_move", "units": "all_army", "x": 60, "y": 18}], "feedback": ["build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 4x e3: queued", "attack_move: 12 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 11500, "units_killed": 12, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11400, "army_value": 3000, "income": 5000, "experience": 25, "order_count": 107}}
{"tick": 10201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:48 (tick 10201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $11900, army $4000, killed $11500 (9 units, 5 bldgs), lost $2800 (12 units, 0 bldgs). Map explored 24.4%.\nPRODUCTION: Building: fix 1%; Defense: ftur 91%; Vehicle: harv 6%; Infantry: e3 62%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(93,12)5%*\n  e3 (Rocket Soldier) x2: #173@(95,13)* #185@(94,14)*\n  harv (Ore Truck (harvester)) x3: #131@(95,16) #176@(95,18) #188@(87,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: started\n  - stance: 2 units\n  - rally #134: ordered\n  - rally #145: ordered\nYOUR NOTES FROM LAST TURN: Canceled powr queue; building fix for Heavy Tanks (3tnk). 4th harvester building. Enemy at (12,16).", "raw": "{\"thoughts\": \"Cash is at $0 so production is stalled; I need harvesters mining hard. Enemy is far away at (12,16), so I have time to build economy and army. Keep the nearly-dead rifleman back and let queues run.\", \"notes\": \"Economy focus: 3 harvesters must keep mining. Service Depot (fix) being built for Heavy Tanks. Enemy at (12,16) - no units/buildings visible yet. Production queues full with e3/e1.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":176},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"stance\",\"units\":[173,185],\"stance\":\"defend\"},{\"do\":\"move\",\"units\":[142],\"x\":95,\"y\":10},{\"do\":\"rally\",\"building\":145,\"x\":95,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1637, "completion_tokens": 913, "total_tokens": 2550, "cost": 0.001323276, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001323276, "upstream_inference_prompt_cost": 0.000227676, "upstream_inference_completions_cost": 0.0010956}, "completion_tokens_details": {"reasoning_tokens": 707, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.78, "thoughts": "Cash is at $0 so production is stalled; I need harvesters mining hard. Enemy is far away at (12,16), so I have time to build economy and army. Keep the nearly-dead rifleman back and let queues run.", "notes": "Economy focus: 3 harvesters must keep mining. Service Depot (fix) being built for Heavy Tanks. Enemy at (12,16) - no units/buildings visible yet. Production queues full with e3/e1.", "commands": [{"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 176}, {"do": "harvest", "unit": 188}, {"do": "stance", "units": [173, 185], "stance": "defend"}, {"do": "move", "units": [142], "x": 95, "y": 10}, {"do": "rally", "building": 145, "x": 95, "y": 13}, {"do": "rally", "building": 134, "x": 95, "y": 13}], "feedback": ["stance: 2 units", "move: 1 units", "rally #145: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 2800, "units_killed": 9, "units_lost": 12, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 11900, "army_value": 700, "income": 2600, "experience": 115, "order_count": 65}}
{"tick": 10201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:48 (tick 10201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $339 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11700, army $5500, killed $2800 (12 units, 0 bldgs), lost $11500 (9 units, 5 bldgs). Map explored 16.1%.\nPRODUCTION: Infantry: e3 6%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #182@(46,24) #183@(45,24) #190@(16,20)\n  e3 (Rocket Soldier) x10: #174@(52,27)77% #177@(52,27) #178@(52,27) #179@(44,24) #180@(47,24) #181@(46,24) #184@(34,25) #186@(25,25) #189@(17,20) #191@(7,17)\n  harv (Ore Truck (harvester)) x2: #141@(9,24) #154@(10,20)\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)\n  - train 4x e3: queued\n  - attack_move: 12 units\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army group of e3/e1 pushing east. Try build weap again once queue slot frees. Keep training e3.", "raw": "{\"thoughts\":\"Army pushing east toward enemy base. Keep training rockets and try building war factory for tanks. Consolidate scattered units into one attack force.\",\"notes\":\"Enemy base at (95,11). Army group e3/e1 spread along path east; consolidate and push together. Keep queuing e3, try weap build each turn until it works.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2161, "completion_tokens": 222, "total_tokens": 2383, "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": 0.006542, "upstream_inference_prompt_cost": 0.004322, "upstream_inference_completions_cost": 0.00222}, "completion_tokens_details": {"reasoning_tokens": 43, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.87, "thoughts": "Army pushing east toward enemy base. Keep training rockets and try building war factory for tanks. Consolidate scattered units into one attack force.", "notes": "Enemy base at (95,11). Army group e3/e1 spread along path east; consolidate and push together. Keep queuing e3, try weap build each turn until it works.", "commands": [{"do": "build", "item": "weap"}, {"do": "train", "item": "e3", "count": 4}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 4x e3: queued", "attack_move: 13 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 11500, "units_killed": 12, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11700, "army_value": 3300, "income": 4700, "experience": 25, "order_count": 111}}
{"tick": 10401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:56 (tick 10401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $230 (storage 4000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $12200, army $4300, killed $11500 (9 units, 5 bldgs), lost $2800 (12 units, 0 bldgs). Map explored 24.8%.\nPRODUCTION: Building: fix 21%; Defense: ftur READY TO PLACE; Vehicle: harv 28%; Infantry: e3 42%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(95,9)5%*\n  e3 (Rocket Soldier) x3: #173@(95,13)* #185@(94,14)* #192@(91,10)\n  harv (Ore Truck (harvester)) x3: #131@(101,22) #176@(95,17) #188@(85,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\n  - move: 1 units\n  - rally #145: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Economy focus: 3 harvesters must keep mining. Service Depot (fix) being built for Heavy Tanks. Enemy at (12,16) - no units/buildings visible yet. Production queues full with e3/e1.", "raw": "{\"thoughts\": \"Cash is at $0 with 17 infantry items queued, which will drain any income the moment it arrives. I should trim the infantry queue so I can afford a Heavy Tank push once the Service Depot finishes, place the ready Flame Tower for base defense, and scout toward the enemy start at (12,16).\", \"notes\": \"Cash $0 - income tight. Fix depot ~21%, harv queued. Placing ftur. Need to cancel excess infantry to fund tanks. Scouting west to find enemy at (12,16).\", \"commands\": [{\"do\":\"place\",\"item\":\"ftur\"}, {\"do\":\"cancel\",\"item\":\"e1\"}, {\"do\":\"cancel\",\"item\":\"e1\"}, {\"do\":\"cancel\",\"item\":\"e1\"}, {\"do\":\"cancel\",\"item\":\"e3\"}, {\"do\":\"move\",\"units\":[192],\"x\":70,\"y\":10}, {\"do\":\"stop\",\"units\":[173,185]}, {\"do\":\"stance\",\"units\":[173,185],\"stance\":\"defend\"}, {\"do\":\"repair\",\"building\":121}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1657, "completion_tokens": 639, "total_tokens": 2296, "cost": 0.001000476, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001000476, "upstream_inference_prompt_cost": 0.000233676, "upstream_inference_completions_cost": 0.0007668}, "completion_tokens_details": {"reasoning_tokens": 409, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.98, "thoughts": "Cash is at $0 with 17 infantry items queued, which will drain any income the moment it arrives. I should trim the infantry queue so I can afford a Heavy Tank push once the Service Depot finishes, place the ready Flame Tower for base defense, and scout toward the enemy start at (12,16).", "notes": "Cash $0 - income tight. Fix depot ~21%, harv queued. Placing ftur. Need to cancel excess infantry to fund tanks. Scouting west to find enemy at (12,16).", "commands": [{"do": "place", "item": "ftur"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e3"}, {"do": "move", "units": [192], "x": 70, "y": 10}, {"do": "stop", "units": [173, 185]}, {"do": "stance", "units": [173, 185], "stance": "defend"}, {"do": "repair", "building": 121}], "feedback": ["place ftur: ordered (auto-relocated near base if the spot was invalid)", "move: 1 units", "stop: 2 units", "stance: 2 units", "repair #121: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 2800, "units_killed": 9, "units_lost": 12, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 12200, "army_value": 1000, "income": 3600, "experience": 115, "order_count": 65}}
{"tick": 10401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:56 (tick 10401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $507 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $12000, army $5800, killed $2800 (12 units, 0 bldgs), lost $11500 (9 units, 5 bldgs). Map explored 17.5%.\nPRODUCTION: Infantry: e3 16%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #182@(55,28) #183@(53,28) #190@(24,24)\n  e3 (Rocket Soldier) x11: #174@(62,27)77% #177@(61,27) #178@(62,27) #179@(54,27) #180@(56,28) #181@(55,28) #184@(45,24) #186@(35,24) #189@(26,25) #191@(16,20) #193@(8,17)*\n  harv (Ore Truck (harvester)) x2: #141@(8,31) #154@(6,30)\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)\n  - train 4x e3: queued\n  - attack_move: 13 units\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army group e3/e1 spread along path east; consolidate and push together. Keep queuing e3, try weap build each turn until it works.", "raw": "{\"thoughts\":\"Consolidate scattered troops and push toward enemy base at (95,11). Keep training rocket soldiers and try building war factory for tanks.\",\"notes\":\"Enemy base at (95,11). Army pushing east along path, consolidate stragglers with main group before engaging. Keep training e3, try weap build each turn.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":75,\"y\":20}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2210, "completion_tokens": 236, "total_tokens": 2446, "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": 0.00678, "upstream_inference_prompt_cost": 0.00442, "upstream_inference_completions_cost": 0.00236}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.22, "thoughts": "Consolidate scattered troops and push toward enemy base at (95,11). Keep training rocket soldiers and try building war factory for tanks.", "notes": "Enemy base at (95,11). Army pushing east along path, consolidate stragglers with main group before engaging. Keep training e3, try weap build each turn.", "commands": [{"do": "build", "item": "weap"}, {"do": "train", "item": "e3", "count": 4}, {"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "attack_move", "units": "all_army", "x": 75, "y": 20}], "feedback": ["build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 4x e3: queued", "attack_move: 1 units", "attack_move: 14 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 11500, "units_killed": 12, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 12000, "army_value": 3600, "income": 5000, "experience": 25, "order_count": 115}}
{"tick": 10601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:04 (tick 10601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 130 used, harvesters 3.\nSCORE: assets $12800, army $4300, killed $11500 (9 units, 5 bldgs), lost $2800 (12 units, 0 bldgs). Map explored 24.8%.\nPRODUCTION: Building: fix 28%; Vehicle: harv 35%; Infantry: e3 67%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 100%, #194 ftur@(93,9) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(95,9)5%*\n  e3 (Rocket Soldier) x3: #173@(95,13)* #185@(94,14)* #192@(81,11)\n  harv (Ore Truck (harvester)) x3: #131@(103,24) #176@(105,24) #188@(91,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place ftur: ordered (auto-relocated near base if the spot was invalid)\n  - move: 1 units\n  - stop: 2 units\n  - stance: 2 units\n  - repair #121: ordered\nYOUR NOTES FROM LAST TURN: Cash $0 - income tight. Fix depot ~21%, harv queued. Placing ftur. Need to cancel excess infantry to fund tanks. Scouting west to find enemy at (12,16).", "raw": "{\"thoughts\": \"Cash is at $0 with 11 infantry queued - too many draining an empty bank. I'll cancel most excess infantry, keep the Service Depot and harvester going, send idle harvester back to mining, and push my lone rocket soldier west to scout toward the enemy start at (12,16).\", \"notes\": \"Cash $0, tight. fix 28%, harv 35%. Canceled excess infantry. Scouting west with #192. Enemy start ~(12,16). Next: build tanks once fix done, keep harvesters mining.\", \"commands\": [{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"attack_move\",\"units\":[192],\"x\":60,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1656, "completion_tokens": 575, "total_tokens": 2231, "cost": 0.000961008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000961008, "upstream_inference_prompt_cost": 0.000271008, "upstream_inference_completions_cost": 0.00069}, "completion_tokens_details": {"reasoning_tokens": 381, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.15, "thoughts": "Cash is at $0 with 11 infantry queued - too many draining an empty bank. I'll cancel most excess infantry, keep the Service Depot and harvester going, send idle harvester back to mining, and push my lone rocket soldier west to scout toward the enemy start at (12,16).", "notes": "Cash $0, tight. fix 28%, harv 35%. Canceled excess infantry. Scouting west with #192. Enemy start ~(12,16). Next: build tanks once fix done, keep harvesters mining.", "commands": [{"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e1"}, {"do": "harvest", "unit": 188}, {"do": "attack_move", "units": [192], "x": 60, "y": 13}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 2800, "units_killed": 9, "units_lost": 12, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 12800, "army_value": 1000, "income": 3100, "experience": 115, "order_count": 70}}
{"tick": 10601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:04 (tick 10601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $176 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $12300, army $6100, killed $2800 (12 units, 0 bldgs), lost $11500 (9 units, 5 bldgs). Map explored 19.4%.\nPRODUCTION: Infantry: e3 27%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #182@(65,27) #183@(63,27) #190@(34,22)\n  e3 (Rocket Soldier) x12: #174@(70,23)77% #177@(70,22) #178@(71,22) #179@(63,27) #180@(66,27) #181@(65,27) #184@(54,28) #186@(45,24) #189@(35,22) #191@(25,25) #193@(17,20) #197@(7,17)*\n  harv (Ore Truck (harvester)) x2: #141@(9,23) #154@(8,31)\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)\n  - train 4x e3: queued\n  - attack_move: 1 units\n  - attack_move: 14 units\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army pushing east along path, consolidate stragglers with main group before engaging. Keep training e3, try weap build each turn.", "raw": "{\"thoughts\":\"Army spread out along path east, consolidate and push toward enemy base at (95,11). Keep training rocket soldiers and try building war factory for tanks.\",\"notes\":\"Enemy base at (95,11). Army pushing east along path (13 units around x60-71,y22-28), stragglers at x17-45 need to catch up. Keep training e3, try weap build each turn once barracks/tech allow.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[174,177,178,179,180,181,182,183,184,186,189,191,193],\"x\":95,\"y\":11},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2260, "completion_tokens": 275, "total_tokens": 2535, "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": 0.00727, "upstream_inference_prompt_cost": 0.00452, "upstream_inference_completions_cost": 0.00275}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.31, "thoughts": "Army spread out along path east, consolidate and push toward enemy base at (95,11). Keep training rocket soldiers and try building war factory for tanks.", "notes": "Enemy base at (95,11). Army pushing east along path (13 units around x60-71,y22-28), stragglers at x17-45 need to catch up. Keep training e3, try weap build each turn once barracks/tech allow.", "commands": [{"do": "train", "item": "e3", "count": 4}, {"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "attack_move", "units": [174, 177, 178, 179, 180, 181, 182, 183, 184, 186, 189, 191, 193], "x": 95, "y": 11}, {"do": "build", "item": "weap"}], "feedback": ["train 4x e3: queued", "attack_move: 1 units", "attack_move: 13 units", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 11500, "units_killed": 12, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 12300, "army_value": 3900, "income": 4500, "experience": 25, "order_count": 119}}
{"tick": 10801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:12 (tick 10801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $62 (storage 4000), power 200 made / 130 used, harvesters 3.\nSCORE: assets $13100, army $4600, killed $11500 (9 units, 5 bldgs), lost $2800 (12 units, 0 bldgs). Map explored 25.6%.\nPRODUCTION: Building: fix 40%; Vehicle: harv 48%; Infantry: e1 46%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 100%, #194 ftur@(93,9) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(96,9)5%*\n  e3 (Rocket Soldier) x4: #173@(95,13)* #185@(94,14)* #192@(71,11) #199@(94,9)\n  harv (Ore Truck (harvester)) x3: #131@(100,23) #176@(102,22) #188@(97,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Cash $0, tight. fix 28%, harv 35%. Canceled excess infantry. Scouting west with #192. Enemy start ~(12,16). Next: build tanks once fix done, keep harvesters mining.", "raw": "{\"thoughts\": \"Economy is starved at $0 but 3 harvesters are mining well and both fix and harv are nearly done. Enemy base is likely near (12,16) and I have no vision there, so #192 continues scouting west. Once the Service Depot finishes I'll pump Heavy Tanks; for now trim the infantry backlog so cash flows to vehicles.\", \"notes\": \"Cash $0, mining with 3 harv. fix ~40%, harv ~48%. #192 scouting west to (40,16). Cancel excess e3, then build 3tnk when fix done. Keep ftur + units guarding base at (95,11).\", \"commands\": [{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"attack_move\",\"units\":[192],\"x\":40,\"y\":16},{\"do\":\"rally\",\"building\":145,\"x\":94,\"y\":10}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1592, "completion_tokens": 1132, "total_tokens": 2724, "cost": 0.001610208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001610208, "upstream_inference_prompt_cost": 0.000251808, "upstream_inference_completions_cost": 0.0013584}, "completion_tokens_details": {"reasoning_tokens": 917, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.38, "thoughts": "Economy is starved at $0 but 3 harvesters are mining well and both fix and harv are nearly done. Enemy base is likely near (12,16) and I have no vision there, so #192 continues scouting west. Once the Service Depot finishes I'll pump Heavy Tanks; for now trim the infantry backlog so cash flows to vehicles.", "notes": "Cash $0, mining with 3 harv. fix ~40%, harv ~48%. #192 scouting west to (40,16). Cancel excess e3, then build 3tnk when fix done. Keep ftur + units guarding base at (95,11).", "commands": [{"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "attack_move", "units": [192], "x": 40, "y": 16}, {"do": "rally", "building": 145, "x": 94, "y": 10}], "feedback": ["attack_move: 1 units", "rally #145: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 2800, "units_killed": 9, "units_lost": 12, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 13100, "army_value": 1300, "income": 3600, "experience": 115, "order_count": 74}}
{"tick": 10801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:12 (tick 10801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $344 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $12600, army $6400, killed $2800 (12 units, 0 bldgs), lost $11500 (9 units, 5 bldgs). Map explored 20.8%.\nPRODUCTION: Infantry: e3 37%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #182@(73,20) #183@(72,21) #190@(44,24)\n  e3 (Rocket Soldier) x13: #174@(78,15)77% #177@(77,15) #178@(78,15) #179@(72,21) #180@(73,20) #181@(73,20) #184@(63,26) #186@(54,28) #189@(45,24) #191@(35,24) #193@(26,25) #197@(16,20) #198@(8,17)*\n  harv (Ore Truck (harvester)) x2: #141@(10,22) #154@(10,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e3: queued\n  - attack_move: 1 units\n  - attack_move: 13 units\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army pushing east along path (13 units around x60-71,y22-28), stragglers at x17-45 need to catch up. Keep training e3, try weap build each turn once barracks/tech allow.", "raw": "{\"thoughts\":\"Army spread along path toward enemy base at (95,11). Regroup stragglers and push main force east. Continue training e3 for reinforcements.\",\"notes\":\"Enemy base at (95,11). Army pushing east, main group around x72-78,y15-21. Stragglers at x16-63 catching up. Keep training e3, try weap build periodically.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},\n{\"do\":\"attack_move\",\"units\":[174,177,178,179,180,181],\"x\":95,\"y\":11},\n{\"do\":\"move\",\"units\":[184,186,189,191,193,197,198,190],\"x\":73,\"y\":20},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4},\n{\"do\":\"build\",\"item\":\"weap\"}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2324, "completion_tokens": 319, "total_tokens": 2643, "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": 0.007838, "upstream_inference_prompt_cost": 0.004648, "upstream_inference_completions_cost": 0.00319}, "completion_tokens_details": {"reasoning_tokens": 55, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.57, "thoughts": "Army spread along path toward enemy base at (95,11). Regroup stragglers and push main force east. Continue training e3 for reinforcements.", "notes": "Enemy base at (95,11). Army pushing east, main group around x72-78,y15-21. Stragglers at x16-63 catching up. Keep training e3, try weap build periodically.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "attack_move", "units": [174, 177, 178, 179, 180, 181], "x": 95, "y": 11}, {"do": "move", "units": [184, 186, 189, 191, 193, 197, 198, 190], "x": 73, "y": 20}, {"do": "train", "item": "e3", "count": 4}, {"do": "build", "item": "weap"}], "feedback": ["attack_move: 1 units", "attack_move: 6 units", "move: 8 units", "train 4x e3: queued", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 11500, "units_killed": 12, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 12600, "army_value": 4200, "income": 4500, "experience": 25, "order_count": 123}}
{"tick": 11001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:20 (tick 11001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $306 (storage 4000), power 200 made / 130 used, harvesters 3.\nSCORE: assets $13200, army $4700, killed $11500 (9 units, 5 bldgs), lost $2800 (12 units, 0 bldgs). Map explored 26%.\nPRODUCTION: Building: fix 47%; Vehicle: harv 56%; Infantry: e1 30%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 100%, #194 ftur@(93,9) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(96,9)5%* #201@(95,9)\n  e3 (Rocket Soldier) x4: #173@(95,13)* #185@(94,14)* #192@(65,19) #199@(95,13)*\n  harv (Ore Truck (harvester)) x3: #131@(95,16) #176@(96,16) #188@(105,25)\nVISIBLE ENEMY UNITS (2):\n  #174 e3@(88,13) 77%, #178 e3@(88,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #145: ordered\nYOUR NOTES FROM LAST TURN: Cash $0, mining with 3 harv. fix ~40%, harv ~48%. #192 scouting west to (40,16). Cancel excess e3, then build 3tnk when fix done. Keep ftur + units guarding base at (95,11).", "raw": "{\"thoughts\": \"Cash is $0 so production is gated on income; keep 3 harvesters mining. Two enemy rocket soldiers are right next to our base at (88,13) - kill them with our defensive group. Continue fix and harv production.\", \"notes\": \"Cash $0. fix ~47%, harv 56%. Enemy e3 pair at (88,13) near base - engaging. #192 scouting west toward enemy start (12,16). When fix done build 3tnk. Need more harvesters for income.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[173,185,199,201],\"x\":88,\"y\":13},{\"do\":\"rally\",\"building\":145,\"x\":93,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":94,\"y\":13},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"move\",\"units\":[192],\"x\":55,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1614, "completion_tokens": 505, "total_tokens": 2119, "cost": 0.000864408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000864408, "upstream_inference_prompt_cost": 0.000258408, "upstream_inference_completions_cost": 0.000606}, "completion_tokens_details": {"reasoning_tokens": 297, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.29, "thoughts": "Cash is $0 so production is gated on income; keep 3 harvesters mining. Two enemy rocket soldiers are right next to our base at (88,13) - kill them with our defensive group. Continue fix and harv production.", "notes": "Cash $0. fix ~47%, harv 56%. Enemy e3 pair at (88,13) near base - engaging. #192 scouting west toward enemy start (12,16). When fix done build 3tnk. Need more harvesters for income.", "commands": [{"do": "attack_move", "units": [173, 185, 199, 201], "x": 88, "y": 13}, {"do": "rally", "building": 145, "x": 93, "y": 13}, {"do": "rally", "building": 134, "x": 94, "y": 13}, {"do": "train", "item": "e3", "count": 2}, {"do": "move", "units": [192], "x": 55, "y": 18}], "feedback": ["attack_move: 4 units", "rally #145: ordered", "rally #134: ordered", "train 2x e3: queued", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 2800, "units_killed": 9, "units_lost": 12, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 13200, "army_value": 1400, "income": 4100, "experience": 115, "order_count": 77}}
{"tick": 11001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:20 (tick 11001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $512 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $12900, army $6700, killed $2800 (12 units, 0 bldgs), lost $11500 (9 units, 5 bldgs). Map explored 22.5%.\nPRODUCTION: Infantry: e3 48%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #182@(81,14) #183@(79,14) #190@(53,27)\n  e3 (Rocket Soldier) x14: #174@(88,13)77% #177@(87,13) #178@(88,13) #179@(79,14) #180@(81,12) #181@(80,13) #184@(72,21) #186@(64,27) #189@(54,28) #191@(45,24) #193@(35,22) #197@(25,25) #198@(17,20) #200@(7,17)*\n  harv (Ore Truck (harvester)) x2: #141@(5,30) #154@(10,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 6 units\n  - move: 8 units\n  - train 4x e3: queued\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army pushing east, main group around x72-78,y15-21. Stragglers at x16-63 catching up. Keep training e3, try weap build periodically.", "raw": "{\"thoughts\":\"Army spread out along path to enemy base. Consolidate and push toward (95,11). Keep training rockets, try building weap again for tank support.\",\"notes\":\"Enemy base at (95,11). Army strung out x17-88. Push all toward enemy base, regroup en route. Keep training e3 continuously; retry weap build.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4},\n{\"do\":\"build\",\"item\":\"weap\"}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2361, "completion_tokens": 212, "total_tokens": 2573, "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": 0.006842, "upstream_inference_prompt_cost": 0.004722, "upstream_inference_completions_cost": 0.00212}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.42, "thoughts": "Army spread out along path to enemy base. Consolidate and push toward (95,11). Keep training rockets, try building weap again for tank support.", "notes": "Enemy base at (95,11). Army strung out x17-88. Push all toward enemy base, regroup en route. Keep training e3 continuously; retry weap build.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 4}, {"do": "build", "item": "weap"}], "feedback": ["attack_move: 17 units", "train 4x e3: queued", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 11500, "units_killed": 12, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 12900, "army_value": 4500, "income": 5000, "experience": 25, "order_count": 127}}
{"tick": 11201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:28 (tick 11201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 195 made / 130 used, harvesters 3.\nSCORE: assets $13000, army $4500, killed $12700 (13 units, 5 bldgs), lost $3100 (13 units, 0 bldgs). Map explored 26.1%.\nPRODUCTION: Building: fix 70%; Vehicle: harv 81%; Infantry: e3 65%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 95%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 100%, #194 ftur@(93,9) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #142@(96,9)5%* #201@(90,11)48% #202@(91,10)\n  e3 (Rocket Soldier) x3: #173@(92,12)95% #192@(61,21)* #199@(92,12)72%\n  harv (Ore Truck (harvester)) x3: #131@(103,26) #176@(99,19) #188@(100,22)\nVISIBLE ENEMY UNITS (2):\n  #181 e3@(87,12) 81%, #182 e1@(88,13) 70%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - rally #145: ordered\n  - rally #134: ordered\n  - train 2x e3: queued\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Cash $0. fix ~47%, harv 56%. Enemy e3 pair at (88,13) near base - engaging. #192 scouting west toward enemy start (12,16). When fix done build 3tnk. Need more harvesters for income.", "raw": "{\"thoughts\": \"Cash is $0 but queues are busy (fix 70%, harv 81%, four e3 queued). Enemy e3/e1 pair is right at my base perimeter - send the rocket soldiers to kill them. My idle scout #192 should keep heading west to find the enemy base.\", \"notes\": \"Cash $0, income from 3 harvesters. fix ~70% then build 3tnk/weap. Enemy infantry probing base from west (87-88,12-13). #192 scouting west to (12,16). Need more harvesters once cash flows.\", \"commands\": [{\"do\":\"attack\",\"units\":[173,199,201,202],\"target\":181},{\"do\":\"attack\",\"units\":[173,199],\"target\":182},{\"do\":\"move\",\"units\":[192],\"x\":45,\"y\":18},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1654, "completion_tokens": 475, "total_tokens": 2129, "cost": 0.000840408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000840408, "upstream_inference_prompt_cost": 0.000270408, "upstream_inference_completions_cost": 0.00057}, "completion_tokens_details": {"reasoning_tokens": 278, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Cash is $0 but queues are busy (fix 70%, harv 81%, four e3 queued). Enemy e3/e1 pair is right at my base perimeter - send the rocket soldiers to kill them. My idle scout #192 should keep heading west to find the enemy base.", "notes": "Cash $0, income from 3 harvesters. fix ~70% then build 3tnk/weap. Enemy infantry probing base from west (87-88,12-13). #192 scouting west to (12,16). Need more harvesters once cash flows.", "commands": [{"do": "attack", "units": [173, 199, 201, 202], "target": 181}, {"do": "attack", "units": [173, 199], "target": 182}, {"do": "move", "units": [192], "x": 45, "y": 18}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack: 4 units", "attack: 2 units", "move: 1 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 12700, "deaths_cost": 3100, "units_killed": 13, "units_lost": 13, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 13000, "army_value": 1200, "income": 4250, "experience": 127, "order_count": 79}}
{"tick": 11201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:28 (tick 11201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $181 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $12000, army $5800, killed $3100 (13 units, 0 bldgs), lost $12700 (13 units, 5 bldgs). Map explored 22.9%.\nPRODUCTION: Infantry: e3 58%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #182@(88,13)70% #183@(87,14) #190@(62,26)\n  e3 (Rocket Soldier) x11: #179@(86,14) #181@(87,12)81% #184@(79,14) #186@(72,21) #189@(63,26) #191@(54,28) #193@(45,24) #197@(35,24) #198@(25,25) #200@(16,20) #203@(7,17)*\n  harv (Ore Truck (harvester)) x2: #141@(3,29) #154@(8,32)\nVISIBLE ENEMY UNITS (1):\n  #201 e1@(90,11) 48%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - train 4x e3: queued\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army strung out x17-88. Push all toward enemy base, regroup en route. Keep training e3 continuously; retry weap build.", "raw": "{\"thoughts\":\"Army spread out approaching enemy base at (95,11). Push forward to finish them off, keep reinforcing with e3s.\",\"notes\":\"Enemy base at (95,11), only 1 e1 visible - likely mostly destroyed. Push all army to finish them. Keep training e3 continuously.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"harvest\",\"unit\":141},{\"do\":\"harvest\",\"unit\":154}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2357, "completion_tokens": 235, "total_tokens": 2592, "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": 0.007064, "upstream_inference_prompt_cost": 0.004714, "upstream_inference_completions_cost": 0.00235}, "completion_tokens_details": {"reasoning_tokens": 49, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.91, "thoughts": "Army spread out approaching enemy base at (95,11). Push forward to finish them off, keep reinforcing with e3s.", "notes": "Enemy base at (95,11), only 1 e1 visible - likely mostly destroyed. Push all army to finish them. Keep training e3 continuously.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 4}, {"do": "harvest", "unit": 141}, {"do": "harvest", "unit": 154}], "feedback": ["attack_move: 14 units", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3100, "deaths_cost": 12700, "units_killed": 13, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 12000, "army_value": 3600, "income": 5000, "experience": 28, "order_count": 131}}
{"tick": 11401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:36 (tick 11401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 4000), power 185 made / 130 used, harvesters 3.\nSCORE: assets $12300, army $3800, killed $13400 (16 units, 5 bldgs), lost $3800 (16 units, 0 bldgs). Map explored 26.1%.\nPRODUCTION: Building: fix 75%; Vehicle: harv 86%; Infantry: e3 87%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 91%, #194 ftur@(93,9) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(96,9)5%* #202@(91,10)78%\n  e3 (Rocket Soldier) x1: #173@(92,12)84%\n  harv (Ore Truck (harvester)) x3: #131@(103,26) #176@(104,26) #188@(95,16)\nVISIBLE ENEMY UNITS (1):\n  #183 e1@(88,13) 96%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - attack: 2 units\n  - move: 1 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Cash $0, income from 3 harvesters. fix ~70% then build 3tnk/weap. Enemy infantry probing base from west (87-88,12-13). #192 scouting west to (12,16). Need more harvesters once cash flows.", "raw": "{\"thoughts\": \"Cash is 0 so I just need to keep queues busy and let harvesters work. One enemy rifle is probing from the west; I'll swat it with nearby units. Finish the Service Depot so I can start Heavy Tanks, then build up and push toward the enemy start at (12,16).\", \"notes\": \"Enemy start (12,16), scout #192 heading west. fix ~75% -> then build 3tnk from weap. Enemy e1 at (88,13) probed base. Need 4th harvester once cash flows.\", \"commands\": [{\"do\":\"attack\",\"units\":[173,202],\"target\":183},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":145,\"x\":90,\"y\":10},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":10}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1622, "completion_tokens": 843, "total_tokens": 2465, "cost": 0.001272408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001272408, "upstream_inference_prompt_cost": 0.000260808, "upstream_inference_completions_cost": 0.0010116}, "completion_tokens_details": {"reasoning_tokens": 643, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.49, "thoughts": "Cash is 0 so I just need to keep queues busy and let harvesters work. One enemy rifle is probing from the west; I'll swat it with nearby units. Finish the Service Depot so I can start Heavy Tanks, then build up and push toward the enemy start at (12,16).", "notes": "Enemy start (12,16), scout #192 heading west. fix ~75% -> then build 3tnk from weap. Enemy e1 at (88,13) probed base. Need 4th harvester once cash flows.", "commands": [{"do": "attack", "units": [173, 202], "target": 183}, {"do": "harvest", "unit": 188}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 145, "x": 90, "y": 10}, {"do": "rally", "building": 134, "x": 90, "y": 10}], "feedback": ["attack: 2 units", "train 2x e3: queued", "rally #145: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 13400, "deaths_cost": 3800, "units_killed": 16, "units_lost": 16, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 12300, "army_value": 500, "income": 4600, "experience": 134, "order_count": 81}}
{"tick": 11401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:36 (tick 11401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11600, army $5400, killed $3800 (16 units, 0 bldgs), lost $13400 (16 units, 5 bldgs). Map explored 23.1%.\nPRODUCTION: Infantry: e3 18%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #183@(88,13)96% #190@(67,22)\n  e3 (Rocket Soldier) x10: #184@(87,12) #186@(79,14) #189@(68,21) #191@(63,26) #193@(54,28) #197@(46,24) #198@(36,24) #200@(25,25) #203@(16,20) #204@(8,17)*\n  harv (Ore Truck (harvester)) x2: #141@(10,21) #154@(9,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), only 1 e1 visible - likely mostly destroyed. Push all army to finish them. Keep training e3 continuously.", "raw": "{\"thoughts\":\"Continue pushing army toward enemy base at (95,11). Keep training more rocket soldiers to reinforce.\",\"notes\":\"Enemy base near (95,11), pushing all army there. Keep training e3 continuously, send new units to front.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2323, "completion_tokens": 137, "total_tokens": 2460, "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": 0.006016, "upstream_inference_prompt_cost": 0.004646, "upstream_inference_completions_cost": 0.00137}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.5, "thoughts": "Continue pushing army toward enemy base at (95,11). Keep training more rocket soldiers to reinforce.", "notes": "Enemy base near (95,11), pushing all army there. Keep training e3 continuously, send new units to front.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 12 units", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3800, "deaths_cost": 13400, "units_killed": 16, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11600, "army_value": 3200, "income": 4000, "experience": 35, "order_count": 135}}
{"tick": 11601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:44 (tick 11601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 180 made / 130 used, harvesters 3.\nSCORE: assets $12600, army $4100, killed $13800 (18 units, 5 bldgs), lost $3800 (16 units, 0 bldgs). Map explored 26.2%.\nPRODUCTION: Building: fix 84%; Vehicle: harv 96%; Infantry: e3 20%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(96,9)5%* #202@(91,10)56%\n  e3 (Rocket Soldier) x2: #173@(92,12)84% #205@(90,10)97%\n  harv (Ore Truck (harvester)) x3: #131@(96,21) #176@(103,26) #188@(103,25)\nVISIBLE ENEMY UNITS (1):\n  #186 e3@(87,12) 40%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - train 2x e3: queued\n  - rally #145: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy start (12,16), scout #192 heading west. fix ~75% -> then build 3tnk from weap. Enemy e1 at (88,13) probed base. Need 4th harvester once cash flows.", "raw": "{\"thoughts\": \"Cash is dry at $0, so economy is the bottleneck \u2014 keep harvesters mining and production queued. An enemy rocket soldier is probing near (87,12); kill it with nearby defenders. fix nearing completion so we can start Heavy Tanks soon.\", \"notes\": \"Enemy start (12,16). fix ~84% then build 3tnk. Kill enemy e3 #186. 3 harvesters mining; add 4th when cash allows.\", \"commands\": [{\"do\":\"attack\",\"units\":[202,173,205],\"target\":186},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":176},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"repair\",\"building\":187}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1630, "completion_tokens": 504, "total_tokens": 2134, "cost": 0.000868008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000868008, "upstream_inference_prompt_cost": 0.000263208, "upstream_inference_completions_cost": 0.0006048}, "completion_tokens_details": {"reasoning_tokens": 343, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "Cash is dry at $0, so economy is the bottleneck \u2014 keep harvesters mining and production queued. An enemy rocket soldier is probing near (87,12); kill it with nearby defenders. fix nearing completion so we can start Heavy Tanks soon.", "notes": "Enemy start (12,16). fix ~84% then build 3tnk. Kill enemy e3 #186. 3 harvesters mining; add 4th when cash allows.", "commands": [{"do": "attack", "units": [202, 173, 205], "target": 186}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 176}, {"do": "harvest", "unit": 188}, {"do": "repair", "building": 187}], "feedback": ["attack: 3 units", "repair #187: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 13800, "deaths_cost": 3800, "units_killed": 18, "units_lost": 16, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 12600, "army_value": 800, "income": 4600, "experience": 138, "order_count": 83}}
{"tick": 11601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:44 (tick 11601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $739 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11500, army $5300, killed $3800 (16 units, 0 bldgs), lost $13800 (18 units, 5 bldgs). Map explored 23.6%.\nPRODUCTION: Infantry: e3 6%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #190@(75,14)\n  e3 (Rocket Soldier) x10: #186@(87,12)40% #189@(75,14) #191@(71,18) #193@(63,26) #197@(54,28) #198@(47,24) #200@(35,24) #203@(25,25) #204@(17,20) #206@(8,17)\n  harv (Ore Truck (harvester)) x2: #141@(4,26) #154@(10,21)\nVISIBLE ENEMY UNITS (1):\n  #205 e3@(90,10) 97%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (95,11), pushing all army there. Keep training e3 continuously, send new units to front.", "raw": "{\"thoughts\":\"Army is spread out along path to enemy base; consolidate and push toward (95,11). Keep training rocket soldiers as funds allow.\",\"notes\":\"Enemy base near (95,11). Pushing e3 group toward it. Keep training e3 continuously, rally new units to front line.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2344, "completion_tokens": 205, "total_tokens": 2549, "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": 0.006738, "upstream_inference_prompt_cost": 0.004688, "upstream_inference_completions_cost": 0.00205}, "completion_tokens_details": {"reasoning_tokens": 52, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.11, "thoughts": "Army is spread out along path to enemy base; consolidate and push toward (95,11). Keep training rocket soldiers as funds allow.", "notes": "Enemy base near (95,11). Pushing e3 group toward it. Keep training e3 continuously, rally new units to front line.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: no valid unit ids of yours", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3800, "deaths_cost": 13800, "units_killed": 16, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11500, "army_value": 3100, "income": 5000, "experience": 35, "order_count": 139}}
{"tick": 11801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:52 (tick 11801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $161 (storage 4000), power 180 made / 130 used, harvesters 4.\nSCORE: assets $13700, army $5200, killed $14100 (19 units, 5 bldgs), lost $3800 (16 units, 0 bldgs). Map explored 26.2%.\nPRODUCTION: Building: fix 96%; Infantry: e3 70%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(97,10)5%* #202@(91,10)52%*\n  e3 (Rocket Soldier) x2: #173@(92,12)84%* #205@(90,10)97%*\n  harv (Ore Truck (harvester)) x4: #131@(95,20) #176@(96,21) #188@(106,23) #207@(95,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - repair #187: ordered\nYOUR NOTES FROM LAST TURN: Enemy start (12,16). fix ~84% then build 3tnk. Kill enemy e3 #186. 3 harvesters mining; add 4th when cash allows.", "raw": "{\"thoughts\": \"Economy is tight ($0) but queues are busy and we're well ahead on score. No enemies visible, so keep producing and stage units near base instead of wandering into a fight with a weak force.\", \"notes\": \"Enemy start (12,16). fix~96%, then build 3tnk once cash comes in. Stage army at (93,13). Keep e3 production rolling; add harv #5 when cash allows.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":93,\"y\":13},{\"do\":\"rally\",\"building\":145,\"x\":93,\"y\":13},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1592, "completion_tokens": 560, "total_tokens": 2152, "cost": 0.000923808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000923808, "upstream_inference_prompt_cost": 0.000251808, "upstream_inference_completions_cost": 0.000672}, "completion_tokens_details": {"reasoning_tokens": 392, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.97, "thoughts": "Economy is tight ($0) but queues are busy and we're well ahead on score. No enemies visible, so keep producing and stage units near base instead of wandering into a fight with a weak force.", "notes": "Enemy start (12,16). fix~96%, then build 3tnk once cash comes in. Stage army at (93,13). Keep e3 production rolling; add harv #5 when cash allows.", "commands": [{"do": "train", "item": "e3", "count": 5}, {"do": "rally", "building": 134, "x": 93, "y": 13}, {"do": "rally", "building": 145, "x": 93, "y": 13}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 5x e3: queued", "rally #134: ordered", "rally #145: ordered", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 14100, "deaths_cost": 3800, "units_killed": 19, "units_lost": 16, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 13700, "army_value": 800, "income": 5100, "experience": 141, "order_count": 83}}
{"tick": 11801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:52 (tick 11801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $407 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11500, army $5300, killed $3800 (16 units, 0 bldgs), lost $14100 (19 units, 5 bldgs). Map explored 24%.\nPRODUCTION: Infantry: e3 16%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #190@(84,10)\n  e3 (Rocket Soldier) x10: #189@(85,10) #191@(78,11) #193@(71,18) #197@(64,25) #198@(55,28) #200@(46,24) #203@(34,26) #204@(25,25) #206@(7,17)* #208@(8,17)*\n  harv (Ore Truck (harvester)) x2: #141@(5,30) #154@(9,32)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: no valid unit ids of yours\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (95,11). Pushing e3 group toward it. Keep training e3 continuously, rally new units to front line.", "raw": "{\"thoughts\":\"Continue advancing rocket soldiers toward enemy base at (95,11), consolidate scattered units, keep training more e3s.\",\"notes\":\"Enemy base near (95,11). Army strung out along path; consolidate then push together. Keep training e3 continuously, rally to front.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":[190,189,191,193,197,198,200,203,204],\"x\":95,\"y\":11},\n{\"do\":\"attack_move\",\"units\":[206,208],\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":6},\n{\"do\":\"rally\",\"building\":160,\"x\":50,\"y\":20}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2375, "completion_tokens": 253, "total_tokens": 2628, "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": 0.00728, "upstream_inference_prompt_cost": 0.00475, "upstream_inference_completions_cost": 0.00253}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.05, "thoughts": "Continue advancing rocket soldiers toward enemy base at (95,11), consolidate scattered units, keep training more e3s.", "notes": "Enemy base near (95,11). Army strung out along path; consolidate then push together. Keep training e3 continuously, rally to front.", "commands": [{"do": "attack_move", "units": [190, 189, 191, 193, 197, 198, 200, 203, 204], "x": 95, "y": 11}, {"do": "attack_move", "units": [206, 208], "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 6}, {"do": "rally", "building": 160, "x": 50, "y": 20}], "feedback": ["attack_move: 9 units", "attack_move: 2 units", "train 6x e3: queued", "rally #160: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 3800, "deaths_cost": 14100, "units_killed": 16, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11500, "army_value": 3100, "income": 4625, "experience": 35, "order_count": 143}}
{"tick": 12001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:00 (tick 12001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $375 (storage 4000), power 180 made / 130 used, harvesters 4.\nSCORE: assets $13700, army $5200, killed $14500 (21 units, 5 bldgs), lost $4100 (17 units, 0 bldgs). Map explored 26.3%.\nPRODUCTION: Building: fix READY TO PLACE; Infantry: e3 50%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(97,10)5%* #202@(91,10)47%*\n  e3 (Rocket Soldier) x2: #173@(92,12)84%* #209@(92,11)96%\n  harv (Ore Truck (harvester)) x4: #131@(102,27) #176@(95,19) #188@(99,17) #207@(88,5)91%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e3: queued\n  - rally #134: ordered\n  - rally #145: ordered\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Enemy start (12,16). fix~96%, then build 3tnk once cash comes in. Stage army at (93,13). Keep e3 production rolling; add harv #5 when cash allows.", "raw": "{\"thoughts\": \"Fix is ready to place - I'll place it and start another refinery to grow income. Cash is tight ($375 stored), so I'll keep infantry producing and hold the small army defensively near base until tanks come online.\", \"notes\": \"Enemy start (12,16). fix placed, proc queued. Need 3tnk from weap once cash > $600. Stage army at (93,13); keep e3 queue rolling.\", \"commands\": [{\"do\":\"place\",\"item\":\"fix\"},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"move\",\"units\":[173,209,142,202],\"x\":93,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1650, "completion_tokens": 612, "total_tokens": 2262, "cost": 0.001003608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001003608, "upstream_inference_prompt_cost": 0.000269208, "upstream_inference_completions_cost": 0.0007344}, "completion_tokens_details": {"reasoning_tokens": 455, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.17, "thoughts": "Fix is ready to place - I'll place it and start another refinery to grow income. Cash is tight ($375 stored), so I'll keep infantry producing and hold the small army defensively near base until tanks come online.", "notes": "Enemy start (12,16). fix placed, proc queued. Need 3tnk from weap once cash > $600. Stage army at (93,13); keep e3 queue rolling.", "commands": [{"do": "place", "item": "fix"}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e3", "count": 2}, {"do": "move", "units": [173, 209, 142, 202], "x": 93, "y": 13}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "train 2x e3: queued", "move: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 14500, "deaths_cost": 4100, "units_killed": 21, "units_lost": 17, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 13700, "army_value": 800, "income": 5100, "experience": 145, "order_count": 88}}
{"tick": 12001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:00 (tick 12001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $76 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11400, army $5200, killed $4100 (17 units, 0 bldgs), lost $14500 (21 units, 5 bldgs). Map explored 24.2%.\nPRODUCTION: Infantry: e3 27%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x10: #191@(86,10) #193@(78,11) #197@(71,18) #198@(65,24) #200@(54,28) #203@(44,26) #204@(36,24) #206@(16,20) #208@(17,20) #210@(10,17)\n  harv (Ore Truck (harvester)) x2: #141@(6,30) #154@(10,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - attack_move: 2 units\n  - train 6x e3: queued\n  - rally #160: ordered\nYOUR NOTES FROM LAST TURN: Enemy base near (95,11). Army strung out along path; consolidate then push together. Keep training e3 continuously, rally to front.", "raw": "{\"thoughts\":\"Continue pushing rocket soldiers toward enemy base, consolidate strung units, keep training more.\",\"notes\":\"Enemy base near (95,11). Consolidating e3 squad toward enemy, keep training e3 continuously, rally to front.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":6}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2422, "completion_tokens": 140, "total_tokens": 2562, "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": 0.006244, "upstream_inference_prompt_cost": 0.004844, "upstream_inference_completions_cost": 0.0014}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.84, "thoughts": "Continue pushing rocket soldiers toward enemy base, consolidate strung units, keep training more.", "notes": "Enemy base near (95,11). Consolidating e3 squad toward enemy, keep training e3 continuously, rally to front.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 6}], "feedback": ["attack_move: 10 units", "train 6x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 4100, "deaths_cost": 14500, "units_killed": 17, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11400, "army_value": 3000, "income": 4000, "experience": 38, "order_count": 149}}
{"tick": 12201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:08 (tick 12201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $223 (storage 4000), power 180 made / 160 used, harvesters 4.\nSCORE: assets $15200, army $5500, killed $14800 (22 units, 5 bldgs), lost $4100 (17 units, 0 bldgs). Map explored 26.3%.\nPRODUCTION: Building: proc 22%; Infantry: e3 61%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(92,12)5% #202@(93,12)57%*\n  e3 (Rocket Soldier) x3: #173@(93,12)84%* #209@(93,12)96%* #212@(91,10)\n  harv (Ore Truck (harvester)) x4: #131@(103,25) #176@(101,28) #188@(99,17) #207@(88,8)74%\nVISIBLE ENEMY UNITS (1):\n  #193 e3@(86,10) 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  - build proc: started\n  - train 2x e3: queued\n  - move: 4 units\nYOUR NOTES FROM LAST TURN: Enemy start (12,16). fix placed, proc queued. Need 3tnk from weap once cash > $600. Stage army at (93,13); keep e3 queue rolling.", "raw": "{\"thoughts\": \"Economy is starved ($0 cash). Enemy rocket soldier scouting near my base at (86,10) should be killed. Keep proc building, keep e3 queue rolling, and let harvesters work.\", \"notes\": \"Enemy start (12,16). fix done, proc building. Kill scout #193 with idle e3s. Need cash for war factory tanks once proc finishes. Stage army near (93,13).\", \"commands\": [{\"do\":\"attack\",\"units\":[173,209,212],\"target\":193},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"rally\",\"building\":134,\"x\":93,\"y\":13},{\"do\":\"rally\",\"building\":145,\"x\":93,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1724, "completion_tokens": 574, "total_tokens": 2298, "cost": 0.000980208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000980208, "upstream_inference_prompt_cost": 0.000291408, "upstream_inference_completions_cost": 0.0006888}, "completion_tokens_details": {"reasoning_tokens": 401, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.21, "thoughts": "Economy is starved ($0 cash). Enemy rocket soldier scouting near my base at (86,10) should be killed. Keep proc building, keep e3 queue rolling, and let harvesters work.", "notes": "Enemy start (12,16). fix done, proc building. Kill scout #193 with idle e3s. Need cash for war factory tanks once proc finishes. Stage army near (93,13).", "commands": [{"do": "attack", "units": [173, 209, 212], "target": 193}, {"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 207}, {"do": "rally", "building": 134, "x": 93, "y": 13}, {"do": "rally", "building": 145, "x": 93, "y": 13}], "feedback": ["attack: 3 units", "train 2x e3: queued", "rally #134: ordered", "rally #145: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 14800, "deaths_cost": 4100, "units_killed": 22, "units_lost": 17, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 15200, "army_value": 1100, "income": 5500, "experience": 148, "order_count": 92}}
{"tick": 12201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:08 (tick 12201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $464 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11100, army $4900, killed $4100 (17 units, 0 bldgs), lost $14800 (22 units, 5 bldgs). Map explored 24.3%.\nPRODUCTION: Infantry: e3 64%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x9: #193@(86,10) #197@(79,10) #198@(72,17) #200@(64,25) #203@(54,28) #204@(46,24) #206@(25,25) #208@(25,25) #210@(19,20)\n  harv (Ore Truck (harvester)) x2: #141@(10,21) #154@(10,20)\nVISIBLE ENEMY UNITS (1):\n  #207 harv@(88,8) 74%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - train 6x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (95,11). Consolidating e3 squad toward enemy, keep training e3 continuously, rally to front.", "raw": "{\"thoughts\":\"Rocket squad advancing toward enemy base at (95,11), spread across map. Consolidate and push forward while continuing e3 production.\",\"notes\":\"Enemy base near (95,11). Push e3 squad together toward enemy base, keep training e3 continuously.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[193,197,198,200,203,204,206,208,210],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2469, "completion_tokens": 182, "total_tokens": 2651, "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": 0.006758, "upstream_inference_prompt_cost": 0.004938, "upstream_inference_completions_cost": 0.00182}, "completion_tokens_details": {"reasoning_tokens": 21, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.33, "thoughts": "Rocket squad advancing toward enemy base at (95,11), spread across map. Consolidate and push forward while continuing e3 production.", "notes": "Enemy base near (95,11). Push e3 squad together toward enemy base, keep training e3 continuously.", "commands": [{"do": "attack_move", "units": [193, 197, 198, 200, 203, 204, 206, 208, 210], "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 9 units", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 4100, "deaths_cost": 14800, "units_killed": 17, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11100, "army_value": 2700, "income": 4500, "experience": 38, "order_count": 155}}
{"tick": 12401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:16 (tick 12401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 180 made / 160 used, harvesters 4.\nSCORE: assets $15200, army $5500, killed $14800 (22 units, 5 bldgs), lost $4100 (17 units, 0 bldgs). Map explored 26.5%.\nPRODUCTION: Building: proc 30%; Infantry: e3 97%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(93,12)5%* #202@(93,12)67%*\n  e3 (Rocket Soldier) x3: #173@(90,12)84% #209@(90,12)96% #212@(90,11)\n  harv (Ore Truck (harvester)) x4: #131@(95,16) #176@(96,24) #188@(105,24) #207@(92,15)41%\nVISIBLE ENEMY UNITS (2):\n  #193 e3@(87,10) 44%, #197 e3@(87,10) 89%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - train 2x e3: queued\n  - rally #134: ordered\n  - rally #145: ordered\nYOUR NOTES FROM LAST TURN: Enemy start (12,16). fix done, proc building. Kill scout #193 with idle e3s. Need cash for war factory tanks once proc finishes. Stage army near (93,13).", "raw": "{\"thoughts\":\"Cancel excess queued rocket soldiers to free up income for the refinery and heavy tanks. Order our infantry to wipe out the two enemy rocket soldiers probing from (87,10).\",\"notes\":\"Enemy e3s at (87,10). Proc finishing soon; once cash flows in from 4 harvesters, start producing 3tnk heavy tanks.\",\"commands\":[{\"do\":\"attack\",\"units\":[142,202,173,209,212],\"target\":193},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1893, "completion_tokens": 489, "total_tokens": 2382, "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": 0.006507, "upstream_inference_prompt_cost": 0.0028395, "upstream_inference_completions_cost": 0.0036675}, "completion_tokens_details": {"reasoning_tokens": 303, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.95, "thoughts": "Cancel excess queued rocket soldiers to free up income for the refinery and heavy tanks. Order our infantry to wipe out the two enemy rocket soldiers probing from (87,10).", "notes": "Enemy e3s at (87,10). Proc finishing soon; once cash flows in from 4 harvesters, start producing 3tnk heavy tanks.", "commands": [{"do": "attack", "units": [142, 202, 173, 209, 212], "target": 193}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}], "feedback": ["attack: 5 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 14800, "deaths_cost": 4100, "units_killed": 22, "units_lost": 17, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 15200, "army_value": 1100, "income": 5500, "experience": 148, "order_count": 94}}
{"tick": 12401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:16 (tick 12401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $632 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11400, army $5200, killed $4100 (17 units, 0 bldgs), lost $14800 (22 units, 5 bldgs). Map explored 24.3%.\nPRODUCTION: Infantry: e3 75%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x10: #193@(87,10)44% #197@(87,10)89% #198@(80,10) #200@(71,18) #203@(64,25) #204@(55,28) #206@(35,24) #208@(35,24) #210@(28,24) #213@(14,17)\n  harv (Ore Truck (harvester)) x2: #141@(10,25) #154@(10,33)\nVISIBLE ENEMY UNITS (3):\n  #173 e3@(90,12) 84%, #209 e3@(90,12) 96%, #212 e3@(90,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (95,11). Push e3 squad together toward enemy base, keep training e3 continuously.", "raw": "{\"thoughts\":\"Rocket squad near enemy base, engage visible enemies and push toward base. Keep training more e3s.\",\"notes\":\"Enemy base at (95,11). Rocket squad pushing in, engaging enemy infantry near (90,12). Keep training e3 continuously and reinforcing.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[193,197,198,200,203,204,206,208,210],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2538, "completion_tokens": 195, "total_tokens": 2733, "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": 0.007026, "upstream_inference_prompt_cost": 0.005076, "upstream_inference_completions_cost": 0.00195}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.34, "thoughts": "Rocket squad near enemy base, engage visible enemies and push toward base. Keep training more e3s.", "notes": "Enemy base at (95,11). Rocket squad pushing in, engaging enemy infantry near (90,12). Keep training e3 continuously and reinforcing.", "commands": [{"do": "attack_move", "units": [193, 197, 198, 200, 203, 204, 206, 208, 210], "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 9 units", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 4100, "deaths_cost": 14800, "units_killed": 17, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11400, "army_value": 3000, "income": 5000, "experience": 38, "order_count": 159}}
{"tick": 12601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:24 (tick 12601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $426 (storage 4000), power 180 made / 160 used, harvesters 4.\nSCORE: assets $15500, army $5800, killed $15400 (24 units, 5 bldgs), lost $4100 (17 units, 0 bldgs). Map explored 26.5%.\nPRODUCTION: Building: proc 51%; Infantry: e3 93%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(92,12)5%* #202@(92,12)77%*\n  e3 (Rocket Soldier) x4: #173@(90,12)84% #209@(90,12)96% #212@(90,11)72% #214@(91,10)\n  harv (Ore Truck (harvester)) x4: #131@(101,21) #176@(95,17) #188@(105,25) #207@(94,17)41%\nVISIBLE ENEMY UNITS (1):\n  #198 e3@(87,10) 50%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\nYOUR NOTES FROM LAST TURN: Enemy e3s at (87,10). Proc finishing soon; once cash flows in from 4 harvesters, start producing 3tnk heavy tanks.", "raw": "{\"thoughts\":\"Enemy scout e3 at (87,10) near our base; attack it with idle rocket soldiers. Keep training e3s and start heavy tank production from war factory once affordable. Also queue power/proc as needed once ore flows.\",\"notes\":\"Proc building finishing soon at 51%; place when ready. Enemy base likely at (12,16), not yet scouted. Keep training e3 and start 3tnk from weap. Harvester #207 damaged, watch it. Attack enemy e3 near (87,10).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[173,209,212,214],\"x\":87,\"y\":10},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"build\",\"item\":\"3tnk\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2337, "completion_tokens": 374, "total_tokens": 2711, "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": 0.008414, "upstream_inference_prompt_cost": 0.004674, "upstream_inference_completions_cost": 0.00374}, "completion_tokens_details": {"reasoning_tokens": 127, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.43, "thoughts": "Enemy scout e3 at (87,10) near our base; attack it with idle rocket soldiers. Keep training e3s and start heavy tank production from war factory once affordable. Also queue power/proc as needed once ore flows.", "notes": "Proc building finishing soon at 51%; place when ready. Enemy base likely at (12,16), not yet scouted. Keep training e3 and start 3tnk from weap. Harvester #207 damaged, watch it. Attack enemy e3 near (87,10).", "commands": [{"do": "attack_move", "units": [173, 209, 212, 214], "x": 87, "y": 10}, {"do": "train", "item": "e3", "count": 2}, {"do": "build", "item": "3tnk"}], "feedback": ["attack_move: 4 units", "train 2x e3: queued", "build 3tnk: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 15400, "deaths_cost": 4100, "units_killed": 24, "units_lost": 17, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 15500, "army_value": 1400, "income": 6000, "experience": 154, "order_count": 102}}
{"tick": 12601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:24 (tick 12601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $301 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11100, army $4900, killed $4100 (17 units, 0 bldgs), lost $15400 (24 units, 5 bldgs). Map explored 24.8%.\nPRODUCTION: Infantry: e3 85%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x9: #198@(87,10)50% #200@(79,10) #203@(71,18) #204@(64,25) #206@(46,24) #208@(46,24) #210@(39,24) #213@(25,17) #215@(15,17)\n  harv (Ore Truck (harvester)) x2: #141@(5,30) #154@(9,30)\nVISIBLE ENEMY UNITS (4):\n  #173 e3@(90,12) 84%, #209 e3@(90,12) 96%, #212 e3@(90,11) 72%, #214 e3@(91,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Rocket squad pushing in, engaging enemy infantry near (90,12). Keep training e3 continuously and reinforcing.", "raw": "{\"thoughts\":\"Rocket squad approaching enemy base, engage nearby infantry. Keep training more e3 and consider adding a war factory for armor since infantry alone is weak.\",\"notes\":\"Enemy base at (95,11). Push rocket squad to engage/destroy enemy infantry then buildings. Keep training e3 continuously; consider building weap for tanks next.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[198,200,203,204,206,208,210,213,215],\"x\":92,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"harvest\",\"unit\":141},{\"do\":\"harvest\",\"unit\":154}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2594, "completion_tokens": 244, "total_tokens": 2838, "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": 0.007628, "upstream_inference_prompt_cost": 0.005188, "upstream_inference_completions_cost": 0.00244}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.49, "thoughts": "Rocket squad approaching enemy base, engage nearby infantry. Keep training more e3 and consider adding a war factory for armor since infantry alone is weak.", "notes": "Enemy base at (95,11). Push rocket squad to engage/destroy enemy infantry then buildings. Keep training e3 continuously; consider building weap for tanks next.", "commands": [{"do": "attack_move", "units": [198, 200, 203, 204, 206, 208, 210, 213, 215], "x": 92, "y": 11}, {"do": "train", "item": "e3", "count": 4}, {"do": "harvest", "unit": 141}, {"do": "harvest", "unit": 154}], "feedback": ["attack_move: 9 units", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 4100, "deaths_cost": 15400, "units_killed": 17, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11100, "army_value": 2700, "income": 4000, "experience": 38, "order_count": 163}}
{"tick": 12801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:32 (tick 12801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 180 made / 160 used, harvesters 4.\nSCORE: assets $15800, army $6100, killed $15700 (25 units, 5 bldgs), lost $4100 (17 units, 0 bldgs). Map explored 26.6%.\nPRODUCTION: Building: proc 73%; Vehicle: 3tnk 26%; Infantry: e3 96%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(92,12)5%* #202@(92,12)87%*\n  e3 (Rocket Soldier) x5: #173@(89,11)83% #209@(89,11)91% #212@(89,11)33% #214@(90,10) #216@(91,11)\n  harv (Ore Truck (harvester)) x4: #131@(103,25) #176@(99,28) #188@(97,19) #207@(91,12)41%\nVISIBLE ENEMY UNITS (1):\n  #200 e3@(86,10) 66%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - train 2x e3: queued\n  - build 3tnk: started\nYOUR NOTES FROM LAST TURN: Proc building finishing soon at 51%; place when ready. Enemy base likely at (12,16), not yet scouted. Keep training e3 and start 3tnk from weap. Harvester #207 damaged, watch it. Attack enemy e3 near (87,10).", "raw": "{\"thoughts\": \"Cash is at $0 so I can't afford much new production; queues are already running. Enemy rocket soldier is poking near (86,10) - I'll send my e3 group to kill it, and send the damaged harvester #207 back to mining.\", \"notes\": \"Proc finishing soon (~73%), place when ready. Enemy base likely (12,16). e3 group at (89-91,10-11) engaging enemy #200. Keep e3 production up.\", \"commands\": [{\"do\":\"attack\",\"units\":[173,209,212,214,216],\"target\":200},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1711, "completion_tokens": 443, "total_tokens": 2154, "cost": 0.000819108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000819108, "upstream_inference_prompt_cost": 0.000287508, "upstream_inference_completions_cost": 0.0005316}, "completion_tokens_details": {"reasoning_tokens": 287, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.48, "thoughts": "Cash is at $0 so I can't afford much new production; queues are already running. Enemy rocket soldier is poking near (86,10) - I'll send my e3 group to kill it, and send the damaged harvester #207 back to mining.", "notes": "Proc finishing soon (~73%), place when ready. Enemy base likely (12,16). e3 group at (89-91,10-11) engaging enemy #200. Keep e3 production up.", "commands": [{"do": "attack", "units": [173, 209, 212, 214, 216], "target": 200}, {"do": "harvest", "unit": 207}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack: 5 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 15700, "deaths_cost": 4100, "units_killed": 25, "units_lost": 17, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 15800, "army_value": 1700, "income": 6000, "experience": 157, "order_count": 105}}
{"tick": 12801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:32 (tick 12801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11100, army $4900, killed $4100 (17 units, 0 bldgs), lost $15700 (25 units, 5 bldgs). Map explored 25%.\nPRODUCTION: Infantry: e3 85%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x9: #200@(86,10)66% #203@(80,14) #204@(72,17) #206@(54,28) #208@(55,28) #210@(49,26) #213@(33,24) #215@(23,24) #217@(16,17)\n  harv (Ore Truck (harvester)) x2: #141@(8,26) #154@(10,20)\nVISIBLE ENEMY UNITS (4):\n  #173 e3@(89,11) 83%, #209 e3@(89,11) 91%, #212 e3@(89,11) 33%, #214 e3@(90,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Push rocket squad to engage/destroy enemy infantry then buildings. Keep training e3 continuously; consider building weap for tanks next.", "raw": "{\"thoughts\":\"Rocket squad near enemy base engaging infantry. Keep pushing attack toward enemy buildings and continue infantry production. Should also consider building war factory soon for tanks.\",\"notes\":\"Enemy base at (95,11). Push rocket squad to destroy enemy infantry then buildings. Keep training e3 continuously; build weap for tanks next when cash allows.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2629, "completion_tokens": 217, "total_tokens": 2846, "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": 0.007428, "upstream_inference_prompt_cost": 0.005258, "upstream_inference_completions_cost": 0.00217}, "completion_tokens_details": {"reasoning_tokens": 36, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.07, "thoughts": "Rocket squad near enemy base engaging infantry. Keep pushing attack toward enemy buildings and continue infantry production. Should also consider building war factory soon for tanks.", "notes": "Enemy base at (95,11). Push rocket squad to destroy enemy infantry then buildings. Keep training e3 continuously; build weap for tanks next when cash allows.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 9 units", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 4100, "deaths_cost": 15700, "units_killed": 17, "units_lost": 25, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11100, "army_value": 2700, "income": 4000, "experience": 38, "order_count": 167}}
{"tick": 13001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:40 (tick 13001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 180 made / 160 used, harvesters 4.\nSCORE: assets $15800, army $6100, killed $16000 (26 units, 5 bldgs), lost $4400 (18 units, 0 bldgs). Map explored 26.7%.\nPRODUCTION: Building: proc 85%; Vehicle: 3tnk 40%; Infantry: e3 51%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(92,12)5%* #202@(92,12)97%*\n  e3 (Rocket Soldier) x5: #173@(89,11)66%* #209@(88,11)87% #214@(90,10)* #216@(91,11)* #219@(91,11)\n  harv (Ore Truck (harvester)) x4: #131@(102,23) #176@(102,28) #188@(98,20) #207@(88,4)42%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Proc finishing soon (~73%), place when ready. Enemy base likely (12,16). e3 group at (89-91,10-11) engaging enemy #200. Keep e3 production up.", "raw": "{\"thoughts\": \"Cash is $0 but production is flowing and we've traded well (killed $16000 vs lost $4400). Proc is nearly done, so place it for more income. Keep harvesters mining and e3/tank production going, and push a small rocket group westward to scout toward the likely enemy base at (12,16).\", \"notes\": \"Placed proc #3 for economy. e3 group pushing west to scout enemy base. Enemy base likely (12,16). Keep 3tnk + e3 production up. Power 180/160 tight - consider powr.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":176},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":12},{\"do\":\"attack_move\",\"units\":[209,214,216,219,173],\"x\":55,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1686, "completion_tokens": 1222, "total_tokens": 2908, "cost": 0.001746408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001746408, "upstream_inference_prompt_cost": 0.000280008, "upstream_inference_completions_cost": 0.0014664}, "completion_tokens_details": {"reasoning_tokens": 988, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.15, "thoughts": "Cash is $0 but production is flowing and we've traded well (killed $16000 vs lost $4400). Proc is nearly done, so place it for more income. Keep harvesters mining and e3/tank production going, and push a small rocket group westward to scout toward the likely enemy base at (12,16).", "notes": "Placed proc #3 for economy. e3 group pushing west to scout enemy base. Enemy base likely (12,16). Keep 3tnk + e3 production up. Power 180/160 tight - consider powr.", "commands": [{"do": "place", "item": "proc"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 176}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}, {"do": "train", "item": "e3", "count": 4}, {"do": "rally", "building": 134, "x": 92, "y": 12}, {"do": "attack_move", "units": [209, 214, 216, 219, 173], "x": 55, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type", "train 4x e3: queued", "rally #134: ordered", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 16000, "deaths_cost": 4400, "units_killed": 26, "units_lost": 18, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 15800, "army_value": 1700, "income": 6500, "experience": 160, "order_count": 108}}
{"tick": 13001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:40 (tick 13001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $687 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11100, army $4900, killed $4400 (18 units, 0 bldgs), lost $16000 (26 units, 5 bldgs). Map explored 25%.\nPRODUCTION: Infantry: e3 90%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x9: #203@(85,14) #204@(80,10) #206@(64,25) #208@(64,24) #210@(58,28) #213@(43,24) #215@(34,24) #217@(24,24) #218@(16,17)\n  harv (Ore Truck (harvester)) x2: #141@(10,20) #154@(10,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Push rocket squad to destroy enemy infantry then buildings. Keep training e3 continuously; build weap for tanks next when cash allows.", "raw": "{\"thoughts\":\"Continue pushing rocket squad toward enemy base, keep training e3 for reinforcements, and start a war factory for tanks to diversify army.\",\"notes\":\"Enemy base at (95,11). Rocket squad advancing along path, lead unit #203 near (85,14). Keep merging stragglers into one attack group. Build weap next for tanks once cash allows.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2602, "completion_tokens": 246, "total_tokens": 2848, "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": 0.007664, "upstream_inference_prompt_cost": 0.005204, "upstream_inference_completions_cost": 0.00246}, "completion_tokens_details": {"reasoning_tokens": 52, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.46, "thoughts": "Continue pushing rocket squad toward enemy base, keep training e3 for reinforcements, and start a war factory for tanks to diversify army.", "notes": "Enemy base at (95,11). Rocket squad advancing along path, lead unit #203 near (85,14). Keep merging stragglers into one attack group. Build weap next for tanks once cash allows.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 4}, {"do": "build", "item": "weap"}], "feedback": ["attack_move: no valid unit ids of yours", "train 4x e3: queued", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 4400, "deaths_cost": 16000, "units_killed": 18, "units_lost": 26, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11100, "army_value": 2700, "income": 5000, "experience": 41, "order_count": 171}}
{"tick": 13201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:48 (tick 13201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $306 (storage 4000), power 180 made / 160 used, harvesters 4.\nSCORE: assets $15800, army $6100, killed $16000 (26 units, 5 bldgs), lost $4400 (18 units, 0 bldgs). Map explored 26.7%.\nPRODUCTION: Building: proc 87%; Vehicle: 3tnk 42%; Infantry: e3 59%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(92,12)5%* #202@(92,12)*\n  e3 (Rocket Soldier) x5: #173@(88,11)39% #209@(87,11)54% #214@(87,10) #216@(88,11)96% #219@(88,11)94%\n  harv (Ore Truck (harvester)) x4: #131@(95,16) #176@(95,18) #188@(104,27) #207@(92,8)44%\nVISIBLE ENEMY UNITS (2):\n  #203 e3@(85,14) 7%, #204 e3@(83,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - train 4x e3: queued\n  - rally #134: ordered\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Placed proc #3 for economy. e3 group pushing west to scout enemy base. Enemy base likely (12,16). Keep 3tnk + e3 production up. Power 180/160 tight - consider powr.", "raw": "{\"thoughts\": \"Cash is nearly empty so I must rely on harvesters and the soon-to-finish proc. Two weak enemy rocket soldiers are west of my base; I'll send the e3 squad to clear them and keep the 3tnk building. Power is tight so a powr is needed once the proc finishes.\", \"notes\": \"proc #3 almost done -> place then build powr. Enemy e3 at (85,14)/(83,10). e3 squad pushing west. Econ weak, protect harvesters.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[173,209,214,216,219],\"x\":84,\"y\":12},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1769, "completion_tokens": 685, "total_tokens": 2454, "cost": 0.001126908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001126908, "upstream_inference_prompt_cost": 0.000304908, "upstream_inference_completions_cost": 0.000822}, "completion_tokens_details": {"reasoning_tokens": 514, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.18, "thoughts": "Cash is nearly empty so I must rely on harvesters and the soon-to-finish proc. Two weak enemy rocket soldiers are west of my base; I'll send the e3 squad to clear them and keep the 3tnk building. Power is tight so a powr is needed once the proc finishes.", "notes": "proc #3 almost done -> place then build powr. Enemy e3 at (85,14)/(83,10). e3 squad pushing west. Econ weak, protect harvesters.", "commands": [{"do": "attack_move", "units": [173, 209, 214, 216, 219], "x": 84, "y": 12}, {"do": "harvest", "unit": 207}, {"do": "harvest", "unit": 188}, {"do": "build", "item": "powr"}], "feedback": ["attack_move: 5 units", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 16000, "deaths_cost": 4400, "units_killed": 26, "units_lost": 18, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 15800, "army_value": 1700, "income": 6850, "experience": 160, "order_count": 112}}
{"tick": 13201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:48 (tick 13201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $356 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11700, army $5500, killed $4400 (18 units, 0 bldgs), lost $16000 (26 units, 5 bldgs). Map explored 25.1%.\nPRODUCTION: Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x11: #203@(85,14)7% #204@(83,10) #206@(71,18) #208@(72,17) #210@(68,25) #213@(53,27) #215@(45,24) #217@(33,26) #218@(26,17) #220@(17,17) #221@(7,16)\n  harv (Ore Truck (harvester)) x2: #141@(4,31) #154@(6,32)\nVISIBLE ENEMY UNITS (2):\n  #209 e3@(87,11) 54%, #214 e3@(87,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: no valid unit ids of yours\n  - train 4x e3: queued\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Rocket squad advancing along path, lead unit #203 near (85,14). Keep merging stragglers into one attack group. Build weap next for tanks once cash allows.", "raw": "{\"thoughts\":\"Queue is clogged with dozens of e3 orders; cancel excess, focus economy and consolidate rocket squad into one attack group toward enemy base. Need a war factory - build barr first then weap once available.\",\"notes\":\"Enemy base at (95,11), only 2 e3 defenders visible. Consolidate scattered rocket soldiers into one group and push attack_move toward (90,11). Keep building economy (harvesters, power) and get weap once possible.\",\"commands\":[\n{\"do\":\"cancel\",\"item\":\"e3\"},\n{\"do\":\"cancel\",\"item\":\"e3\"},\n{\"do\":\"cancel\",\"item\":\"e3\"},\n{\"do\":\"cancel\",\"item\":\"e3\"},\n{\"do\":\"cancel\",\"item\":\"e3\"},\n{\"do\":\"cancel\",\"item\":\"e3\"},\n{\"do\":\"cancel\",\"item\":\"e3\"},\n{\"do\":\"cancel\",\"item\":\"e3\"},\n{\"do\":\"cancel\",\"item\":\"e3\"},\n{\"do\":\"cancel\",\"item\":\"e3\"},\n{\"do\":\"attack_move\",\"units\":[203,204,206,208,210,213,215,217,218,220,221],\"x\":90,\"y\":11},\n{\"do\":\"harvest\",\"unit\":141},\n{\"do\":\"harvest\",\"unit\":154},\n{\"do\":\"build\",\"item\":\"proc\"}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2719, "completion_tokens": 624, "total_tokens": 3343, "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": 0.011678, "upstream_inference_prompt_cost": 0.005438, "upstream_inference_completions_cost": 0.00624}, "completion_tokens_details": {"reasoning_tokens": 197, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.63, "thoughts": "Queue is clogged with dozens of e3 orders; cancel excess, focus economy and consolidate rocket squad into one attack group toward enemy base. Need a war factory - build barr first then weap once available.", "notes": "Enemy base at (95,11), only 2 e3 defenders visible. Consolidate scattered rocket soldiers into one group and push attack_move toward (90,11). Keep building economy (harvesters, power) and get weap once possible.", "commands": [{"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "attack_move", "units": [203, 204, 206, 208, 210, 213, 215, 217, 218, 220, 221], "x": 90, "y": 11}, {"do": "harvest", "unit": 141}, {"do": "harvest", "unit": 154}, {"do": "build", "item": "proc"}], "feedback": ["attack_move: 11 units", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 4400, "deaths_cost": 16000, "units_killed": 18, "units_lost": 26, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11700, "army_value": 3300, "income": 4500, "experience": 41, "order_count": 175}}
{"tick": 13401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:56 (tick 13401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $100 (storage 4000), power 180 made / 160 used, harvesters 4.\nSCORE: assets $16100, army $6400, killed $16300 (27 units, 5 bldgs), lost $4400 (18 units, 0 bldgs). Map explored 26.7%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Vehicle: 3tnk 71%; Infantry: e3 68%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(92,12)5%* #202@(92,12)*\n  e3 (Rocket Soldier) x6: #173@(87,11)28% #209@(87,11)54% #214@(87,10)62% #216@(88,11)95% #219@(87,11)93% #222@(91,11)\n  harv (Ore Truck (harvester)) x4: #131@(103,25) #176@(96,22) #188@(99,22) #207@(98,12)45%\nVISIBLE ENEMY UNITS (1):\n  #204 e3@(83,10) 8%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - build powr: started\nYOUR NOTES FROM LAST TURN: proc #3 almost done -> place then build powr. Enemy e3 at (85,14)/(83,10). e3 squad pushing west. Econ weak, protect harvesters.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Economy is tight ($0) but I have 4 harvesters. A refinery is ready to place - put it near the southern ore field to boost income. My e3 squad should keep pushing west to find/destroy the enemy base, and I'll finish the tank in production and keep queues busy.\", \"notes\": \"Place proc #3 near ore at south. e3 squad ~(87,11) pushing west toward enemy start (12,16). Vehicle: finish 3tnk then more tanks. Infantry: thin out e3 queue.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":101,\"y\":20},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"attack_move\",\"units\":[173,209,214,216,219,222],\"x\":72,\"y\":12},{\"do\":\"rally\",\"building\":145,\"x\":88,\"y\":11},{\"do\":\"repair\",\"building\":123}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1732, "completion_tokens": 1091, "total_tokens": 2823, "cost": 0.001603008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001603008, "upstream_inference_prompt_cost": 0.000293808, "upstream_inference_completions_cost": 0.0013092}, "completion_tokens_details": {"reasoning_tokens": 854, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.97, "thoughts": "Economy is tight ($0) but I have 4 harvesters. A refinery is ready to place - put it near the southern ore field to boost income. My e3 squad should keep pushing west to find/destroy the enemy base, and I'll finish the tank in production and keep queues busy.", "notes": "Place proc #3 near ore at south. e3 squad ~(87,11) pushing west toward enemy start (12,16). Vehicle: finish 3tnk then more tanks. Infantry: thin out e3 queue.", "commands": [{"do": "place", "item": "proc", "x": 101, "y": 20}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "train", "item": "e1", "count": 3}, {"do": "attack_move", "units": [173, 209, 214, 216, 219, 222], "x": 72, "y": 12}, {"do": "rally", "building": 145, "x": 88, "y": 11}, {"do": "repair", "building": 123}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "train 3x e1: queued", "attack_move: 6 units", "rally #145: ordered", "repair #123: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 16300, "deaths_cost": 4400, "units_killed": 27, "units_lost": 18, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 16100, "army_value": 2000, "income": 6500, "experience": 163, "order_count": 113}}
{"tick": 13401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:56 (tick 13401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $26 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11700, army $5500, killed $4400 (18 units, 0 bldgs), lost $16300 (27 units, 5 bldgs). Map explored 25.1%.\nPRODUCTION: Infantry: e3 10%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x11: #204@(83,10)8% #206@(80,14) #208@(81,14) #210@(72,17) #213@(62,27) #215@(53,27) #217@(43,27) #218@(34,24) #220@(24,24) #221@(17,20) #223@(8,17)\n  harv (Ore Truck (harvester)) x2: #141@(3,29) #154@(9,22)\nVISIBLE ENEMY UNITS (1):\n  #214 e3@(87,10) 62%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), only 2 e3 defenders visible. Consolidate scattered rocket soldiers into one group and push attack_move toward (90,11). Keep building economy (harvesters, power) and get weap once possible.", "raw": "{\"thoughts\":\"Keep pushing rocket soldiers toward enemy base at (95,11), regroup stragglers. Queue war factory for tanks and continue training more infantry.\",\"notes\":\"Enemy base at (95,11). Push e3 group toward it, regroup stragglers along the way. Build weap for tank production once possible. Keep training e3/e1 and expanding harvesters.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[206,208,210,213,215,217,218,220,221,223],\"x\":90,\"y\":11},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2576, "completion_tokens": 284, "total_tokens": 2860, "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": 0.007992, "upstream_inference_prompt_cost": 0.005152, "upstream_inference_completions_cost": 0.00284}, "completion_tokens_details": {"reasoning_tokens": 72, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.54, "thoughts": "Keep pushing rocket soldiers toward enemy base at (95,11), regroup stragglers. Queue war factory for tanks and continue training more infantry.", "notes": "Enemy base at (95,11). Push e3 group toward it, regroup stragglers along the way. Build weap for tank production once possible. Keep training e3/e1 and expanding harvesters.", "commands": [{"do": "attack_move", "units": [206, 208, 210, 213, 215, 217, 218, 220, 221, 223], "x": 90, "y": 11}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 10 units", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 4400, "deaths_cost": 16300, "units_killed": 18, "units_lost": 27, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11700, "army_value": 3300, "income": 4000, "experience": 41, "order_count": 185}}
{"tick": 13601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:04 (tick 13601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $757 (storage 6000), power 180 made / 190 used LOW POWER - production slowed, build power!, harvesters 5.\nSCORE: assets $18900, army $7800, killed $16600 (28 units, 5 bldgs), lost $4400 (18 units, 0 bldgs). Map explored 26.7%.\nPRODUCTION: Building: powr 36%; Vehicle: 3tnk 81%; Infantry: e1 25%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #142@(92,12)5%* #202@(92,12)*\n  e3 (Rocket Soldier) x7: #173@(86,11)20% #209@(86,11)53% #214@(86,11)49% #216@(86,11)94% #219@(86,11)54% #222@(88,13) #228@(93,8)\n  harv (Ore Truck (harvester)) x5: #131@(105,26) #176@(103,28) #188@(95,17) #207@(94,9)46% #225@(83,8)\nVISIBLE ENEMY UNITS (1):\n  #208 e3@(84,14) 8%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - train 3x e1: queued\n  - attack_move: 6 units\n  - rally #145: ordered\n  - repair #123: ordered\nYOUR NOTES FROM LAST TURN: Place proc #3 near ore at south. e3 squad ~(87,11) pushing west toward enemy start (12,16). Vehicle: finish 3tnk then more tanks. Infantry: thin out e3 queue.", "raw": "{\"thoughts\":\"Low power is slowing everything; powr is already building. Cash is dry so rely on the 5 harvesters. A damaged enemy e3 sits at (84,14); my e3 squad at (86,11) can finish it and continue pushing west toward the enemy start (12,16). Keep vehicle queue on tanks and let infantry thin out.\",\"notes\":\"Powr building in progress -> place ASAP. e3 squad ~(86,11) to kill enemy e3 #208 then push west. Vehicle: keep 3tnk rolling. Need more power after this powr.\",\"commands\":[{\"do\":\"attack\",\"units\":[216,219,222,228],\"target\":208},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1799, "completion_tokens": 440, "total_tokens": 2239, "cost": 0.000841908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000841908, "upstream_inference_prompt_cost": 0.000313908, "upstream_inference_completions_cost": 0.000528}, "completion_tokens_details": {"reasoning_tokens": 249, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.4, "thoughts": "Low power is slowing everything; powr is already building. Cash is dry so rely on the 5 harvesters. A damaged enemy e3 sits at (84,14); my e3 squad at (86,11) can finish it and continue pushing west toward the enemy start (12,16). Keep vehicle queue on tanks and let infantry thin out.", "notes": "Powr building in progress -> place ASAP. e3 squad ~(86,11) to kill enemy e3 #208 then push west. Vehicle: keep 3tnk rolling. Need more power after this powr.", "commands": [{"do": "attack", "units": [216, 219, 222, 228], "target": 208}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack: 4 units", "train 2x 3tnk: queued", "train 2x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 16600, "deaths_cost": 4400, "units_killed": 28, "units_lost": 18, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 18900, "army_value": 2300, "income": 7500, "experience": 166, "order_count": 120}}
{"tick": 13601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 9:04 (tick 13601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $271 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11400, army $5200, killed $4400 (18 units, 0 bldgs), lost $16600 (28 units, 5 bldgs). Map explored 25.3%.\nPRODUCTION: Infantry: e3 95%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x10: #206@(83,14) #208@(84,14)8% #210@(82,14) #213@(70,19) #215@(63,26) #217@(53,28) #218@(44,24) #220@(34,24) #221@(23,24)* #223@(9,17)*\n  harv (Ore Truck (harvester)) x2: #141@(9,21) #154@(10,27)\nVISIBLE ENEMY UNITS (5):\n  #173 e3@(86,11) 20%, #209 e3@(86,11) 53%, #214 e3@(86,11) 49%, #216 e3@(86,11) 94%, #219 e3@(86,11) 54%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Push e3 group toward it, regroup stragglers along the way. Build weap for tank production once possible. Keep training e3/e1 and expanding harvesters.", "raw": "{\"thoughts\":\"Push rocket soldiers toward enemy base at (95,11), engage visible enemy infantry cluster. Keep training more e3 and bring idle units forward.\",\"notes\":\"Enemy base at (95,11). Rocket squad engaging enemy infantry near (86,11). Keep pushing attack_move to (95,11), regroup stragglers, keep training e3.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[206,208,210,213,215,217,218,220],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[221,223],\"x\":63,\"y\":26},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2661, "completion_tokens": 242, "total_tokens": 2903, "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": 0.007742, "upstream_inference_prompt_cost": 0.005322, "upstream_inference_completions_cost": 0.00242}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.4, "thoughts": "Push rocket soldiers toward enemy base at (95,11), engage visible enemy infantry cluster. Keep training more e3 and bring idle units forward.", "notes": "Enemy base at (95,11). Rocket squad engaging enemy infantry near (86,11). Keep pushing attack_move to (95,11), regroup stragglers, keep training e3.", "commands": [{"do": "attack_move", "units": [206, 208, 210, 213, 215, 217, 218, 220], "x": 95, "y": 11}, {"do": "move", "units": [221, 223], "x": 63, "y": 26}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 8 units", "move: 2 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 4400, "deaths_cost": 16600, "units_killed": 18, "units_lost": 28, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11400, "army_value": 3000, "income": 4500, "experience": 41, "order_count": 188}}
{"tick": 13801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:12 (tick 13801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $422 (storage 6000), power 180 made / 190 used LOW POWER - production slowed, build power!, harvesters 5.\nSCORE: assets $19000, army $7900, killed $16900 (29 units, 5 bldgs), lost $4400 (18 units, 0 bldgs). Map explored 26.9%.\nPRODUCTION: Building: powr 73%; Vehicle: 3tnk 91%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e1 36%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #142@(92,12)5%* #202@(92,12)* #230@(92,9)\n  e3 (Rocket Soldier) x7: #173@(85,11)19% #209@(85,11)53% #214@(85,11)48% #216@(86,11)91% #219@(86,11)6% #222@(88,13)* #228@(91,9)*\n  harv (Ore Truck (harvester)) x5: #131@(103,25) #176@(97,22) #188@(103,26) #207@(91,2)48% #225@(83,8)\nVISIBLE ENEMY UNITS (1):\n  #206 e3@(83,14) 30%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - train 2x 3tnk: queued\n  - train 2x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Powr building in progress -> place ASAP. e3 squad ~(86,11) to kill enemy e3 #208 then push west. Vehicle: keep 3tnk rolling. Need more power after this powr.", "raw": "{\"thoughts\": \"Low power (180/190) and near-zero cash, so my priority is finishing/placing the Power Plant and keeping harvesters mining. The visible enemy e3 at (83,14) is nearly dead, so I'll finish it with the nearby rocket squad, pull the damaged harvester to the Service Depot for repair, and keep production flowing.\", \"notes\": \"Powr at 73%, PLACE as soon as ready. Kill enemy e3 #206 with squad at (85,11). Harv #207 -> depot (92,8) to repair. Keep 3tnk/e3 queues full. Enemy likely base west at (12,16).\", \"commands\": [{\"do\":\"attack\",\"units\":[173,209,214,216,219,222,228],\"target\":206},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":176},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"move\",\"units\":[207],\"x\":92,\"y\":8},{\"do\":\"rally\",\"building\":145,\"x\":88,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1843, "completion_tokens": 1011, "total_tokens": 2854, "cost": 0.001540308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001540308, "upstream_inference_prompt_cost": 0.000327108, "upstream_inference_completions_cost": 0.0012132}, "completion_tokens_details": {"reasoning_tokens": 762, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.12, "thoughts": "Low power (180/190) and near-zero cash, so my priority is finishing/placing the Power Plant and keeping harvesters mining. The visible enemy e3 at (83,14) is nearly dead, so I'll finish it with the nearby rocket squad, pull the damaged harvester to the Service Depot for repair, and keep production flowing.", "notes": "Powr at 73%, PLACE as soon as ready. Kill enemy e3 #206 with squad at (85,11). Harv #207 -> depot (92,8) to repair. Keep 3tnk/e3 queues full. Enemy likely base west at (12,16).", "commands": [{"do": "attack", "units": [173, 209, 214, 216, 219, 222, 228], "target": 206}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 176}, {"do": "harvest", "unit": 188}, {"do": "move", "units": [207], "x": 92, "y": 8}, {"do": "rally", "building": 145, "x": 88, "y": 11}, {"do": "rally", "building": 134, "x": 88, "y": 11}], "feedback": ["attack: 7 units", "move: 1 units", "rally #145: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 16900, "deaths_cost": 4400, "units_killed": 29, "units_lost": 18, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 19000, "army_value": 2400, "income": 7000, "experience": 169, "order_count": 127}}
{"tick": 13801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 9:12 (tick 13801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $441 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11700, army $5500, killed $4400 (18 units, 0 bldgs), lost $16900 (29 units, 5 bldgs). Map explored 25.3%.\nPRODUCTION: Infantry: e3 5%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x11: #206@(83,14)30% #210@(82,14)55% #213@(78,13) #215@(70,19) #217@(63,26) #218@(53,27) #220@(45,24) #221@(32,26) #223@(18,20) #229@(17,17) #231@(8,17)\n  harv (Ore Truck (harvester)) x2: #141@(5,25) #154@(5,30)\nVISIBLE ENEMY UNITS (3):\n  #173 e3@(85,11) 19%, #209 e3@(85,11) 53%, #214 e3@(85,11) 48%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - move: 2 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Rocket squad engaging enemy infantry near (86,11). Keep pushing attack_move to (95,11), regroup stragglers, keep training e3.", "raw": "{\"thoughts\":\"Continue push toward enemy base with rocket squad, keep training more e3, gather stragglers to reinforce main group.\",\"notes\":\"Enemy base at (95,11). Rocket squad pushing there, engaging enemy infantry near (85,11). Keep training e3 and reinforcing.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[206,210,213,215,217,218,220],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[221,223,229,231],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2625, "completion_tokens": 196, "total_tokens": 2821, "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": 0.00721, "upstream_inference_prompt_cost": 0.00525, "upstream_inference_completions_cost": 0.00196}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.93, "thoughts": "Continue push toward enemy base with rocket squad, keep training more e3, gather stragglers to reinforce main group.", "notes": "Enemy base at (95,11). Rocket squad pushing there, engaging enemy infantry near (85,11). Keep training e3 and reinforcing.", "commands": [{"do": "attack_move", "units": [206, 210, 213, 215, 217, 218, 220], "x": 95, "y": 11}, {"do": "attack_move", "units": [221, 223, 229, 231], "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["attack_move: 7 units", "attack_move: 4 units", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 4400, "deaths_cost": 16900, "units_killed": 18, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11700, "army_value": 3300, "income": 4500, "experience": 41, "order_count": 191}}
{"tick": 14001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:20 (tick 14001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $893 (storage 6000), power 180 made / 190 used LOW POWER - production slowed, build power!, harvesters 5.\nSCORE: assets $19950, army $8850, killed $17200 (30 units, 5 bldgs), lost $4700 (19 units, 0 bldgs). Map explored 26.9%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: 3tnk 1%; Vehicle: 3tnk 0%; Infantry: e1 48%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #234@(97,9)\n  e1 (Rifle Infantry) x4: #142@(92,12)5%* #202@(92,12)* #230@(91,12) #232@(91,8)\n  e3 (Rocket Soldier) x6: #173@(85,11)1%* #209@(85,11)50% #214@(85,11)14% #216@(86,11)91%* #222@(87,13)* #228@(88,10)*\n  harv (Ore Truck (harvester)) x5: #131@(96,17) #176@(96,19) #188@(105,25) #207@(91,9)49%* #225@(90,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - move: 1 units\n  - rally #145: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Powr at 73%, PLACE as soon as ready. Kill enemy e3 #206 with squad at (85,11). Harv #207 -> depot (92,8) to repair. Keep 3tnk/e3 queues full. Enemy likely base west at (12,16).", "raw": "{\"thoughts\": \"Low power is slowing everything \u2014 place the ready powr immediately and queue another. Cash is tight so keep production rolling. Regroup my battered squad and push west toward the likely enemy base, sending the damaged harvester back to work.\",\"notes\": \"Powr placed ~(93,12). Building queue: another powr then weap/proc. Army massing ~(85,11), advancing west toward enemy base (12,16). Harv #207 back to mining. Keep 3tnk and e3 queues full.\",\"commands\": [{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"repair\",\"building\":187},{\"do\":\"rally\",\"building\":145,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":12},{\"do\":\"attack_move\",\"units\":[234,230,232,209,216,222,228],\"x\":60,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1841, "completion_tokens": 959, "total_tokens": 2800, "cost": 0.001477308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001477308, "upstream_inference_prompt_cost": 0.000326508, "upstream_inference_completions_cost": 0.0011508}, "completion_tokens_details": {"reasoning_tokens": 738, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.82, "thoughts": "Low power is slowing everything \u2014 place the ready powr immediately and queue another. Cash is tight so keep production rolling. Regroup my battered squad and push west toward the likely enemy base, sending the damaged harvester back to work.", "notes": "Powr placed ~(93,12). Building queue: another powr then weap/proc. Army massing ~(85,11), advancing west toward enemy base (12,16). Harv #207 back to mining. Keep 3tnk and e3 queues full.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "powr"}, {"do": "harvest", "unit": 207}, {"do": "repair", "building": 187}, {"do": "rally", "building": 145, "x": 88, "y": 12}, {"do": "rally", "building": 134, "x": 88, "y": 12}, {"do": "attack_move", "units": [234, 230, 232, 209, 216, 222, 228], "x": 60, "y": 14}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "repair #187: ordered", "rally #145: ordered", "rally #134: ordered", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 17200, "deaths_cost": 4700, "units_killed": 30, "units_lost": 19, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 19950, "army_value": 3350, "income": 7250, "experience": 172, "order_count": 127}}
{"tick": 14001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 9:20 (tick 14001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (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 $109 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11700, army $5500, killed $4700 (19 units, 0 bldgs), lost $17200 (30 units, 5 bldgs). Map explored 25.3%.\nPRODUCTION: Infantry: e3 16%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x11: #210@(82,14)23% #213@(80,12) #215@(78,11) #217@(70,19) #218@(63,26) #220@(54,28) #221@(42,24) #223@(27,25) #229@(25,24) #231@(17,20) #233@(9,17)\n  harv (Ore Truck (harvester)) x2: #141@(3,30) #154@(6,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 4 units\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Rocket squad pushing there, engaging enemy infantry near (85,11). Keep training e3 and reinforcing.", "raw": "{\"thoughts\":\"Rocket squad is strung out across the map heading toward enemy base at (95,11). Consolidate and push forward together, keep training more e3 for reinforcements.\",\"notes\":\"Enemy base at (95,11). Rocket squad strung out from (9,17) to (82,14), pushing east. Keep training e3, merge stragglers into main push.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2616, "completion_tokens": 206, "total_tokens": 2822, "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": 0.007292, "upstream_inference_prompt_cost": 0.005232, "upstream_inference_completions_cost": 0.00206}, "completion_tokens_details": {"reasoning_tokens": 35, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.49, "thoughts": "Rocket squad is strung out across the map heading toward enemy base at (95,11). Consolidate and push forward together, keep training more e3 for reinforcements.", "notes": "Enemy base at (95,11). Rocket squad strung out from (9,17) to (82,14), pushing east. Keep training e3, merge stragglers into main push.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["attack_move: 11 units", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 4700, "deaths_cost": 17200, "units_killed": 19, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11700, "army_value": 3300, "income": 4000, "experience": 44, "order_count": 196}}
{"tick": 14201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:28 (tick 14201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $666 (storage 6000), power 280 made / 190 used, harvesters 5.\nSCORE: assets $20150, army $8750, killed $17800 (32 units, 5 bldgs), lost $5000 (20 units, 0 bldgs). Map explored 27%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: 3tnk 29%; Vehicle: 3tnk 0%; Infantry: e3 57%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #234@(88,9)\n  e1 (Rifle Infantry) x6: #142@(92,12)5%* #202@(92,12)* #230@(84,12) #232@(84,14) #236@(88,11) #237@(99,8)\n  e3 (Rocket Soldier) x5: #209@(84,12)11% #214@(85,11)13% #216@(85,13)91% #222@(84,14) #228@(85,13)\n  harv (Ore Truck (harvester)) x5: #131@(101,22) #176@(103,25) #188@(96,16) #207@(88,3)50% #225@(81,7)\nVISIBLE ENEMY UNITS (1):\n  #215 e3@(80,10) 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  - build powr: started\n  - repair #187: ordered\n  - rally #145: ordered\n  - rally #134: ordered\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Powr placed ~(93,12). Building queue: another powr then weap/proc. Army massing ~(85,11), advancing west toward enemy base (12,16). Harv #207 back to mining. Keep 3tnk and e3 queues full.", "raw": "{\"thoughts\": \"Strong economy (5 harvesters, 3 procs). Place the ready powr, start a war factory for more tank output, keep queues warm, and push the healthy attack group west while pulling the badly wounded units back home. Only one enemy unit visible; need to keep exploring.\", \"notes\": \"Place powr ~(93,12). Building queue: weap next. Attack group (3tnk #234 + healthy e3/e1) pushing west from (85,11). Wounded (#142 5%, #209 11%, #214 13%) retreating to base. Keep 3tnk/e3 queues full; find enemy base west.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"}, {\"do\":\"build\",\"item\":\"weap\"}, {\"do\":\"train\",\"item\":\"e3\",\"count\":3}, {\"do\":\"train\",\"item\":\"3tnk\",\"count\":1}, {\"do\":\"move\",\"units\":[142,209,214],\"x\":90,\"y\":12}, {\"do\":\"attack_move\",\"units\":[234,202,230,232,236,237,216,222,228],\"x\":76,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1868, "completion_tokens": 1080, "total_tokens": 2948, "cost": 0.001630608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001630608, "upstream_inference_prompt_cost": 0.000334608, "upstream_inference_completions_cost": 0.001296}, "completion_tokens_details": {"reasoning_tokens": 827, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.67, "thoughts": "Strong economy (5 harvesters, 3 procs). Place the ready powr, start a war factory for more tank output, keep queues warm, and push the healthy attack group west while pulling the badly wounded units back home. Only one enemy unit visible; need to keep exploring.", "notes": "Place powr ~(93,12). Building queue: weap next. Attack group (3tnk #234 + healthy e3/e1) pushing west from (85,11). Wounded (#142 5%, #209 11%, #214 13%) retreating to base. Keep 3tnk/e3 queues full; find enemy base west.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "3tnk", "count": 1}, {"do": "move", "units": [142, 209, 214], "x": 90, "y": 12}, {"do": "attack_move", "units": [234, 202, 230, 232, 236, 237, 216, 222, 228], "x": 76, "y": 11}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train 3x e3: queued", "train 1x 3tnk: queued", "move: 3 units", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 17800, "deaths_cost": 5000, "units_killed": 32, "units_lost": 20, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 20150, "army_value": 3250, "income": 7500, "experience": 178, "order_count": 129}}
{"tick": 14201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 9:28 (tick 14201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $236 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $11100, army $4900, killed $5000 (20 units, 0 bldgs), lost $17800 (32 units, 5 bldgs). Map explored 25.3%.\nPRODUCTION: Infantry: e3 57%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x9: #215@(80,10) #217@(78,11) #218@(70,19) #220@(63,26) #221@(51,26) #223@(37,24) #229@(35,24) #231@(26,25) #233@(18,20)\n  harv (Ore Truck (harvester)) x2: #141@(10,21) #154@(10,20)\nVISIBLE ENEMY UNITS (1):\n  #225 harv@(81,7) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Rocket squad strung out from (9,17) to (82,14), pushing east. Keep training e3, merge stragglers into main push.", "raw": "{\"thoughts\":\"Rocket squad is stretched out en route to enemy base at (95,11). Keep pushing forward and continue training more e3 to reinforce. Enemy harvester spotted - could pick it off if convenient but priority is regrouping and advancing on base.\",\"notes\":\"Enemy base at (95,11). Rocket squad advancing east, spread from (18,20) to (80,10). Keep merging stragglers and pushing attack_move toward (95,11). Continue training e3 nonstop.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2657, "completion_tokens": 218, "total_tokens": 2875, "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": 0.007494, "upstream_inference_prompt_cost": 0.005314, "upstream_inference_completions_cost": 0.00218}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.53, "thoughts": "Rocket squad is stretched out en route to enemy base at (95,11). Keep pushing forward and continue training more e3 to reinforce. Enemy harvester spotted - could pick it off if convenient but priority is regrouping and advancing on base.", "notes": "Enemy base at (95,11). Rocket squad advancing east, spread from (18,20) to (80,10). Keep merging stragglers and pushing attack_move toward (95,11). Continue training e3 nonstop.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["attack_move: 9 units", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5000, "deaths_cost": 17800, "units_killed": 20, "units_lost": 32, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 11100, "army_value": 2700, "income": 4225, "experience": 47, "order_count": 201}}
{"tick": 14401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:36 (tick 14401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $179 (storage 6000), power 380 made / 190 used, harvesters 5.\nSCORE: assets $20750, army $9050, killed $18700 (35 units, 5 bldgs), lost $5000 (20 units, 0 bldgs). Map explored 27.1%.\nPRODUCTION: Building: weap 16%; Vehicle: 3tnk 58%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 67%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%, #238 powr@(100,9) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #234@(78,11)\n  e1 (Rifle Infantry) x6: #142@(90,12)5%* #202@(79,12) #230@(79,13)97% #232@(79,13)97% #236@(79,11) #237@(90,7)\n  e3 (Rocket Soldier) x6: #209@(90,12)5%* #214@(90,12)13%* #216@(80,13)90% #222@(79,13)88% #228@(80,13)98% #239@(89,10)\n  harv (Ore Truck (harvester)) x5: #131@(104,26) #176@(105,26) #188@(101,20) #207@(88,13)50% #225@(82,7)66%\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\n  - train 3x e3: queued\n  - train 1x 3tnk: queued\n  - move: 3 units\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Place powr ~(93,12). Building queue: weap next. Attack group (3tnk #234 + healthy e3/e1) pushing west from (85,11). Wounded (#142 5%, #209 11%, #214 13%) retreating to base. Keep 3tnk/e3 queues full; find enemy base west.", "raw": "{\"thoughts\": \"Cash is drained but queues are full and economy (5 harvesters, 4 refineries' worth) is strong. I've already killed 35 enemy units/5 buildings, so push the healthy group west to locate and hit the enemy base while wounded infantry stay back at base.\", \"notes\": \"Enemy start ~(12,16). Attack group (3tnk #234 + healthy e3/e1) pushing west via (50,14). Wounded #142/#209/#214 hold at base. Queues: weap building, 3tnk x3, e3/e1 infantry still running. No cash to add queues; resume when income refills.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[234,230,232,236,237,216,222,228,239,202],\"x\":50,\"y\":14},{\"do\":\"rally\",\"building\":145,\"x\":80,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":11},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"harvest\",\"unit\":225}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1937, "completion_tokens": 951, "total_tokens": 2888, "cost": 0.001496508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001496508, "upstream_inference_prompt_cost": 0.000355308, "upstream_inference_completions_cost": 0.0011412}, "completion_tokens_details": {"reasoning_tokens": 715, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.46, "thoughts": "Cash is drained but queues are full and economy (5 harvesters, 4 refineries' worth) is strong. I've already killed 35 enemy units/5 buildings, so push the healthy group west to locate and hit the enemy base while wounded infantry stay back at base.", "notes": "Enemy start ~(12,16). Attack group (3tnk #234 + healthy e3/e1) pushing west via (50,14). Wounded #142/#209/#214 hold at base. Queues: weap building, 3tnk x3, e3/e1 infantry still running. No cash to add queues; resume when income refills.", "commands": [{"do": "attack_move", "units": [234, 230, 232, 236, 237, 216, 222, 228, 239, 202], "x": 50, "y": 14}, {"do": "rally", "building": 145, "x": 80, "y": 12}, {"do": "rally", "building": 134, "x": 85, "y": 11}, {"do": "harvest", "unit": 207}, {"do": "harvest", "unit": 225}], "feedback": ["attack_move: 10 units", "rally #145: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 18700, "deaths_cost": 5000, "units_killed": 35, "units_lost": 20, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 20750, "army_value": 3550, "income": 7500, "experience": 187, "order_count": 135}}
{"tick": 14401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 9:36 (tick 14401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $654 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $10500, army $4300, killed $5000 (20 units, 0 bldgs), lost $18700 (35 units, 5 bldgs). Map explored 25.3%.\nPRODUCTION: Infantry: e3 67%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x7: #220@(71,18) #221@(61,27) #223@(47,24) #229@(46,24) #231@(36,24) #233@(27,25) #240@(14,17)\n  harv (Ore Truck (harvester)) x2: #141@(9,24) #154@(3,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Rocket squad advancing east, spread from (18,20) to (80,10). Keep merging stragglers and pushing attack_move toward (95,11). Continue training e3 nonstop.", "raw": "{\"thoughts\":\"Rocket squad is spread out across the map; need to regroup before pushing further to avoid piecemeal losses. Keep training more e3 for reinforcement and continue economy.\",\"notes\":\"Enemy base at (95,11). Rocket squad spread from (14,17) to (71,18) - regroup around (60,20) before final push. Keep training e3 nonstop, watch power balance.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[220,221,223,229,231,233,240],\"x\":60,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2690, "completion_tokens": 267, "total_tokens": 2957, "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": 0.00805, "upstream_inference_prompt_cost": 0.00538, "upstream_inference_completions_cost": 0.00267}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.84, "thoughts": "Rocket squad is spread out across the map; need to regroup before pushing further to avoid piecemeal losses. Keep training more e3 for reinforcement and continue economy.", "notes": "Enemy base at (95,11). Rocket squad spread from (14,17) to (71,18) - regroup around (60,20) before final push. Keep training e3 nonstop, watch power balance.", "commands": [{"do": "attack_move", "units": [220, 221, 223, 229, 231, 233, 240], "x": 60, "y": 20}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["attack_move: 7 units", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5000, "deaths_cost": 18700, "units_killed": 20, "units_lost": 35, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 10500, "army_value": 2100, "income": 5000, "experience": 47, "order_count": 206}}
{"tick": 14601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:44 (tick 14601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 380 made / 190 used, harvesters 5.\nSCORE: assets $20750, army $9050, killed $18700 (35 units, 5 bldgs), lost $5000 (20 units, 0 bldgs). Map explored 27.4%.\nPRODUCTION: Building: weap 19%; Vehicle: 3tnk 63%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 87%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%, #238 powr@(100,9) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #234@(67,17)\n  e1 (Rifle Infantry) x6: #142@(90,12)5%* #202@(69,22) #230@(71,20)97% #232@(72,20)97% #236@(72,18) #237@(82,14)\n  e3 (Rocket Soldier) x6: #209@(90,12)5%* #214@(90,12)13%* #216@(72,21)90% #222@(72,20)88% #228@(73,19)98% #239@(80,10)\n  harv (Ore Truck (harvester)) x5: #131@(107,23) #176@(105,24) #188@(105,25) #207@(89,13)50% #225@(88,12)66%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - rally #145: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy start ~(12,16). Attack group (3tnk #234 + healthy e3/e1) pushing west via (50,14). Wounded #142/#209/#214 hold at base. Queues: weap building, 3tnk x3, e3/e1 infantry still running. No cash to add queues; resume when income refills.", "raw": "{\"thoughts\": \"Economy is cash-starved but all queues are still running, so keep pushing. The 10-unit west group is near x~70; push them further west toward the enemy base at ~(12,16). Send the two damaged harvesters at base back to mining and let wounded infantry heal at base.\", \"notes\": \"Enemy start ~(12,16). West attack group (3tnk #234 + e1/e3) pushing to (30,16) then enemy base. Wounded e1 #142, e3 #209/#214 healing at base - don't commit until >60%. Harvesters #207/#225 damaged, mining again. Cash $0, queues running (weap, 3tnk x3, e3/e1).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [234, 202, 230, 232, 236, 216, 222, 228, 237, 239], \"x\": 30, \"y\": 16}, {\"do\": \"harvest\", \"unit\": 207}, {\"do\": \"harvest\", \"unit\": 225}, {\"do\": \"rally\", \"building\": 145, \"x\": 60, \"y\": 16}, {\"do\": \"rally\", \"building\": 134, \"x\": 88, \"y\": 12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1894, "completion_tokens": 888, "total_tokens": 2782, "cost": 0.001408008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001408008, "upstream_inference_prompt_cost": 0.000342408, "upstream_inference_completions_cost": 0.0010656}, "completion_tokens_details": {"reasoning_tokens": 590, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.06, "thoughts": "Economy is cash-starved but all queues are still running, so keep pushing. The 10-unit west group is near x~70; push them further west toward the enemy base at ~(12,16). Send the two damaged harvesters at base back to mining and let wounded infantry heal at base.", "notes": "Enemy start ~(12,16). West attack group (3tnk #234 + e1/e3) pushing to (30,16) then enemy base. Wounded e1 #142, e3 #209/#214 healing at base - don't commit until >60%. Harvesters #207/#225 damaged, mining again. Cash $0, queues running (weap, 3tnk x3, e3/e1).", "commands": [{"do": "attack_move", "units": [234, 202, 230, 232, 236, 216, 222, 228, 237, 239], "x": 30, "y": 16}, {"do": "harvest", "unit": 207}, {"do": "harvest", "unit": 225}, {"do": "rally", "building": 145, "x": 60, "y": 16}, {"do": "rally", "building": 134, "x": 88, "y": 12}], "feedback": ["attack_move: 10 units", "rally #145: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 18700, "deaths_cost": 5000, "units_killed": 35, "units_lost": 20, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 20750, "army_value": 3550, "income": 7500, "experience": 187, "order_count": 135}}
{"tick": 14601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 9:44 (tick 14601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $322 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $10800, army $4600, killed $5000 (20 units, 0 bldgs), lost $18700 (35 units, 5 bldgs). Map explored 26.1%.\nPRODUCTION: Infantry: e3 78%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x8: #220@(62,21) #221@(61,21)* #223@(56,28) #229@(55,28) #231@(46,24) #233@(36,25) #240@(22,23) #241@(15,17)\n  harv (Ore Truck (harvester)) x2: #141@(5,30) #154@(5,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Rocket squad spread from (14,17) to (71,18) - regroup around (60,20) before final push. Keep training e3 nonstop, watch power balance.", "raw": "{\"thoughts\":\"Rocket squad still spread; regroup at (60,20) then push toward enemy base at (95,11). Keep training e3 nonstop since production capacity is available and cash is being generated.\",\"notes\":\"Enemy base at (95,11). Rocket squad regrouping at (60,20) before push. Keep e3 production nonstop, check power balance, harvesters need to return to mining if idle.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[220,221,223,229,231,233,240,241],\"x\":60,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"harvest\",\"unit\":141},{\"do\":\"harvest\",\"unit\":154}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2734, "completion_tokens": 253, "total_tokens": 2987, "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": 0.007998, "upstream_inference_prompt_cost": 0.005468, "upstream_inference_completions_cost": 0.00253}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.37, "thoughts": "Rocket squad still spread; regroup at (60,20) then push toward enemy base at (95,11). Keep training e3 nonstop since production capacity is available and cash is being generated.", "notes": "Enemy base at (95,11). Rocket squad regrouping at (60,20) before push. Keep e3 production nonstop, check power balance, harvesters need to return to mining if idle.", "commands": [{"do": "attack_move", "units": [220, 221, 223, 229, 231, 233, 240, 241], "x": 60, "y": 20}, {"do": "train", "item": "e3", "count": 5}, {"do": "harvest", "unit": 141}, {"do": "harvest", "unit": 154}], "feedback": ["attack_move: 8 units", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5000, "deaths_cost": 18700, "units_killed": 20, "units_lost": 35, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 10800, "army_value": 2400, "income": 4000, "experience": 47, "order_count": 211}}
{"tick": 14801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:52 (tick 14801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 380 made / 190 used, harvesters 5.\nSCORE: assets $20750, army $9050, killed $19600 (38 units, 5 bldgs), lost $5000 (20 units, 0 bldgs). Map explored 27.6%.\nPRODUCTION: Building: weap 19%; Vehicle: 3tnk 63%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 87%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%, #238 powr@(100,9) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #234@(64,22)75%\n  e1 (Rifle Infantry) x6: #142@(90,12)5%* #202@(64,25)85% #230@(64,25)96% #232@(65,24)97% #236@(65,24) #237@(74,19)\n  e3 (Rocket Soldier) x6: #209@(90,12)5%* #214@(90,12)13%* #216@(64,25)90% #222@(65,24)88% #228@(65,24)98% #239@(72,17)\n  harv (Ore Truck (harvester)) x5: #131@(99,15) #176@(102,19) #188@(104,22) #207@(89,13)50% #225@(88,12)66%\nVISIBLE ENEMY UNITS (1):\n  #229 e3@(62,27) 10%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - rally #145: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy start ~(12,16). West attack group (3tnk #234 + e1/e3) pushing to (30,16) then enemy base. Wounded e1 #142, e3 #209/#214 healing at base - don't commit until >60%. Harvesters #207/#225 damaged, mining again. Cash $0, queues running (weap, 3tnk x3, e3/e1).", "raw": "{\"thoughts\": \"Cash is $0 so nothing can be produced; focus on keeping the west attack group pressing toward the enemy base and let damaged units heal. Power is fine, harvesters are mining.\", \"notes\": \"Enemy start ~(12,16). West group (3tnk #234 + 9 inf) pushing west. Wounded #142/#209/#214 stay at base to heal. Cash $0 - keep harv mining.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[234,202,230,232,236,237,216,222,228,239],\"x\":45,\"y\":20}, {\"do\":\"rally\",\"building\":145,\"x\":60,\"y\":22}, {\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":13}, {\"do\":\"harvest\",\"unit\":207}, {\"do\":\"harvest\",\"unit\":225}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1924, "completion_tokens": 774, "total_tokens": 2698, "cost": 0.001280208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001280208, "upstream_inference_prompt_cost": 0.000351408, "upstream_inference_completions_cost": 0.0009288}, "completion_tokens_details": {"reasoning_tokens": 583, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.75, "thoughts": "Cash is $0 so nothing can be produced; focus on keeping the west attack group pressing toward the enemy base and let damaged units heal. Power is fine, harvesters are mining.", "notes": "Enemy start ~(12,16). West group (3tnk #234 + 9 inf) pushing west. Wounded #142/#209/#214 stay at base to heal. Cash $0 - keep harv mining.", "commands": [{"do": "attack_move", "units": [234, 202, 230, 232, 236, 237, 216, 222, 228, 239], "x": 45, "y": 20}, {"do": "rally", "building": 145, "x": 60, "y": 22}, {"do": "rally", "building": 134, "x": 88, "y": 13}, {"do": "harvest", "unit": 207}, {"do": "harvest", "unit": 225}], "feedback": ["attack_move: 10 units", "rally #145: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 19600, "deaths_cost": 5000, "units_killed": 38, "units_lost": 20, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 20750, "army_value": 3550, "income": 7000, "experience": 196, "order_count": 135}}
{"tick": 14801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 9:52 (tick 14801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $241 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $10200, army $4000, killed $5000 (20 units, 0 bldgs), lost $19600 (38 units, 5 bldgs). Map explored 26.1%.\nPRODUCTION: Infantry: e3 88%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x6: #229@(62,27)10% #231@(55,28) #233@(46,25) #240@(31,21) #241@(22,23) #242@(16,17)\n  harv (Ore Truck (harvester)) x2: #141@(7,29) #154@(10,20)\nVISIBLE ENEMY UNITS (3):\n  #202 e1@(64,25) 85%, #216 e3@(64,25) 90%, #230 e1@(64,25) 96%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Rocket squad regrouping at (60,20) before push. Keep e3 production nonstop, check power balance, harvesters need to return to mining if idle.", "raw": "{\"thoughts\":\"Rocket squad scattered along path; regroup and continue toward enemy base while producing more e3. Keep harvesters mining.\",\"notes\":\"Enemy base at (95,11). Rocket squad scattered between (16-62,17-28), regroup at (55,25) then push toward (95,11). Keep e3 production nonstop, watch power.\",\"commands\":[{\"do\":\"harvest\",\"unit\":141},{\"do\":\"harvest\",\"unit\":154},{\"do\":\"attack_move\",\"units\":[229,231,233,240,241,242],\"x\":64,\"y\":25},{\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2804, "completion_tokens": 236, "total_tokens": 3040, "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": 0.007968, "upstream_inference_prompt_cost": 0.005608, "upstream_inference_completions_cost": 0.00236}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.08, "thoughts": "Rocket squad scattered along path; regroup and continue toward enemy base while producing more e3. Keep harvesters mining.", "notes": "Enemy base at (95,11). Rocket squad scattered between (16-62,17-28), regroup at (55,25) then push toward (95,11). Keep e3 production nonstop, watch power.", "commands": [{"do": "harvest", "unit": 141}, {"do": "harvest", "unit": 154}, {"do": "attack_move", "units": [229, 231, 233, 240, 241, 242], "x": 64, "y": 25}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["attack_move: 6 units", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5000, "deaths_cost": 19600, "units_killed": 20, "units_lost": 38, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 10200, "army_value": 1800, "income": 4225, "experience": 47, "order_count": 216}}
{"tick": 15001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:00 (tick 15001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $438 (storage 6000), power 380 made / 190 used, harvesters 5.\nSCORE: assets $21050, army $9350, killed $20500 (41 units, 5 bldgs), lost $5000 (20 units, 0 bldgs). Map explored 28%.\nPRODUCTION: Building: weap 28%; Vehicle: 3tnk 80%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 49%; Infantry: e3 0%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%, #238 powr@(100,9) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #234@(59,28)75%\n  e1 (Rifle Infantry) x6: #142@(90,12)5%* #202@(56,28)85% #230@(57,28)95% #232@(57,28)96% #236@(61,28) #237@(65,23)\n  e3 (Rocket Soldier) x7: #209@(90,12)5%* #214@(90,12)13%* #216@(58,28)80% #222@(58,28)79% #228@(61,28)98% #239@(65,24) #244@(91,9)\n  harv (Ore Truck (harvester)) x5: #131@(101,15) #176@(96,17) #188@(96,16) #207@(89,13)50% #225@(88,12)66%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - rally #145: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy start ~(12,16). West group (3tnk #234 + 9 inf) pushing west. Wounded #142/#209/#214 stay at base to heal. Cash $0 - keep harv mining.", "raw": "{\"thoughts\":\"Cash is dry ($0 + $438 ore) so production is slow; I'll keep the west push advancing toward the suspected enemy base at (12,16) and let wounded units heal at base. Harvesters keep mining to refill the bank.\",\"notes\":\"Enemy start ~(12,16). West group (~10 units incl 3tnk #234) pushing west toward (12,16). Wounded #142/#209/#214 healing at base. Cash $0 - rely on harvesters; resume building/queuing when cash recovers.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[234,202,230,232,236,237,216,222,228,239],\"x\":18,\"y\":18},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"harvest\",\"unit\":225},{\"do\":\"rally\",\"building\":145,\"x\":30,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":30,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1868, "completion_tokens": 506, "total_tokens": 2374, "cost": 0.000941808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000941808, "upstream_inference_prompt_cost": 0.000334608, "upstream_inference_completions_cost": 0.0006072}, "completion_tokens_details": {"reasoning_tokens": 295, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.93, "thoughts": "Cash is dry ($0 + $438 ore) so production is slow; I'll keep the west push advancing toward the suspected enemy base at (12,16) and let wounded units heal at base. Harvesters keep mining to refill the bank.", "notes": "Enemy start ~(12,16). West group (~10 units incl 3tnk #234) pushing west toward (12,16). Wounded #142/#209/#214 healing at base. Cash $0 - rely on harvesters; resume building/queuing when cash recovers.", "commands": [{"do": "attack_move", "units": [234, 202, 230, 232, 236, 237, 216, 222, 228, 239], "x": 18, "y": 18}, {"do": "harvest", "unit": 207}, {"do": "harvest", "unit": 225}, {"do": "rally", "building": 145, "x": 30, "y": 20}, {"do": "rally", "building": 134, "x": 30, "y": 20}], "feedback": ["attack_move: 10 units", "rally #145: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 20500, "deaths_cost": 5000, "units_killed": 41, "units_lost": 20, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 21050, "army_value": 3850, "income": 7500, "experience": 205, "order_count": 135}}
{"tick": 15001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:00 (tick 15001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $9 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $9600, army $3400, killed $5000 (20 units, 0 bldgs), lost $20500 (41 units, 5 bldgs). Map explored 26.1%.\nPRODUCTION: Infantry: e3 99%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #240@(40,25) #241@(32,25) #242@(23,24) #243@(16,17)\n  harv (Ore Truck (harvester)) x2: #141@(10,20) #154@(17,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Rocket squad scattered between (16-62,17-28), regroup at (55,25) then push toward (95,11). Keep e3 production nonstop, watch power.", "raw": "{\"thoughts\":\"Army is weak (only 4 rocket soldiers scattered), economy strong. Regroup rocket soldiers, keep training more, and start building a war factory to get tanks for a real offensive.\",\"notes\":\"Enemy base at (95,11). Regroup e3 squad at (55,25) then push toward enemy base once we have 8+ units. Building weap factory for tanks. Keep training e3/tanks nonstop.\",\"commands\":[{\"do\":\"move\",\"units\":[240,241,242,243],\"x\":55,\"y\":25},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2790, "completion_tokens": 357, "total_tokens": 3147, "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": 0.00915, "upstream_inference_prompt_cost": 0.00558, "upstream_inference_completions_cost": 0.00357}, "completion_tokens_details": {"reasoning_tokens": 145, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.99, "thoughts": "Army is weak (only 4 rocket soldiers scattered), economy strong. Regroup rocket soldiers, keep training more, and start building a war factory to get tanks for a real offensive.", "notes": "Enemy base at (95,11). Regroup e3 squad at (55,25) then push toward enemy base once we have 8+ units. Building weap factory for tanks. Keep training e3/tanks nonstop.", "commands": [{"do": "move", "units": [240, 241, 242, 243], "x": 55, "y": 25}, {"do": "train", "item": "e3", "count": 5}, {"do": "build", "item": "weap"}], "feedback": ["move: 4 units", "train 5x e3: queued", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5000, "deaths_cost": 20500, "units_killed": 20, "units_lost": 41, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 9600, "army_value": 1200, "income": 4350, "experience": 47, "order_count": 221}}
{"tick": 15201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:08 (tick 15201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 380 made / 190 used, harvesters 5.\nSCORE: assets $22500, army $10800, killed $20800 (42 units, 5 bldgs), lost $5000 (20 units, 0 bldgs). Map explored 28.7%.\nPRODUCTION: Building: weap 44%; Vehicle: 3tnk 7%; Vehicle: 3tnk 0%; Infantry: e3 53%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%, #238 powr@(100,9) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #234@(49,27)75% #247@(95,9)\n  e1 (Rifle Infantry) x6: #142@(90,12)5%* #202@(44,28)95% #230@(45,28)95% #232@(46,28)96% #236@(51,28) #237@(58,28)\n  e3 (Rocket Soldier) x8: #209@(90,12)5%* #214@(90,12)13%* #216@(47,28)80% #222@(47,28)79% #228@(52,28)98% #239@(57,28) #244@(88,13)* #246@(90,9)\n  harv (Ore Truck (harvester)) x5: #131@(108,22) #176@(107,24) #188@(101,20) #207@(89,13)50% #225@(88,12)66%\nVISIBLE ENEMY UNITS (1):\n  #241 e3@(41,27) 56%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - rally #145: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy start ~(12,16). West group (~10 units incl 3tnk #234) pushing west toward (12,16). Wounded #142/#209/#214 healing at base. Cash $0 - rely on harvesters; resume building/queuing when cash recovers.", "raw": "{\"thoughts\": \"Cash is at $0 so production is stalled; economy is my bottleneck. My western battle group is already engaged near (44-58,28), so I'll push them onto the enemy e3 and westward while sending wounded harvesters/units back to work and reinforcing the push.\", \"notes\": \"Enemy start ~(12,16). West group ~10 units (incl 3tnk #234, #247) pushing toward (40,27)->west. Cash $0, all queues stalled - need harvesters mining. Wounded #142/#209/#214 healing at base. Reinforce west as cash comes in.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[234,202,230,232,236,237,216,222,228,239],\"x\":38,\"y\":26},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"harvest\",\"unit\":225},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"attack_move\",\"units\":[247],\"x\":60,\"y\":28},{\"do\":\"rally\",\"building\":145,\"x\":60,\"y\":27},{\"do\":\"rally\",\"building\":134,\"x\":60,\"y\":27}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1894, "completion_tokens": 788, "total_tokens": 2682, "cost": 0.001288008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001288008, "upstream_inference_prompt_cost": 0.000342408, "upstream_inference_completions_cost": 0.0009456}, "completion_tokens_details": {"reasoning_tokens": 535, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.91, "thoughts": "Cash is at $0 so production is stalled; economy is my bottleneck. My western battle group is already engaged near (44-58,28), so I'll push them onto the enemy e3 and westward while sending wounded harvesters/units back to work and reinforcing the push.", "notes": "Enemy start ~(12,16). West group ~10 units (incl 3tnk #234, #247) pushing toward (40,27)->west. Cash $0, all queues stalled - need harvesters mining. Wounded #142/#209/#214 healing at base. Reinforce west as cash comes in.", "commands": [{"do": "attack_move", "units": [234, 202, 230, 232, 236, 237, 216, 222, 228, 239], "x": 38, "y": 26}, {"do": "harvest", "unit": 207}, {"do": "harvest", "unit": 225}, {"do": "harvest", "unit": 188}, {"do": "attack_move", "units": [247], "x": 60, "y": 28}, {"do": "rally", "building": 145, "x": 60, "y": 27}, {"do": "rally", "building": 134, "x": 60, "y": 27}], "feedback": ["attack_move: 10 units", "attack_move: 1 units", "rally #145: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 20800, "deaths_cost": 5000, "units_killed": 42, "units_lost": 20, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 22500, "army_value": 5300, "income": 7500, "experience": 208, "order_count": 135}}
{"tick": 15201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:08 (tick 15201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $186 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $9900, army $3700, killed $5000 (20 units, 0 bldgs), lost $20800 (42 units, 5 bldgs). Map explored 26.2%.\nPRODUCTION: Infantry: e3 7%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x5: #241@(41,27)56% #242@(32,26) #243@(25,17) #245@(18,17) #248@(8,17)\n  harv (Ore Truck (harvester)) x2: #141@(5,28) #154@(15,20)\nVISIBLE ENEMY UNITS (1):\n  #202 e1@(44,28) 95%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 4 units\n  - train 5x e3: queued\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Regroup e3 squad at (55,25) then push toward enemy base once we have 8+ units. Building weap factory for tanks. Keep training e3/tanks nonstop.", "raw": "{\"thoughts\":\"Continue building army with e3 rocket soldiers and try to get war factory for tanks. Regroup infantry before pushing toward enemy base.\",\"notes\":\"Enemy base at (95,11). Regrouping e3 squad near (35,26). Need weap factory - try building again. Keep economy running, harvesters mining.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"harvest\",\"unit\":141},{\"do\":\"harvest\",\"unit\":154},{\"do\":\"move\",\"units\":[241,242,243,245,248],\"x\":35,\"y\":26}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2881, "completion_tokens": 365, "total_tokens": 3246, "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": 0.009412, "upstream_inference_prompt_cost": 0.005762, "upstream_inference_completions_cost": 0.00365}, "completion_tokens_details": {"reasoning_tokens": 154, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.17, "thoughts": "Continue building army with e3 rocket soldiers and try to get war factory for tanks. Regroup infantry before pushing toward enemy base.", "notes": "Enemy base at (95,11). Regrouping e3 squad near (35,26). Need weap factory - try building again. Keep economy running, harvesters mining.", "commands": [{"do": "build", "item": "weap"}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 141}, {"do": "harvest", "unit": 154}, {"do": "move", "units": [241, 242, 243, 245, 248], "x": 35, "y": 26}], "feedback": ["build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 3x e3: queued", "move: 5 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5000, "deaths_cost": 20800, "units_killed": 20, "units_lost": 42, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 9900, "army_value": 1500, "income": 4350, "experience": 47, "order_count": 226}}
{"tick": 15401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:16 (tick 15401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 380 made / 190 used, harvesters 5.\nSCORE: assets $22500, army $10800, killed $21400 (44 units, 5 bldgs), lost $5000 (20 units, 0 bldgs). Map explored 29%.\nPRODUCTION: Building: weap 44%; Vehicle: 3tnk 7%; Vehicle: 3tnk 0%; Infantry: e3 53%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%, #238 powr@(100,9) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #234@(39,26)75%* #247@(84,11)\n  e1 (Rifle Infantry) x6: #142@(90,12)5%* #202@(38,26)92%* #230@(38,26)95%* #232@(38,26)96%* #236@(41,27) #237@(47,28)\n  e3 (Rocket Soldier) x8: #209@(90,12)5%* #214@(90,12)13%* #216@(38,26)80%* #222@(38,26)79%* #228@(41,27)98% #239@(46,28) #244@(88,13)* #246@(82,14)\n  harv (Ore Truck (harvester)) x5: #131@(104,20) #176@(103,26) #188@(103,24) #207@(89,13)50% #225@(88,12)66%\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: 1 units\n  - rally #145: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy start ~(12,16). West group ~10 units (incl 3tnk #234, #247) pushing toward (40,27)->west. Cash $0, all queues stalled - need harvesters mining. Wounded #142/#209/#214 healing at base. Reinforce west as cash comes in.", "raw": "{\"thoughts\": \"Cash is $0 so all production is stalled; the priority is keeping harvesters mining and pushing our western tank/infantry group toward the enemy base (~12,16). No enemies visible, so we advance on likely base location.\", \"notes\": \"Push west group (3tnk #234, infantry) from (40,27) toward enemy base (12,16). Keep 5 harvesters mining to restore cash. Base power/defenses fine at 380/190.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[234,202,230,232,236,237,216,222,239],\"x\":22,\"y\":20},{\"do\":\"attack_move\",\"units\":[247,244,246],\"x\":70,\"y\":12},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":176},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"harvest\",\"unit\":225}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1903, "completion_tokens": 698, "total_tokens": 2601, "cost": 0.001182708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001182708, "upstream_inference_prompt_cost": 0.000345108, "upstream_inference_completions_cost": 0.0008376}, "completion_tokens_details": {"reasoning_tokens": 487, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.48, "thoughts": "Cash is $0 so all production is stalled; the priority is keeping harvesters mining and pushing our western tank/infantry group toward the enemy base (~12,16). No enemies visible, so we advance on likely base location.", "notes": "Push west group (3tnk #234, infantry) from (40,27) toward enemy base (12,16). Keep 5 harvesters mining to restore cash. Base power/defenses fine at 380/190.", "commands": [{"do": "attack_move", "units": [234, 202, 230, 232, 236, 237, 216, 222, 239], "x": 22, "y": 20}, {"do": "attack_move", "units": [247, 244, 246], "x": 70, "y": 12}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 176}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}, {"do": "harvest", "unit": 225}], "feedback": ["attack_move: 9 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 21400, "deaths_cost": 5000, "units_killed": 44, "units_lost": 20, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 22500, "army_value": 5300, "income": 7500, "experience": 214, "order_count": 135}}
{"tick": 15401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:16 (tick 15401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $354 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $9600, army $3400, killed $5000 (20 units, 0 bldgs), lost $21400 (44 units, 5 bldgs). Map explored 26.2%.\nPRODUCTION: Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #243@(33,24) #245@(28,20) #248@(16,20) #249@(9,17)\n  harv (Ore Truck (harvester)) x2: #141@(5,31) #154@(17,18)\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)\n  - train 3x e3: queued\n  - move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Regrouping e3 squad near (35,26). Need weap factory - try building again. Keep economy running, harvesters mining.", "raw": "{\"thoughts\":\"Economy stable, need war factory for tanks. Keep training rocket soldiers meanwhile and regroup squad. Also ensure harvesters mining.\",\"notes\":\"Enemy base at (95,11). Building weap factory. Regroup e3 squad near (35,26) before pushing east.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"harvest\",\"unit\":141},{\"do\":\"harvest\",\"unit\":154},{\"do\":\"move\",\"units\":[243,245,248,249],\"x\":35,\"y\":24}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2863, "completion_tokens": 320, "total_tokens": 3183, "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": 0.008926, "upstream_inference_prompt_cost": 0.005726, "upstream_inference_completions_cost": 0.0032}, "completion_tokens_details": {"reasoning_tokens": 137, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.15, "thoughts": "Economy stable, need war factory for tanks. Keep training rocket soldiers meanwhile and regroup squad. Also ensure harvesters mining.", "notes": "Enemy base at (95,11). Building weap factory. Regroup e3 squad near (35,26) before pushing east.", "commands": [{"do": "build", "item": "weap"}, {"do": "harvest", "unit": 141}, {"do": "harvest", "unit": 154}, {"do": "move", "units": [243, 245, 248, 249], "x": 35, "y": 24}], "feedback": ["build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "move: 4 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5000, "deaths_cost": 21400, "units_killed": 20, "units_lost": 44, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 9600, "army_value": 1200, "income": 4350, "experience": 47, "order_count": 229}}
{"tick": 15601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:24 (tick 15601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 380 made / 190 used, harvesters 5.\nSCORE: assets $22500, army $10800, killed $22300 (47 units, 5 bldgs), lost $5000 (20 units, 0 bldgs). Map explored 29.5%.\nPRODUCTION: Building: weap 44%; Vehicle: 3tnk 7%; Vehicle: 3tnk 0%; Infantry: e3 53%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%, #238 powr@(100,9) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #234@(31,23)75% #247@(71,11)\n  e1 (Rifle Infantry) x6: #142@(90,12)5%* #202@(29,22)97% #230@(29,22)95% #232@(29,22)96% #236@(33,23) #237@(39,21)\n  e3 (Rocket Soldier) x8: #209@(90,12)5%* #214@(90,12)13%* #216@(29,22)80% #222@(30,23)79% #228@(38,26)98%* #239@(38,21) #244@(78,13) #246@(71,13)\n  harv (Ore Truck (harvester)) x5: #131@(98,12) #176@(103,24) #188@(104,26) #207@(89,13)50% #225@(88,12)66%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Push west group (3tnk #234, infantry) from (40,27) toward enemy base (12,16). Keep 5 harvesters mining to restore cash. Base power/defenses fine at 380/190.", "raw": "{\"thoughts\": \"Cash is 0, so economy depends on harvesters mining. My western strike group is around (29-39,21-26) and mid units near (71,13). I'll push forces toward the enemy base at (12,16) and get all harvesters mining.\", \"notes\": \"West push from (29,22)->enemy base (12,16). Mid units (71,13) advance west too. 5 harvesters mining to restore cash. Heavily damaged units (142,209,214) left near base.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[234,202,230,232,236,237,216,222,228,239],\"x\":15,\"y\":17},{\"do\":\"attack_move\",\"units\":[247,244,246],\"x\":30,\"y\":20},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"harvest\",\"unit\":225},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":176},{\"do\":\"harvest\",\"unit\":188}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1865, "completion_tokens": 1130, "total_tokens": 2995, "cost": 0.001689708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001689708, "upstream_inference_prompt_cost": 0.000333708, "upstream_inference_completions_cost": 0.001356}, "completion_tokens_details": {"reasoning_tokens": 902, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.9, "thoughts": "Cash is 0, so economy depends on harvesters mining. My western strike group is around (29-39,21-26) and mid units near (71,13). I'll push forces toward the enemy base at (12,16) and get all harvesters mining.", "notes": "West push from (29,22)->enemy base (12,16). Mid units (71,13) advance west too. 5 harvesters mining to restore cash. Heavily damaged units (142,209,214) left near base.", "commands": [{"do": "attack_move", "units": [234, 202, 230, 232, 236, 237, 216, 222, 228, 239], "x": 15, "y": 17}, {"do": "attack_move", "units": [247, 244, 246], "x": 30, "y": 20}, {"do": "harvest", "unit": 207}, {"do": "harvest", "unit": 225}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 176}, {"do": "harvest", "unit": 188}], "feedback": ["attack_move: 10 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 22300, "deaths_cost": 5000, "units_killed": 47, "units_lost": 20, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 22500, "army_value": 5300, "income": 6500, "experience": 223, "order_count": 135}}
{"tick": 15601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:24 (tick 15601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $22 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $9000, army $2800, killed $5000 (20 units, 0 bldgs), lost $22300 (47 units, 5 bldgs). Map explored 26.3%.\nPRODUCTION: Infantry: e3 28%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #249@(20,16) #250@(10,17)\n  harv (Ore Truck (harvester)) x2: #141@(5,31) #154@(12,23)\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)\n  - move: 4 units\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Building weap factory. Regroup e3 squad near (35,26) before pushing east.", "raw": "{\"thoughts\":\"Economy is crippled with almost no cash. Focus on rebuilding: get war factory and more power, keep harvesters mining, cancel useless infantry queue spam.\",\"notes\":\"Enemy base at (95,11). Rebuild economy first: need weap factory, more power, harvesters. Defend home base at (12,16) with gun turret. Once weap built, produce tanks.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"harvest\",\"unit\":141},{\"do\":\"harvest\",\"unit\":154}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2811, "completion_tokens": 362, "total_tokens": 3173, "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": 0.009242, "upstream_inference_prompt_cost": 0.005622, "upstream_inference_completions_cost": 0.00362}, "completion_tokens_details": {"reasoning_tokens": 150, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.06, "thoughts": "Economy is crippled with almost no cash. Focus on rebuilding: get war factory and more power, keep harvesters mining, cancel useless infantry queue spam.", "notes": "Enemy base at (95,11). Rebuild economy first: need weap factory, more power, harvesters. Defend home base at (12,16) with gun turret. Once weap built, produce tanks.", "commands": [{"do": "cancel", "item": "e3"}, {"do": "build", "item": "powr"}, {"do": "build", "item": "weap"}, {"do": "harvest", "unit": 141}, {"do": "harvest", "unit": 154}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5000, "deaths_cost": 22300, "units_killed": 20, "units_lost": 47, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 9000, "army_value": 600, "income": 4350, "experience": 47, "order_count": 229}}
{"tick": 15801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:32 (tick 15801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 380 made / 190 used, harvesters 5.\nSCORE: assets $22500, army $10800, killed $22900 (49 units, 5 bldgs), lost $5000 (20 units, 0 bldgs). Map explored 30%.\nPRODUCTION: Building: weap 45%; Vehicle: 3tnk 9%; Vehicle: 3tnk 0%; Infantry: e3 61%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%, #238 powr@(100,9) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #234@(21,17)75% #247@(66,22)\n  e1 (Rifle Infantry) x6: #142@(90,12)5%* #202@(17,17) #230@(19,17)95% #232@(18,17) #236@(24,19) #237@(28,20)\n  e3 (Rocket Soldier) x8: #209@(90,12)5%* #214@(90,12)13%* #216@(20,18)80% #222@(20,18)79% #228@(29,25)98% #239@(27,20) #244@(70,20) #246@(65,19)\n  harv (Ore Truck (harvester)) x5: #131@(93,8) #176@(95,16) #188@(105,28) #207@(89,13)50% #225@(88,12)66%\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: 3 units\nYOUR NOTES FROM LAST TURN: West push from (29,22)->enemy base (12,16). Mid units (71,13) advance west too. 5 harvesters mining to restore cash. Heavily damaged units (142,209,214) left near base.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Cash is at $0 so all queues are stalled; harvesters are mining and will refill the bank. My western group is already near the enemy base (12,16), so I'll push it in while the mid tanks swing west to reinforce. Damaged units stay near base.\", \"notes\": \"West group (17-29,17-25) attack_move -> enemy base (12,16). Mid tanks (65-70,19-22) move west to (32,20). Cash $0: harvesters must refill, expect production to resume next turns.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[202,230,232,216,222,236,237,239,228,234],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[247,244,246],\"x\":32,\"y\":20},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"harvest\",\"unit\":225},{\"do\":\"repair\",\"building\":187},{\"do\":\"repair\",\"building\":123}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1862, "completion_tokens": 805, "total_tokens": 2667, "cost": 0.001298808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001298808, "upstream_inference_prompt_cost": 0.000332808, "upstream_inference_completions_cost": 0.000966}, "completion_tokens_details": {"reasoning_tokens": 572, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.66, "thoughts": "Cash is at $0 so all queues are stalled; harvesters are mining and will refill the bank. My western group is already near the enemy base (12,16), so I'll push it in while the mid tanks swing west to reinforce. Damaged units stay near base.", "notes": "West group (17-29,17-25) attack_move -> enemy base (12,16). Mid tanks (65-70,19-22) move west to (32,20). Cash $0: harvesters must refill, expect production to resume next turns.", "commands": [{"do": "attack_move", "units": [202, 230, 232, 216, 222, 236, 237, 239, 228, 234], "x": 12, "y": 16}, {"do": "attack_move", "units": [247, 244, 246], "x": 32, "y": 20}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}, {"do": "harvest", "unit": 225}, {"do": "repair", "building": 187}, {"do": "repair", "building": 123}], "feedback": ["attack_move: 10 units", "attack_move: 3 units", "repair #187: ordered", "repair #123: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 22900, "deaths_cost": 5000, "units_killed": 49, "units_lost": 20, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 22500, "army_value": 5300, "income": 6075, "experience": 229, "order_count": 135}}
{"tick": 15801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:32 (tick 15801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 279 made / 150 used, harvesters 2.\nSCORE: assets $8400, army $2200, killed $5000 (20 units, 0 bldgs), lost $22900 (49 units, 5 bldgs). Map explored 26.3%.\nPRODUCTION: Infantry: e3 35%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 79%, #140 proc@(10,19) 100%, #153 proc@(13,20) 93%, #158 fix@(9,13) 100%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #141@(10,21) #154@(11,33)\nVISIBLE ENEMY UNITS (2):\n  #202 e1@(17,17) 100%, #232 e1@(18,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Rebuild economy first: need weap factory, more power, harvesters. Defend home base at (12,16) with gun turret. Once weap built, produce tanks.", "raw": "{\"thoughts\":\"Queue is clogged with dozens of duplicate e3 orders draining nothing since no cash. Need to cancel excess and focus on rebuilding economy: power, war factory, harvesters. Enemy infantry near base, gun turret should handle them.\",\"notes\":\"Enemy base (95,11). Cancel excess e3 spam. Build powr, weap factory once available. Defend with gun turret at (10,14). Rebuild harvesters after refinery.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2842, "completion_tokens": 473, "total_tokens": 3315, "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": 0.010414, "upstream_inference_prompt_cost": 0.005684, "upstream_inference_completions_cost": 0.00473}, "completion_tokens_details": {"reasoning_tokens": 134, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.06, "thoughts": "Queue is clogged with dozens of duplicate e3 orders draining nothing since no cash. Need to cancel excess and focus on rebuilding economy: power, war factory, harvesters. Enemy infantry near base, gun turret should handle them.", "notes": "Enemy base (95,11). Cancel excess e3 spam. Build powr, weap factory once available. Defend with gun turret at (10,14). Rebuild harvesters after refinery.", "commands": [{"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "build", "item": "powr"}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5000, "deaths_cost": 22900, "units_killed": 20, "units_lost": 49, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 8400, "army_value": 0, "income": 4350, "experience": 47, "order_count": 230}}
{"tick": 16001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:40 (tick 16001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 380 made / 190 used, harvesters 5.\nSCORE: assets $22800, army $11100, killed $22900 (49 units, 5 bldgs), lost $5000 (20 units, 0 bldgs). Map explored 30.8%.\nPRODUCTION: Building: weap 53%; Vehicle: 3tnk 23%; Vehicle: 3tnk 0%; Infantry: e3 16%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%, #238 powr@(100,9) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #234@(14,15)75% #247@(56,28)\n  e1 (Rifle Infantry) x6: #142@(90,12)5%* #202@(13,16)51% #230@(15,16)95% #232@(17,17) #236@(15,16) #237@(18,16)\n  e3 (Rocket Soldier) x9: #209@(90,12)5%* #214@(90,12)13%* #216@(15,16)80% #222@(15,16)79% #228@(21,18)98% #239@(18,16) #244@(62,27) #246@(61,27) #251@(90,9)\n  harv (Ore Truck (harvester)) x5: #131@(88,6) #176@(100,24) #188@(97,20) #207@(89,13)50% #225@(88,12)66%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (6):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 64%, #140 proc@(10,19) 100%, #153 proc@(13,20) 62%, #158 fix@(9,13) 98%, #169 gun@(10,14) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack_move: 3 units\n  - repair #187: ordered\n  - repair #123: ordered\nYOUR NOTES FROM LAST TURN: West group (17-29,17-25) attack_move -> enemy base (12,16). Mid tanks (65-70,19-22) move west to (32,20). Cash $0: harvesters must refill, expect production to resume next turns.", "raw": "{\"thoughts\": \"Cash is $0 so all production is stalled; harvesters need to refill before anything more can be built. My west group is already on the enemy base \u2014 I'll push them onto the buildings while sending the mid tanks/rockets west as reinforcements and pulling the badly damaged units back to base.\", \"notes\": \"West group attacking enemy base (10-13,13-20). Mid group (247,244,246) ordered west to (20,18). Damaged units (142,209,214) retreating to base (90,12). Cash $0; harvesters mining, resume production once ore comes in. Enemy buildings: powr(10,16),proc(10,19),proc(13,20),fix(9,13),gun(10,14).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [234, 202, 230, 232, 236, 237, 216, 222, 228, 239], \"x\": 11, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [247, 244, 246], \"x\": 22, \"y\": 18}, {\"do\": \"move\", \"units\": [142, 209, 214, 251], \"x\": 90, \"y\": 12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1960, "completion_tokens": 961, "total_tokens": 2921, "cost": 0.001515408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001515408, "upstream_inference_prompt_cost": 0.000362208, "upstream_inference_completions_cost": 0.0011532}, "completion_tokens_details": {"reasoning_tokens": 668, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.3, "thoughts": "Cash is $0 so all production is stalled; harvesters need to refill before anything more can be built. My west group is already on the enemy base \u2014 I'll push them onto the buildings while sending the mid tanks/rockets west as reinforcements and pulling the badly damaged units back to base.", "notes": "West group attacking enemy base (10-13,13-20). Mid group (247,244,246) ordered west to (20,18). Damaged units (142,209,214) retreating to base (90,12). Cash $0; harvesters mining, resume production once ore comes in. Enemy buildings: powr(10,16),proc(10,19),proc(13,20),fix(9,13),gun(10,14).", "commands": [{"do": "attack_move", "units": [234, 202, 230, 232, 236, 237, 216, 222, 228, 239], "x": 11, "y": 16}, {"do": "attack_move", "units": [247, 244, 246], "x": 22, "y": 18}, {"do": "move", "units": [142, 209, 214, 251], "x": 90, "y": 12}], "feedback": ["attack_move: 10 units", "attack_move: 3 units", "move: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 22900, "deaths_cost": 5000, "units_killed": 49, "units_lost": 20, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 22800, "army_value": 5600, "income": 6075, "experience": 229, "order_count": 135}}
{"tick": 16001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:40 (tick 16001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $264 (storage 4000), power 264 made / 150 used, harvesters 2.\nSCORE: assets $8700, army $2500, killed $5000 (20 units, 0 bldgs), lost $22900 (49 units, 5 bldgs). Map explored 26.4%.\nPRODUCTION: Infantry: e3 14%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 64%, #140 proc@(10,19) 100%, #153 proc@(13,20) 62%, #158 fix@(9,13) 98%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 97%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #252@(8,17)\n  harv (Ore Truck (harvester)) x2: #141@(8,27) #154@(10,28)\nVISIBLE ENEMY UNITS (7):\n  #202 e1@(13,16) 51%, #216 e3@(15,16) 80%, #222 e3@(15,16) 79%, #230 e1@(15,16) 95%, #232 e1@(17,17) 100%, #234 3tnk@(14,15) 75%, #236 e1@(15,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy base (95,11). Cancel excess e3 spam. Build powr, weap factory once available. Defend with gun turret at (10,14). Rebuild harvesters after refinery.", "raw": "{\"thoughts\":\"Enemy units are right at my base entrance (13-17,15-17), threatening my Construction Yard/turret area. I need to mass infantry defense and cancel duplicate infantry queue spam. Keep harvesters mining safely away from the fight.\",\"notes\":\"Enemy assault force near (13-17,15-17) with e1/e3/3tnk. Defending with gun turret #169 and tent. Need more defenders - train e1/e3 continuously. Enemy base at (95,11) unexplored still. Build weap factory once cash allows for tanks.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":141},{\"do\":\"harvest\",\"unit\":154}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2790, "completion_tokens": 494, "total_tokens": 3284, "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": 0.01052, "upstream_inference_prompt_cost": 0.00558, "upstream_inference_completions_cost": 0.00494}, "completion_tokens_details": {"reasoning_tokens": 193, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.45, "thoughts": "Enemy units are right at my base entrance (13-17,15-17), threatening my Construction Yard/turret area. I need to mass infantry defense and cancel duplicate infantry queue spam. Keep harvesters mining safely away from the fight.", "notes": "Enemy assault force near (13-17,15-17) with e1/e3/3tnk. Defending with gun turret #169 and tent. Need more defenders - train e1/e3 continuously. Enemy base at (95,11) unexplored still. Build weap factory once cash allows for tanks.", "commands": [{"do": "cancel", "item": "e3"}, {"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "e3", "count": 2}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 141}, {"do": "harvest", "unit": 154}], "feedback": ["train 4x e1: queued", "train 2x e3: queued", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5000, "deaths_cost": 22900, "units_killed": 20, "units_lost": 49, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 8700, "army_value": 300, "income": 3850, "experience": 47, "order_count": 240}}
{"tick": 16201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:48 (tick 16201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 380 made / 190 used, harvesters 5.\nSCORE: assets $22700, army $11000, killed $24300 (49 units, 6 bldgs), lost $5100 (21 units, 0 bldgs). Map explored 30.9%.\nPRODUCTION: Building: weap 62%; Vehicle: 3tnk 38%; Vehicle: 3tnk 0%; Infantry: e3 72%; 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%, #238 powr@(100,9) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #234@(14,15)65% #247@(44,26)\n  e1 (Rifle Infantry) x5: #142@(90,12)5%* #230@(15,16)95% #232@(15,17) #236@(15,16) #237@(15,17)\n  e3 (Rocket Soldier) x9: #209@(90,12)5%* #214@(90,12)13%* #216@(14,16)80% #222@(15,16)79% #228@(16,17)98% #239@(15,16) #244@(54,29) #246@(53,28) #251@(90,12)*\n  harv (Ore Truck (harvester)) x5: #131@(88,12) #176@(105,24) #188@(98,20) #207@(89,13)50% #225@(87,13)66%\nVISIBLE ENEMY UNITS (2):\n  #252 e3@(10,17) 66%, #253 e3@(10,17) 99%\nVISIBLE ENEMY BUILDINGS (5):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 26%, #140 proc@(10,19) 100%, #158 fix@(9,13) 96%, #169 gun@(10,14) 94%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack_move: 3 units\n  - move: 4 units\nYOUR NOTES FROM LAST TURN: West group attacking enemy base (10-13,13-20). Mid group (247,244,246) ordered west to (20,18). Damaged units (142,209,214) retreating to base (90,12). Cash $0; harvesters mining, resume production once ore comes in. Enemy buildings: powr(10,16),proc(10,19),proc(13,20),fix(9,13),gun(10,14).", "raw": "{\"thoughts\": \"Cash is $0 so production is stalled but harvesters are working. Our west group is at the enemy base (10-12,13-20) \u2014 push it onto their buildings to finish them. Mid group heads west to reinforce. Keep a few units at home defending harvesters.\", \"notes\": \"West group (230,232,236,237,216,222,228,239,234) attacking enemy base ~(11,17). Mid group 247,244,246 heading west. Enemy base: powr(10,16),powr(12,13),proc(10,19),fix(9,13),gun(10,14). Cash low, produced units queued for when ore arrives.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[230,232,236,237,216,222,228,239,234],\"x\":11,\"y\":17},{\"do\":\"attack_move\",\"units\":[247,244,246],\"x\":20,\"y\":20},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"repair\",\"building\":123},{\"do\":\"repair\",\"building\":187}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1997, "completion_tokens": 984, "total_tokens": 2981, "cost": 0.001554108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001554108, "upstream_inference_prompt_cost": 0.000373308, "upstream_inference_completions_cost": 0.0011808}, "completion_tokens_details": {"reasoning_tokens": 709, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.91, "thoughts": "Cash is $0 so production is stalled but harvesters are working. Our west group is at the enemy base (10-12,13-20) \u2014 push it onto their buildings to finish them. Mid group heads west to reinforce. Keep a few units at home defending harvesters.", "notes": "West group (230,232,236,237,216,222,228,239,234) attacking enemy base ~(11,17). Mid group 247,244,246 heading west. Enemy base: powr(10,16),powr(12,13),proc(10,19),fix(9,13),gun(10,14). Cash low, produced units queued for when ore arrives.", "commands": [{"do": "attack_move", "units": [230, 232, 236, 237, 216, 222, 228, 239, 234], "x": 11, "y": 17}, {"do": "attack_move", "units": [247, 244, 246], "x": 20, "y": 20}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}, {"do": "repair", "building": 123}, {"do": "repair", "building": 187}], "feedback": ["attack_move: 9 units", "attack_move: 3 units", "train 2x 3tnk: queued", "train 3x e3: queued", "train 3x e1: queued", "repair #123: ordered", "repair #187: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 24300, "deaths_cost": 5100, "units_killed": 49, "units_lost": 21, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 22700, "army_value": 5500, "income": 6225, "experience": 243, "order_count": 135}}
{"tick": 16201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:48 (tick 16201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $204 (storage 2000), power 226 made / 120 used, harvesters 2.\nSCORE: assets $7600, army $2800, killed $5100 (21 units, 0 bldgs), lost $24300 (49 units, 6 bldgs). Map explored 26.4%.\nPRODUCTION: Infantry: e3 23%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #133 powr@(12,13) 26%, #140 proc@(10,19) 100%, #158 fix@(9,13) 96%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 94%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #252@(10,17)66% #253@(10,17)\n  harv (Ore Truck (harvester)) x2: #141@(4,31) #154@(10,20)\nVISIBLE ENEMY UNITS (8):\n  #216 e3@(14,16) 80%, #222 e3@(15,16) 79%, #230 e1@(15,16) 95%, #232 e1@(15,17) 100%, #234 3tnk@(14,15) 65%, #236 e1@(15,16) 100%, #237 e1@(15,17) 100%, #239 e3@(15,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e1: queued\n  - train 2x e3: queued\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy assault force near (13-17,15-17) with e1/e3/3tnk. Defending with gun turret #169 and tent. Need more defenders - train e1/e3 continuously. Enemy base at (95,11) unexplored still. Build weap factory once cash allows for tanks.", "raw": "{\"thoughts\":\"Enemy force is right on top of our base at (14-15,15-17). We only have 2 rocket soldiers and a gun turret defending. Need to hold position and fight, keep training infantry fast to reinforce.\",\"notes\":\"Enemy assault force at base entrance ~(14-17,15-17), gun turret #169 helping defend. Keep training e1/e3 continuously, put idle_army on attack_anything stance to defend base. Build second barracks/war factory once economy stabilizes. Enemy main base at (95,11) unexplored.\",\"commands\":[{\"do\":\"stance\",\"units\":[252,253],\"stance\":\"attack_anything\"},{\"do\":\"attack_move\",\"units\":[252,253],\"x\":14,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"harvest\",\"unit\":141},{\"do\":\"harvest\",\"unit\":154}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2878, "completion_tokens": 400, "total_tokens": 3278, "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": 0.009756, "upstream_inference_prompt_cost": 0.005756, "upstream_inference_completions_cost": 0.004}, "completion_tokens_details": {"reasoning_tokens": 90, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.62, "thoughts": "Enemy force is right on top of our base at (14-15,15-17). We only have 2 rocket soldiers and a gun turret defending. Need to hold position and fight, keep training infantry fast to reinforce.", "notes": "Enemy assault force at base entrance ~(14-17,15-17), gun turret #169 helping defend. Keep training e1/e3 continuously, put idle_army on attack_anything stance to defend base. Build second barracks/war factory once economy stabilizes. Enemy main base at (95,11) unexplored.", "commands": [{"do": "stance", "units": [252, 253], "stance": "attack_anything"}, {"do": "attack_move", "units": [252, 253], "x": 14, "y": 16}, {"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "e3", "count": 4}, {"do": "harvest", "unit": 141}, {"do": "harvest", "unit": 154}], "feedback": ["stance: 2 units", "attack_move: 2 units", "train 4x e1: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 5100, "deaths_cost": 24300, "units_killed": 21, "units_lost": 49, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 7600, "army_value": 600, "income": 4350, "experience": 48, "order_count": 247}}
{"tick": 16401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:56 (tick 16401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 380 made / 190 used, harvesters 5.\nSCORE: assets $21550, army $9850, killed $25200 (51 units, 7 bldgs), lost $6250 (22 units, 0 bldgs). Map explored 30.9%.\nPRODUCTION: Building: weap 62%; Vehicle: 3tnk 38%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 72%; 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%, #238 powr@(100,9) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #247@(32,20)\n  3tnk.husk (3tnk.husk) x1: #254@(14,15)96%*\n  e1 (Rifle Infantry) x5: #142@(90,12)5%* #230@(14,17)93% #232@(14,17) #236@(14,17)87% #237@(14,18)\n  e3 (Rocket Soldier) x9: #209@(90,12)5%* #214@(90,12)13%* #216@(14,16)60% #222@(14,17)72% #228@(14,17)98% #239@(14,16)90% #244@(44,28) #246@(42,27) #251@(90,12)*\n  harv (Ore Truck (harvester)) x5: #131@(88,12) #176@(105,26) #188@(106,27) #207@(89,13)50% #225@(88,13)66%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #124 powr@(10,16) 66%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - attack_move: 3 units\n  - train 2x 3tnk: queued\n  - train 3x e3: queued\n  - train 3x e1: queued\n  - repair #123: ordered\n  - repair #187: ordered\nYOUR NOTES FROM LAST TURN: West group (230,232,236,237,216,222,228,239,234) attacking enemy base ~(11,17). Mid group 247,244,246 heading west. Enemy base: powr(10,16),powr(12,13),proc(10,19),fix(9,13),gun(10,14). Cash low, produced units queued for when ore arrives.", "raw": "{\"thoughts\": \"Cash is 0 but all queues are full, so just keep the pressure on. West strike group is at the enemy base; push it in while sending the reinforcing tanks west and rally new units to the front.\", \"notes\": \"West group (230,232,236,237,216,222,228,239) + tanks attacking enemy base ~(11,17). Enemy base: powr(10,16),powr(12,13),proc(10,19),fix(9,13),gun(10,14). Mid tanks 247,244,246 heading west via (32,20). Cash 0, queues full - spend as ore arrives. Repair harvesters if damaged.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[230,232,236,237,216,222,228,239],\"x\":11,\"y\":17},{\"do\":\"attack_move\",\"units\":[247,244,246],\"x\":16,\"y\":18},{\"do\":\"attack_move\",\"units\":[251],\"x\":30,\"y\":20},{\"do\":\"rally\",\"building\":145,\"x\":40,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":40,\"y\":20},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"harvest\",\"unit\":225}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2040, "completion_tokens": 718, "total_tokens": 2758, "cost": 0.001210176, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001210176, "upstream_inference_prompt_cost": 0.000348576, "upstream_inference_completions_cost": 0.0008616}, "completion_tokens_details": {"reasoning_tokens": 440, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.87, "thoughts": "Cash is 0 but all queues are full, so just keep the pressure on. West strike group is at the enemy base; push it in while sending the reinforcing tanks west and rally new units to the front.", "notes": "West group (230,232,236,237,216,222,228,239) + tanks attacking enemy base ~(11,17). Enemy base: powr(10,16),powr(12,13),proc(10,19),fix(9,13),gun(10,14). Mid tanks 247,244,246 heading west via (32,20). Cash 0, queues full - spend as ore arrives. Repair harvesters if damaged.", "commands": [{"do": "attack_move", "units": [230, 232, 236, 237, 216, 222, 228, 239], "x": 11, "y": 17}, {"do": "attack_move", "units": [247, 244, 246], "x": 16, "y": 18}, {"do": "attack_move", "units": [251], "x": 30, "y": 20}, {"do": "rally", "building": 145, "x": 40, "y": 20}, {"do": "rally", "building": 134, "x": 40, "y": 20}, {"do": "harvest", "unit": 207}, {"do": "harvest", "unit": 225}], "feedback": ["attack_move: 8 units", "attack_move: 3 units", "attack_move: 1 units", "rally #145: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 25200, "deaths_cost": 6250, "units_killed": 51, "units_lost": 22, "buildings_killed": 7, "buildings_lost": 0, "assets_value": 21550, "army_value": 4350, "income": 5575, "experience": 252, "order_count": 143}}
{"tick": 16401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:56 (tick 16401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (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 166 made / 120 used, harvesters 2.\nSCORE: assets $6700, army $2200, killed $6250 (22 units, 0 bldgs), lost $25200 (51 units, 7 bldgs). Map explored 26.4%.\nPRODUCTION: Infantry: e3 91%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 66%, #140 proc@(10,19) 65%, #158 fix@(9,13) 86%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 21%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #141@(6,30) #154@(4,31)\nVISIBLE ENEMY UNITS (9):\n  #216 e3@(14,16) 60%, #222 e3@(14,17) 72%, #228 e3@(14,17) 98%, #230 e1@(14,17) 93%, #232 e1@(14,17) 99%, #236 e1@(14,17) 87%, #237 e1@(14,18) 99%, #239 e3@(14,16) 90%, #254 3tnk.husk@(14,15) 96%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\n  - attack_move: 2 units\n  - train 4x e1: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy assault force at base entrance ~(14-17,15-17), gun turret #169 helping defend. Keep training e1/e3 continuously, put idle_army on attack_anything stance to defend base. Build second barracks/war factory once economy stabilizes. Enemy main base at (95,11) unexplored.", "raw": "{\"thoughts\":\"We're under heavy attack with no army and $0 cash. Keep harvesters mining safely, let production queue continue as cash trickles in, and prioritize cheap infantry to defend base entrance near gun turret.\",\"notes\":\"Enemy assault at (14-17,15-17) overwhelming us; buildings damaged. No combat units, cash near 0. Keep harvesting, queue e1/e3 as cash allows, repair gun turret #169 if possible once cash available. Enemy main base at (95,11) unexplored.\",\"commands\":[{\"do\":\"harvest\",\"unit\":141},{\"do\":\"harvest\",\"unit\":154}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2953, "completion_tokens": 284, "total_tokens": 3237, "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": 0.008746, "upstream_inference_prompt_cost": 0.005906, "upstream_inference_completions_cost": 0.00284}, "completion_tokens_details": {"reasoning_tokens": 69, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.8, "thoughts": "We're under heavy attack with no army and $0 cash. Keep harvesters mining safely, let production queue continue as cash trickles in, and prioritize cheap infantry to defend base entrance near gun turret.", "notes": "Enemy assault at (14-17,15-17) overwhelming us; buildings damaged. No combat units, cash near 0. Keep harvesting, queue e1/e3 as cash allows, repair gun turret #169 if possible once cash available. Enemy main base at (95,11) unexplored.", "commands": [{"do": "harvest", "unit": 141}, {"do": "harvest", "unit": 154}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 6250, "deaths_cost": 25200, "units_killed": 22, "units_lost": 51, "buildings_killed": 0, "buildings_lost": 7, "assets_value": 6700, "army_value": 0, "income": 4350, "experience": 59, "order_count": 255}}
{"tick": 16601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:04 (tick 16601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 6000), power 380 made / 190 used, harvesters 5.\nSCORE: assets $21550, army $9850, killed $25500 (51 units, 8 bldgs), lost $6250 (22 units, 0 bldgs). Map explored 31.2%.\nPRODUCTION: Building: weap 62%; Vehicle: 3tnk 38%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 72%; 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%, #238 powr@(100,9) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #247@(19,18)\n  3tnk.husk (3tnk.husk) x1: #254@(14,15)78%*\n  e1 (Rifle Infantry) x5: #142@(90,12)5%* #230@(14,17)91% #232@(14,17)96% #236@(14,17)18% #237@(14,18)\n  e3 (Rocket Soldier) x9: #209@(90,12)5%* #214@(90,12)13%* #216@(14,16)60% #222@(14,17)61% #228@(14,17)98% #239@(14,16)86% #244@(35,25) #246@(33,25) #251@(81,15)\n  harv (Ore Truck (harvester)) x5: #131@(88,12) #176@(102,25) #188@(102,21) #207@(89,13)50% #225@(88,13)66%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack_move: 3 units\n  - attack_move: 1 units\n  - rally #145: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: West group (230,232,236,237,216,222,228,239) + tanks attacking enemy base ~(11,17). Enemy base: powr(10,16),powr(12,13),proc(10,19),fix(9,13),gun(10,14). Mid tanks 247,244,246 heading west via (32,20). Cash 0, queues full - spend as ore arrives. Repair harvesters if damaged.", "raw": "{\"thoughts\": \"Cash is 0 so all queues stay full and I just need to keep the army pressing the enemy base. West group plus mid tanks should converge on the enemy base near (12,16); set rally points forward so reinforcements join the push.\", \"notes\": \"West group (230,232,236,237,216,222,228,239) + tanks attacking enemy base ~(11,17). Mid tanks 247,244,246 heading to (20,18) then west. Cash 0, queues full - spend as ore arrives. Harv 207/225 damaged, keep mining.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [230, 232, 236, 237, 216, 222, 228, 239], \"x\": 12, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [247, 244, 246], \"x\": 20, \"y\": 18}, {\"do\": \"rally\", \"building\": 145, \"x\": 45, \"y\": 18}, {\"do\": \"rally\", \"building\": 134, \"x\": 45, \"y\": 18}, {\"do\": \"stance\", \"units\": \"all_army\", \"stance\": \"attack_anything\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2012, "completion_tokens": 1012, "total_tokens": 3024, "cost": 0.001592208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001592208, "upstream_inference_prompt_cost": 0.000377808, "upstream_inference_completions_cost": 0.0012144}, "completion_tokens_details": {"reasoning_tokens": 727, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.19, "thoughts": "Cash is 0 so all queues stay full and I just need to keep the army pressing the enemy base. West group plus mid tanks should converge on the enemy base near (12,16); set rally points forward so reinforcements join the push.", "notes": "West group (230,232,236,237,216,222,228,239) + tanks attacking enemy base ~(11,17). Mid tanks 247,244,246 heading to (20,18) then west. Cash 0, queues full - spend as ore arrives. Harv 207/225 damaged, keep mining.", "commands": [{"do": "attack_move", "units": [230, 232, 236, 237, 216, 222, 228, 239], "x": 12, "y": 16}, {"do": "attack_move", "units": [247, 244, 246], "x": 20, "y": 18}, {"do": "rally", "building": 145, "x": 45, "y": 18}, {"do": "rally", "building": 134, "x": 45, "y": 18}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 8 units", "attack_move: 3 units", "rally #145: ordered", "rally #134: ordered", "stance: 15 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 25500, "deaths_cost": 6250, "units_killed": 51, "units_lost": 22, "buildings_killed": 8, "buildings_lost": 0, "assets_value": 21550, "army_value": 4350, "income": 4575, "experience": 255, "order_count": 143}}
{"tick": 16601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 11:04 (tick 16601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (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 / 120 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6400, army $2200, killed $6250 (22 units, 0 bldgs), lost $25500 (51 units, 8 bldgs). Map explored 26.4%.\nPRODUCTION: Infantry: e3 91%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #140 proc@(10,19) 13%, #158 fix@(9,13) 86%, #160 tent@(8,16) 100%, #163 powr@(8,19) 100%, #169 gun@(10,14) 21%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #141@(10,20) #154@(5,28)\nVISIBLE ENEMY UNITS (9):\n  #216 e3@(14,16) 60%, #222 e3@(14,17) 61%, #228 e3@(14,17) 98%, #230 e1@(14,17) 91%, #232 e1@(14,17) 96%, #236 e1@(14,17) 18%, #237 e1@(14,18) 99%, #239 e3@(14,16) 86%, #254 3tnk.husk@(14,15) 78%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy assault at (14-17,15-17) overwhelming us; buildings damaged. No combat units, cash near 0. Keep harvesting, queue e1/e3 as cash allows, repair gun turret #169 if possible once cash available. Enemy main base at (95,11) unexplored.", "raw": "{\"thoughts\":\"No cash, base under heavy attack near our buildings. Can't produce much. Keep harvesters mining, try to survive with turret, hope for cash to trickle in.\",\"notes\":\"Base overrun near (14-17,15-17), enemy at our doorstep. No army, $0 cash. Priority: get ore flowing, build power/defense once cash allows. Enemy base far at (95,11).\",\"commands\":[{\"do\":\"harvest\",\"unit\":141},{\"do\":\"harvest\",\"unit\":154},{\"do\":\"repair\",\"building\":169}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2879, "completion_tokens": 364, "total_tokens": 3243, "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": 0.009398, "upstream_inference_prompt_cost": 0.005758, "upstream_inference_completions_cost": 0.00364}, "completion_tokens_details": {"reasoning_tokens": 181, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.38, "thoughts": "No cash, base under heavy attack near our buildings. Can't produce much. Keep harvesters mining, try to survive with turret, hope for cash to trickle in.", "notes": "Base overrun near (14-17,15-17), enemy at our doorstep. No army, $0 cash. Priority: get ore flowing, build power/defense once cash allows. Enemy base far at (95,11).", "commands": [{"do": "harvest", "unit": 141}, {"do": "harvest", "unit": 154}, {"do": "repair", "building": 169}], "feedback": ["repair #169: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 6250, "deaths_cost": 25500, "units_killed": 22, "units_lost": 51, "buildings_killed": 0, "buildings_lost": 8, "assets_value": 6400, "army_value": 0, "income": 3850, "experience": 59, "order_count": 255}}
{"tick": 16801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:12 (tick 16801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $329 (storage 6000), power 380 made / 190 used, harvesters 5.\nSCORE: assets $21450, army $9750, killed $27700 (51 units, 10 bldgs), lost $6350 (23 units, 0 bldgs). Map explored 31.2%.\nPRODUCTION: Building: weap 65%; Vehicle: 3tnk 43%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 91%; 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%, #238 powr@(100,9) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #247@(20,18)*\n  3tnk.husk (3tnk.husk) x1: #254@(14,15)60%*\n  e1 (Rifle Infantry) x4: #142@(90,12)5%* #230@(12,16)90% #232@(12,16)95% #237@(12,16)\n  e3 (Rocket Soldier) x9: #209@(90,12)5%* #214@(90,12)13%* #216@(12,16)60% #222@(13,17)57%* #228@(12,16)98% #239@(13,16)85% #244@(26,20) #246@(25,20) #251@(74,19)\n  harv (Ore Truck (harvester)) x5: #131@(88,12) #176@(95,17) #188@(95,16) #207@(89,13)50% #225@(88,13)66%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #160 tent@(8,16) 95%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack_move: 3 units\n  - rally #145: ordered\n  - rally #134: ordered\n  - stance: 15 units\nYOUR NOTES FROM LAST TURN: West group (230,232,236,237,216,222,228,239) + tanks attacking enemy base ~(11,17). Mid tanks 247,244,246 heading to (20,18) then west. Cash 0, queues full - spend as ore arrives. Harv 207/225 damaged, keep mining.", "raw": "{\"thoughts\": \"We're winning hard (killed $27700 vs lost $6350). Enemy base at (12,16) is nearly broken - only a tent visible. Push everything west to finish them off while queues stay full.\", \"notes\": \"All-in west push to enemy base ~(12,16). Queues full (3tnk/e3), cash 0 so let ore accumulate. Harvesters mining near base.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":9,\"y\":16},{\"do\":\"attack_move\",\"units\":[247],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":145,\"x\":20,\"y\":17},{\"do\":\"rally\",\"building\":134,\"x\":20,\"y\":17}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1985, "completion_tokens": 734, "total_tokens": 2719, "cost": 0.001250508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001250508, "upstream_inference_prompt_cost": 0.000369708, "upstream_inference_completions_cost": 0.0008808}, "completion_tokens_details": {"reasoning_tokens": 566, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.01, "thoughts": "We're winning hard (killed $27700 vs lost $6350). Enemy base at (12,16) is nearly broken - only a tent visible. Push everything west to finish them off while queues stay full.", "notes": "All-in west push to enemy base ~(12,16). Queues full (3tnk/e3), cash 0 so let ore accumulate. Harvesters mining near base.", "commands": [{"do": "attack_move", "units": "all_army", "x": 9, "y": 16}, {"do": "attack_move", "units": [247], "x": 12, "y": 16}, {"do": "rally", "building": 145, "x": 20, "y": 17}, {"do": "rally", "building": 134, "x": 20, "y": 17}], "feedback": ["attack_move: 14 units", "attack_move: 1 units", "rally #145: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 27700, "deaths_cost": 6350, "units_killed": 51, "units_lost": 23, "buildings_killed": 10, "buildings_lost": 0, "assets_value": 21450, "army_value": 4250, "income": 5075, "experience": 277, "order_count": 143}}
{"tick": 16801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 11:12 (tick 16801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 50 used, harvesters 2.\nSCORE: assets $4200, army $2200, killed $6350 (23 units, 0 bldgs), lost $27700 (51 units, 10 bldgs). Map explored 26.4%.\nPRODUCTION: Infantry: e3 98%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #158 fix@(9,13) 39%, #160 tent@(8,16) 95%, #163 powr@(8,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #141@(5,27) #154@(7,26)\nVISIBLE ENEMY UNITS (8):\n  #216 e3@(12,16) 60%, #222 e3@(13,17) 57%, #228 e3@(12,16) 98%, #230 e1@(12,16) 90%, #232 e1@(12,16) 95%, #237 e1@(12,16) 99%, #239 e3@(13,16) 85%, #254 3tnk.husk@(14,15) 60%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #169: ordered\nYOUR NOTES FROM LAST TURN: Base overrun near (14-17,15-17), enemy at our doorstep. No army, $0 cash. Priority: get ore flowing, build power/defense once cash allows. Enemy base far at (95,11).", "raw": "{\"thoughts\":\"Enemy infantry swarm is right at our base with no army and $0 cash. Nothing can be built until ore flows in. Priority is to protect our two harvesters and get them mining safely, and cancel the huge redundant queue clutter.\",\"notes\":\"Base overrun near (12-17,15-17) by enemy infantry. No army, $0 cash. Need harvesters to survive and generate income before any production. Enemy base far at (95,11). Once cash trickles in, build power+proc+defense.\",\"commands\":[{\"do\":\"move\",\"units\":[141,154],\"x\":5,\"y\":30},{\"do\":\"move\",\"units\":[141,154],\"x\":6,\"y\":32}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2822, "completion_tokens": 364, "total_tokens": 3186, "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": 0.009284, "upstream_inference_prompt_cost": 0.005644, "upstream_inference_completions_cost": 0.00364}, "completion_tokens_details": {"reasoning_tokens": 139, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.31, "thoughts": "Enemy infantry swarm is right at our base with no army and $0 cash. Nothing can be built until ore flows in. Priority is to protect our two harvesters and get them mining safely, and cancel the huge redundant queue clutter.", "notes": "Base overrun near (12-17,15-17) by enemy infantry. No army, $0 cash. Need harvesters to survive and generate income before any production. Enemy base far at (95,11). Once cash trickles in, build power+proc+defense.", "commands": [{"do": "move", "units": [141, 154], "x": 5, "y": 30}, {"do": "move", "units": [141, 154], "x": 6, "y": 32}], "feedback": ["move: 2 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 6350, "deaths_cost": 27700, "units_killed": 23, "units_lost": 51, "buildings_killed": 0, "buildings_lost": 10, "assets_value": 4200, "army_value": 0, "income": 3750, "experience": 60, "order_count": 255}}
{"tick": 17001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:20 (tick 17001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $368 (storage 6000), power 380 made / 190 used, harvesters 5.\nSCORE: assets $21950, army $10250, killed $28900 (51 units, 11 bldgs), lost $6350 (23 units, 0 bldgs). Map explored 31.4%.\nPRODUCTION: Building: weap 81%; Vehicle: 3tnk 71%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e1 90%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%, #238 powr@(100,9) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #247@(13,16)*\n  3tnk.husk (3tnk.husk) x1: #254@(14,15)42%*\n  e1 (Rifle Infantry) x6: #142@(83,15)5% #230@(12,16)90% #232@(12,16) #237@(12,16) #258@(90,9) #259@(93,8)\n  e3 (Rocket Soldier) x10: #209@(83,15)5% #214@(83,15)13% #216@(12,16)60% #222@(12,17)57% #228@(12,16)98% #239@(12,17)85% #244@(16,17) #246@(15,17) #251@(65,24) #257@(87,12)\n  harv (Ore Truck (harvester)) x5: #131@(90,12) #176@(98,21) #188@(105,24) #207@(87,10)50% #225@(92,12)66%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #160 tent@(8,16) 17%, #163 powr@(8,19) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - attack_move: 1 units\n  - rally #145: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: All-in west push to enemy base ~(12,16). Queues full (3tnk/e3), cash 0 so let ore accumulate. Harvesters mining near base.", "raw": "{\"thoughts\": \"Enemy base is nearly destroyed with only a damaged tent and power plant visible. Ordering forward forces to destroy the remaining buildings and sweep the area.\", \"notes\": \"Finishing off enemy base at (8,16)-(8,19). Sweep western edge for any remaining structures or units.\", \"commands\": [{\"do\": \"attack\", \"units\": [247, 230, 232, 237, 216, 222, 228, 239, 244, 246], \"target\": 160}, {\"do\": \"attack_move\", \"units\": [142, 209, 214, 251, 257, 258, 259], \"x\": 8, \"y\": 18}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 2178, "completion_tokens": 334, "total_tokens": 2512, "cost": 0.002886, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002886, "upstream_inference_prompt_cost": 0.0016335, "upstream_inference_completions_cost": 0.0012525}, "completion_tokens_details": {"reasoning_tokens": 195, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 14.56, "thoughts": "Enemy base is nearly destroyed with only a damaged tent and power plant visible. Ordering forward forces to destroy the remaining buildings and sweep the area.", "notes": "Finishing off enemy base at (8,16)-(8,19). Sweep western edge for any remaining structures or units.", "commands": [{"do": "attack", "units": [247, 230, 232, 237, 216, 222, 228, 239, 244, 246], "target": 160}, {"do": "attack_move", "units": [142, 209, 214, 251, 257, 258, 259], "x": 8, "y": 18}], "feedback": ["attack: 10 units", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 28900, "deaths_cost": 6350, "units_killed": 51, "units_lost": 23, "buildings_killed": 11, "buildings_lost": 0, "assets_value": 21950, "army_value": 4750, "income": 5325, "experience": 289, "order_count": 143}}
{"tick": 17001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 11:20 (tick 17001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 100 made / 20 used, harvesters 2.\nSCORE: assets $3000, army $2200, killed $6350 (23 units, 0 bldgs), lost $28900 (51 units, 11 bldgs). Map explored 26.4%.\nPRODUCTION: Infantry: e3 98%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #160 tent@(8,16) 17%, #163 powr@(8,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #141@(6,32)* #154@(6,31)*\nVISIBLE ENEMY UNITS (8):\n  #216 e3@(12,16) 60%, #222 e3@(12,17) 57%, #228 e3@(12,16) 98%, #230 e1@(12,16) 90%, #232 e1@(12,16) 100%, #237 e1@(12,16) 99%, #239 e3@(12,17) 85%, #247 3tnk@(13,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Base overrun near (12-17,15-17) by enemy infantry. No army, $0 cash. Need harvesters to survive and generate income before any production. Enemy base far at (95,11). Once cash trickles in, build power+proc+defense.", "raw": "{\"thoughts\":\"Base is overrun by enemy troops near our tent/powr, no Construction Yard or refinery. With $0 cash we can't build anything meaningful. Priority is to save the two harvesters and hope for any income opportunity, but without a refinery they can't deposit ore. This game is likely lost but keep units alive.\",\"notes\":\"Base overrun, no fact/proc, only tent+powr left, $0 cash. Harvesters idle at (6,31/32) with no refinery to unload. Enemy base far at (95,11). Survival mode only.\",\"commands\":[{\"do\":\"move\",\"units\":[141,154],\"x\":4,\"y\":34}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2814, "completion_tokens": 353, "total_tokens": 3167, "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": 0.009158, "upstream_inference_prompt_cost": 0.005628, "upstream_inference_completions_cost": 0.00353}, "completion_tokens_details": {"reasoning_tokens": 137, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.86, "thoughts": "Base is overrun by enemy troops near our tent/powr, no Construction Yard or refinery. With $0 cash we can't build anything meaningful. Priority is to save the two harvesters and hope for any income opportunity, but without a refinery they can't deposit ore. This game is likely lost but keep units alive.", "notes": "Base overrun, no fact/proc, only tent+powr left, $0 cash. Harvesters idle at (6,31/32) with no refinery to unload. Enemy base far at (95,11). Survival mode only.", "commands": [{"do": "move", "units": [141, 154], "x": 4, "y": 34}], "feedback": ["move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 6350, "deaths_cost": 28900, "units_killed": 23, "units_lost": 51, "buildings_killed": 0, "buildings_lost": 11, "assets_value": 3000, "army_value": 0, "income": 3750, "experience": 60, "order_count": 255}}
{"tick": 17201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:28 (tick 17201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $374 (storage 6000), power 380 made / 190 used, harvesters 5.\nSCORE: assets $23500, army $11800, killed $29400 (51 units, 12 bldgs), lost $6350 (23 units, 0 bldgs). Map explored 31.6%.\nPRODUCTION: Building: weap 97%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 6%; Infantry: e3 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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e4 Flamethrower $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 94%, #129 proc@(98,11) 100%, #134 barr@(95,8) 100%, #145 weap@(97,8) 100%, #175 proc@(95,15) 100%, #187 powr@(93,14) 86%, #194 ftur@(93,9) 100%, #211 fix@(92,8) 100%, #224 proc@(90,11) 100%, #235 powr@(98,15) 100%, #238 powr@(100,9) 100%\nYOUR UNITS (26) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #247@(12,15)* #262@(97,7)\n  3tnk.husk (3tnk.husk) x1: #254@(14,15)25%*\n  e1 (Rifle Infantry) x7: #142@(74,19)5% #230@(12,16)90%* #232@(12,16) #237@(12,16)* #258@(81,13) #259@(84,14) #260@(88,11)\n  e3 (Rocket Soldier) x11: #209@(75,18)5% #214@(74,18)13% #216@(12,16)60%* #222@(12,17)57% #228@(12,16)98%* #239@(12,17)85% #244@(15,17)* #246@(13,17)* #251@(56,28) #257@(78,15) #261@(94,9)\n  harv (Ore Truck (harvester)) x5: #131@(88,9) #176@(104,27) #188@(105,24) #207@(86,5)50% #225@(88,12)66%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #163 powr@(8,19) 30%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 10 units\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Finishing off enemy base at (8,16)-(8,19). Sweep western edge for any remaining structures or units.", "raw": "{\"thoughts\": \"Enemy base is nearly wiped - only one power plant (#163) visible at (8,19) at 30% HP. My strike group is right there; finish it off. Cash is near zero so production is throttled until harvesters deliver.\", \"notes\": \"Enemy down to 1 building (#163 powr @8,19). Finish it to win. Strike group ~10 units at (12,16). Keep harvesting.\", \"commands\": [{\"do\":\"attack\",\"units\":[230,232,237,216,222,228,239,244,246,247],\"target\":163},{\"do\":\"harvest\",\"unit\":176},{\"do\":\"harvest\",\"unit\":188}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1916, "completion_tokens": 504, "total_tokens": 2420, "cost": 0.000953808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000953808, "upstream_inference_prompt_cost": 0.000349008, "upstream_inference_completions_cost": 0.0006048}, "completion_tokens_details": {"reasoning_tokens": 352, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.35, "thoughts": "Enemy base is nearly wiped - only one power plant (#163) visible at (8,19) at 30% HP. My strike group is right there; finish it off. Cash is near zero so production is throttled until harvesters deliver.", "notes": "Enemy down to 1 building (#163 powr @8,19). Finish it to win. Strike group ~10 units at (12,16). Keep harvesting.", "commands": [{"do": "attack", "units": [230, 232, 237, 216, 222, 228, 239, 244, 246, 247], "target": 163}, {"do": "harvest", "unit": 176}, {"do": "harvest", "unit": 188}], "feedback": ["attack: 10 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 29400, "deaths_cost": 6350, "units_killed": 51, "units_lost": 23, "buildings_killed": 12, "buildings_lost": 0, "assets_value": 23500, "army_value": 6300, "income": 5575, "experience": 294, "order_count": 143}}
{"tick": 17201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 11:28 (tick 17201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 30 made / 0 used, harvesters 2.\nSCORE: assets $2500, army $2200, killed $6350 (23 units, 0 bldgs), lost $29400 (51 units, 12 bldgs). Map explored 26.4%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #163 powr@(8,19) 30%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #141@(5,32)* #154@(4,33)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Base overrun, no fact/proc, only tent+powr left, $0 cash. Harvesters idle at (6,31/32) with no refinery to unload. Enemy base far at (95,11). Survival mode only.", "raw": "{\"thoughts\":\"No construction yard, no cash, no refinery. Only a power plant survives. Best option is to send harvesters to mine ore in hopes of accumulating cash to rebuild, though without a refinery ore can't be processed. Just keep them moving to find ore fields.\",\"notes\":\"Base overrun, no fact/proc. Only powr@(8,19) left. Harvesters idle, no refinery to unload ore. Enemy base far at (95,11). Survival mode - need to somehow get cash to rebuild construction yard, but no MCV available. Likely lost cause; just try to survive and hold.\",\"commands\":[{\"do\":\"harvest\",\"unit\":141},{\"do\":\"harvest\",\"unit\":154}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1713, "completion_tokens": 296, "total_tokens": 2009, "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": 0.006386, "upstream_inference_prompt_cost": 0.003426, "upstream_inference_completions_cost": 0.00296}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.87, "thoughts": "No construction yard, no cash, no refinery. Only a power plant survives. Best option is to send harvesters to mine ore in hopes of accumulating cash to rebuild, though without a refinery ore can't be processed. Just keep them moving to find ore fields.", "notes": "Base overrun, no fact/proc. Only powr@(8,19) left. Harvesters idle, no refinery to unload ore. Enemy base far at (95,11). Survival mode - need to somehow get cash to rebuild construction yard, but no MCV available. Likely lost cause; just try to survive and hold.", "commands": [{"do": "harvest", "unit": 141}, {"do": "harvest", "unit": 154}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 6350, "deaths_cost": 29400, "units_killed": 23, "units_lost": 51, "buildings_killed": 0, "buildings_lost": 12, "assets_value": 2500, "army_value": 0, "income": 3525, "experience": 60, "order_count": 255}}
