{"tick": 1, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy MCV to start base construction, then queue power plant.\",\"notes\":\"Enemy likely at (95,11). Start building economy: powr->proc->barr->weap. Expand army once base established.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1648, "completion_tokens": 108, "total_tokens": 1756, "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": 0.004376, "upstream_inference_prompt_cost": 0.003296, "upstream_inference_completions_cost": 0.00108}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.94, "thoughts": "Deploy MCV to start base construction, then queue power plant.", "notes": "Enemy likely at (95,11). Start building economy: powr->proc->barr->weap. Expand army once base established.", "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": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\": \"Game start. Deploying MCV at start location and queuing the initial Power Plant.\", \"notes\": \"Deployed MCV at (95,11), building first powr -> proc -> tent -> weap.\", \"commands\": [{\"do\": \"deploy\", \"unit\": 120}, {\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1153, "completion_tokens": 163, "total_tokens": 1316, "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": 0.002952, "upstream_inference_prompt_cost": 0.0017295, "upstream_inference_completions_cost": 0.0012225}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.13, "thoughts": "Game start. Deploying MCV at start location and queuing the initial Power Plant.", "notes": "Deployed MCV at (95,11), building first powr -> proc -> tent -> weap.", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11). Start building economy: powr->proc->barr->weap. Expand army once base established.", "raw": "{\"thoughts\":\"Base setup underway. Continue economy build order once power plant finishes, then refinery and barracks.\",\"notes\":\"Enemy likely at (95,11). Build order: powr->proc->barr->weap. Expand army once base established.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1701, "completion_tokens": 89, "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": 0.004292, "upstream_inference_prompt_cost": 0.003402, "upstream_inference_completions_cost": 0.00089}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.09, "thoughts": "Base setup underway. Continue economy build order once power plant finishes, then refinery and barracks.", "notes": "Enemy likely at (95,11). Build order: powr->proc->barr->weap. Expand army once base established.", "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": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Deployed MCV at (95,11), building first powr -> proc -> tent -> weap.", "raw": "{\"thoughts\": \"Early game, powr is already under construction. Nothing else can be queued until it finishes, so I'll just confirm the plan and wait for the next tick.\", \"notes\": \"Opening build order: powr (in progress) -> proc -> tent -> weap. Base at (95,11). Enemy likely at (12,16).\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1172, "completion_tokens": 189, "total_tokens": 1361, "cost": 0.000352608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000352608, "upstream_inference_prompt_cost": 0.000125808, "upstream_inference_completions_cost": 0.0002268}, "completion_tokens_details": {"reasoning_tokens": 106, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.21, "thoughts": "Early game, powr is already under construction. Nothing else can be queued until it finishes, so I'll just confirm the plan and wait for the next tick.", "notes": "Opening build order: powr (in progress) -> proc -> tent -> weap. Base at (95,11). Enemy likely at (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11). Build order: powr->proc->barr->weap. Expand army once base established.", "raw": "{\"thoughts\":\"Construction yard already exists. Start economy with power plant then refinery.\",\"notes\":\"Enemy at (95,11). Build order: powr->proc->barr->weap. No MCV/harvester yet, need proc for harvester.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1657, "completion_tokens": 145, "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": 0.004764, "upstream_inference_prompt_cost": 0.003314, "upstream_inference_completions_cost": 0.00145}, "completion_tokens_details": {"reasoning_tokens": 41, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.35, "thoughts": "Construction yard already exists. Start economy with power plant then refinery.", "notes": "Enemy at (95,11). Build order: powr->proc->barr->weap. No MCV/harvester yet, need proc for harvester.", "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": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening build order: powr (in progress) -> proc -> tent -> weap. Base at (95,11). Enemy likely at (12,16).", "raw": "{\"thoughts\": \"Only the Construction Yard exists so far; no power plant is actually queued. I'll start power now and continue the standard opening (powr -> proc -> barracks -> war factory). Nothing to scout with yet.\", \"notes\": \"Opening: powr -> proc -> tent -> weap. Base (95,11). Enemy likely (12,16). Need first harvester from proc ASAP.\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1160, "completion_tokens": 311, "total_tokens": 1471, "cost": 0.000495408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000495408, "upstream_inference_prompt_cost": 0.000122208, "upstream_inference_completions_cost": 0.0003732}, "completion_tokens_details": {"reasoning_tokens": 209, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.88, "thoughts": "Only the Construction Yard exists so far; no power plant is actually queued. I'll start power now and continue the standard opening (powr -> proc -> barracks -> war factory). Nothing to scout with yet.", "notes": "Opening: powr -> proc -> tent -> weap. Base (95,11). Enemy likely (12,16). Need first harvester from proc ASAP.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: powr->proc->barr->weap. No MCV/harvester yet, need proc for harvester.", "raw": "{\"thoughts\":\"Place power plant, then queue ore refinery for economy.\",\"notes\":\"Enemy at (95,11). Build order: powr(placed)->proc->barr->weap. Need harvester from proc.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1704, "completion_tokens": 121, "total_tokens": 1825, "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": 0.004618, "upstream_inference_prompt_cost": 0.003408, "upstream_inference_completions_cost": 0.00121}, "completion_tokens_details": {"reasoning_tokens": 13, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.35, "thoughts": "Place power plant, then queue ore refinery for economy.", "notes": "Enemy at (95,11). Build order: powr(placed)->proc->barr->weap. Need harvester from proc.", "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": "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": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: powr -> proc -> tent -> weap. Base (95,11). Enemy likely (12,16). Need first harvester from proc ASAP.", "raw": "{\"thoughts\": \"Power plant is ready to place. Deploy it near base, then queue the Ore Refinery for income.\", \"notes\": \"Opening: powr placed -> proc -> tent -> weap. Base (95,11). Enemy likely (12,16).\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":92,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1181, "completion_tokens": 138, "total_tokens": 1319, "cost": 0.000294108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000294108, "upstream_inference_prompt_cost": 0.000128508, "upstream_inference_completions_cost": 0.0001656}, "completion_tokens_details": {"reasoning_tokens": 47, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.34, "thoughts": "Power plant is ready to place. Deploy it near base, then queue the Ore Refinery for income.", "notes": "Opening: powr placed -> proc -> tent -> weap. Base (95,11). Enemy likely (12,16).", "commands": [{"do": "place", "item": "powr", "x": 92, "y": 11}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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: 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@(12,16) 100%, #123 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: Enemy at (95,11). Build order: powr(placed)->proc->barr->weap. Need harvester from proc.", "raw": "{\"thoughts\":\"Continue economy build: proc for income and harvester, then barracks.\",\"notes\":\"Enemy at (95,11). Build order: proc->barr->weap. After proc placed, build barr then weap. Expand army with tanks/rockets, then attack enemy base at (95,11).\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1805, "completion_tokens": 119, "total_tokens": 1924, "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": 0.0048, "upstream_inference_prompt_cost": 0.00361, "upstream_inference_completions_cost": 0.00119}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.67, "thoughts": "Continue economy build: proc for income and harvester, then barracks.", "notes": "Enemy at (95,11). Build order: proc->barr->weap. After proc placed, build barr then weap. Expand army with tanks/rockets, then attack enemy base at (95,11).", "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": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening: powr placed -> proc -> tent -> weap. Base (95,11). Enemy likely (12,16).", "raw": "{\"thoughts\": \"Opening phase: powr is placed and the building queue is now free, so my earlier proc order failed only because the queue was busy. Start the Ore Refinery to get income and a free harvester.\", \"notes\": \"Opening: proc building -> tent -> weap. Base (95,11). Enemy likely (12,16). Cash $4700.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1232, "completion_tokens": 300, "total_tokens": 1532, "cost": 0.000503808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000503808, "upstream_inference_prompt_cost": 0.000143808, "upstream_inference_completions_cost": 0.00036}, "completion_tokens_details": {"reasoning_tokens": 205, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.98, "thoughts": "Opening phase: powr is placed and the building queue is now free, so my earlier proc order failed only because the queue was busy. Start the Ore Refinery to get income and a free harvester.", "notes": "Opening: proc building -> tent -> weap. Base (95,11). Enemy likely (12,16). Cash $4700.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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: 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@(12,16) 100%, #123 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: Enemy at (95,11). Build order: proc->barr->weap. After proc placed, build barr then weap. Expand army with tanks/rockets, then attack enemy base at (95,11).", "raw": "{\"thoughts\":\"Proc is building. Wait for it, then place, then continue with barr and weap. Keep expanding economy.\",\"notes\":\"Enemy at (95,11). Build order: proc->barr->weap. Place proc when ready near fact. Then barr, then weap. Build harvesters after proc placed.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1779, "completion_tokens": 111, "total_tokens": 1890, "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": 0.004668, "upstream_inference_prompt_cost": 0.003558, "upstream_inference_completions_cost": 0.00111}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.32, "thoughts": "Proc is building. Wait for it, then place, then continue with barr and weap. Keep expanding economy.", "notes": "Enemy at (95,11). Build order: proc->barr->weap. Place proc when ready near fact. Then barr, then weap. Build harvesters after proc placed.", "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": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Opening: proc building -> tent -> weap. Base (95,11). Enemy likely (12,16). Cash $4700.", "raw": "{\"thoughts\": \"Refinery is currently at 23% progress. Waiting for it to complete so we can place it and get our first harvester rolling.\", \"notes\": \"Waiting for proc to finish -> place proc -> build tent -> weap. Base at (95,11), enemy likely (12,16).\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1239, "completion_tokens": 144, "total_tokens": 1383, "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": 0.0029385, "upstream_inference_prompt_cost": 0.0018585, "upstream_inference_completions_cost": 0.00108}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.26, "thoughts": "Refinery is currently at 23% progress. Waiting for it to complete so we can place it and get our first harvester rolling.", "notes": "Waiting for proc to finish -> place proc -> build tent -> weap. Base at (95,11), enemy likely (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: 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@(12,16) 100%, #123 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: Enemy at (95,11). Build order: proc->barr->weap. Place proc when ready near fact. Then barr, then weap. Build harvesters after proc placed.", "raw": "{\"thoughts\":\"Continue economic buildup while proc is building. Queue barracks next.\",\"notes\":\"Enemy at (95,11). Build order: proc->barr->weap. Place proc when ready near fact. Then barr, then weap.\",\"commands\":[{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1742, "completion_tokens": 101, "total_tokens": 1843, "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": 0.004494, "upstream_inference_prompt_cost": 0.003484, "upstream_inference_completions_cost": 0.00101}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.18, "thoughts": "Continue economic buildup while proc is building. Queue barracks next.", "notes": "Enemy at (95,11). Build order: proc->barr->weap. Place proc when ready near fact. Then barr, then weap.", "commands": [{"do": "build", "item": "barr"}], "feedback": ["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": 1201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 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: Waiting for proc to finish -> place proc -> build tent -> weap. Base at (95,11), enemy likely (12,16).", "raw": "{\"thoughts\": \"Building queue is busy with the refinery (47%). Nothing else actionable right now \u2014 I'll wait for it to finish, place it to get the free harvester, then queue barracks and war factory.\", \"notes\": \"Base (95,11), enemy likely (12,16). Queue: proc(47%) -> place -> tent -> weap -> powr. Start mining with free harvester ASAP.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1195, "completion_tokens": 458, "total_tokens": 1653, "cost": 0.000682308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000682308, "upstream_inference_prompt_cost": 0.000132708, "upstream_inference_completions_cost": 0.0005496}, "completion_tokens_details": {"reasoning_tokens": 365, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.58, "thoughts": "Building queue is busy with the refinery (47%). Nothing else actionable right now \u2014 I'll wait for it to finish, place it to get the free harvester, then queue barracks and war factory.", "notes": "Base (95,11), enemy likely (12,16). Queue: proc(47%) -> place -> tent -> weap -> powr. Start mining with free harvester ASAP.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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: barr 0%\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@(12,16) 100%, #123 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 barr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: proc->barr->weap. Place proc when ready near fact. Then barr, then weap.", "raw": "{\"thoughts\":\"Proc and barr are building. Wait for proc to finish, then place it and continue with barr and weap.\",\"notes\":\"Enemy at (95,11). Build order: proc->barr->weap. Place proc when ready near fact. Then barr, then weap.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1769, "completion_tokens": 97, "total_tokens": 1866, "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": 0.004508, "upstream_inference_prompt_cost": 0.003538, "upstream_inference_completions_cost": 0.00097}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.67, "thoughts": "Proc and barr are building. Wait for proc to finish, then place it and continue with barr and weap.", "notes": "Enemy at (95,11). Build order: proc->barr->weap. Place proc when ready near fact. Then barr, then 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": 5}}
{"tick": 1401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 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). Queue: proc(47%) -> place -> tent -> weap -> powr. Start mining with free harvester ASAP.", "raw": "{\"thoughts\": \"Opening is on track: Power Plant done, Ore Refinery at 70%. Nothing to place yet and only one building queue slot, so I'll just wait for the refinery to finish, then place it and start the barracks next turn.\", \"notes\": \"Base (95,11), enemy likely (12,16). Queue: proc(70%) -> place refinery -> tent -> weap -> powr. Free harvester will spawn with refinery; send it to mine immediately.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1204, "completion_tokens": 327, "total_tokens": 1531, "cost": 0.000527808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000527808, "upstream_inference_prompt_cost": 0.000135408, "upstream_inference_completions_cost": 0.0003924}, "completion_tokens_details": {"reasoning_tokens": 219, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.13, "thoughts": "Opening is on track: Power Plant done, Ore Refinery at 70%. Nothing to place yet and only one building queue slot, so I'll just wait for the refinery to finish, then place it and start the barracks next turn.", "notes": "Base (95,11), enemy likely (12,16). Queue: proc(70%) -> place refinery -> tent -> weap -> powr. Free harvester will spawn with refinery; send it to mine immediately.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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: barr 0%\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@(12,16) 100%, #123 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: Enemy at (95,11). Build order: proc->barr->weap. Place proc when ready near fact. Then barr, then weap.", "raw": "{\"thoughts\":\"Proc almost done, barr queued. Wait for proc to finish then place it near base, then continue with barr.\",\"notes\":\"Enemy at (95,11). proc almost done, barr queued after. Place proc near fact when ready, then build weap.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1739, "completion_tokens": 122, "total_tokens": 1861, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004698, "upstream_inference_prompt_cost": 0.003478, "upstream_inference_completions_cost": 0.00122}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.8, "thoughts": "Proc almost done, barr queued. Wait for proc to finish then place it near base, then continue with barr.", "notes": "Enemy at (95,11). proc almost done, barr queued after. Place proc near fact when ready, 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": 5}}
{"tick": 1601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 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). Queue: proc(70%) -> place refinery -> tent -> weap -> powr. Free harvester will spawn with refinery; send it to mine immediately.", "raw": "{\"thoughts\": \"Refinery is nearly finished (94%). Issuing placement for the refinery and queuing barracks (tent) to get infantry and unlock the War Factory quickly.\", \"notes\": \"Proc finishing -> place proc -> build tent -> build weap -> scout enemy at (12,16). Harvester will auto-mine upon proc placement.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}, {\"do\": \"build\", \"item\": \"tent\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1239, "completion_tokens": 759, "total_tokens": 1998, "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": 0.007551, "upstream_inference_prompt_cost": 0.0018585, "upstream_inference_completions_cost": 0.0056925}, "completion_tokens_details": {"reasoning_tokens": 660, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.39, "thoughts": "Refinery is nearly finished (94%). Issuing placement for the refinery and queuing barracks (tent) to get infantry and unlock the War Factory quickly.", "notes": "Proc finishing -> place proc -> build tent -> build weap -> scout enemy at (12,16). Harvester will auto-mine upon proc placement.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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: barr 0%\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@(12,16) 100%, #123 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: Enemy at (95,11). proc almost done, barr queued after. Place proc near fact when ready, then build weap.", "raw": "{\"thoughts\":\"Place proc now to start economy, keep building barracks then power/weap.\",\"notes\":\"Enemy at (95,11). Placed proc near fact. Barracks building. Next: build powr and weap, start harvester production, then army buildup toward enemy.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":13,\"y\":18}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1739, "completion_tokens": 118, "total_tokens": 1857, "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": 0.004658, "upstream_inference_prompt_cost": 0.003478, "upstream_inference_completions_cost": 0.00118}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.4, "thoughts": "Place proc now to start economy, keep building barracks then power/weap.", "notes": "Enemy at (95,11). Placed proc near fact. Barracks building. Next: build powr and weap, start harvester production, then army buildup toward enemy.", "commands": [{"do": "place", "item": "proc", "x": 13, "y": 18}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "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": 5}}
{"tick": 1801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: 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@(95,11) 100%, #124 powr@(93,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Proc finishing -> place proc -> build tent -> build weap -> scout enemy at (12,16). Harvester will auto-mine upon proc placement.", "raw": "{\"thoughts\": \"Power plant and Construction Yard are up; refinery is ready. Place it to start income, then get a War Factory going for tanks. Queue a few infantry for early scouting once barracks finishes.\", \"notes\": \"Opening: place proc -> weap -> train infantry to scout. Enemy likely at (12,16), far west. Need harvester mining ASAP.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1235, "completion_tokens": 485, "total_tokens": 1720, "cost": 0.000726708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000726708, "upstream_inference_prompt_cost": 0.000144708, "upstream_inference_completions_cost": 0.000582}, "completion_tokens_details": {"reasoning_tokens": 368, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.8, "thoughts": "Power plant and Construction Yard are up; refinery is ready. Place it to start income, then get a War Factory going for tanks. Queue a few infantry for early scouting once barracks finishes.", "notes": "Opening: place proc -> weap -> train infantry to scout. Enemy likely at (12,16), far west. Need harvester mining ASAP.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build weap: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 2001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4%.\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(6,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Placed proc near fact. Barracks building. Next: build powr and weap, start harvester production, then army buildup toward enemy.", "raw": "{\"thoughts\":\"Barracks building, keep queue busy: add power plant and war factory next, plan for tanks toward enemy at (95,11).\",\"notes\":\"Enemy at (95,11). Barr building. Next queue: powr, weap, proc2. Build army with tanks + rocket infantry once weap done.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1862, "completion_tokens": 154, "total_tokens": 2016, "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": 0.005264, "upstream_inference_prompt_cost": 0.003724, "upstream_inference_completions_cost": 0.00154}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.92, "thoughts": "Barracks building, keep queue busy: add power plant and war factory next, plan for tanks toward enemy at (95,11).", "notes": "Enemy at (95,11). Barr building. Next queue: powr, weap, proc2. Build army with tanks + rocket infantry once weap done.", "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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(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 weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening: place proc -> weap -> train infantry to scout. Enemy likely at (12,16), far west. Need harvester mining ASAP.", "raw": "{\"thoughts\": \"Opening is progressing: barracks (tent) at 64%, economy running with one harvester. Power is ample. Need to finish barracks then War Factory, then add a second refinery and units. Enemy is far west; nothing to do militarily yet.\", \"notes\": \"Opening: tent (64%) -> weap -> proc#2 -> powr -> fix. Enemy likely at (12,16). Harvester #132 mining. Cash ~$2980, spend on weap next.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1311, "completion_tokens": 941, "total_tokens": 2252, "cost": 0.001296708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001296708, "upstream_inference_prompt_cost": 0.000167508, "upstream_inference_completions_cost": 0.0011292}, "completion_tokens_details": {"reasoning_tokens": 820, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.43, "thoughts": "Opening is progressing: barracks (tent) at 64%, economy running with one harvester. Power is ample. Need to finish barracks then War Factory, then add a second refinery and units. Enemy is far west; nothing to do militarily yet.", "notes": "Opening: tent (64%) -> weap -> proc#2 -> powr -> fix. Enemy likely at (12,16). Harvester #132 mining. Cash ~$2980, spend on weap next.", "commands": [{"do": "harvest", "unit": 132}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: barr READY TO PLACE; Building: powr 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(9,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Barr building. Next queue: powr, weap, proc2. Build army with tanks + rocket infantry once weap done.", "raw": "{\"thoughts\":\"Place barracks, continue economy buildup with power and refinery, start training basic infantry.\",\"notes\":\"Enemy at (95,11). Placed barr, powr building. Next: build proc2, weap, train infantry/tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1855, "completion_tokens": 118, "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": 0.00489, "upstream_inference_prompt_cost": 0.00371, "upstream_inference_completions_cost": 0.00118}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.16, "thoughts": "Place barracks, continue economy buildup with power and refinery, start training basic infantry.", "notes": "Enemy at (95,11). Placed barr, powr building. Next: build proc2, weap, train infantry/tanks.", "commands": [{"do": "place", "item": "barr"}, {"do": "build", "item": "proc"}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: tent READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: tent (64%) -> weap -> proc#2 -> powr -> fix. Enemy likely at (12,16). Harvester #132 mining. Cash ~$2980, spend on weap next.", "raw": "{\"thoughts\": \"Barracks is ready; place it, start the War Factory, and train some infantry for early defense while the harvester keeps mining. Enemy likely at (12,16) far to the southwest.\",\"notes\": \"Opening: place tent -> weap -> proc#2 -> powr -> fix. Train e1/e3. Harvester mining at (103,19). Enemy ~(12,16).\",\"commands\": [{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":122,\"x\":95,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1268, "completion_tokens": 396, "total_tokens": 1664, "cost": 0.000629808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000629808, "upstream_inference_prompt_cost": 0.000154608, "upstream_inference_completions_cost": 0.0004752}, "completion_tokens_details": {"reasoning_tokens": 252, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.46, "thoughts": "Barracks is ready; place it, start the War Factory, and train some infantry for early defense while the harvester keeps mining. Enemy likely at (12,16) far to the southwest.", "notes": "Opening: place tent -> weap -> proc#2 -> powr -> fix. Train e1/e3. Harvester mining at (103,19). Enemy ~(12,16).", "commands": [{"do": "place", "item": "tent"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 122, "x": 95, "y": 20}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #122: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2580 + stored ore $398 (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 4.6%.\nPRODUCTION: Building: proc 23%; Building: powr 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(13,21)\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  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Placed barr, powr building. Next: build proc2, weap, train infantry/tanks.", "raw": "{\"thoughts\":\"Base is building proc/powr; keep economy growing and start training infantry while waiting on structures.\",\"notes\":\"Enemy at (95,11). Building proc+powr. Next: build weap, train e1/e3, then push tanks. Barracks #133 idle, train infantry now.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1951, "completion_tokens": 145, "total_tokens": 2096, "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": 0.005352, "upstream_inference_prompt_cost": 0.003902, "upstream_inference_completions_cost": 0.00145}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.18, "thoughts": "Base is building proc/powr; keep economy growing and start training infantry while waiting on structures.", "notes": "Enemy at (95,11). Building proc+powr. Next: build weap, train e1/e3, then push tanks. Barracks #133 idle, train infantry now.", "commands": [{"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x e1: 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": 500, "experience": 0, "order_count": 9}}
{"tick": 2401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2508 + stored ore $445 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #122: ordered\nYOUR NOTES FROM LAST TURN: Opening: place tent -> weap -> proc#2 -> powr -> fix. Train e1/e3. Harvester mining at (103,19). Enemy ~(12,16).", "raw": "{\"thoughts\": \"Tent is up, War Factory is building. Queuing riflemen for scouting and early defense while saving cash for War Factory completion.\", \"notes\": \"War factory in progress. Scouting with e1 towards (12,16). Next: place weap, build proc#2 or powr, build light tanks/harvester.\", \"commands\": [{\"do\": \"rally\", \"building\": 134, \"x\": 91, \"y\": 14}, {\"do\": \"train\", \"item\": \"e1\", \"count\": 5}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1452, "completion_tokens": 395, "total_tokens": 1847, "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": 0.0051405, "upstream_inference_prompt_cost": 0.002178, "upstream_inference_completions_cost": 0.0029625}, "completion_tokens_details": {"reasoning_tokens": 255, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.54, "thoughts": "Tent is up, War Factory is building. Queuing riflemen for scouting and early defense while saving cash for War Factory completion.", "notes": "War factory in progress. Scouting with e1 towards (12,16). Next: place weap, build proc#2 or powr, build light tanks/harvester.", "commands": [{"do": "rally", "building": 134, "x": 91, "y": 14}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["rally #134: ordered", "train 5x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 450, "experience": 0, "order_count": 8}}
{"tick": 2601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2445 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5500, army $1300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: proc 46%; Building: powr 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #135@(10,14)* #137@(11,14)*\n  harv (Ore Truck (harvester)) x1: #131@(5,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc+powr. Next: build weap, train e1/e3, then push tanks. Barracks #133 idle, train infantry now.", "raw": "{\"thoughts\":\"Keep building economy and start training infantry while proc/powr finish. Queue war factory next for tanks.\",\"notes\":\"Enemy at (95,11). Building proc+powr, queue weap next. Train e1/e3 for defense, then tanks from weap.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1977, "completion_tokens": 150, "total_tokens": 2127, "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": 0.005454, "upstream_inference_prompt_cost": 0.003954, "upstream_inference_completions_cost": 0.0015}, "completion_tokens_details": {"reasoning_tokens": 20, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.83, "thoughts": "Keep building economy and start training infantry while proc/powr finish. Queue war factory next for tanks.", "notes": "Enemy at (95,11). Building proc+powr, queue weap next. Train e1/e3 for defense, then tanks from weap.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "build", "item": "weap"}], "feedback": ["train 2x e1: queued", "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": 5500, "army_value": 200, "income": 500, "experience": 0, "order_count": 11}}
{"tick": 2601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2325 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5%.\nPRODUCTION: Building: weap 32%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(91,14)*\n  harv (Ore Truck (harvester)) x1: #132@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - train 5x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: War factory in progress. Scouting with e1 towards (12,16). Next: place weap, build proc#2 or powr, build light tanks/harvester.", "raw": "{\"thoughts\": \"War Factory is under construction and power headroom is sufficient. Sending our scout infantry towards the enemy base while infantry finishes training.\", \"notes\": \"Weap finishing soon; follow up with proc #2. Scouting enemy start at (12, 16).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [136], \"x\": 60, \"y\": 20}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1486, "completion_tokens": 343, "total_tokens": 1829, "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": 0.0048015, "upstream_inference_prompt_cost": 0.002229, "upstream_inference_completions_cost": 0.0025725}, "completion_tokens_details": {"reasoning_tokens": 253, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.07, "thoughts": "War Factory is under construction and power headroom is sufficient. Sending our scout infantry towards the enemy base while infantry finishes training.", "notes": "Weap finishing soon; follow up with proc #2. Scouting enemy start at (12, 16).", "commands": [{"do": "attack_move", "units": [136], "x": 60, "y": 20}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1911 + 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 4.7%.\nPRODUCTION: Building: proc 70%; Building: weap 0%; Building: powr 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(10,14)* #137@(12,14)* #139@(12,14)* #140@(11,14)*\n  harv (Ore Truck (harvester)) x1: #131@(11,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc+powr, queue weap next. Train e1/e3 for defense, then tanks from weap.", "raw": "{\"thoughts\":\"Economy is running, proc and weap underway. Keep building power to support and queue more units/production once weap finishes.\",\"notes\":\"Enemy at (95,11). Build order: proc, weap, powr. Once weap done, build war factory units (tanks). Keep training e1/e3 for defense. Send idle e1 to guard base.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2002, "completion_tokens": 153, "total_tokens": 2155, "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": 0.005534, "upstream_inference_prompt_cost": 0.004004, "upstream_inference_completions_cost": 0.00153}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.43, "thoughts": "Economy is running, proc and weap underway. Keep building power to support and queue more units/production once weap finishes.", "notes": "Enemy at (95,11). Build order: proc, weap, powr. Once weap done, build war factory units (tanks). Keep training e1/e3 for defense. Send idle e1 to guard base.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["build powr: started", "train 2x e1: 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": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 14}}
{"tick": 2801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1659 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.9%.\nPRODUCTION: Building: weap 49%; Infantry: e3 84%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(81,14)\n  e3 (Rocket Soldier) x1: #138@(91,14)*\n  harv (Ore Truck (harvester)) x1: #132@(101,20)\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: Weap finishing soon; follow up with proc #2. Scouting enemy start at (12, 16).", "raw": "{\"thoughts\": \"Weap at 49% - keep producing. Scout west with the lone rifleman toward the likely enemy base at (12,16). Queue more infantry to build up an army.\", \"notes\": \"Weap finishing soon; after weap build proc #2. Scout #136 heading west. Enemy start suspected (12,16).\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[136],\"x\":40,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1398, "completion_tokens": 395, "total_tokens": 1793, "cost": 0.000667608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000667608, "upstream_inference_prompt_cost": 0.000193608, "upstream_inference_completions_cost": 0.000474}, "completion_tokens_details": {"reasoning_tokens": 271, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.61, "thoughts": "Weap at 49% - keep producing. Scout west with the lone rifleman toward the likely enemy base at (12,16). Queue more infantry to build up an army.", "notes": "Weap finishing soon; after weap build proc #2. Scout #136 heading west. Enemy start suspected (12,16).", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [136], "x": 40, "y": 16}], "feedback": ["train 5x e1: queued", "train 2x e3: queued", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 3001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1600 + stored ore $278 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Building: weap 0%; Building: powr 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(10,14)* #137@(13,13)* #139@(13,14)* #140@(10,14)* #142@(11,14)* #143@(12,14)*\n  harv (Ore Truck (harvester)) x1: #131@(10,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: proc, weap, powr. Once weap done, build war factory units (tanks). Keep training e1/e3 for defense. Send idle e1 to guard base.", "raw": "{\"thoughts\":\"Economy building continues, need more power and war factory for tanks. Group infantry to defend base for now.\",\"notes\":\"Enemy at (95,11). Build order continuing: proc done soon, powr x2, weap next. Train e3 for anti-tank, group infantry near base center.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2050, "completion_tokens": 147, "total_tokens": 2197, "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": 0.00557, "upstream_inference_prompt_cost": 0.0041, "upstream_inference_completions_cost": 0.00147}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.4, "thoughts": "Economy building continues, need more power and war factory for tanks. Group infantry to defend base for now.", "notes": "Enemy at (95,11). Build order continuing: proc done soon, powr x2, weap next. Train e3 for anti-tank, group infantry near base center.", "commands": [{"do": "train", "item": "e3", "count": 2}], "feedback": ["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": 5900, "army_value": 600, "income": 1000, "experience": 0, "order_count": 17}}
{"tick": 3001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1084 + stored ore $410 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.3%.\nPRODUCTION: Building: weap 66%; Infantry: e3 95%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(73,20)\n  e3 (Rocket Soldier) x2: #138@(91,14)* #141@(91,14)*\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 2x e3: queued\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Weap finishing soon; after weap build proc #2. Scout #136 heading west. Enemy start suspected (12,16).", "raw": "{\"thoughts\": \"Weap is nearly done; economy is stable with good power. Keep infantry queue busy, continue scouting west toward suspected enemy base, and prepare to build a second refinery once the War Factory is placed.\", \"notes\": \"Weap finishing; next build proc #2. #136 scouting west toward (12,16). e3 pair guarding base at (91,14).\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[136],\"x\":50,\"y\":18},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1475, "completion_tokens": 516, "total_tokens": 1991, "cost": 0.000835908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000835908, "upstream_inference_prompt_cost": 0.000216708, "upstream_inference_completions_cost": 0.0006192}, "completion_tokens_details": {"reasoning_tokens": 379, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.58, "thoughts": "Weap is nearly done; economy is stable with good power. Keep infantry queue busy, continue scouting west toward suspected enemy base, and prepare to build a second refinery once the War Factory is placed.", "notes": "Weap finishing; next build proc #2. #136 scouting west toward (12,16). e3 pair guarding base at (91,14).", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [136], "x": 50, "y": 18}, {"do": "rally", "building": 134, "x": 90, "y": 13}], "feedback": ["train 2x e3: queued", "attack_move: 1 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1480 + stored ore $0 (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 4.8%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: weap 0%; Building: powr 0%; Infantry: e3 7%\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(10,14)* #137@(13,13)* #139@(13,14)* #140@(10,14)* #142@(11,14)* #143@(13,13)\n  e3 (Rocket Soldier) x1: #145@(12,14)\n  harv (Ore Truck (harvester)) x1: #131@(4,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order continuing: proc done soon, powr x2, weap next. Train e3 for anti-tank, group infantry near base center.", "raw": "{\"thoughts\":\"Place proc, keep building econ, continue training rocket soldiers.\",\"notes\":\"Enemy at (95,11). Continue building powr x2 then weap. Train e3 for anti-tank. Group infantry near base.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2070, "completion_tokens": 118, "total_tokens": 2188, "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": 0.00532, "upstream_inference_prompt_cost": 0.00414, "upstream_inference_completions_cost": 0.00118}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.99, "thoughts": "Place proc, keep building econ, continue training rocket soldiers.", "notes": "Enemy at (95,11). Continue building powr x2 then weap. Train e3 for anti-tank. Group infantry near base.", "commands": [{"do": "place", "item": "proc"}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "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": 6200, "army_value": 900, "income": 1000, "experience": 0, "order_count": 19}}
{"tick": 3201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $831 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.6%.\nPRODUCTION: Building: weap 82%; Infantry: e3 5%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(64,25)\n  e3 (Rocket Soldier) x4: #138@(91,14)* #141@(91,14)* #144@(90,13)* #146@(92,10)\n  harv (Ore Truck (harvester)) x1: #132@(104,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - attack_move: 1 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Weap finishing; next build proc #2. #136 scouting west toward (12,16). e3 pair guarding base at (91,14).", "raw": "{\"thoughts\": \"War factory is almost done. Keep scouting west towards the enemy start with rifleman #136, consolidate rocket soldiers for base defense, and cancel excess infantry queue to conserve cash for a second refinery.\", \"notes\": \"Place weap next turn, then build proc #2. #136 continuing scout towards (12,16).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [136], \"x\": 35, \"y\": 20}, {\"do\": \"move\", \"units\": [138, 141, 144, 146], \"x\": 91, \"y\": 15}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"cancel\", \"item\": \"e1\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1575, "completion_tokens": 785, "total_tokens": 2360, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00825, "upstream_inference_prompt_cost": 0.0023625, "upstream_inference_completions_cost": 0.0058875}, "completion_tokens_details": {"reasoning_tokens": 568, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.64, "thoughts": "War factory is almost done. Keep scouting west towards the enemy start with rifleman #136, consolidate rocket soldiers for base defense, and cancel excess infantry queue to conserve cash for a second refinery.", "notes": "Place weap next turn, then build proc #2. #136 continuing scout towards (12,16).", "commands": [{"do": "attack_move", "units": [136], "x": 35, "y": 20}, {"do": "move", "units": [138, 141, 144, 146], "x": 91, "y": 15}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}], "feedback": ["attack_move: 1 units", "move: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 24}}
{"tick": 3401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $848 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9000, army $3400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.9%.\nPRODUCTION: Building: powr READY TO PLACE; Building: weap 0%; Building: powr 0%; Infantry: e3 17%; 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\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(10,14)* #137@(13,13)* #139@(13,14)* #140@(10,14)* #142@(11,14)* #143@(13,13)*\n  e3 (Rocket Soldier) x2: #145@(11,14)* #149@(12,14)*\n  harv (Ore Truck (harvester)) x2: #131@(12,21) #148@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Continue building powr x2 then weap. Train e3 for anti-tank. Group infantry near base.", "raw": "{\"thoughts\":\"Place the ready power plant, keep building weap and second powr, continue training rocket soldiers. Group idle infantry for defense.\",\"notes\":\"Enemy at (95,11). Building weap+powr, training e3. Once weap done, build tanks and push. Keep harvesters mining.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2124, "completion_tokens": 179, "total_tokens": 2303, "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": 0.006038, "upstream_inference_prompt_cost": 0.004248, "upstream_inference_completions_cost": 0.00179}, "completion_tokens_details": {"reasoning_tokens": 15, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.62, "thoughts": "Place the ready power plant, keep building weap and second powr, continue training rocket soldiers. Group idle infantry for defense.", "notes": "Enemy at (95,11). Building weap+powr, training e3. Once weap done, build tanks and push. Keep harvesters mining.", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "e3", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 2x e3: queued", "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": 9000, "army_value": 1200, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $166 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.3%.\nPRODUCTION: Building: weap 99%; Infantry: e3 15%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(55,28)\n  e3 (Rocket Soldier) x5: #138@(91,15)* #141@(91,15)* #144@(91,15)* #146@(91,15)* #150@(92,10)\n  harv (Ore Truck (harvester)) x1: #132@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - move: 4 units\nYOUR NOTES FROM LAST TURN: Place weap next turn, then build proc #2. #136 continuing scout towards (12,16).", "raw": "{\"thoughts\": \"War Factory is ready to place. Place it, start a second refinery for economy, keep infantry production going, and continue scouting the enemy start with my lone rifleman.\", \"notes\": \"weap placed near base; building proc #2 next. #136 scouting to (12,16). e3 group defending base at (91,15).\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\",\"x\":96,\"y\":14},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"attack_move\",\"units\":[136],\"x\":12,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1434, "completion_tokens": 450, "total_tokens": 1884, "cost": 0.000744408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000744408, "upstream_inference_prompt_cost": 0.000204408, "upstream_inference_completions_cost": 0.00054}, "completion_tokens_details": {"reasoning_tokens": 308, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.03, "thoughts": "War Factory is ready to place. Place it, start a second refinery for economy, keep infantry production going, and continue scouting the enemy start with my lone rifleman.", "notes": "weap placed near base; building proc #2 next. #136 scouting to (12,16). e3 group defending base at (91,15).", "commands": [{"do": "place", "item": "weap", "x": 96, "y": 14}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e3", "count": 3}, {"do": "attack_move", "units": [136], "x": 12, "y": 16}], "feedback": ["place weap: nothing READY TO PLACE with that type", "build proc: started", "train 3x e3: queued", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 29}}
{"tick": 3601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $603 + stored ore $91 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9600, army $3700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.1%.\nPRODUCTION: Building: weap 16%; Building: powr 0%; Infantry: e3 28%; 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\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 100%, #151 powr@(10,19) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(10,14)* #137@(13,13)* #139@(13,14)* #140@(10,14)* #142@(10,13)* #143@(13,13)*\n  e3 (Rocket Soldier) x3: #145@(10,13)* #149@(12,14)* #152@(11,14)*\n  harv (Ore Truck (harvester)) x2: #131@(9,22) #148@(18,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - train 2x e3: queued\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building weap+powr, training e3. Once weap done, build tanks and push. Keep harvesters mining.", "raw": "{\"thoughts\":\"Economy solid, keep building weap and powr, continue training e3, then transition to tanks once weap ready.\",\"notes\":\"Enemy at (95,11). Weap+powr in progress, e3 training. Next: build tanks from weap, mass army, push east.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2157, "completion_tokens": 116, "total_tokens": 2273, "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": 0.005474, "upstream_inference_prompt_cost": 0.004314, "upstream_inference_completions_cost": 0.00116}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.58, "thoughts": "Economy solid, keep building weap and powr, continue training e3, then transition to tanks once weap ready.", "notes": "Enemy at (95,11). Weap+powr in progress, e3 training. Next: build tanks from weap, mass army, push east.", "commands": [{"do": "train", "item": "e3", "count": 2}], "feedback": ["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": 9600, "army_value": 1500, "income": 1500, "experience": 0, "order_count": 25}}
{"tick": 3601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $328 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.5%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e3 74%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(46,24)\n  e3 (Rocket Soldier) x5: #138@(91,15)* #141@(91,15)* #144@(91,15)* #146@(91,15)* #150@(90,13)*\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - build proc: started\n  - train 3x e3: queued\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: weap placed near base; building proc #2 next. #136 scouting to (12,16). e3 group defending base at (91,15).", "raw": "{\"thoughts\": \"Weap is ready to place, cash is tight but placing is free. Kept income flowing by sending the harvester back to mining and continuing the scout toward the likely enemy base. Infantry queue stays busy producing rocket soldiers.\", \"notes\": \"weap placed; proc #2 queued at 0%. Scout #136 heading to (12,16). e3 group defending (91,15). Build more harvesters/procs once cash allows.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[136],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":14},{\"do\":\"rally\",\"building\":122,\"x\":90,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1502, "completion_tokens": 599, "total_tokens": 2101, "cost": 0.000943608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000943608, "upstream_inference_prompt_cost": 0.000224808, "upstream_inference_completions_cost": 0.0007188}, "completion_tokens_details": {"reasoning_tokens": 428, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.46, "thoughts": "Weap is ready to place, cash is tight but placing is free. Kept income flowing by sending the harvester back to mining and continuing the scout toward the likely enemy base. Infantry queue stays busy producing rocket soldiers.", "notes": "weap placed; proc #2 queued at 0%. Scout #136 heading to (12,16). e3 group defending (91,15). Build more harvesters/procs once cash allows.", "commands": [{"do": "place", "item": "weap"}, {"do": "harvest", "unit": 132}, {"do": "move", "units": [136], "x": 12, "y": 16}, {"do": "rally", "building": 134, "x": 90, "y": 14}, {"do": "rally", "building": 122, "x": 90, "y": 14}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "move: 1 units", "rally #134: ordered", "rally #122: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1325, "experience": 0, "order_count": 33}}
{"tick": 3801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $304 + stored ore $226 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9900, army $4000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.2%.\nPRODUCTION: Building: weap 32%; Building: powr 0%; Infantry: e3 38%; 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\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 100%, #151 powr@(10,19) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(10,14)* #137@(13,13)* #139@(13,14)* #140@(10,14)* #142@(10,13)* #143@(13,13)*\n  e3 (Rocket Soldier) x4: #145@(10,13)* #149@(13,13)* #152@(11,14)* #155@(12,14)*\n  harv (Ore Truck (harvester)) x2: #131@(5,28) #148@(17,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Weap+powr in progress, e3 training. Next: build tanks from weap, mass army, push east.", "raw": "{\"thoughts\":\"Economy solid with 2 refineries, weap and powr building. Keep training rocket soldiers and queue more infantry/defense while waiting for war factory to finish.\",\"notes\":\"Enemy at (95,11). Weap+powr building. Once weap done, build tanks (3tnk needs fix - queue fix next). Mass army before pushing east.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2137, "completion_tokens": 171, "total_tokens": 2308, "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": 0.005984, "upstream_inference_prompt_cost": 0.004274, "upstream_inference_completions_cost": 0.00171}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "Economy solid with 2 refineries, weap and powr building. Keep training rocket soldiers and queue more infantry/defense while waiting for war factory to finish.", "notes": "Enemy at (95,11). Weap+powr building. Once weap done, build tanks (3tnk needs fix - queue fix next). Mass army before pushing east.", "commands": [{"do": "train", "item": "e3", "count": 2}], "feedback": ["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": 9900, "army_value": 1800, "income": 2000, "experience": 0, "order_count": 27}}
{"tick": 3801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 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 14.6%.\nPRODUCTION: Building: proc 15%; Infantry: e3 52%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(35,24)\n  e3 (Rocket Soldier) x6: #138@(91,15)* #141@(91,15)* #144@(91,15)* #146@(91,15)* #150@(90,13)* #154@(90,14)*\n  harv (Ore Truck (harvester)) x1: #132@(102,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - move: 1 units\n  - rally #134: ordered\n  - rally #122: ordered\nYOUR NOTES FROM LAST TURN: weap placed; proc #2 queued at 0%. Scout #136 heading to (12,16). e3 group defending (91,15). Build more harvesters/procs once cash allows.", "raw": "{\"thoughts\": \"Economy is starved ($0) with only one harvester; I'm reliant on the proc under construction. Keep queues full and pull my idle rocket soldiers back to cover the mining area near the harvester so I don't lose income.\", \"notes\": \"proc building (~15%); e3 group moving to defend harvester at (100,20). Scout #136 heading west to enemy (12,16). Need harv #2 + more power once cash comes in.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[138,141,144,146,150,154],\"x\":100,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":96,\"y\":16},{\"do\":\"rally\",\"building\":153,\"x\":96,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1558, "completion_tokens": 857, "total_tokens": 2415, "cost": 0.001270008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001270008, "upstream_inference_prompt_cost": 0.000241608, "upstream_inference_completions_cost": 0.0010284}, "completion_tokens_details": {"reasoning_tokens": 680, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.83, "thoughts": "Economy is starved ($0) with only one harvester; I'm reliant on the proc under construction. Keep queues full and pull my idle rocket soldiers back to cover the mining area near the harvester so I don't lose income.", "notes": "proc building (~15%); e3 group moving to defend harvester at (100,20). Scout #136 heading west to enemy (12,16). Need harv #2 + more power once cash comes in.", "commands": [{"do": "harvest", "unit": 132}, {"do": "move", "units": [138, 141, 144, 146, 150, 154], "x": 100, "y": 20}, {"do": "rally", "building": 134, "x": 96, "y": 16}, {"do": "rally", "building": 153, "x": 96, "y": 16}], "feedback": ["move: 6 units", "rally #134: ordered", "rally #153: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1475, "experience": 0, "order_count": 34}}
{"tick": 4001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10200, army $4300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: weap 46%; Building: powr 0%; Infantry: e3 27%; 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\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 100%, #151 powr@(10,19) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(10,14)* #137@(13,13)* #139@(13,14)* #140@(10,14)* #142@(10,13)* #143@(13,13)*\n  e3 (Rocket Soldier) x5: #145@(10,13)* #149@(13,13)* #152@(10,14)* #155@(12,14)* #156@(11,14)*\n  harv (Ore Truck (harvester)) x2: #131@(12,21) #148@(18,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Weap+powr building. Once weap done, build tanks (3tnk needs fix - queue fix next). Mass army before pushing east.", "raw": "{\"thoughts\":\"Economy solid, war factory building. Queue service depot after, keep training rocket soldiers, hold army near base.\",\"notes\":\"Enemy at (95,11). Weap+powr building; queue fix next then tanks. Mass army before pushing east.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2168, "completion_tokens": 131, "total_tokens": 2299, "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": 0.005646, "upstream_inference_prompt_cost": 0.004336, "upstream_inference_completions_cost": 0.00131}, "completion_tokens_details": {"reasoning_tokens": 17, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.23, "thoughts": "Economy solid, war factory building. Queue service depot after, keep training rocket soldiers, hold army near base.", "notes": "Enemy at (95,11). Weap+powr building; queue fix next then tanks. Mass army before pushing east.", "commands": [{"do": "train", "item": "e3", "count": 2}], "feedback": ["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": 10200, "army_value": 2100, "income": 2000, "experience": 0, "order_count": 29}}
{"tick": 4001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 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 16.3%.\nPRODUCTION: Building: proc 15%; Infantry: e3 52%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(26,20)\n  e3 (Rocket Soldier) x6: #138@(100,20) #141@(99,19) #144@(100,19) #146@(99,20) #150@(98,18) #154@(98,18)\n  harv (Ore Truck (harvester)) x1: #132@(102,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 6 units\n  - rally #134: ordered\n  - rally #153: ordered\nYOUR NOTES FROM LAST TURN: proc building (~15%); e3 group moving to defend harvester at (100,20). Scout #136 heading west to enemy (12,16). Need harv #2 + more power once cash comes in.", "raw": "{\"thoughts\":\"Economy is stalled at $0 with everything queued but unpaid. Harvester #132 is on ore at (102,21) so income should start flowing. Nothing to spend yet; keep production queues full and hold the rocket squad near the harvester.\",\"notes\":\"proc ~15%; e3 x6 defending harvester at (100,20); scout #136 heading west toward enemy at (12,16). Waiting for cash to add harv #2 + power.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1542, "completion_tokens": 467, "total_tokens": 2009, "cost": 0.000797208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000797208, "upstream_inference_prompt_cost": 0.000236808, "upstream_inference_completions_cost": 0.0005604}, "completion_tokens_details": {"reasoning_tokens": 337, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.66, "thoughts": "Economy is stalled at $0 with everything queued but unpaid. Harvester #132 is on ore at (102,21) so income should start flowing. Nothing to spend yet; keep production queues full and hold the rocket squad near the harvester.", "notes": "proc ~15%; e3 x6 defending harvester at (100,20); scout #136 heading west toward enemy at (12,16). Waiting for cash to add harv #2 + power.", "commands": [{"do": "harvest", "unit": 132}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1475, "experience": 0, "order_count": 34}}
{"tick": 4201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $116 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10200, army $4300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.4%.\nPRODUCTION: Building: weap 55%; Building: powr 0%; Infantry: e3 91%; 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\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 100%, #151 powr@(10,19) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(10,14)* #137@(13,13)* #139@(13,14) #140@(10,14)* #142@(10,13)* #143@(13,13)\n  e3 (Rocket Soldier) x5: #145@(10,13)* #149@(13,13) #152@(10,14)* #155@(12,14)* #156@(11,14)*\n  harv (Ore Truck (harvester)) x2: #131@(10,23) #148@(17,13)\nVISIBLE ENEMY UNITS (1):\n  #136 e1@(17,15) 40%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Weap+powr building; queue fix next then tanks. Mass army before pushing east.", "raw": "{\"thoughts\":\"Building weap and powr; keep training rocket soldiers. Enemy infantry scout nearby, ignore for now. Queue fix after weap completes.\",\"notes\":\"Enemy at (95,11). Weap+powr building; after weap, build fix then tanks. Keep training e3. Mass army before pushing east.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2184, "completion_tokens": 172, "total_tokens": 2356, "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": 0.006088, "upstream_inference_prompt_cost": 0.004368, "upstream_inference_completions_cost": 0.00172}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.38, "thoughts": "Building weap and powr; keep training rocket soldiers. Enemy infantry scout nearby, ignore for now. Queue fix after weap completes.", "notes": "Enemy at (95,11). Weap+powr building; after weap, build fix then tanks. Keep training e3. Mass army before pushing east.", "commands": [{"do": "train", "item": "e3", "count": 2}], "feedback": ["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": 10200, "army_value": 2100, "income": 2500, "experience": 0, "order_count": 31}}
{"tick": 4201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 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 17.7%.\nPRODUCTION: Building: proc 15%; Infantry: e3 52%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(17,15)40%\n  e3 (Rocket Soldier) x6: #138@(100,20)* #141@(100,20)* #144@(100,20)* #146@(100,20)* #150@(99,19)* #154@(100,20)*\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (1):\n  #148 harv@(17,13) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #147 proc@(15,15) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: proc ~15%; e3 x6 defending harvester at (100,20); scout #136 heading west toward enemy at (12,16). Waiting for cash to add harv #2 + power.", "raw": "{\"thoughts\": \"Economy is stalled at $0 cash with 1 harvester, so I need to keep the refinery queue going and make sure my truck is mining. My 6 rocket soldiers are idle near base; I'll send them attack-moving toward the visible enemy base (15,15) to kill the enemy harvester/refinery while I build up. My damaged scout is already there.\", \"notes\": \"Enemy base confirmed near (12-17,13-16) with proc#147 + harv#148. 6 e3 attack-moving west. proc building queue at 15%. Need 2nd harv + powr when cash allows. Keep e1 #136 scouting.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[138,141,144,146,150,154],\"x\":17,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":20},{\"do\":\"rally\",\"building\":153,\"x\":95,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1580, "completion_tokens": 1480, "total_tokens": 3060, "cost": 0.002024208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002024208, "upstream_inference_prompt_cost": 0.000248208, "upstream_inference_completions_cost": 0.001776}, "completion_tokens_details": {"reasoning_tokens": 1257, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.97, "thoughts": "Economy is stalled at $0 cash with 1 harvester, so I need to keep the refinery queue going and make sure my truck is mining. My 6 rocket soldiers are idle near base; I'll send them attack-moving toward the visible enemy base (15,15) to kill the enemy harvester/refinery while I build up. My damaged scout is already there.", "notes": "Enemy base confirmed near (12-17,13-16) with proc#147 + harv#148. 6 e3 attack-moving west. proc building queue at 15%. Need 2nd harv + powr when cash allows. Keep e1 #136 scouting.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [138, 141, 144, 146, 150, 154], "x": 17, "y": 14}, {"do": "rally", "building": 134, "x": 95, "y": 20}, {"do": "rally", "building": 153, "x": 95, "y": 20}], "feedback": ["attack_move: 6 units", "rally #134: ordered", "rally #153: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1475, "experience": 0, "order_count": 38}}
{"tick": 4401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $96 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10500, army $4600, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.5%.\nPRODUCTION: Building: weap 68%; Building: powr 0%; Infantry: e3 77%; 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\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(10,14)* #137@(13,13)* #139@(13,14)* #140@(10,14)* #142@(10,13)* #143@(13,13)*\n  e3 (Rocket Soldier) x6: #145@(10,13)* #149@(13,13)* #152@(10,14)* #155@(12,14)* #156@(12,14)* #157@(11,14)*\n  harv (Ore Truck (harvester)) x2: #131@(6,28) #148@(17,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Weap+powr building; after weap, build fix then tanks. Keep training e3. Mass army before pushing east.", "raw": "{\"thoughts\":\"Continue building economy and army. Keep training e3, queue fix after weap, and keep infantry grouped near base.\",\"notes\":\"Enemy at (95,11). Weap+powr building; after weap, build fix then tanks. Keep training e3. Mass army before pushing east.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2203, "completion_tokens": 122, "total_tokens": 2325, "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": 0.005626, "upstream_inference_prompt_cost": 0.004406, "upstream_inference_completions_cost": 0.00122}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.29, "thoughts": "Continue building economy and army. Keep training e3, queue fix after weap, and keep infantry grouped near base.", "notes": "Enemy at (95,11). Weap+powr building; after weap, build fix then tanks. Keep training e3. Mass army before pushing east.", "commands": [{"do": "train", "item": "e3", "count": 2}], "feedback": ["train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10500, "army_value": 2400, "income": 3000, "experience": 1, "order_count": 33}}
{"tick": 4401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 19.3%.\nPRODUCTION: Building: proc 20%; Infantry: e3 72%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x6: #138@(92,24) #141@(91,24) #144@(92,24) #146@(91,24) #150@(91,24) #154@(92,24)\n  harv (Ore Truck (harvester)) x1: #132@(105,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - rally #134: ordered\n  - rally #153: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed near (12-17,13-16) with proc#147 + harv#148. 6 e3 attack-moving west. proc building queue at 15%. Need 2nd harv + powr when cash allows. Keep e1 #136 scouting.", "raw": "{\"thoughts\": \"Cash is at $0 so production is stalled; the harvester is my lifeline. Building queue has proc at 20%. My 6 rocket soldiers should push west to find and hit the enemy base near (12,16).\",\"notes\": \"Enemy base near (12-16,13-16). 6 e3 group attack-moving west to (13,16). Harvester #132 mining at (105,19). Need proc #2 finished, then powr, then 2nd harv. Cash-starved - prioritize economy.\",\"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[138,141,144,146,150,154],\"x\":13,\"y\":16},{\"do\":\"rally\",\"building\":153,\"x\":90,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1566, "completion_tokens": 699, "total_tokens": 2265, "cost": 0.001082808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001082808, "upstream_inference_prompt_cost": 0.000244008, "upstream_inference_completions_cost": 0.0008388}, "completion_tokens_details": {"reasoning_tokens": 521, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.23, "thoughts": "Cash is at $0 so production is stalled; the harvester is my lifeline. Building queue has proc at 20%. My 6 rocket soldiers should push west to find and hit the enemy base near (12,16).", "notes": "Enemy base near (12-16,13-16). 6 e3 group attack-moving west to (13,16). Harvester #132 mining at (105,19). Need proc #2 finished, then powr, then 2nd harv. Cash-starved - prioritize economy.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [138, 141, 144, 146, 150, 154], "x": 13, "y": 16}, {"do": "rally", "building": 153, "x": 90, "y": 20}], "feedback": ["attack_move: 6 units", "rally #153: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 1600, "experience": 0, "order_count": 38}}
{"tick": 4601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10500, army $4600, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.8%.\nPRODUCTION: Building: weap 71%; Building: powr 0%; Infantry: e3 93%; Infantry: e3 0%; 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\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(10,14)* #137@(13,13)* #139@(13,14)* #140@(10,14)* #142@(10,13)* #143@(13,13)*\n  e3 (Rocket Soldier) x6: #145@(10,13)* #149@(13,13)* #152@(10,14)* #155@(12,14)* #156@(12,14)* #157@(11,14)*\n  harv (Ore Truck (harvester)) x2: #131@(14,21) #148@(15,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Weap+powr building; after weap, build fix then tanks. Keep training e3. Mass army before pushing east.", "raw": "{\"thoughts\":\"Economy solid, war factory almost done. Keep training rocket soldiers and queue fix depot after weap. Group idle infantry defensively for now.\",\"notes\":\"Enemy at (95,11). After weap finishes, build fix then start tanks (3tnk). Keep training e3/e1. Mass army before pushing east.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2225, "completion_tokens": 160, "total_tokens": 2385, "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": 0.00605, "upstream_inference_prompt_cost": 0.00445, "upstream_inference_completions_cost": 0.0016}, "completion_tokens_details": {"reasoning_tokens": 21, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.99, "thoughts": "Economy solid, war factory almost done. Keep training rocket soldiers and queue fix depot after weap. Group idle infantry defensively for now.", "notes": "Enemy at (95,11). After weap finishes, build fix then start tanks (3tnk). Keep training e3/e1. Mass army before pushing east.", "commands": [{"do": "train", "item": "e3", "count": 2}], "feedback": ["train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10500, "army_value": 2400, "income": 3000, "experience": 1, "order_count": 35}}
{"tick": 4601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 20.7%.\nPRODUCTION: Building: proc 20%; Infantry: e3 72%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x6: #138@(82,27) #141@(82,26) #144@(83,27) #146@(82,27) #150@(81,26) #154@(83,27)\n  harv (Ore Truck (harvester)) x1: #132@(102,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - rally #153: ordered\nYOUR NOTES FROM LAST TURN: Enemy base near (12-16,13-16). 6 e3 group attack-moving west to (13,16). Harvester #132 mining at (105,19). Need proc #2 finished, then powr, then 2nd harv. Cash-starved - prioritize economy.", "raw": "{\"thoughts\": \"Cash-starved at $0 with proc nearly done. My 6 rocket soldiers are en route to the enemy base; I'll keep them pushing west while the economy recovers. Nothing affordable to build right now.\", \"notes\": \"Enemy base ~(12-16,13-16). 6 e3 attacking west. proc 20% building. Prioritize economy: proc->powr->2nd harv once cash flows. Cash $0.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[138,141,144,146,150,154],\"x\":20,\"y\":16},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1560, "completion_tokens": 402, "total_tokens": 1962, "cost": 0.000724608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000724608, "upstream_inference_prompt_cost": 0.000242208, "upstream_inference_completions_cost": 0.0004824}, "completion_tokens_details": {"reasoning_tokens": 259, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.48, "thoughts": "Cash-starved at $0 with proc nearly done. My 6 rocket soldiers are en route to the enemy base; I'll keep them pushing west while the economy recovers. Nothing affordable to build right now.", "notes": "Enemy base ~(12-16,13-16). 6 e3 attacking west. proc 20% building. Prioritize economy: proc->powr->2nd harv once cash flows. Cash $0.", "commands": [{"do": "attack_move", "units": [138, 141, 144, 146, 150, 154], "x": 20, "y": 16}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 1600, "experience": 0, "order_count": 38}}
{"tick": 4801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10800, army $4900, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.8%.\nPRODUCTION: Building: weap 83%; Building: powr 0%; Infantry: e3 76%; Infantry: e3 0%; Infantry: e3 0%; 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\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(10,14)* #137@(13,13)* #139@(13,14)* #140@(10,14)* #142@(10,13)* #143@(13,13)*\n  e3 (Rocket Soldier) x7: #145@(10,13)* #149@(13,13)* #152@(10,14)* #155@(11,14)* #156@(13,14)* #157@(11,14)* #160@(12,14)*\n  harv (Ore Truck (harvester)) x2: #131@(9,26) #148@(16,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). After weap finishes, build fix then start tanks (3tnk). Keep training e3/e1. Mass army before pushing east.", "raw": "{\"thoughts\":\"Economy healthy, weap almost done. Continue training e3, plan fix and tanks next. Keep infantry grouped near base for now.\",\"notes\":\"Enemy at (95,11). After weap finishes, build fix then start 3tnk production. Keep training e3. Group army near base, push east once tanks ready.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2249, "completion_tokens": 134, "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": 0.005838, "upstream_inference_prompt_cost": 0.004498, "upstream_inference_completions_cost": 0.00134}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.87, "thoughts": "Economy healthy, weap almost done. Continue training e3, plan fix and tanks next. Keep infantry grouped near base for now.", "notes": "Enemy at (95,11). After weap finishes, build fix then start 3tnk production. Keep training e3. Group army near base, push east once tanks ready.", "commands": [{"do": "train", "item": "e3", "count": 2}], "feedback": ["train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 2700, "income": 3500, "experience": 1, "order_count": 37}}
{"tick": 4801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $253 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 21.4%.\nPRODUCTION: Building: proc 29%; Infantry: e3 13%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x7: #138@(73,25) #141@(73,24) #144@(74,25) #146@(73,24) #150@(73,24) #154@(74,25) #161@(92,10)\n  harv (Ore Truck (harvester)) x1: #132@(99,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(12-16,13-16). 6 e3 attacking west. proc 20% building. Prioritize economy: proc->powr->2nd harv once cash flows. Cash $0.", "raw": "{\"thoughts\": \"Economy is starved at $0, so my priority is getting the harvester mining and letting the second refinery finish for a free harvester. The 6 rocket soldiers are advancing west toward the enemy base; I'll keep them probing while I hold position otherwise.\", \"notes\": \"Enemy base ~(12-16,13-16). 6 e3 forward at (73,24) moving west. proc #2 at 29%. Cash $0 - wait for harv income. Next: powr, then 2nd harv/weap units.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132}, {\"do\":\"rally\",\"building\":153,\"x\":85,\"y\":15}, {\"do\":\"attack_move\",\"units\":[138,141,144,146,150,154],\"x\":60,\"y\":22}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1538, "completion_tokens": 613, "total_tokens": 2151, "cost": 0.000971208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000971208, "upstream_inference_prompt_cost": 0.000235608, "upstream_inference_completions_cost": 0.0007356}, "completion_tokens_details": {"reasoning_tokens": 428, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.81, "thoughts": "Economy is starved at $0, so my priority is getting the harvester mining and letting the second refinery finish for a free harvester. The 6 rocket soldiers are advancing west toward the enemy base; I'll keep them probing while I hold position otherwise.", "notes": "Enemy base ~(12-16,13-16). 6 e3 forward at (73,24) moving west. proc #2 at 29%. Cash $0 - wait for harv income. Next: powr, then 2nd harv/weap units.", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 153, "x": 85, "y": 15}, {"do": "attack_move", "units": [138, 141, 144, 146, 150, 154], "x": 60, "y": 22}], "feedback": ["rally #153: ordered", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2100, "experience": 0, "order_count": 38}}
{"tick": 5001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $108 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $11100, army $5200, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7%.\nPRODUCTION: Building: weap 93%; Building: powr 0%; Infantry: e3 42%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(10,14)* #137@(13,13)* #139@(13,14)* #140@(10,14)* #142@(10,13)* #143@(13,13)*\n  e3 (Rocket Soldier) x8: #145@(10,13)* #149@(13,13)* #152@(10,14)* #155@(11,14)* #156@(13,14)* #157@(11,14)* #160@(11,14)* #162@(12,14)*\n  harv (Ore Truck (harvester)) x2: #131@(9,29) #148@(17,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). After weap finishes, build fix then start 3tnk production. Keep training e3. Group army near base, push east once tanks ready.", "raw": "{\"thoughts\":\"Weap almost done; queue fix next, keep e3 training rolling, group idle army for eventual push.\",\"notes\":\"Enemy at (95,11). After weap finishes place it, then build fix, then start 3tnk production. Keep training e3/e1. Group army near base at (13,14), push east once tanks ready.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2267, "completion_tokens": 201, "total_tokens": 2468, "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": 0.006544, "upstream_inference_prompt_cost": 0.004534, "upstream_inference_completions_cost": 0.00201}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.38, "thoughts": "Weap almost done; queue fix next, keep e3 training rolling, group idle army for eventual push.", "notes": "Enemy at (95,11). After weap finishes place it, then build fix, then start 3tnk production. Keep training e3/e1. Group army near base at (13,14), push east once tanks ready.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 2x e3: queued", "stance: 14 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11100, "army_value": 3000, "income": 4000, "experience": 1, "order_count": 39}}
{"tick": 5001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 21.7%.\nPRODUCTION: Building: proc 38%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x7: #138@(63,23) #141@(63,22) #144@(64,23) #146@(63,22) #150@(63,22) #154@(64,23) #161@(95,19)\n  harv (Ore Truck (harvester)) x1: #132@(106,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #153: ordered\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(12-16,13-16). 6 e3 forward at (73,24) moving west. proc #2 at 29%. Cash $0 - wait for harv income. Next: powr, then 2nd harv/weap units.", "raw": "{\"thoughts\": \"Economy stalled at $0 but prod queues are busy (proc 38%, e3 55%). Keep harvester mining and push the forward e3 group west toward the enemy base. Queue more rocket soldiers since we have no cash but production flows.\", \"notes\": \"Enemy base ~(12,16). 6 e3 moving west at (63,23). proc #2 building, next queue powr. Keep harv mining, spam e3.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rattack_move\",\"units\":[138,141,144,146,150,154],\"x\":45,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":20},{\"do\":\"rally\",\"building\":153,\"x\":80,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1559, "completion_tokens": 532, "total_tokens": 2091, "cost": 0.000880308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000880308, "upstream_inference_prompt_cost": 0.000241908, "upstream_inference_completions_cost": 0.0006384}, "completion_tokens_details": {"reasoning_tokens": 342, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.18, "thoughts": "Economy stalled at $0 but prod queues are busy (proc 38%, e3 55%). Keep harvester mining and push the forward e3 group west toward the enemy base. Queue more rocket soldiers since we have no cash but production flows.", "notes": "Enemy base ~(12,16). 6 e3 moving west at (63,23). proc #2 building, next queue powr. Keep harv mining, spam e3.", "commands": [{"do": "harvest", "unit": 132}, {"do": "train", "item": "e3", "count": 3}, {"do": "rattack_move", "units": [138, 141, 144, 146, 150, 154], "x": 45, "y": 20}, {"do": "rally", "building": 134, "x": 80, "y": 20}, {"do": "rally", "building": 153, "x": 80, "y": 20}], "feedback": ["train 3x e3: queued", "unknown command 'rattack_move'", "rally #134: ordered", "rally #153: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2100, "experience": 0, "order_count": 38}}
{"tick": 5201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $11100, army $5200, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.3%.\nPRODUCTION: Building: weap 96%; Building: powr 0%; Infantry: e3 60%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(10,14)* #137@(13,13)* #139@(13,14)* #140@(10,14)* #142@(10,13)* #143@(13,13)*\n  e3 (Rocket Soldier) x8: #145@(10,13)* #149@(13,13)* #152@(10,14)* #155@(11,14)* #156@(13,14)* #157@(11,14)* #160@(11,14)* #162@(12,14)*\n  harv (Ore Truck (harvester)) x2: #131@(13,22) #148@(16,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - stance: 14 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). After weap finishes place it, then build fix, then start 3tnk production. Keep training e3/e1. Group army near base at (13,14), push east once tanks ready.", "raw": "{\"thoughts\":\"War factory almost ready; once placed I'll build fix then start heavy tanks. Keep infantry training queued and hold army near base until tanks are ready for a coordinated push.\",\"notes\":\"Enemy at (95,11). Place weap when ready, then build fix, then start 3tnk production. Keep training e3. Army idle at base (13,14), wait for tanks before pushing east.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2313, "completion_tokens": 204, "total_tokens": 2517, "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": 0.006666, "upstream_inference_prompt_cost": 0.004626, "upstream_inference_completions_cost": 0.00204}, "completion_tokens_details": {"reasoning_tokens": 50, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.89, "thoughts": "War factory almost ready; once placed I'll build fix then start heavy tanks. Keep infantry training queued and hold army near base until tanks are ready for a coordinated push.", "notes": "Enemy at (95,11). Place weap when ready, then build fix, then start 3tnk production. Keep training e3. Army idle at base (13,14), wait for tanks before pushing east.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11100, "army_value": 3000, "income": 4000, "experience": 1, "order_count": 41}}
{"tick": 5201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 21.9%.\nPRODUCTION: Building: proc 38%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x7: #138@(61,22)* #141@(61,22)* #144@(62,22)* #146@(61,22)* #150@(61,22)* #154@(61,22)* #161@(95,20)*\n  harv (Ore Truck (harvester)) x1: #132@(101,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\n  - unknown command 'rattack_move'\n  - rally #134: ordered\n  - rally #153: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). 6 e3 moving west at (63,23). proc #2 building, next queue powr. Keep harv mining, spam e3.", "raw": "{\"thoughts\": \"Economy is starved ($0, 1 harvester) so I must get the new refinery online and keep the harvester mining. My idle rocket soldiers are doing nothing, so I'll push them west to scout and harass toward the enemy base while production continues.\", \"notes\": \"Enemy base ~(12,16). e3 group (138,141,144,146,150,154,161) advancing west to ~(35,20) as attack_move. proc #2 at 38%. Need more harvesters/economy once cash allows.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[138,141,144,146,150,154,161],\"x\":35,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":18},{\"do\":\"rally\",\"building\":153,\"x\":80,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1581, "completion_tokens": 793, "total_tokens": 2374, "cost": 0.001200108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001200108, "upstream_inference_prompt_cost": 0.000248508, "upstream_inference_completions_cost": 0.0009516}, "completion_tokens_details": {"reasoning_tokens": 594, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.31, "thoughts": "Economy is starved ($0, 1 harvester) so I must get the new refinery online and keep the harvester mining. My idle rocket soldiers are doing nothing, so I'll push them west to scout and harass toward the enemy base while production continues.", "notes": "Enemy base ~(12,16). e3 group (138,141,144,146,150,154,161) advancing west to ~(35,20) as attack_move. proc #2 at 38%. Need more harvesters/economy once cash allows.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [138, 141, 144, 146, 150, 154, 161], "x": 35, "y": 20}, {"do": "rally", "building": 134, "x": 80, "y": 18}, {"do": "rally", "building": 153, "x": 80, "y": 18}], "feedback": ["attack_move: 7 units", "rally #134: ordered", "rally #153: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2100, "experience": 0, "order_count": 41}}
{"tick": 5401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $188 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $11400, army $5500, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.3%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Building: powr 0%; 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%\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(10,14)* #137@(13,13)* #139@(13,14)* #140@(10,14)* #142@(10,13)* #143@(13,13)*\n  e3 (Rocket Soldier) x9: #145@(10,13)* #149@(13,13)* #152@(10,14)* #155@(11,14)* #156@(13,14)* #157@(11,14)* #160@(11,14)* #162@(11,14)* #163@(12,14)*\n  harv (Ore Truck (harvester)) x2: #131@(10,26) #148@(17,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Place weap when ready, then build fix, then start 3tnk production. Keep training e3. Army idle at base (13,14), wait for tanks before pushing east.", "raw": "{\"thoughts\":\"Place war factory, keep building power and troops, start scouting toward enemy base with idle army group.\",\"notes\":\"Enemy at (95,11). Place weap, then fix, then 3tnk production. Army idle at (13,14); send a scouting group east while main force builds up.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":60,\"y\":13}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2310, "completion_tokens": 183, "total_tokens": 2493, "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": 0.00645, "upstream_inference_prompt_cost": 0.00462, "upstream_inference_completions_cost": 0.00183}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.47, "thoughts": "Place war factory, keep building power and troops, start scouting toward enemy base with idle army group.", "notes": "Enemy at (95,11). Place weap, then fix, then 3tnk production. Army idle at (13,14); send a scouting group east while main force builds up.", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "fix"}, {"do": "attack_move", "units": "idle_army", "x": 60, "y": 13}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)", "attack_move: 15 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11400, "army_value": 3300, "income": 4000, "experience": 1, "order_count": 42}}
{"tick": 5401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $241 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 22%.\nPRODUCTION: Building: proc 39%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x7: #138@(59,28) #141@(59,28) #144@(58,28) #146@(59,28) #150@(59,28) #154@(59,28) #161@(86,26)\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - rally #134: ordered\n  - rally #153: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). e3 group (138,141,144,146,150,154,161) advancing west to ~(35,20) as attack_move. proc #2 at 38%. Need more harvesters/economy once cash allows.", "raw": "{\"thoughts\": \"Cash is empty so production is stalled; harvester is mining. I'll keep pushing the 7 rocket soldiers west toward the enemy base at (12,16) to scout and harass.\", \"notes\": \"Enemy base ~(12,16). e3 squad advancing west. proc#2 at 38%. Once proc done, build powr then more harvesters. Infantry queues stalled at $0 - will fill as ore comes in.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[138,141,144,146,150,154,161],\"x\":30,\"y\":20},{\"do\":\"set_rally\",\"building\":134,\"x\":70,\"y\":20},{\"do\":\"set_rally\",\"building\":153,\"x\":70,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1584, "completion_tokens": 522, "total_tokens": 2106, "cost": 0.000875808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000875808, "upstream_inference_prompt_cost": 0.000249408, "upstream_inference_completions_cost": 0.0006264}, "completion_tokens_details": {"reasoning_tokens": 354, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "Cash is empty so production is stalled; harvester is mining. I'll keep pushing the 7 rocket soldiers west toward the enemy base at (12,16) to scout and harass.", "notes": "Enemy base ~(12,16). e3 squad advancing west. proc#2 at 38%. Once proc done, build powr then more harvesters. Infantry queues stalled at $0 - will fill as ore comes in.", "commands": [{"do": "attack_move", "units": [138, 141, 144, 146, 150, 154, 161], "x": 30, "y": 20}, {"do": "set_rally", "building": 134, "x": 70, "y": 20}, {"do": "set_rally", "building": 153, "x": 70, "y": 20}], "feedback": ["attack_move: 7 units", "unknown command 'set_rally'", "unknown command 'set_rally'"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 1900, "experience": 0, "order_count": 41}}
{"tick": 5601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $68 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13700, army $5800, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.5%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Infantry: e3 44%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%, #164 weap@(7,16) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(19,15) #137@(21,17) #139@(22,18) #140@(18,15) #142@(18,14) #143@(22,17)\n  e3 (Rocket Soldier) x10: #145@(18,14) #149@(22,18) #152@(18,15) #155@(20,16) #156@(21,18) #157@(20,15) #160@(20,16) #162@(20,16) #163@(20,16) #166@(12,14)*\n  harv (Ore Truck (harvester)) x2: #131@(6,28) #148@(18,12)\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 fix: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - attack_move: 15 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Place weap, then fix, then 3tnk production. Army idle at (13,14); send a scouting group east while main force builds up.", "raw": "{\"thoughts\":\"Solid economy, army building up. Place power plant, keep training rocket soldiers, start fix depot for tanks, and continue pushing scouting force east toward enemy base.\",\"notes\":\"Enemy at (95,11). Army group of e1/e3 near (18-22,14-18), moving east to scout/harass. Build fix depot next, then weap tanks (3tnk). Keep e3 production going.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":60,\"y\":13}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2434, "completion_tokens": 233, "total_tokens": 2667, "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": 0.007198, "upstream_inference_prompt_cost": 0.004868, "upstream_inference_completions_cost": 0.00233}, "completion_tokens_details": {"reasoning_tokens": 32, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.36, "thoughts": "Solid economy, army building up. Place power plant, keep training rocket soldiers, start fix depot for tanks, and continue pushing scouting force east toward enemy base.", "notes": "Enemy at (95,11). Army group of e1/e3 near (18-22,14-18), moving east to scout/harass. Build fix depot next, then weap tanks (3tnk). Keep e3 production going.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "fix"}, {"do": "attack_move", "units": "all_army", "x": 60, "y": 13}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build fix: started", "attack_move: 16 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13700, "army_value": 3600, "income": 4500, "experience": 1, "order_count": 43}}
{"tick": 5601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 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 22.4%.\nPRODUCTION: Building: proc 56%; Infantry: e3 38%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x8: #138@(48,28) #141@(49,28) #144@(47,28) #146@(49,28) #150@(49,28) #154@(49,28) #161@(78,25) #165@(87,11)\n  harv (Ore Truck (harvester)) x1: #132@(103,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - unknown command 'set_rally'\n  - unknown command 'set_rally'\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). e3 squad advancing west. proc#2 at 38%. Once proc done, build powr then more harvesters. Infantry queues stalled at $0 - will fill as ore comes in.", "raw": "{\"thoughts\": \"Economy is completely stalled at $0 with only one harvester, so the priority is getting ore flowing and keeping the single harvester mining. The 8 Rocket Soldiers are overkill for now; I'll push the western squad toward the suspected enemy base to scout while keeping one back near home. Building queue has proc at 56% which will help income.\", \"notes\": \"Enemy base ~(12,16). e3 squad (7x) pushing west to probe/scout. One e3 #165 guarding home at (87,11). proc nearly done - then build powr or 2nd harv when cash allows. Need cash before training anything. weap rally set near base.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[138,141,144,146,150,154],\"x\":30,\"y\":20},{\"do\":\"stop\",\"units\":[161]},{\"do\":\"rally\",\"building\":153,\"x\":90,\"y\":15},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1579, "completion_tokens": 861, "total_tokens": 2440, "cost": 0.001281108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001281108, "upstream_inference_prompt_cost": 0.000247908, "upstream_inference_completions_cost": 0.0010332}, "completion_tokens_details": {"reasoning_tokens": 628, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.74, "thoughts": "Economy is completely stalled at $0 with only one harvester, so the priority is getting ore flowing and keeping the single harvester mining. The 8 Rocket Soldiers are overkill for now; I'll push the western squad toward the suspected enemy base to scout while keeping one back near home. Building queue has proc at 56% which will help income.", "notes": "Enemy base ~(12,16). e3 squad (7x) pushing west to probe/scout. One e3 #165 guarding home at (87,11). proc nearly done - then build powr or 2nd harv when cash allows. Need cash before training anything. weap rally set near base.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [138, 141, 144, 146, 150, 154], "x": 30, "y": 20}, {"do": "stop", "units": [161]}, {"do": "rally", "building": 153, "x": 90, "y": 15}, {"do": "rally", "building": 134, "x": 92, "y": 14}], "feedback": ["attack_move: 6 units", "stop: 1 units", "rally #153: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2100, "experience": 0, "order_count": 41}}
{"tick": 5801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 / 110 used, harvesters 2.\nSCORE: assets $14000, army $5800, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.1%.\nPRODUCTION: Building: fix 2%; Building: powr 0%; 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%\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%, #164 weap@(7,16) 100%, #167 powr@(14,13) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(28,21) #137@(30,23) #139@(30,23) #140@(27,20) #142@(27,20) #143@(31,23)\n  e3 (Rocket Soldier) x10: #145@(27,20) #149@(30,23) #152@(27,21) #155@(29,22) #156@(30,24) #157@(29,21) #160@(29,22) #162@(29,22) #163@(29,22) #166@(21,17)\n  harv (Ore Truck (harvester)) x2: #131@(14,20) #148@(19,6)\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 fix: started\n  - attack_move: 16 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army group of e1/e3 near (18-22,14-18), moving east to scout/harass. Build fix depot next, then weap tanks (3tnk). Keep e3 production going.", "raw": "{\"thoughts\":\"Army is grouped mid-map, continue attack move east toward enemy base. Keep production flowing - more e3, build fix depot then tanks.\",\"notes\":\"Enemy at (95,11). Army group ~16 units near (27-31,20-24), continuing attack_move east. Fix depot building, then queue 3tnk from weap. Keep e3 production going, build second harv soon.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2436, "completion_tokens": 234, "total_tokens": 2670, "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": 0.007212, "upstream_inference_prompt_cost": 0.004872, "upstream_inference_completions_cost": 0.00234}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.75, "thoughts": "Army is grouped mid-map, continue attack move east toward enemy base. Keep production flowing - more e3, build fix depot then tanks.", "notes": "Enemy at (95,11). Army group ~16 units near (27-31,20-24), continuing attack_move east. Fix depot building, then queue 3tnk from weap. Keep e3 production going, build second harv soon.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "build", "item": "powr"}], "feedback": ["attack_move: 16 units", "train 3x e3: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14000, "army_value": 3600, "income": 4500, "experience": 1, "order_count": 45}}
{"tick": 5801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 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 22.8%.\nPRODUCTION: Building: proc 56%; Infantry: e3 38%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x8: #138@(39,23) #141@(40,22) #144@(38,22) #146@(40,23) #150@(40,23) #154@(40,23) #161@(77,25)* #165@(78,15)\n  harv (Ore Truck (harvester)) x1: #132@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - stop: 1 units\n  - rally #153: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). e3 squad (7x) pushing west to probe/scout. One e3 #165 guarding home at (87,11). proc nearly done - then build powr or 2nd harv when cash allows. Need cash before training anything. weap rally set near base.", "raw": "{\"thoughts\": \"Cash is empty and only one harvester, so everything waits on the harvester/proc. Keep the proc building; send the rocket squad west to scout toward the enemy base at (12,16) while keeping two back to guard home.\", \"notes\": \"Enemy base ~(12,16). West e3 squad (6) scouting. #161@(77,25), #165@(78,15) guard home. proc 56% - place when ready, then powr or 2nd harv when cash allows.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [138, 141, 144, 146, 150, 154], \"x\": 30, \"y\": 18}, {\"do\": \"move\", \"units\": [161], \"x\": 85, \"y\": 20}, {\"do\": \"stop\", \"units\": [165]}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1603, "completion_tokens": 618, "total_tokens": 2221, "cost": 0.000996708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000996708, "upstream_inference_prompt_cost": 0.000255108, "upstream_inference_completions_cost": 0.0007416}, "completion_tokens_details": {"reasoning_tokens": 416, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.83, "thoughts": "Cash is empty and only one harvester, so everything waits on the harvester/proc. Keep the proc building; send the rocket squad west to scout toward the enemy base at (12,16) while keeping two back to guard home.", "notes": "Enemy base ~(12,16). West e3 squad (6) scouting. #161@(77,25), #165@(78,15) guard home. proc 56% - place when ready, then powr or 2nd harv when cash allows.", "commands": [{"do": "attack_move", "units": [138, 141, 144, 146, 150, 154], "x": 30, "y": 18}, {"do": "move", "units": [161], "x": 85, "y": 20}, {"do": "stop", "units": [165]}], "feedback": ["attack_move: 6 units", "move: 1 units", "stop: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2100, "experience": 0, "order_count": 41}}
{"tick": 6001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 300 made / 110 used, harvesters 2.\nSCORE: assets $14300, army $6100, killed $1300 (5 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.9%.\nPRODUCTION: Building: fix 23%; Building: powr 0%; Building: powr 0%; Infantry: e3 39%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%, #164 weap@(7,16) 100%, #167 powr@(14,13) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(34,24) #137@(36,24)98% #139@(35,24)75% #140@(34,24) #142@(34,23) #143@(36,24)63%\n  e3 (Rocket Soldier) x11: #145@(33,24) #149@(36,24)91% #152@(34,23) #155@(33,24) #156@(36,24)97% #157@(33,24) #160@(34,24) #162@(34,24) #163@(34,24) #166@(30,23) #168@(12,14)*\n  harv (Ore Truck (harvester)) x2: #131@(8,26) #148@(17,15)\nVISIBLE ENEMY UNITS (2):\n  #141 e3@(36,20) 58%, #154 e3@(36,20) 16%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 16 units\n  - train 3x e3: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army group ~16 units near (27-31,20-24), continuing attack_move east. Fix depot building, then queue 3tnk from weap. Keep e3 production going, build second harv soon.", "raw": "{\"thoughts\":\"Army is gathered near (33-36,24), pushing toward enemy at (95,11). Keep attack_move going, continue production of e3 and buildings, add harvester for economy.\",\"notes\":\"Enemy at (95,11). Army ~17 units near (33-36,24), advancing east toward enemy base. Keep queuing e3, build fix depot then 3tnk. Build 2nd harvester when cash allows.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":148}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2502, "completion_tokens": 241, "total_tokens": 2743, "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": 0.007414, "upstream_inference_prompt_cost": 0.005004, "upstream_inference_completions_cost": 0.00241}, "completion_tokens_details": {"reasoning_tokens": 18, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.71, "thoughts": "Army is gathered near (33-36,24), pushing toward enemy at (95,11). Keep attack_move going, continue production of e3 and buildings, add harvester for economy.", "notes": "Enemy at (95,11). Army ~17 units near (33-36,24), advancing east toward enemy base. Keep queuing e3, build fix depot then 3tnk. Build 2nd harvester when cash allows.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 148}], "feedback": ["attack_move: 1 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 0, "units_killed": 5, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14300, "army_value": 3900, "income": 4500, "experience": 13, "order_count": 49}}
{"tick": 6001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2300, killed $0 (0 units, 0 bldgs), lost $1300 (5 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: Building: proc 56%; Infantry: e3 38%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #141@(36,20)58% #154@(36,20)16% #161@(85,25) #165@(78,16)*\n  harv (Ore Truck (harvester)) x1: #132@(99,13)\nVISIBLE ENEMY UNITS (6):\n  #137 e1@(36,24) 98%, #142 e1@(34,23) 100%, #143 e1@(36,24) 63%, #149 e3@(36,24) 91%, #152 e3@(34,23) 100%, #156 e3@(36,24) 97%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - move: 1 units\n  - stop: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). West e3 squad (6) scouting. #161@(77,25), #165@(78,15) guard home. proc 56% - place when ready, then powr or 2nd harv when cash allows.", "raw": "{\"thoughts\": \"Economy is starved ($0) with only 1 harvester, so getting the proc placed and harvesters running is priority. West scout squad is outnumbered and two e3 are badly hurt - pull them home to heal near base rather than feed the enemy kills.\", \"notes\": \"Enemy base ~(12,16); enemy infantry cluster near (35,23). Retreat damaged e3 #141/#154 to base. Proc 56% -> place ASAP for 2nd harvester. Keep #161/#165 guarding home/harvester.\", \"commands\": [{\"do\":\"move\",\"units\":[141,154],\"x\":88,\"y\":14},{\"do\":\"stop\",\"units\":[161]},{\"do\":\"move\",\"units\":[165],\"x\":85,\"y\":18},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1639, "completion_tokens": 559, "total_tokens": 2198, "cost": 0.000936708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000936708, "upstream_inference_prompt_cost": 0.000265908, "upstream_inference_completions_cost": 0.0006708}, "completion_tokens_details": {"reasoning_tokens": 381, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.77, "thoughts": "Economy is starved ($0) with only 1 harvester, so getting the proc placed and harvesters running is priority. West scout squad is outnumbered and two e3 are badly hurt - pull them home to heal near base rather than feed the enemy kills.", "notes": "Enemy base ~(12,16); enemy infantry cluster near (35,23). Retreat damaged e3 #141/#154 to base. Proc 56% -> place ASAP for 2nd harvester. Keep #161/#165 guarding home/harvester.", "commands": [{"do": "move", "units": [141, 154], "x": 88, "y": 14}, {"do": "stop", "units": [161]}, {"do": "move", "units": [165], "x": 85, "y": 18}, {"do": "harvest", "unit": 132}], "feedback": ["move: 2 units", "stop: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1300, "units_killed": 0, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8500, "army_value": 1200, "income": 1600, "experience": 0, "order_count": 41}}
{"tick": 6201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 / 110 used, harvesters 2.\nSCORE: assets $14600, army $6400, killed $1900 (7 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.6%.\nPRODUCTION: Building: fix 44%; Building: powr 0%; Building: powr 0%; Infantry: e3 23%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%, #164 weap@(7,16) 100%, #167 powr@(14,13) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(43,24) #137@(45,24)98% #139@(44,24)65% #140@(44,24) #142@(44,24) #143@(47,24)63%\n  e3 (Rocket Soldier) x12: #145@(42,24) #149@(45,24)91% #152@(43,24) #155@(42,24) #156@(45,24)96% #157@(43,24) #160@(44,24) #162@(44,24) #163@(43,24) #166@(40,24) #168@(21,17) #169@(11,14)*\n  harv (Ore Truck (harvester)) x2: #131@(5,28) #148@(17,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army ~17 units near (33-36,24), advancing east toward enemy base. Keep queuing e3, build fix depot then 3tnk. Build 2nd harvester when cash allows.", "raw": "{\"thoughts\":\"Army is grouped around (42-47,24), advancing toward enemy at (95,11). Continue attack_move with full army, keep training e3 and building infrastructure.\",\"notes\":\"Enemy at (95,11). Army ~18 units near (42-47,24), advancing NE toward enemy base. Keep queuing e3, finish fix depot then build 3tnk from weap. Build 2nd harvester when cash allows.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2496, "completion_tokens": 217, "total_tokens": 2713, "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": 0.007162, "upstream_inference_prompt_cost": 0.004992, "upstream_inference_completions_cost": 0.00217}, "completion_tokens_details": {"reasoning_tokens": 21, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.96, "thoughts": "Army is grouped around (42-47,24), advancing toward enemy at (95,11). Continue attack_move with full army, keep training e3 and building infrastructure.", "notes": "Enemy at (95,11). Army ~18 units near (42-47,24), advancing NE toward enemy base. Keep queuing e3, finish fix depot then build 3tnk from weap. Build 2nd harvester when cash allows.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 18 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 0, "units_killed": 7, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14600, "army_value": 4200, "income": 5000, "experience": 19, "order_count": 52}}
{"tick": 6201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $2000, killed $0 (0 units, 0 bldgs), lost $1900 (7 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Building: proc 74%; Infantry: e3 22%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #161@(85,24)* #165@(85,18)* #170@(91,11)\n  harv (Ore Truck (harvester)) x1: #132@(98,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - stop: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16); enemy infantry cluster near (35,23). Retreat damaged e3 #141/#154 to base. Proc 56% -> place ASAP for 2nd harvester. Keep #161/#165 guarding home/harvester.", "raw": "{\"thoughts\": \"Cash is $0 so I must prioritize income. The 2nd refinery is nearly done (74%) and will be placed next turn for a free harvester. Keep the lone harvester mining and pull my rocket soldiers back to guard the base/harvester corridor. Queue a second harvester so it builds as soon as ore comes in.\", \"notes\": \"Economy starved ($0). Place proc next turn for 2nd harvester. Harvester #132 mining at (98,20). e3 #161/#165 guarding base/harvester. Enemy base ~(12,16), enemy inf cluster seen last turn ~(35,23). Excess infantry queued in barracks.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"move\",\"units\":[161],\"x\":98,\"y\":15},{\"do\":\"move\",\"units\":[165],\"x\":95,\"y\":13},{\"do\":\"rally\",\"building\":153,\"x\":95,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1536, "completion_tokens": 1328, "total_tokens": 2864, "cost": 0.001828608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001828608, "upstream_inference_prompt_cost": 0.000235008, "upstream_inference_completions_cost": 0.0015936}, "completion_tokens_details": {"reasoning_tokens": 1104, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.79, "thoughts": "Cash is $0 so I must prioritize income. The 2nd refinery is nearly done (74%) and will be placed next turn for a free harvester. Keep the lone harvester mining and pull my rocket soldiers back to guard the base/harvester corridor. Queue a second harvester so it builds as soon as ore comes in.", "notes": "Economy starved ($0). Place proc next turn for 2nd harvester. Harvester #132 mining at (98,20). e3 #161/#165 guarding base/harvester. Enemy base ~(12,16), enemy inf cluster seen last turn ~(35,23). Excess infantry queued in barracks.", "commands": [{"do": "harvest", "unit": 132}, {"do": "train", "item": "harv", "count": 1}, {"do": "move", "units": [161], "x": 98, "y": 15}, {"do": "move", "units": [165], "x": 95, "y": 13}, {"do": "rally", "building": 153, "x": 95, "y": 15}], "feedback": ["train 1x harv: queued", "move: 1 units", "move: 1 units", "rally #153: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1900, "units_killed": 0, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 900, "income": 2100, "experience": 0, "order_count": 41}}
{"tick": 6401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 / 110 used, harvesters 2.\nSCORE: assets $14600, army $6400, killed $1900 (7 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.6%.\nPRODUCTION: Building: fix 44%; Building: powr 0%; Building: powr 0%; Infantry: e3 23%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%, #164 weap@(7,16) 100%, #167 powr@(14,13) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(51,26) #137@(54,28)98% #139@(52,27)65% #140@(53,27) #142@(54,27) #143@(58,28)63%\n  e3 (Rocket Soldier) x12: #145@(51,27) #149@(54,28)91% #152@(52,27) #155@(51,26) #156@(54,28)96% #157@(52,27) #160@(54,28) #162@(53,27) #163@(52,27) #166@(50,26) #168@(29,22) #169@(20,16)\n  harv (Ore Truck (harvester)) x2: #131@(11,23) #148@(22,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army ~18 units near (42-47,24), advancing NE toward enemy base. Keep queuing e3, finish fix depot then build 3tnk from weap. Build 2nd harvester when cash allows.", "raw": "{\"thoughts\":\"Army is grouped around (51-58,27) advancing toward enemy at (95,11). Continue push and keep production flowing; queue more harvesters and tanks once fix depot done.\",\"notes\":\"Enemy at (95,11). Army ~18 units near (51-58,27), advancing NE. Keep queuing e3, finish fix depot then build 3tnk from weap. Build 2nd harvester when cash allows.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"build\",\"item\":\"harv\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2534, "completion_tokens": 231, "total_tokens": 2765, "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": 0.007378, "upstream_inference_prompt_cost": 0.005068, "upstream_inference_completions_cost": 0.00231}, "completion_tokens_details": {"reasoning_tokens": 21, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.25, "thoughts": "Army is grouped around (51-58,27) advancing toward enemy at (95,11). Continue push and keep production flowing; queue more harvesters and tanks once fix depot done.", "notes": "Enemy at (95,11). Army ~18 units near (51-58,27), advancing NE. Keep queuing e3, finish fix depot then build 3tnk from weap. Build 2nd harvester when cash allows.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "build", "item": "harv"}], "feedback": ["attack_move: 18 units", "train 3x e3: queued", "build harv: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 0, "units_killed": 7, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14600, "army_value": 4200, "income": 5000, "experience": 19, "order_count": 55}}
{"tick": 6401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $2000, killed $0 (0 units, 0 bldgs), lost $1900 (7 units, 0 bldgs). Map explored 23.6%.\nPRODUCTION: Building: proc 74%; Vehicle: harv 0%; Infantry: e3 22%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #161@(94,19) #165@(94,14) #170@(92,14)*\n  harv (Ore Truck (harvester)) x1: #132@(100,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - move: 1 units\n  - move: 1 units\n  - rally #153: ordered\nYOUR NOTES FROM LAST TURN: Economy starved ($0). Place proc next turn for 2nd harvester. Harvester #132 mining at (98,20). e3 #161/#165 guarding base/harvester. Enemy base ~(12,16), enemy inf cluster seen last turn ~(35,23). Excess infantry queued in barracks.", "raw": "{\"thoughts\": \"Cancel the redundant harvester in the War Factory queue since the 2nd Refinery (74% done) already provides a free harvester. Rally rocket soldiers to protect harvester #132.\", \"notes\": \"Canceled harv queue to save funds for proc. Proc nearing completion will grant a free harvester. Positioned e3s to screen harvester #132.\", \"commands\": [{\"do\": \"cancel\", \"item\": \"harv\"}, {\"do\": \"move\", \"units\": [170], \"x\": 94, \"y\": 17}, {\"do\": \"move\", \"units\": [165], \"x\": 95, \"y\": 18}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1662, "completion_tokens": 540, "total_tokens": 2202, "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": 0.006543, "upstream_inference_prompt_cost": 0.002493, "upstream_inference_completions_cost": 0.00405}, "completion_tokens_details": {"reasoning_tokens": 389, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.31, "thoughts": "Cancel the redundant harvester in the War Factory queue since the 2nd Refinery (74% done) already provides a free harvester. Rally rocket soldiers to protect harvester #132.", "notes": "Canceled harv queue to save funds for proc. Proc nearing completion will grant a free harvester. Positioned e3s to screen harvester #132.", "commands": [{"do": "cancel", "item": "harv"}, {"do": "move", "units": [170], "x": 94, "y": 17}, {"do": "move", "units": [165], "x": 95, "y": 18}], "feedback": ["move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1900, "units_killed": 0, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 900, "income": 2100, "experience": 0, "order_count": 42}}
{"tick": 6601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $29 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $14600, army $6400, killed $1900 (7 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 16.4%.\nPRODUCTION: Building: fix 57%; Building: powr 0%; Building: powr 0%; Vehicle: harv 14%; Infantry: e3 76%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%, #164 weap@(7,16) 100%, #167 powr@(14,13) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(61,27) #137@(64,24)98% #139@(62,27)65% #140@(62,26) #142@(64,25) #143@(68,21)63%\n  e3 (Rocket Soldier) x12: #145@(61,27) #149@(64,25)91% #152@(61,28) #155@(60,28) #156@(63,26)96% #157@(62,27) #160@(63,26) #162@(62,27) #163@(61,27) #166@(58,28) #168@(39,24) #169@(29,22)\n  harv (Ore Truck (harvester)) x2: #131@(11,23) #148@(17,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\n  - train 3x e3: queued\n  - build harv: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army ~18 units near (51-58,27), advancing NE. Keep queuing e3, finish fix depot then build 3tnk from weap. Build 2nd harvester when cash allows.", "raw": "{\"thoughts\":\"Army is grouped mid-map, continue advancing toward enemy base at (95,11). Keep production of e3 and infrastructure going.\",\"notes\":\"Enemy at (95,11). Army ~18 units advancing toward enemy, currently around (58-68,21-28). Keep queuing e3, finish fix depot then build 3tnk from weap. Build 2nd harvester when cash allows.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2581, "completion_tokens": 207, "total_tokens": 2788, "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": 0.007232, "upstream_inference_prompt_cost": 0.005162, "upstream_inference_completions_cost": 0.00207}, "completion_tokens_details": {"reasoning_tokens": 19, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.34, "thoughts": "Army is grouped mid-map, continue advancing toward enemy base at (95,11). Keep production of e3 and infrastructure going.", "notes": "Enemy at (95,11). Army ~18 units advancing toward enemy, currently around (58-68,21-28). Keep queuing e3, finish fix depot then build 3tnk from weap. Build 2nd harvester when cash allows.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 18 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 0, "units_killed": 7, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14600, "army_value": 4200, "income": 5000, "experience": 19, "order_count": 59}}
{"tick": 6601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $2000, killed $0 (0 units, 0 bldgs), lost $1900 (7 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 74%; Infantry: e3 22%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #161@(98,15)* #165@(95,18)* #170@(94,17)*\n  harv (Ore Truck (harvester)) x1: #132@(99,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Canceled harv queue to save funds for proc. Proc nearing completion will grant a free harvester. Positioned e3s to screen harvester #132.", "raw": "{\"thoughts\": \"Second refinery is at 74% and will provide a crucial second harvester once completed. Trimmed excessive infantry queue so incoming ore goes directly into finishing the refinery.\", \"notes\": \"Proc at 74% -> place it to get 2nd harvester, then build fix/tanks and power.\", \"commands\": [{\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"cancel\", \"item\": \"e1\"}, {\"do\": \"cancel\", \"item\": \"e3\"}, {\"do\": \"cancel\", \"item\": \"e3\"}, {\"do\": \"cancel\", \"item\": \"e3\"}, {\"do\": \"stance\", \"units\": [161, 165, 170], \"stance\": \"defend\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1592, "completion_tokens": 747, "total_tokens": 2339, "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": 0.0079905, "upstream_inference_prompt_cost": 0.002388, "upstream_inference_completions_cost": 0.0056025}, "completion_tokens_details": {"reasoning_tokens": 581, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.06, "thoughts": "Second refinery is at 74% and will provide a crucial second harvester once completed. Trimmed excessive infantry queue so incoming ore goes directly into finishing the refinery.", "notes": "Proc at 74% -> place it to get 2nd harvester, then build fix/tanks and power.", "commands": [{"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "stance", "units": [161, 165, 170], "stance": "defend"}], "feedback": ["stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1900, "units_killed": 0, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 900, "income": 1775, "experience": 0, "order_count": 43}}
{"tick": 6801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 / 110 used, harvesters 2.\nSCORE: assets $14900, army $6700, killed $1900 (7 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.5%.\nPRODUCTION: Building: fix 72%; Building: powr 0%; Building: powr 0%; Vehicle: harv 30%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%, #164 weap@(7,16) 100%, #167 powr@(14,13) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(69,20) #137@(72,17)98% #139@(69,20)65% #140@(70,19) #142@(71,18) #143@(77,12)63%\n  e3 (Rocket Soldier) x13: #145@(68,21) #149@(71,18)91% #152@(70,24) #155@(68,21) #156@(70,19)96% #157@(70,23) #160@(71,19) #162@(70,19) #163@(68,20) #166@(67,24) #168@(49,26) #169@(38,24) #171@(12,14)*\n  harv (Ore Truck (harvester)) x2: #131@(6,29) #148@(18,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army ~18 units advancing toward enemy, currently around (58-68,21-28). Keep queuing e3, finish fix depot then build 3tnk from weap. Build 2nd harvester when cash allows.", "raw": "{\"thoughts\":\"Army is advancing toward enemy at (95,11). Continue attack_move toward enemy base with all combat units, keep production of e3 and infrastructure going.\",\"notes\":\"Enemy at (95,11). Army pushing east from ~(68-77,12-24). Keep training e3, finish fix depot, then build 3tnk from weap once available. Build more harvesters.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2611, "completion_tokens": 201, "total_tokens": 2812, "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": 0.007232, "upstream_inference_prompt_cost": 0.005222, "upstream_inference_completions_cost": 0.00201}, "completion_tokens_details": {"reasoning_tokens": 21, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.27, "thoughts": "Army is advancing toward enemy at (95,11). Continue attack_move toward enemy base with all combat units, keep production of e3 and infrastructure going.", "notes": "Enemy at (95,11). Army pushing east from ~(68-77,12-24). Keep training e3, finish fix depot, then build 3tnk from weap once available. Build more harvesters.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 1 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 0, "units_killed": 7, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14900, "army_value": 4500, "income": 5000, "experience": 19, "order_count": 62}}
{"tick": 6801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $226 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $2000, killed $0 (0 units, 0 bldgs), lost $1900 (7 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 83%; Infantry: e3 67%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #161@(98,15)* #165@(95,18)* #170@(94,17)*\n  harv (Ore Truck (harvester)) x1: #132@(99,15)\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: Proc at 74% -> place it to get 2nd harvester, then build fix/tanks and power.", "raw": "{\"thoughts\": \"Everything is queued and cash is nearly zero, so I mainly need to keep the harvester mining and let production finish. I'll queue a power plant behind the refinery and keep my rocket soldiers near base as a defensive screen until I have tanks.\", \"notes\": \"Proc ~83% then a powr queued. Keep 3 e3 defending base. Next: finish proc->place->harv, then weap units (2tnk) once fix up and cash allows. Scout toward enemy at (12,16) later.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"stance\",\"units\":[161,165,170],\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1457, "completion_tokens": 1158, "total_tokens": 2615, "cost": 0.001600908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001600908, "upstream_inference_prompt_cost": 0.000211308, "upstream_inference_completions_cost": 0.0013896}, "completion_tokens_details": {"reasoning_tokens": 999, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.04, "thoughts": "Everything is queued and cash is nearly zero, so I mainly need to keep the harvester mining and let production finish. I'll queue a power plant behind the refinery and keep my rocket soldiers near base as a defensive screen until I have tanks.", "notes": "Proc ~83% then a powr queued. Keep 3 e3 defending base. Next: finish proc->place->harv, then weap units (2tnk) once fix up and cash allows. Scout toward enemy at (12,16) later.", "commands": [{"do": "harvest", "unit": 132}, {"do": "build", "item": "powr"}, {"do": "stance", "units": [161, 165, 170], "stance": "defend"}], "feedback": ["build powr: started", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1900, "units_killed": 0, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 900, "income": 2125, "experience": 0, "order_count": 48}}
{"tick": 7001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 / 110 used, harvesters 2.\nSCORE: assets $14900, army $6700, killed $1900 (7 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 20.6%.\nPRODUCTION: Building: fix 72%; Building: powr 0%; Building: powr 0%; Vehicle: harv 30%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%, #164 weap@(7,16) 100%, #167 powr@(14,13) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(76,13) #137@(80,10)98% #139@(77,12)65% #140@(77,11) #142@(79,10) #143@(88,10)63%\n  e3 (Rocket Soldier) x13: #145@(76,13) #149@(78,11)91% #152@(77,16) #155@(76,13) #156@(78,11)96% #157@(78,15) #160@(78,12) #162@(77,12) #163@(76,13) #166@(75,18) #168@(59,28) #169@(49,26) #171@(21,17)\n  harv (Ore Truck (harvester)) x2: #131@(12,26) #148@(20,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army pushing east from ~(68-77,12-24). Keep training e3, finish fix depot, then build 3tnk from weap once available. Build more harvesters.", "raw": "{\"thoughts\":\"Army is mostly grouped near (76-80,10-16). Push toward enemy base at (95,11) with attack_move. Keep training more e3 and add a second harvester queue plus tanks once fix depot done.\",\"notes\":\"Enemy at (95,11). Pushing main army east via attack_move. Keep building fix depot, then 3tnk. Keep training e3/harv. Watch cash and power.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2627, "completion_tokens": 300, "total_tokens": 2927, "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": 0.008254, "upstream_inference_prompt_cost": 0.005254, "upstream_inference_completions_cost": 0.003}, "completion_tokens_details": {"reasoning_tokens": 93, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.69, "thoughts": "Army is mostly grouped near (76-80,10-16). Push toward enemy base at (95,11) with attack_move. Keep training more e3 and add a second harvester queue plus tanks once fix depot done.", "notes": "Enemy at (95,11). Pushing main army east via attack_move. Keep building fix depot, then 3tnk. Keep training e3/harv. Watch cash and power.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 19 units", "train 3x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 0, "units_killed": 7, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14900, "army_value": 4500, "income": 5000, "experience": 19, "order_count": 65}}
{"tick": 7001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2300, killed $0 (0 units, 0 bldgs), lost $1900 (7 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 91%; Building: powr 0%; Infantry: e3 5%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 100%, #153 weap@(95,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #161@(98,15)* #165@(95,18)* #170@(94,17)* #172@(92,14)*\n  harv (Ore Truck (harvester)) x1: #132@(104,22)\nVISIBLE ENEMY UNITS (1):\n  #143 e1@(88,10) 63%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Proc ~83% then a powr queued. Keep 3 e3 defending base. Next: finish proc->place->harv, then weap units (2tnk) once fix up and cash allows. Scout toward enemy at (12,16) later.", "raw": "{\"thoughts\": \"Cash is at $0 so production is stalled waiting on income; proc finishes soon. A lone enemy rifleman is poking near my base at (88,10) \u2014 I'll send a couple rocket soldiers to clear it and keep the harvester mining.\", \"notes\": \"Proc at 91%, powr building in progress. E3s defending base; one pair sent to kill enemy e1 at (88,10). Next turn: place proc, queue harv/2tnk once cash allows, scout toward enemy (12,16).\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[161,165],\"x\":88,\"y\":10}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1515, "completion_tokens": 496, "total_tokens": 2011, "cost": 0.000823908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000823908, "upstream_inference_prompt_cost": 0.000228708, "upstream_inference_completions_cost": 0.0005952}, "completion_tokens_details": {"reasoning_tokens": 342, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "Cash is at $0 so production is stalled waiting on income; proc finishes soon. A lone enemy rifleman is poking near my base at (88,10) \u2014 I'll send a couple rocket soldiers to clear it and keep the harvester mining.", "notes": "Proc at 91%, powr building in progress. E3s defending base; one pair sent to kill enemy e1 at (88,10). Next turn: place proc, queue harv/2tnk once cash allows, scout toward enemy (12,16).", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [161, 165], "x": 88, "y": 10}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1900, "units_killed": 0, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8500, "army_value": 1200, "income": 2125, "experience": 0, "order_count": 49}}
{"tick": 7201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 $300 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $14900, army $6700, killed $2500 (9 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 22%.\nPRODUCTION: Building: fix 80%; Building: powr 0%; Building: powr 0%; Vehicle: harv 39%; Vehicle: harv 0%; 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%\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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%, #164 weap@(7,16) 100%, #167 powr@(14,13) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(86,12) #137@(90,10)98% #139@(87,10)65% #140@(87,10) #142@(90,10) #143@(93,10)29%\n  e3 (Rocket Soldier) x13: #145@(86,12) #149@(89,10)91% #152@(87,14) #155@(85,12) #156@(88,10)96% #157@(88,14) #160@(88,10) #162@(87,10) #163@(86,12) #166@(83,10) #168@(67,22) #169@(58,28) #171@(30,23)\n  harv (Ore Truck (harvester)) x2: #131@(14,21) #148@(15,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (4):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #134 tent@(93,9) 92%, #153 weap@(95,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 19 units\n  - train 3x e3: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Pushing main army east via attack_move. Keep building fix depot, then 3tnk. Keep training e3/harv. Watch cash and power.", "raw": "{\"thoughts\":\"Army is right at enemy's doorstep. Push attack on their buildings directly now while continuing production.\",\"notes\":\"Enemy at (95,11), attacking now with main army. Keep training e3/harv, building fix depot, then add tanks from weap once fix is done.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2734, "completion_tokens": 181, "total_tokens": 2915, "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": 0.007278, "upstream_inference_prompt_cost": 0.005468, "upstream_inference_completions_cost": 0.00181}, "completion_tokens_details": {"reasoning_tokens": 35, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.75, "thoughts": "Army is right at enemy's doorstep. Push attack on their buildings directly now while continuing production.", "notes": "Enemy at (95,11), attacking now with main army. Keep training e3/harv, building fix depot, then add tanks from weap once fix is done.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 19 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2500, "deaths_cost": 0, "units_killed": 9, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14900, "army_value": 4500, "income": 5075, "experience": 25, "order_count": 69}}
{"tick": 7201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1700, killed $0 (0 units, 0 bldgs), lost $2500 (9 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 91%; Building: powr 0%; Infantry: e3 5%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,12) 100%, #130 proc@(98,11) 100%, #134 tent@(93,9) 92%, #153 weap@(95,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #161@(94,14) #170@(94,17)*\n  harv (Ore Truck (harvester)) x1: #132@(103,21)\nVISIBLE ENEMY UNITS (6):\n  #137 e1@(90,10) 98%, #142 e1@(90,10) 100%, #143 e1@(93,10) 29%, #149 e3@(89,10) 91%, #156 e3@(88,10) 96%, #160 e3@(88,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Proc at 91%, powr building in progress. E3s defending base; one pair sent to kill enemy e1 at (88,10). Next turn: place proc, queue harv/2tnk once cash allows, scout toward enemy (12,16).", "raw": "{\"thoughts\": \"Only 2 E3s left against 6 enemy infantry at our doorstep, so I must defend rather than scout. Cash is $0 with proc at 91%, so I'll fight with what I have, keep the harvester mining, and queue a Light Tank so production starts as soon as ore comes in.\", \"notes\": \"Enemy infantry cluster ~(88-93,10) attacking base. E3s defending. Proc at 91% - PLACE it once ready next turn. Powr queued. Need economy: place proc, add harv/1tnk when cash allows. Scout (12,16) later.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [161, 170], \"x\": 91, \"y\": 11}, {\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"rally\", \"building\": 153, \"x\": 94, \"y\": 12}, {\"do\": \"train\", \"item\": \"1tnk\", \"count\": 1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1558, "completion_tokens": 2008, "total_tokens": 3566, "cost": 0.002651208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002651208, "upstream_inference_prompt_cost": 0.000241608, "upstream_inference_completions_cost": 0.0024096}, "completion_tokens_details": {"reasoning_tokens": 1779, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.06, "thoughts": "Only 2 E3s left against 6 enemy infantry at our doorstep, so I must defend rather than scout. Cash is $0 with proc at 91%, so I'll fight with what I have, keep the harvester mining, and queue a Light Tank so production starts as soon as ore comes in.", "notes": "Enemy infantry cluster ~(88-93,10) attacking base. E3s defending. Proc at 91% - PLACE it once ready next turn. Powr queued. Need economy: place proc, add harv/1tnk when cash allows. Scout (12,16) later.", "commands": [{"do": "attack_move", "units": [161, 170], "x": 91, "y": 11}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 153, "x": 94, "y": 12}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["attack_move: 2 units", "rally #153: ordered", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2500, "units_killed": 0, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2125, "experience": 0, "order_count": 49}}
{"tick": 7401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). 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 / 110 used, harvesters 2.\nSCORE: assets $15200, army $7000, killed $2500 (9 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 22.3%.\nPRODUCTION: Building: fix READY TO PLACE; Building: powr 0%; Building: powr 0%; Vehicle: harv 61%; Vehicle: harv 0%; Infantry: e3 43%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%, #164 weap@(7,16) 100%, #167 powr@(14,13) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(94,9)96% #137@(95,9)97%* #139@(94,9)65%* #140@(94,9)* #142@(95,9)96%* #143@(95,9)17%*\n  e3 (Rocket Soldier) x14: #145@(93,10)88%* #149@(95,9)80%* #152@(93,10)93%* #155@(93,10)98%* #156@(95,9)74%* #157@(93,10)77%* #160@(94,9)98%* #162@(94,9)* #163@(88,12) #166@(88,10) #168@(75,14) #169@(66,23) #171@(40,24) #173@(11,14)*\n  harv (Ore Truck (harvester)) x2: #131@(9,30) #148@(20,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (5):\n  #122 fact@(95,11) 98%, #124 powr@(93,12) 67%, #130 proc@(98,11) 100%, #134 tent@(93,9) 73%, #153 weap@(95,8) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 19 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11), attacking now with main army. Keep training e3/harv, building fix depot, then add tanks from weap once fix is done.", "raw": "{\"thoughts\":\"Army is at enemy doorstep. Push attack on their buildings now with everything, keep economy running.\",\"notes\":\"Attacking enemy base at (95,11). Keep training e3, place fix depot, build more power/tanks once fix placed.\",\"commands\":[{\"do\":\"place\",\"item\":\"fix\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"attack\",\"units\":[145,149,152,155,156,157,160,162,135,137,139,140,142,143],\"target\":122},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2782, "completion_tokens": 222, "total_tokens": 3004, "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": 0.007784, "upstream_inference_prompt_cost": 0.005564, "upstream_inference_completions_cost": 0.00222}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.7, "thoughts": "Army is at enemy doorstep. Push attack on their buildings now with everything, keep economy running.", "notes": "Attacking enemy base at (95,11). Keep training e3, place fix depot, build more power/tanks once fix placed.", "commands": [{"do": "place", "item": "fix"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "attack", "units": [145, 149, 152, 155, 156, 157, 160, 162, 135, 137, 139, 140, 142, 143], "target": 122}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 20 units", "attack: 14 units", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2500, "deaths_cost": 0, "units_killed": 9, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 15200, "army_value": 4800, "income": 5000, "experience": 25, "order_count": 71}}
{"tick": 7401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 67 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7900, army $1700, killed $0 (0 units, 0 bldgs), lost $2500 (9 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 91%; Building: powr 0%; Vehicle: 1tnk 0%; Infantry: e3 5%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 98%, #124 powr@(93,12) 67%, #130 proc@(98,11) 100%, #134 tent@(93,9) 73%, #153 weap@(95,8) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #161@(94,14) #170@(93,15)\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (16):\n  #135 e1@(94,9) 96%, #137 e1@(95,9) 97%, #139 e1@(94,9) 65%, #140 e1@(94,9) 100%, #142 e1@(95,9) 96%, #143 e1@(95,9) 17%, #145 e3@(93,10) 88%, #149 e3@(95,9) 80%, #152 e3@(93,10) 93%, #155 e3@(93,10) 98%, #156 e3@(95,9) 74%, #157 e3@(93,10) 77%, #160 e3@(94,9) 98%, #162 e3@(94,9) 100%, #163 e3@(88,12) 100%, #166 e3@(88,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #153: ordered\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry cluster ~(88-93,10) attacking base. E3s defending. Proc at 91% - PLACE it once ready next turn. Powr queued. Need economy: place proc, add harv/1tnk when cash allows. Scout (12,16) later.", "raw": "{\"thoughts\": \"Enemy infantry blob is already inside our base chewing on buildings; we're broke ($0) with low power. I'll send the 2 rocket soldiers to intercept the cluster, send the harvester mining, and let queued production (powr/proc/1tnk) continue so we recover economy.\", \"notes\": \"Under attack at base by 16 infantry (88-95,10). Proc 91% ready to place soon. Powr queued. Harvesting to fix $0. e3s #161/#170 engaging cluster.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[161,170],\"x\":93,\"y\":10},{\"do\":\"rally\",\"building\":153,\"x\":95,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":94,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1733, "completion_tokens": 1111, "total_tokens": 2844, "cost": 0.001627308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001627308, "upstream_inference_prompt_cost": 0.000294108, "upstream_inference_completions_cost": 0.0013332}, "completion_tokens_details": {"reasoning_tokens": 925, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.4, "thoughts": "Enemy infantry blob is already inside our base chewing on buildings; we're broke ($0) with low power. I'll send the 2 rocket soldiers to intercept the cluster, send the harvester mining, and let queued production (powr/proc/1tnk) continue so we recover economy.", "notes": "Under attack at base by 16 infantry (88-95,10). Proc 91% ready to place soon. Powr queued. Harvesting to fix $0. e3s #161/#170 engaging cluster.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [161, 170], "x": 93, "y": 10}, {"do": "rally", "building": 153, "x": 95, "y": 12}, {"do": "rally", "building": 134, "x": 94, "y": 12}], "feedback": ["attack_move: 2 units", "rally #153: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2500, "units_killed": 0, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2000, "experience": 0, "order_count": 50}}
{"tick": 7601, "slot": "Multi0", "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: Multi0, faction ukraine (Soviet). 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 / 140 used, harvesters 2.\nSCORE: assets $16400, army $7000, killed $2500 (9 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 22.8%.\nPRODUCTION: Building: powr 0%; Building: powr 0%; Vehicle: harv 61%; Vehicle: harv 0%; Infantry: e3 43%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%, #164 weap@(7,16) 100%, #167 powr@(14,13) 100%, #174 fix@(9,13) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(94,9)96% #137@(95,9)97% #139@(94,9)65% #140@(94,9) #142@(95,9)94% #143@(95,9)16%\n  e3 (Rocket Soldier) x14: #145@(93,10)85% #149@(95,9)80% #152@(93,10)50% #155@(93,10)98% #156@(95,9)63% #157@(93,10)74% #160@(94,9)98% #162@(94,9) #163@(88,12) #166@(88,10) #168@(85,14) #169@(74,15) #171@(50,26) #173@(20,16)\n  harv (Ore Truck (harvester)) x2: #131@(13,25) #148@(22,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (5):\n  #122 fact@(95,11) 15%, #124 powr@(93,12) 20%, #130 proc@(98,11) 100%, #134 tent@(93,9) 48%, #153 weap@(95,8) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 20 units\n  - attack: 14 units\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Attacking enemy base at (95,11). Keep training e3, place fix depot, build more power/tanks once fix placed.", "raw": "{\"thoughts\":\"Enemy base heavily damaged, buildings at low hp. Push all army to finish them off, keep production going.\",\"notes\":\"Enemy base at (95,11) nearly destroyed. Continue attack with all army, keep training e3, build more power/economy at home.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4},\n{\"do\":\"build\",\"item\":\"powr\"}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2892, "completion_tokens": 202, "total_tokens": 3094, "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": 0.007804, "upstream_inference_prompt_cost": 0.005784, "upstream_inference_completions_cost": 0.00202}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.33, "thoughts": "Enemy base heavily damaged, buildings at low hp. Push all army to finish them off, keep production going.", "notes": "Enemy base at (95,11) nearly destroyed. Continue attack with all army, keep training e3, build more power/economy at home.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 4}, {"do": "build", "item": "powr"}], "feedback": ["attack_move: 20 units", "train 4x e3: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2500, "deaths_cost": 0, "units_killed": 9, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 16400, "army_value": 4800, "income": 5000, "experience": 25, "order_count": 76}}
{"tick": 7601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $224 (storage 2000), power 20 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7900, army $1700, killed $0 (0 units, 0 bldgs), lost $2500 (9 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 98%; Building: powr 0%; Vehicle: 1tnk 13%; Infantry: e3 36%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 15%, #124 powr@(93,12) 20%, #130 proc@(98,11) 100%, #134 tent@(93,9) 48%, #153 weap@(95,8) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #161@(94,14) #170@(93,15)\n  harv (Ore Truck (harvester)) x1: #132@(104,18)\nVISIBLE ENEMY UNITS (16):\n  #135 e1@(94,9) 96%, #137 e1@(95,9) 97%, #139 e1@(94,9) 65%, #140 e1@(94,9) 100%, #142 e1@(95,9) 94%, #143 e1@(95,9) 16%, #145 e3@(93,10) 85%, #149 e3@(95,9) 80%, #152 e3@(93,10) 50%, #155 e3@(93,10) 98%, #156 e3@(95,9) 63%, #157 e3@(93,10) 74%, #160 e3@(94,9) 98%, #162 e3@(94,9) 100%, #163 e3@(88,12) 100%, #166 e3@(88,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #153: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Under attack at base by 16 infantry (88-95,10). Proc 91% ready to place soon. Powr queued. Harvesting to fix $0. e3s #161/#170 engaging cluster.", "raw": "{\"thoughts\": \"Base is being swarmed by ~16 enemy infantry and my Construction Yard (15%) and Power Plant (20%) are nearly dead. I have no cash so I can't repair yet; my proc is 98% done and a powr is already queued behind it. I'll throw my 2 Rocket Soldiers into the cluster to buy time and keep production queued.\", \"notes\": \"CRISIS: 16 enemy infantry at 88-95,9. fact 15% powr 20% - may lose them. proc 98%->place ASAP, powr queued next. e3s #161/#170 attacking. $0 - need harvester income. Keep e3/e1 queued.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[161,170],\"x\":93,\"y\":10},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1710, "completion_tokens": 744, "total_tokens": 2454, "cost": 0.001180008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001180008, "upstream_inference_prompt_cost": 0.000287208, "upstream_inference_completions_cost": 0.0008928}, "completion_tokens_details": {"reasoning_tokens": 537, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.52, "thoughts": "Base is being swarmed by ~16 enemy infantry and my Construction Yard (15%) and Power Plant (20%) are nearly dead. I have no cash so I can't repair yet; my proc is 98% done and a powr is already queued behind it. I'll throw my 2 Rocket Soldiers into the cluster to buy time and keep production queued.", "notes": "CRISIS: 16 enemy infantry at 88-95,9. fact 15% powr 20% - may lose them. proc 98%->place ASAP, powr queued next. e3s #161/#170 attacking. $0 - need harvester income. Keep e3/e1 queued.", "commands": [{"do": "attack_move", "units": [161, 170], "x": 93, "y": 10}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 2 units", "train 3x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2500, "units_killed": 0, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2500, "experience": 0, "order_count": 50}}
{"tick": 7801, "slot": "Multi0", "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: Multi0, faction ukraine (Soviet). 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 $355 (storage 4000), power 300 made / 140 used, harvesters 2.\nSCORE: assets $16400, army $7000, killed $5300 (9 units, 3 bldgs), lost $0 (0 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Building: powr 47%; Building: powr 0%; Building: powr 0%; Vehicle: harv 73%; Vehicle: harv 0%; 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%\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: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%, #164 weap@(7,16) 100%, #167 powr@(14,13) 100%, #174 fix@(9,13) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(94,9)96% #137@(95,9)97%* #139@(94,9)65%* #140@(94,9)* #142@(95,9)94%* #143@(95,9)16%*\n  e3 (Rocket Soldier) x14: #145@(93,10)84% #149@(95,9)80% #152@(93,10)5% #155@(93,10)98% #156@(95,9)63% #157@(93,10)71% #160@(94,9)98% #162@(94,9) #163@(91,12) #166@(89,10) #168@(91,12) #169@(84,14) #171@(59,28) #173@(29,22)\n  harv (Ore Truck (harvester)) x2: #131@(14,23) #148@(15,16)\nVISIBLE ENEMY UNITS (2):\n  #161 e3@(94,14) 66%, #170 e3@(93,15) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #130 proc@(98,11) 100%, #153 weap@(95,8) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 20 units\n  - train 4x e3: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11) nearly destroyed. Continue attack with all army, keep training e3, build more power/economy at home.", "raw": "{\"thoughts\":\"Push remaining army into enemy base to finish it off, keep econ building.\",\"notes\":\"Enemy base at (95,11) nearly destroyed - proc and weap remain. Push all army to finish. Keep training e3, building powr at home.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":96,\"y\":10},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2906, "completion_tokens": 136, "total_tokens": 3042, "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": 0.007172, "upstream_inference_prompt_cost": 0.005812, "upstream_inference_completions_cost": 0.00136}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "Push remaining army into enemy base to finish it off, keep econ building.", "notes": "Enemy base at (95,11) nearly destroyed - proc and weap remain. Push all army to finish. Keep training e3, building powr at home.", "commands": [{"do": "attack_move", "units": "all_army", "x": 96, "y": 10}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 20 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 0, "units_killed": 9, "units_lost": 0, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 16400, "army_value": 4800, "income": 5250, "experience": 53, "order_count": 81}}
{"tick": 7801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1596 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5100, army $1700, killed $0 (0 units, 0 bldgs), lost $5300 (9 units, 3 bldgs). Map explored 23.8%.\nPRODUCTION: Vehicle: 1tnk 29%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 100%, #153 weap@(95,8) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #161@(94,14)66% #170@(93,15)\n  harv (Ore Truck (harvester)) x1: #132@(106,23)\nVISIBLE ENEMY UNITS (16):\n  #135 e1@(94,9) 96%, #137 e1@(95,9) 97%, #139 e1@(94,9) 65%, #140 e1@(94,9) 100%, #142 e1@(95,9) 94%, #143 e1@(95,9) 16%, #145 e3@(93,10) 84%, #149 e3@(95,9) 80%, #152 e3@(93,10) 5%, #155 e3@(93,10) 98%, #156 e3@(95,9) 63%, #157 e3@(93,10) 71%, #160 e3@(94,9) 98%, #162 e3@(94,9) 100%, #163 e3@(91,12) 100%, #168 e3@(91,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - train 3x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: CRISIS: 16 enemy infantry at 88-95,9. fact 15% powr 20% - may lose them. proc 98%->place ASAP, powr queued next. e3s #161/#170 attacking. $0 - need harvester income. Keep e3/e1 queued.", "raw": "{\"thoughts\": \"We've lost our Construction Yard and power plant to the enemy infantry rush, leaving only the War Factory and Refinery. We can't rebuild without a fact, so our only hope is to fend off the infantry, keep the harvester mining, and keep the War Factory producing. Two rocket soldiers vs 16 infantry is rough, but they're our only defense.\", \"notes\": \"CRISIS: no Fact/Powr left, only #130 proc + #153 weap. 16 enemy infantry massed at 91-95,9 hitting base. 1tnk at 29% in queue. Harvester #132 mining at (106,23) for income. Use jeeps (cheap, anti-infantry) instead of tanks since enemy has many e3 rockets. Can't build anything (no fact).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [161, 170], \"x\": 94, \"y\": 9}, {\"do\": \"train\", \"item\": \"jeep\", \"count\": 2}, {\"do\": \"rally\", \"building\": 153, \"x\": 95, \"y\": 13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1529, "completion_tokens": 1669, "total_tokens": 3198, "cost": 0.002235708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002235708, "upstream_inference_prompt_cost": 0.000232908, "upstream_inference_completions_cost": 0.0020028}, "completion_tokens_details": {"reasoning_tokens": 1416, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.54, "thoughts": "We've lost our Construction Yard and power plant to the enemy infantry rush, leaving only the War Factory and Refinery. We can't rebuild without a fact, so our only hope is to fend off the infantry, keep the harvester mining, and keep the War Factory producing. Two rocket soldiers vs 16 infantry is rough, but they're our only defense.", "notes": "CRISIS: no Fact/Powr left, only #130 proc + #153 weap. 16 enemy infantry massed at 91-95,9 hitting base. 1tnk at 29% in queue. Harvester #132 mining at (106,23) for income. Use jeeps (cheap, anti-infantry) instead of tanks since enemy has many e3 rockets. Can't build anything (no fact).", "commands": [{"do": "attack_move", "units": [161, 170], "x": 94, "y": 9}, {"do": "train", "item": "jeep", "count": 2}, {"do": "rally", "building": 153, "x": 95, "y": 13}], "feedback": ["attack_move: 2 units", "train 2x jeep: queued", "rally #153: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 5300, "units_killed": 0, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 5100, "army_value": 600, "income": 2000, "experience": 0, "order_count": 56}}
{"tick": 8001, "slot": "Multi0", "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: Multi0, faction ukraine (Soviet). 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 / 140 used, harvesters 2.\nSCORE: assets $16400, army $7000, killed $5600 (10 units, 3 bldgs), lost $300 (1 units, 0 bldgs). Map explored 23.3%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Building: powr 0%; Vehicle: harv 92%; Vehicle: harv 0%; Infantry: e3 60%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%, #164 weap@(7,16) 100%, #167 powr@(14,13) 100%, #174 fix@(9,13) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(95,9)96%* #137@(96,10)97%* #139@(95,10)65%* #140@(95,10)* #142@(96,10)94%* #143@(96,10)16%*\n  e3 (Rocket Soldier) x14: #145@(93,10)83% #149@(96,10)80%* #155@(95,10)98%* #156@(96,10)63%* #157@(95,10)71%* #160@(95,9)98%* #162@(95,9)* #163@(91,12)93% #166@(91,10) #168@(91,12)69% #169@(89,14) #171@(67,22) #173@(38,24) #177@(11,14)*\n  harv (Ore Truck (harvester)) x2: #131@(11,31) #148@(23,9)\nVISIBLE ENEMY UNITS (1):\n  #170 e3@(93,15) 30%\nVISIBLE ENEMY BUILDINGS (2):\n  #130 proc@(98,11) 100%, #153 weap@(95,8) 92%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 20 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11) nearly destroyed - proc and weap remain. Push all army to finish. Keep training e3, building powr at home.", "raw": "{\"thoughts\":\"Army near enemy base with proc/weap remaining. Push all forces to attack and finish them off. Place ready power plant and keep training.\",\"notes\":\"Enemy base almost dead: proc#130, weap#153 left. Keep attacking with all_army. Keep training e3 and harv.\",\"commands\":[\n{\"do\":\"place\",\"item\":\"powr\"},\n{\"do\":\"attack\",\"units\":[135,137,139,140,142,143,145,149,155,156,157,160,162,163,166,168,169],\"target\":130},\n{\"do\":\"attack\",\"units\":[145,149,155,156,157,160,162,163,166,168,169],\"target\":153},\n{\"do\":\"attack_move\",\"units\":[171,173,177],\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":3}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2925, "completion_tokens": 289, "total_tokens": 3214, "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": 0.00874, "upstream_inference_prompt_cost": 0.00585, "upstream_inference_completions_cost": 0.00289}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.2, "thoughts": "Army near enemy base with proc/weap remaining. Push all forces to attack and finish them off. Place ready power plant and keep training.", "notes": "Enemy base almost dead: proc#130, weap#153 left. Keep attacking with all_army. Keep training e3 and harv.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack", "units": [135, 137, 139, 140, 142, 143, 145, 149, 155, 156, 157, 160, 162, 163, 166, 168, 169], "target": 130}, {"do": "attack", "units": [145, 149, 155, 156, 157, 160, 162, 163, 166, 168, 169], "target": 153}, {"do": "attack_move", "units": [171, 173, 177], "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack: 17 units", "attack: 11 units", "attack_move: 3 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 300, "units_killed": 10, "units_lost": 1, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 16400, "army_value": 4800, "income": 5000, "experience": 56, "order_count": 84}}
{"tick": 8001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1486 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $4800, army $1400, killed $300 (1 units, 0 bldgs), lost $5600 (10 units, 3 bldgs). Map explored 23.8%.\nPRODUCTION: Vehicle: 1tnk 45%; Vehicle: jeep 0%; Vehicle: jeep 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 100%, #153 weap@(95,8) 92%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #170@(93,15)30%\n  harv (Ore Truck (harvester)) x1: #132@(99,14)\nVISIBLE ENEMY UNITS (16):\n  #135 e1@(95,9) 96%, #137 e1@(96,10) 97%, #139 e1@(95,10) 65%, #140 e1@(95,10) 100%, #142 e1@(96,10) 94%, #143 e1@(96,10) 16%, #145 e3@(93,10) 83%, #149 e3@(96,10) 80%, #155 e3@(95,10) 98%, #156 e3@(96,10) 63%, #157 e3@(95,10) 71%, #160 e3@(95,9) 98%, #162 e3@(95,9) 100%, #163 e3@(91,12) 93%, #166 e3@(91,10) 100%, #168 e3@(91,12) 69%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - train 2x jeep: queued\n  - rally #153: ordered\nYOUR NOTES FROM LAST TURN: CRISIS: no Fact/Powr left, only #130 proc + #153 weap. 16 enemy infantry massed at 91-95,9 hitting base. 1tnk at 29% in queue. Harvester #132 mining at (106,23) for income. Use jeeps (cheap, anti-infantry) instead of tanks since enemy has many e3 rockets. Can't build anything (no fact).", "raw": "{\"thoughts\": \"Base is under heavy attack by 16 enemy infantry targeting our War Factory. Harvester #132 and emerging 1tnk must crush/eliminate infantry before #153 falls, while repairing #153.\", \"notes\": \"Emergency defense of War Factory. Harvester attempting to crush infantry blob at (96,10)/(95,10). 1tnk about to finish. Repairing weap.\", \"commands\": [{\"do\": \"repair\", \"building\": 153}, {\"do\": \"move\", \"units\": [132], \"x\": 96, \"y\": 10}, {\"do\": \"attack\", \"units\": [170], \"target\": 143}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1667, "completion_tokens": 1462, "total_tokens": 3129, "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": 0.0134655, "upstream_inference_prompt_cost": 0.0025005, "upstream_inference_completions_cost": 0.010965}, "completion_tokens_details": {"reasoning_tokens": 1301, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 13.37, "thoughts": "Base is under heavy attack by 16 enemy infantry targeting our War Factory. Harvester #132 and emerging 1tnk must crush/eliminate infantry before #153 falls, while repairing #153.", "notes": "Emergency defense of War Factory. Harvester attempting to crush infantry blob at (96,10)/(95,10). 1tnk about to finish. Repairing weap.", "commands": [{"do": "repair", "building": 153}, {"do": "move", "units": [132], "x": 96, "y": 10}, {"do": "attack", "units": [170], "target": 143}], "feedback": ["repair #153: ordered", "move: 1 units", "attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 5600, "units_killed": 1, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 4800, "army_value": 300, "income": 2000, "experience": 3, "order_count": 58}}
{"tick": 8201, "slot": "Multi0", "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: Multi0, faction ukraine (Soviet). 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 400 made / 140 used, harvesters 2.\nSCORE: assets $16500, army $6800, killed $7600 (10 units, 4 bldgs), lost $500 (3 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: powr 0%; Building: powr 0%; Vehicle: harv 92%; Vehicle: harv 0%; Infantry: e3 60%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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, 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(14,19) 100%, #133 barr@(12,13) 100%, #147 proc@(15,15) 99%, #151 powr@(10,19) 100%, #164 weap@(7,16) 100%, #167 powr@(14,13) 100%, #174 fix@(9,13) 100%, #178 powr@(12,20) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(95,9)96% #139@(95,10)65% #140@(95,10) #142@(96,9)93%\n  e3 (Rocket Soldier) x14: #145@(93,10)83% #149@(96,11)80% #155@(95,10)98% #156@(96,9)62% #157@(95,10)71% #160@(95,9)96% #162@(95,9)97% #163@(91,12)93% #166@(91,10) #168@(91,12)63% #169@(92,12)91% #171@(75,14) #173@(49,26) #177@(20,16)\n  harv (Ore Truck (harvester)) x2: #131@(13,25) #148@(20,6)\nVISIBLE ENEMY UNITS (2):\n  #132 harv@(96,10) 64%, #170 e3@(94,13) 14%\nVISIBLE ENEMY BUILDINGS (1):\n  #130 proc@(98,11) 82%\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 17 units\n  - attack: 11 units\n  - attack_move: 3 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base almost dead: proc#130, weap#153 left. Keep attacking with all_army. Keep training e3 and harv.", "raw": "{\"thoughts\":\"Army is near enemy base with proc left. Push attack to finish it off.\",\"notes\":\"Enemy proc#130 near dead, finish base off. Keep training e3, harv, expand economy at home.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":98,\"y\":11},{\"do\":\"attack\",\"units\":[145,149,155,156,157,160,162,163,166,168,169],\"target\":130}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2974, "completion_tokens": 168, "total_tokens": 3142, "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": 0.005948, "upstream_inference_completions_cost": 0.00168}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.4, "thoughts": "Army is near enemy base with proc left. Push attack to finish it off.", "notes": "Enemy proc#130 near dead, finish base off. Keep training e3, harv, expand economy at home.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 98, "y": 11}, {"do": "attack", "units": [145, 149, 155, 156, 157, 160, 162, 163, 166, 168, 169], "target": 130}], "feedback": ["attack_move: no valid unit ids of yours", "attack: 11 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7600, "deaths_cost": 500, "units_killed": 10, "units_lost": 3, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 16500, "army_value": 4600, "income": 5000, "experience": 76, "order_count": 88}}
{"tick": 8201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1800 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $2800, army $1400, killed $500 (3 units, 0 bldgs), lost $7600 (10 units, 4 bldgs). Map explored 23.8%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 82%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #170@(94,13)14%\n  harv (Ore Truck (harvester)) x1: #132@(96,10)64%*\nVISIBLE ENEMY UNITS (14):\n  #135 e1@(95,9) 96%, #139 e1@(95,10) 65%, #140 e1@(95,10) 100%, #142 e1@(96,9) 93%, #145 e3@(93,10) 83%, #149 e3@(96,11) 80%, #155 e3@(95,10) 98%, #156 e3@(96,9) 62%, #157 e3@(95,10) 71%, #160 e3@(95,9) 96%, #162 e3@(95,9) 97%, #163 e3@(91,12) 93%, #168 e3@(91,12) 63%, #169 e3@(92,12) 91%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #153: ordered\n  - move: 1 units\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: Emergency defense of War Factory. Harvester attempting to crush infantry blob at (96,10)/(95,10). 1tnk about to finish. Repairing weap.", "raw": "{\"thoughts\": \"Base is almost completely wiped out with only the Refinery remaining. Using the harvester to crush as many infantry as possible while repairing the Refinery.\", \"notes\": \"Crushing enemy infantry with harvester. Down to proc and harvester.\", \"commands\": [{\"do\": \"repair\", \"building\": 130}, {\"do\": \"move\", \"units\": [132], \"x\": 95, \"y\": 10}, {\"do\": \"attack\", \"units\": [170], \"target\": 149}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1486, "completion_tokens": 417, "total_tokens": 1903, "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": 0.0053565, "upstream_inference_prompt_cost": 0.002229, "upstream_inference_completions_cost": 0.0031275}, "completion_tokens_details": {"reasoning_tokens": 302, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.21, "thoughts": "Base is almost completely wiped out with only the Refinery remaining. Using the harvester to crush as many infantry as possible while repairing the Refinery.", "notes": "Crushing enemy infantry with harvester. Down to proc and harvester.", "commands": [{"do": "repair", "building": 130}, {"do": "move", "units": [132], "x": 95, "y": 10}, {"do": "attack", "units": [170], "target": 149}], "feedback": ["repair #130: ordered", "move: 1 units", "attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 500, "deaths_cost": 7600, "units_killed": 3, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 2800, "army_value": 300, "income": 2000, "experience": 5, "order_count": 58}}
