{"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, then queue power plant.\",\"notes\":\"Start base at (12,16). Enemy likely at (95,11). Build powr->proc->barr->weap. Expand economy first.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1648, "completion_tokens": 110, "total_tokens": 1758, "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": 0.004396, "upstream_inference_prompt_cost": 0.003296, "upstream_inference_completions_cost": 0.0011}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Deploy MCV to start base, then queue power plant.", "notes": "Start base at (12,16). Enemy likely at (95,11). Build powr->proc->barr->weap. Expand economy first.", "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": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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\":\"Deploy the MCV immediately, then establish power and begin the Allied economy. After the Construction Yard is active, start a power plant and follow with an ore refinery.\",\"notes\":\"Starting at (95,11); enemy likely near (12,16). MCV must deploy first.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1096, "completion_tokens": 116, "total_tokens": 1212, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1094, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00045441, "upstream_inference_prompt_cost": 0.00030129, "upstream_inference_completions_cost": 0.00015312}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.27, "thoughts": "Deploy the MCV immediately, then establish power and begin the Allied economy. After the Construction Yard is active, start a power plant and follow with an ore refinery.", "notes": "Starting at (95,11); enemy likely near (12,16). MCV must deploy first.", "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: Start base at (12,16). Enemy likely at (95,11). Build powr->proc->barr->weap. Expand economy first.", "raw": "{\"thoughts\":\"Continue economy build-up: power plant already queued, next build ore refinery once power ready.\",\"notes\":\"Base at (12,16). Enemy at (95,11). Build order: powr->proc->barr->weap. Keep expanding econ, then mass tanks to attack enemy base.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1705, "completion_tokens": 107, "total_tokens": 1812, "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": 0.00448, "upstream_inference_prompt_cost": 0.00341, "upstream_inference_completions_cost": 0.00107}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.85, "thoughts": "Continue economy build-up: power plant already queued, next build ore refinery once power ready.", "notes": "Base at (12,16). Enemy at (95,11). Build order: powr->proc->barr->weap. Keep expanding econ, then mass tanks to attack enemy base.", "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": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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: Starting at (95,11); enemy likely near (12,16). MCV must deploy first.", "raw": "{\"thoughts\":\"Deploy the initial power plant, then establish ore income and infantry production. I\u2019ll place core buildings near the Construction Yard and begin scouting toward the likely enemy start.\",\"notes\":\"Home at (95,11); enemy likely west near (12,16). Opening: power -> refinery -> barracks, then expand production and scout.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":92,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"place\",\"item\":\"proc\",\"x\":89,\"y\":13},{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"place\",\"item\":\"barr\",\"x\":92,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1125, "completion_tokens": 239, "total_tokens": 1364, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1123, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000624745, "upstream_inference_prompt_cost": 0.000309265, "upstream_inference_completions_cost": 0.00031548}, "completion_tokens_details": {"reasoning_tokens": 93, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.56, "thoughts": "Deploy the initial power plant, then establish ore income and infantry production. I\u2019ll place core buildings near the Construction Yard and begin scouting toward the likely enemy start.", "notes": "Home at (95,11); enemy likely west near (12,16). Opening: power -> refinery -> barracks, then expand production and scout.", "commands": [{"do": "place", "item": "powr", "x": 92, "y": 11}, {"do": "build", "item": "proc"}, {"do": "place", "item": "proc", "x": 89, "y": 13}, {"do": "build", "item": "barr"}, {"do": "place", "item": "barr", "x": 92, "y": 16}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)", "place proc: nothing READY TO PLACE with that type", "build barr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "place barr: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 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: Base at (12,16). Enemy at (95,11). Build order: powr->proc->barr->weap. Keep expanding econ, then mass tanks to attack enemy base.", "raw": "{\"thoughts\":\"Construction yard already placed. Start economy: power plant first, then refinery.\",\"notes\":\"Base at (12,16), enemy at (95,11). Build order: powr->proc->barr->weap. Expand econ then mass tanks.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1678, "completion_tokens": 133, "total_tokens": 1811, "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": 0.004686, "upstream_inference_prompt_cost": 0.003356, "upstream_inference_completions_cost": 0.00133}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.89, "thoughts": "Construction yard already placed. Start economy: power plant first, then refinery.", "notes": "Base at (12,16), enemy at (95,11). Build order: powr->proc->barr->weap. Expand econ then mass tanks.", "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": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - place proc: nothing READY TO PLACE with that type\n  - build barr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - place barr: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely west near (12,16). Opening: power -> refinery -> barracks, then expand production and scout.", "raw": "{\"thoughts\":\"Deploy the MCV immediately, then start the standard Allied opening with a power plant. Once placed, follow with a refinery and barracks while scouting west toward the likely enemy start.\",\"notes\":\"Home at (95,11); enemy likely west near (12,16). MCV must deploy before construction. Opening: powr -> proc -> barracks.\",\"commands\":[{\"do\":\"deploy\",\"unit\":122},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1189, "completion_tokens": 142, "total_tokens": 1331, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1187, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000514305, "upstream_inference_prompt_cost": 0.000326865, "upstream_inference_completions_cost": 0.00018744}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.84, "thoughts": "Deploy the MCV immediately, then start the standard Allied opening with a power plant. Once placed, follow with a refinery and barracks while scouting west toward the likely enemy start.", "notes": "Home at (95,11); enemy likely west near (12,16). MCV must deploy before construction. Opening: powr -> proc -> barracks.", "commands": [{"do": "deploy", "unit": 122}, {"do": "build", "item": "powr"}], "feedback": ["deploy #122: 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": 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: Base at (12,16), enemy at (95,11). Build order: powr->proc->barr->weap. Expand econ then mass tanks.", "raw": "{\"thoughts\":\"Place power plant, start building proc next, expand economy.\",\"notes\":\"Base at (12,16), enemy at (95,11). Build order: powr->proc->barr->weap. Expand econ then mass tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1704, "completion_tokens": 112, "total_tokens": 1816, "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": 0.004528, "upstream_inference_prompt_cost": 0.003408, "upstream_inference_completions_cost": 0.00112}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.32, "thoughts": "Place power plant, start building proc next, expand economy.", "notes": "Base at (12,16), enemy at (95,11). Build order: powr->proc->barr->weap. Expand econ then mass tanks.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "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": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #123@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #122: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely west near (12,16). MCV must deploy before construction. Opening: powr -> proc -> barracks.", "raw": "{\"thoughts\":\"Deploy the MCV immediately and complete the opening power plant, then begin ore production. I\u2019ll establish the base and start scouting west toward the likely enemy position once units are available.\",\"notes\":\"Home at (95,11); enemy likely west near (12,16). Deploy MCV, place powr, then build proc and barracks.\",\"commands\":[{\"do\":\"deploy\",\"unit\":123},{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1122, "completion_tokens": 201, "total_tokens": 1323, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1120, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00057376, "upstream_inference_prompt_cost": 0.00030844, "upstream_inference_completions_cost": 0.00026532}, "completion_tokens_details": {"reasoning_tokens": 93, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.97, "thoughts": "Deploy the MCV immediately and complete the opening power plant, then begin ore production. I\u2019ll establish the base and start scouting west toward the likely enemy position once units are available.", "notes": "Home at (95,11); enemy likely west near (12,16). Deploy MCV, place powr, then build proc and barracks.", "commands": [{"do": "deploy", "unit": 123}, {"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["deploy #123: ordered", "place powr: nothing READY TO PLACE with that type", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 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%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Build order: powr->proc->barr->weap. Expand econ then mass tanks.", "raw": "{\"thoughts\":\"Power plant already built, now start ore refinery for economy, then barracks.\",\"notes\":\"Base at (12,16), enemy at (95,11). Build order: proc->barr->weap. Expand econ then mass tanks.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1811, "completion_tokens": 116, "total_tokens": 1927, "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": 0.004782, "upstream_inference_prompt_cost": 0.003622, "upstream_inference_completions_cost": 0.00116}, "completion_tokens_details": {"reasoning_tokens": 13, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.0, "thoughts": "Power plant already built, now start ore refinery for economy, then barracks.", "notes": "Base at (12,16), enemy at (95,11). Build order: proc->barr->weap. Expand econ then mass tanks.", "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": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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  #125 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #123: ordered\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely west near (12,16). Deploy MCV, place powr, then build proc and barracks.", "raw": "{\"thoughts\":\"Construction Yard is deployed, but no power exists yet. Start the power plant immediately; place it next turn, then begin refinery production.\",\"notes\":\"Home at (95,11); enemy likely west near (12,16). Power plant queued, awaiting placement.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1156, "completion_tokens": 112, "total_tokens": 1268, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1154, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00046563, "upstream_inference_prompt_cost": 0.00031779, "upstream_inference_completions_cost": 0.00014784}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.5, "thoughts": "Construction Yard is deployed, but no power exists yet. Start the power plant immediately; place it next turn, then begin refinery production.", "notes": "Home at (95,11); enemy likely west near (12,16). Power plant queued, awaiting placement.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 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%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Build order: proc->barr->weap. Expand econ then mass tanks.", "raw": "{\"thoughts\":\"Proc is building; queue barracks next in building queue once proc done. For now just wait.\",\"notes\":\"Base at (12,16), enemy at (95,11). Proc building now. Next: barr, then weap, then powr as needed. Mass tanks then attack east.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1759, "completion_tokens": 130, "total_tokens": 1889, "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": 0.004818, "upstream_inference_prompt_cost": 0.003518, "upstream_inference_completions_cost": 0.0013}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.28, "thoughts": "Proc is building; queue barracks next in building queue once proc done. For now just wait.", "notes": "Base at (12,16), enemy at (95,11). Proc building now. Next: barr, then weap, then powr as needed. Mass tanks then attack east.", "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": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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  #125 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely west near (12,16). Power plant queued, awaiting placement.", "raw": "{\"thoughts\":\"Place the ready power plant, then start an ore refinery to establish income. Once the refinery is placed, build a barracks and begin scouting west toward the likely enemy base.\",\"notes\":\"Home at (95,11); enemy likely west near (12,16). Power plant ready to place; no army yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":91,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1124, "completion_tokens": 161, "total_tokens": 1285, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1122, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00052151, "upstream_inference_prompt_cost": 0.00030899, "upstream_inference_completions_cost": 0.00021252}, "completion_tokens_details": {"reasoning_tokens": 59, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.72, "thoughts": "Place the ready power plant, then start an ore refinery to establish income. Once the refinery is placed, build a barracks and begin scouting west toward the likely enemy base.", "notes": "Home at (95,11); enemy likely west near (12,16). Power plant ready to place; no army yet.", "commands": [{"do": "place", "item": "powr", "x": 91, "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": 3}}
{"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%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Proc building now. Next: barr, then weap, then powr as needed. Mass tanks then attack east.", "raw": "{\"thoughts\":\"Ore refinery is building. Once done, queue barracks and power plant to keep economy growing.\",\"notes\":\"Base at (12,16), enemy at (95,11). Proc building in progress. Next: barr, weap, more powr. Mass tanks then attack east.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1738, "completion_tokens": 115, "total_tokens": 1853, "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": 0.004626, "upstream_inference_prompt_cost": 0.003476, "upstream_inference_completions_cost": 0.00115}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.55, "thoughts": "Ore refinery is building. Once done, queue barracks and power plant to keep economy growing.", "notes": "Base at (12,16), enemy at (95,11). Proc building in progress. Next: barr, weap, more powr. Mass tanks then attack east.", "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": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 2.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 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: Home at (95,11); enemy likely west near (12,16). Power plant ready to place; no army yet.", "raw": "{\"thoughts\":\"Place the ready power plant, then start the refinery to establish income. After that, build a barracks and begin scouting with infantry toward the likely enemy base.\",\"notes\":\"Home at (95,11); enemy likely west near (12,16). Power plant ready; prioritize refinery, barracks, then infantry scouting.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1184, "completion_tokens": 147, "total_tokens": 1331, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1182, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00051953, "upstream_inference_prompt_cost": 0.00032549, "upstream_inference_completions_cost": 0.00019404}, "completion_tokens_details": {"reasoning_tokens": 36, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.14, "thoughts": "Place the ready power plant, then start the refinery to establish income. After that, build a barracks and begin scouting with infantry toward the likely enemy base.", "notes": "Home at (95,11); enemy likely west near (12,16). Power plant ready; prioritize refinery, barracks, then infantry scouting.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}, {"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: started", "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": 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: powr 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%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Proc building in progress. Next: barr, weap, more powr. Mass tanks then attack east.", "raw": "{\"thoughts\":\"Continue economy buildup while proc and powr finish. Queue barracks next.\",\"notes\":\"Base at (12,16), enemy at (95,11). Proc+powr building. Next: barr, weap, more powr. Mass tanks then attack east.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1775, "completion_tokens": 96, "total_tokens": 1871, "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": 0.00451, "upstream_inference_prompt_cost": 0.00355, "upstream_inference_completions_cost": 0.00096}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.46, "thoughts": "Continue economy buildup while proc and powr finish. Queue barracks next.", "notes": "Base at (12,16), enemy at (95,11). Proc+powr building. Next: barr, weap, more powr. Mass tanks then attack east.", "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": "openai/gpt-5.6-luna", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 23%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 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: nothing READY TO PLACE with that type\n  - build proc: started\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Home at (95,11); enemy likely west near (12,16). Power plant ready; prioritize refinery, barracks, then infantry scouting.", "raw": "{\"thoughts\":\"The refinery is still under construction and the barracks is queued behind it. No combat units exist yet, so continue the economic opening and place buildings as soon as they become ready.\",\"notes\":\"MCV deployed at (95,11); refinery currently 23% in Building queue, barracks queued next. Enemy likely west near (12,16).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1203, "completion_tokens": 264, "total_tokens": 1467, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1201, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000679195, "upstream_inference_prompt_cost": 0.000330715, "upstream_inference_completions_cost": 0.00034848}, "completion_tokens_details": {"reasoning_tokens": 180, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.59, "thoughts": "The refinery is still under construction and the barracks is queued behind it. No combat units exist yet, so continue the economic opening and place buildings as soon as they become ready.", "notes": "MCV deployed at (95,11); refinery currently 23% in Building queue, barracks queued next. Enemy likely west near (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": 6}}
{"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: powr 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%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Proc+powr building. Next: barr, weap, more powr. Mass tanks then attack east.", "raw": "{\"thoughts\":\"Continue building economy: proc almost done, powr building. Queue barracks next for infantry production.\",\"notes\":\"Base at (12,16), enemy at (95,11). Proc+powr building. Next: barr, weap, more powr. Mass tanks then attack east.\",\"commands\":[{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1745, "completion_tokens": 115, "total_tokens": 1860, "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": 0.00464, "upstream_inference_prompt_cost": 0.00349, "upstream_inference_completions_cost": 0.00115}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.31, "thoughts": "Continue building economy: proc almost done, powr building. Queue barracks next for infantry production.", "notes": "Base at (12,16), enemy at (95,11). Proc+powr building. Next: barr, weap, more powr. Mass tanks then attack east.", "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": 5}}
{"tick": 1601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 46%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 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: MCV deployed at (95,11); refinery currently 23% in Building queue, barracks queued next. Enemy likely west near (12,16).", "raw": "{\"thoughts\":\"The refinery is nearly complete and the barracks is queued next, so the opening economy is progressing correctly. No units are available yet; once the barracks is placed, begin infantry scouting west toward the likely enemy start.\",\"notes\":\"MCV deployed at 95,11. Refinery building at 46%, barracks queued afterward. Enemy likely near 12,16; start infantry scouting west when available.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1156, "completion_tokens": 198, "total_tokens": 1354, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1154, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00057915, "upstream_inference_prompt_cost": 0.00031779, "upstream_inference_completions_cost": 0.00026136}, "completion_tokens_details": {"reasoning_tokens": 103, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.74, "thoughts": "The refinery is nearly complete and the barracks is queued next, so the opening economy is progressing correctly. No units are available yet; once the barracks is placed, begin infantry scouting west toward the likely enemy start.", "notes": "MCV deployed at 95,11. Refinery building at 46%, barracks queued afterward. Enemy likely near 12,16; start infantry scouting west when available.", "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": 6}}
{"tick": 1801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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%; Building: powr 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%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Proc+powr building. Next: barr, weap, more powr. Mass tanks then attack east.", "raw": "{\"thoughts\":\"Place proc near base, keep building barracks and power. Start economy rolling.\",\"notes\":\"Base at (12,16), enemy at (95,11). Proc placed, barr building. Next: weap, more powr, mass tanks then attack east.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":14,\"y\":16}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1789, "completion_tokens": 115, "total_tokens": 1904, "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": 0.004728, "upstream_inference_prompt_cost": 0.003578, "upstream_inference_completions_cost": 0.00115}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.02, "thoughts": "Place proc near base, keep building barracks and power. Start economy rolling.", "notes": "Base at (12,16), enemy at (95,11). Proc placed, barr building. Next: weap, more powr, mass tanks then attack east.", "commands": [{"do": "place", "item": "proc", "x": 14, "y": 16}], "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": 6}}
{"tick": 1801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 70%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 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: MCV deployed at 95,11. Refinery building at 46%, barracks queued afterward. Enemy likely near 12,16; start infantry scouting west when available.", "raw": "{\"thoughts\":\"The refinery is still under construction and the barracks is queued behind it, so I cannot produce units yet. Let construction finish, then place the refinery and barracks and begin westward scouting toward the likely enemy base.\",\"notes\":\"MCV/fact at (95,11), power plant at (92,12). Refinery 70% building; barracks queued. Enemy likely near (12,16).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1160, "completion_tokens": 250, "total_tokens": 1410, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1158, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00064889, "upstream_inference_prompt_cost": 0.00031889, "upstream_inference_completions_cost": 0.00033}, "completion_tokens_details": {"reasoning_tokens": 153, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.91, "thoughts": "The refinery is still under construction and the barracks is queued behind it, so I cannot produce units yet. Let construction finish, then place the refinery and barracks and begin westward scouting toward the likely enemy base.", "notes": "MCV/fact at (95,11), power plant at (92,12). Refinery 70% building; barracks queued. Enemy likely near (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": 6}}
{"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 3.8%.\nPRODUCTION: Building: barr 64%; 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%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Proc placed, barr building. Next: weap, more powr, mass tanks then attack east.", "raw": "{\"thoughts\":\"Continue economy buildup: finish barracks, add power, then war factory for tanks. Enemy far east, need scouting later.\",\"notes\":\"Base at (12,16), enemy at (95,11). Barr+powr building. Next: proc#2, weap, mass tanks (3tnk) then attack east along y~11-16.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1868, "completion_tokens": 148, "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": 0.005216, "upstream_inference_prompt_cost": 0.003736, "upstream_inference_completions_cost": 0.00148}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.39, "thoughts": "Continue economy buildup: finish barracks, add power, then war factory for tanks. Enemy far east, need scouting later.", "notes": "Base at (12,16), enemy at (95,11). Barr+powr building. Next: proc#2, weap, mass tanks (3tnk) then attack east along y~11-16.", "commands": [{"do": "build", "item": "proc"}, {"do": "build", "item": "weap"}], "feedback": ["build proc: started", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 94%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 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: MCV/fact at (95,11), power plant at (92,12). Refinery 70% building; barracks queued. Enemy likely near (12,16).", "raw": "{\"thoughts\":\"Refinery is nearly complete and barracks is queued next. Once the refinery is ready, place it near the base, then establish infantry production and scout toward the likely enemy start.\",\"notes\":\"MCV deployed at (95,11); power plant #126 at (92,12). Refinery almost complete, barracks queued. Enemy likely near (12,16).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1161, "completion_tokens": 162, "total_tokens": 1323, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1159, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000533005, "upstream_inference_prompt_cost": 0.000319165, "upstream_inference_completions_cost": 0.00021384}, "completion_tokens_details": {"reasoning_tokens": 74, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.79, "thoughts": "Refinery is nearly complete and barracks is queued next. Once the refinery is ready, place it near the base, then establish infantry production and scout toward the likely enemy start.", "notes": "MCV deployed at (95,11); power plant #126 at (92,12). Refinery almost complete, barracks queued. Enemy likely near (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": 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%.\nPRODUCTION: Building: barr READY TO PLACE; Building: weap 0%; Building: proc 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: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(18,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Barr+powr building. Next: proc#2, weap, mass tanks (3tnk) then attack east along y~11-16.", "raw": "{\"thoughts\":\"Barracks ready to place. Continue building econ and army, place barr, keep producing.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building proc/weap/powr. After weap done, build fix + mass 3tnk, attack east.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1888, "completion_tokens": 147, "total_tokens": 2035, "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": 0.005246, "upstream_inference_prompt_cost": 0.003776, "upstream_inference_completions_cost": 0.00147}, "completion_tokens_details": {"reasoning_tokens": 19, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.38, "thoughts": "Barracks ready to place. Continue building econ and army, place barr, keep producing.", "notes": "Base at (12,16), enemy at (95,11). Building proc/weap/powr. After weap done, build fix + mass 3tnk, attack east.", "commands": [{"do": "place", "item": "barr"}, {"do": "build", "item": "powr"}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "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": 9}}
{"tick": 2201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 2.3%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 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: MCV deployed at (95,11); power plant #126 at (92,12). Refinery almost complete, barracks queued. Enemy likely near (12,16).", "raw": "{\"thoughts\":\"Place the ready refinery to start the economy, then place the queued barracks as soon as it completes. After that, produce infantry continuously while adding a second refinery or war factory once income permits.\",\"notes\":\"MCV/fact at 95,11; power plant #126 at 92,12. Refinery ready to place. Enemy likely starts near 12,16; no enemy contact yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":89,\"y\":13},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1161, "completion_tokens": 175, "total_tokens": 1336, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1159, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000550165, "upstream_inference_prompt_cost": 0.000319165, "upstream_inference_completions_cost": 0.000231}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.0, "thoughts": "Place the ready refinery to start the economy, then place the queued barracks as soon as it completes. After that, produce infantry continuously while adding a second refinery or war factory once income permits.", "notes": "MCV/fact at 95,11; power plant #126 at 92,12. Refinery ready to place. Enemy likely starts near 12,16; no enemy contact yet.", "commands": [{"do": "place", "item": "proc", "x": 89, "y": 13}, {"do": "build", "item": "tent"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 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 $2500 + stored ore $225 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: powr READY TO PLACE; Building: weap 0%; Building: proc 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%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(15,18)\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 powr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Building proc/weap/powr. After weap done, build fix + mass 3tnk, attack east.", "raw": "{\"thoughts\":\"Place ready power plant, keep building economy and army production going. Train some infantry while waiting for war factory.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building weap/proc/powr. After weap done, build fix + mass 3tnk, attack east. Keep training e1/e3 from barracks meanwhile.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1983, "completion_tokens": 155, "total_tokens": 2138, "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": 0.005516, "upstream_inference_prompt_cost": 0.003966, "upstream_inference_completions_cost": 0.00155}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "Place ready power plant, keep building economy and army production going. Train some infantry while waiting for war factory.", "notes": "Base at (12,16), enemy at (95,11). Building weap/proc/powr. After weap done, build fix + mass 3tnk, attack east. Keep training e1/e3 from barracks meanwhile.", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 3x 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": 200, "experience": 0, "order_count": 11}}
{"tick": 2401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2978 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.1%.\nPRODUCTION: Building: tent 64%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(86,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build tent: started\nYOUR NOTES FROM LAST TURN: MCV/fact at 95,11; power plant #126 at 92,12. Refinery ready to place. Enemy likely starts near 12,16; no enemy contact yet.", "raw": "{\"thoughts\":\"Refinery is established and the barracks is nearly complete. I will place the barracks, begin infantry production for scouting, and queue a War Factory as soon as the building queue permits.\",\"notes\":\"Base at (95,11); enemy likely near (12,16). One harvester mining. Barracks currently 64% in construction queue; refinery #134 and power #126 placed.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1249, "completion_tokens": 370, "total_tokens": 1619, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1247, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000831765, "upstream_inference_prompt_cost": 0.000343365, "upstream_inference_completions_cost": 0.0004884}, "completion_tokens_details": {"reasoning_tokens": 247, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.86, "thoughts": "Refinery is established and the barracks is nearly complete. I will place the barracks, begin infantry production for scouting, and queue a War Factory as soon as the building queue permits.", "notes": "Base at (95,11); enemy likely near (12,16). One harvester mining. Barracks currently 64% in construction queue; refinery #134 and power #126 placed.", "commands": [{"do": "place", "item": "tent"}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "weap"}], "feedback": ["place tent: nothing READY TO PLACE with that type", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "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 $2380 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.6%.\nPRODUCTION: Building: weap 16%; Building: proc 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%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #137@(12,14)* #138@(11,14) #139@(11,14)\n  harv (Ore Truck (harvester)) x1: #132@(19,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Building weap/proc/powr. After weap done, build fix + mass 3tnk, attack east. Keep training e1/e3 from barracks meanwhile.", "raw": "{\"thoughts\":\"Continue building economy, train more infantry while waiting for war factory. Keep expanding production.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building weap/proc/powr. After weap done, build fix + mass 3tnk, attack east. Keep training e1/e3 from barracks meanwhile.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2051, "completion_tokens": 137, "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": 0.005472, "upstream_inference_prompt_cost": 0.004102, "upstream_inference_completions_cost": 0.00137}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "Continue building economy, train more infantry while waiting for war factory. Keep expanding production.", "notes": "Base at (12,16), enemy at (95,11). Building weap/proc/powr. After weap done, build fix + mass 3tnk, attack east. Keep training e1/e3 from barracks meanwhile.", "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": 5900, "army_value": 300, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 4.3%.\nPRODUCTION: Building: tent READY TO PLACE; Building: weap 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(87,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: nothing READY TO PLACE with that type\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely near (12,16). One harvester mining. Barracks currently 64% in construction queue; refinery #134 and power #126 placed.", "raw": "{\"thoughts\":\"Place the completed barracks so infantry production can begin, then queue a scouting force. The War Factory is already queued; keep economy expanding with a second refinery after it completes.\",\"notes\":\"Enemy likely at west start near (12,16). Base at (95,11), one harvester. Barracks ready to place; War Factory under construction.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":0,\"x\":75,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1268, "completion_tokens": 265, "total_tokens": 1533, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1266, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00069839, "upstream_inference_prompt_cost": 0.00034859, "upstream_inference_completions_cost": 0.0003498}, "completion_tokens_details": {"reasoning_tokens": 143, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.07, "thoughts": "Place the completed barracks so infantry production can begin, then queue a scouting force. The War Factory is already queued; keep economy expanding with a second refinery after it completes.", "notes": "Enemy likely at west start near (12,16). Base at (95,11), one harvester. Barracks ready to place; War Factory under construction.", "commands": [{"do": "place", "item": "tent"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 0, "x": 75, "y": 12}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally: #0 is not your building"], "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": 9}}
{"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 $1846 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6100, army $1600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: weap 32%; Building: proc 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%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #137@(13,14)* #138@(13,13)* #139@(12,14)* #141@(12,14)* #142@(11,14)*\n  harv (Ore Truck (harvester)) x1: #132@(16,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Building weap/proc/powr. After weap done, build fix + mass 3tnk, attack east. Keep training e1/e3 from barracks meanwhile.", "raw": "{\"thoughts\":\"Continue economic buildup while waiting for weap/proc/powr. Queue more infantry and keep expansion going.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building weap/proc/powr. After weap done, build fix + mass 3tnk, attack east. Keep training e1/e3 from barracks meanwhile.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2043, "completion_tokens": 145, "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": 0.005536, "upstream_inference_prompt_cost": 0.004086, "upstream_inference_completions_cost": 0.00145}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.86, "thoughts": "Continue economic buildup while waiting for weap/proc/powr. Queue more infantry and keep expansion going.", "notes": "Base at (12,16), enemy at (95,11). Building weap/proc/powr. After weap done, build fix + mass 3tnk, attack east. Keep training e1/e3 from barracks meanwhile.", "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": 6100, "army_value": 500, "income": 500, "experience": 0, "order_count": 17}}
{"tick": 2801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2476 + stored ore $0 (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 4.5%.\nPRODUCTION: Building: weap 16%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(90,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally: #0 is not your building\nYOUR NOTES FROM LAST TURN: Enemy likely at west start near (12,16). Base at (95,11), one harvester. Barracks ready to place; War Factory under construction.", "raw": "{\"thoughts\":\"Place the ready barracks and begin infantry production while the War Factory completes. Send the first riflemen west to scout toward the likely enemy base, then expand economy with a second refinery.\",\"notes\":\"Enemy likely west near (12,16). Barracks #140 ready to place; War Factory construction underway. Scout west with infantry and build proc after weap completes.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":88,\"y\":10},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":70,\"y\":14},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1324, "completion_tokens": 209, "total_tokens": 1533, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1322, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00063987, "upstream_inference_prompt_cost": 0.00036399, "upstream_inference_completions_cost": 0.00027588}, "completion_tokens_details": {"reasoning_tokens": 66, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.68, "thoughts": "Place the ready barracks and begin infantry production while the War Factory completes. Send the first riflemen west to scout toward the likely enemy base, then expand economy with a second refinery.", "notes": "Enemy likely west near (12,16). Barracks #140 ready to place; War Factory construction underway. Scout west with infantry and build proc after weap completes.", "commands": [{"do": "place", "item": "tent", "x": 88, "y": 10}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": "idle_army", "x": 70, "y": 14}, {"do": "build", "item": "proc"}], "feedback": ["place tent: nothing READY TO PLACE with that type", "train 5x e1: queued", "attack_move: no valid unit ids of yours", "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": 5300, "army_value": 0, "income": 0, "experience": 0, "order_count": 10}}
{"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 $1313 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6300, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: weap 49%; Building: proc 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%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #137@(13,14)* #138@(13,13)* #139@(13,13)* #141@(13,14)* #142@(11,14)* #143@(11,14)* #145@(12,14)*\n  harv (Ore Truck (harvester)) x1: #132@(15,18)\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: Base at (12,16), enemy at (95,11). Building weap/proc/powr. After weap done, build fix + mass 3tnk, attack east. Keep training e1/e3 from barracks meanwhile.", "raw": "{\"thoughts\":\"Keep building econ. Train more rifle infantry while waiting for war factory. Group idle infantry for future defense/scouting.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building weap/proc/powr. After weap done, build fix + mass 3tnk, attack east. Keep training e1/e3.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2061, "completion_tokens": 160, "total_tokens": 2221, "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": 0.005722, "upstream_inference_prompt_cost": 0.004122, "upstream_inference_completions_cost": 0.0016}, "completion_tokens_details": {"reasoning_tokens": 21, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.7, "thoughts": "Keep building econ. Train more rifle infantry while waiting for war factory. Group idle infantry for future defense/scouting.", "notes": "Base at (12,16), enemy at (95,11). Building weap/proc/powr. After weap done, build fix + mass 3tnk, attack east. Keep training e1/e3.", "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": 6300, "army_value": 700, "income": 500, "experience": 0, "order_count": 19}}
{"tick": 3001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2324 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: weap 32%; Building: proc 0%; Building: tent 0%; Infantry: e1 19%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #144@(91,10) #146@(93,10)* #147@(92,10)*\n  harv (Ore Truck (harvester)) x1: #135@(86,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: nothing READY TO PLACE with that type\n  - train 5x e1: queued\n  - attack_move: no valid unit ids of yours\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy likely west near (12,16). Barracks #140 ready to place; War Factory construction underway. Scout west with infantry and build proc after weap completes.", "raw": "{\"thoughts\":\"War Factory is under construction and a second refinery is queued. Send the current rifles west to scout toward the likely enemy base, while keeping infantry production active and adding rocket soldiers after the rifle queue.\",\"notes\":\"Enemy likely west near (12,16). War Factory construction underway; second refinery queued. Scout group 144,146,147 west; continue infantry production.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[144,146,147],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":140,\"x\":75,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1376, "completion_tokens": 289, "total_tokens": 1665, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1374, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00075977, "upstream_inference_prompt_cost": 0.00037829, "upstream_inference_completions_cost": 0.00038148}, "completion_tokens_details": {"reasoning_tokens": 151, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.63, "thoughts": "War Factory is under construction and a second refinery is queued. Send the current rifles west to scout toward the likely enemy base, while keeping infantry production active and adding rocket soldiers after the rifle queue.", "notes": "Enemy likely west near (12,16). War Factory construction underway; second refinery queued. Scout group 144,146,147 west; continue infantry production.", "commands": [{"do": "attack_move", "units": [144, 146, 147], "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 140, "x": 75, "y": 12}], "feedback": ["attack_move: 3 units", "train 3x e3: queued", "rally #140: 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": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 16}}
{"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 $1280 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6500, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: weap 66%; Building: proc 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%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #137@(13,14)* #138@(13,13)* #139@(13,13)* #141@(13,14)* #142@(10,13)* #143@(10,13)* #145@(13,13)* #149@(11,14)* #150@(12,14)*\n  harv (Ore Truck (harvester)) x1: #132@(17,9)\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: Base at (12,16), enemy at (95,11). Building weap/proc/powr. After weap done, build fix + mass 3tnk, attack east. Keep training e1/e3.", "raw": "{\"thoughts\":\"Continue economy buildup; train more infantry while buildings complete. Keep queue full.\",\"notes\":\"Base at (12,16), enemy at (95,11). Building weap/proc/powr in progress. After weap done, build fix + mass 3tnk, attack east. Keep training e1/e3, watch for idle infantry to group.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2069, "completion_tokens": 140, "total_tokens": 2209, "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": 0.005538, "upstream_inference_prompt_cost": 0.004138, "upstream_inference_completions_cost": 0.0014}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.39, "thoughts": "Continue economy buildup; train more infantry while buildings complete. Keep queue full.", "notes": "Base at (12,16), enemy at (95,11). Building weap/proc/powr in progress. After weap done, build fix + mass 3tnk, attack east. Keep training e1/e3, watch for idle infantry to group.", "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": 6500, "army_value": 900, "income": 1000, "experience": 0, "order_count": 21}}
{"tick": 3201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1660 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.2%.\nPRODUCTION: Building: weap 49%; Building: proc 0%; Building: tent 0%; Infantry: e3 83%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(82,13) #146@(84,13) #147@(83,13) #148@(85,11)\n  harv (Ore Truck (harvester)) x1: #135@(88,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - train 3x e3: queued\n  - rally #140: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely west near (12,16). War Factory construction underway; second refinery queued. Scout group 144,146,147 west; continue infantry production.", "raw": "{\"thoughts\":\"The War Factory and second Refinery are progressing, while power is ample. Continue scouting aggressively toward the likely western enemy base and keep the barracks producing rocket soldiers for an eventual assault.\",\"notes\":\"Enemy presumed near (12,16). Scout infantry moving west; keep e3 production active. War Factory and second refinery are under construction.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"attack_move\",\"units\":[144,146,147,148],\"x\":55,\"y\":14},{\"do\":\"rally\",\"building\":140,\"x\":70,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1379, "completion_tokens": 297, "total_tokens": 1676, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1377, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000771155, "upstream_inference_prompt_cost": 0.000379115, "upstream_inference_completions_cost": 0.00039204}, "completion_tokens_details": {"reasoning_tokens": 163, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.05, "thoughts": "The War Factory and second Refinery are progressing, while power is ample. Continue scouting aggressively toward the likely western enemy base and keep the barracks producing rocket soldiers for an eventual assault.", "notes": "Enemy presumed near (12,16). Scout infantry moving west; keep e3 production active. War Factory and second refinery are under construction.", "commands": [{"do": "train", "item": "e3", "count": 5}, {"do": "attack_move", "units": [144, 146, 147, 148], "x": 55, "y": 14}, {"do": "rally", "building": 140, "x": 70, "y": 14}], "feedback": ["train 5x e3: queued", "attack_move: 4 units", "rally #140: 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": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 19}}
{"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 $746 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6700, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\nPRODUCTION: Building: weap 82%; Building: proc 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%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(13,14)* #138@(13,13)* #139@(13,13)* #141@(13,14)* #142@(10,13)* #143@(10,13)* #145@(13,13)* #149@(12,14)* #150@(12,14)* #152@(10,14)* #153@(11,14)*\n  harv (Ore Truck (harvester)) x1: #132@(15,5)\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: Base at (12,16), enemy at (95,11). Building weap/proc/powr in progress. After weap done, build fix + mass 3tnk, attack east. Keep training e1/e3, watch for idle infantry to group.", "raw": "{\"thoughts\":\"Weap/proc/powr building continue. Have 11 idle infantry, group them and hold near base while economy grows. Train e3 for anti-tank prep and queue fix after weap.\",\"notes\":\"Base at (12,16), enemy at (95,11). Weap 82%, proc/powr building. After weap done, build fix + mass 3tnk, attack east. Group idle e1 infantry as defense force, keep training e3.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2100, "completion_tokens": 216, "total_tokens": 2316, "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": 0.00636, "upstream_inference_prompt_cost": 0.0042, "upstream_inference_completions_cost": 0.00216}, "completion_tokens_details": {"reasoning_tokens": 21, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.39, "thoughts": "Weap/proc/powr building continue. Have 11 idle infantry, group them and hold near base while economy grows. Train e3 for anti-tank prep and queue fix after weap.", "notes": "Base at (12,16), enemy at (95,11). Weap 82%, proc/powr building. After weap done, build fix + mass 3tnk, attack east. Group idle e1 infantry as defense force, keep training e3.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 2x e3: queued", "stance: 11 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": 6700, "army_value": 1100, "income": 1000, "experience": 0, "order_count": 23}}
{"tick": 3401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $994 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.4%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Building: tent 0%; Infantry: e3 94%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(81,13)* #146@(83,13)* #147@(82,13)* #148@(85,11)*\n  e3 (Rocket Soldier) x1: #151@(84,10)\n  harv (Ore Truck (harvester)) x1: #135@(90,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e3: queued\n  - attack_move: 4 units\n  - rally #140: ordered\nYOUR NOTES FROM LAST TURN: Enemy presumed near (12,16). Scout infantry moving west; keep e3 production active. War Factory and second refinery are under construction.", "raw": "{\"thoughts\":\"The western scout group is advancing toward the presumed enemy start, while the War Factory and second refinery continue construction. Keep the rocket queue active and push the existing infantry west to reveal the enemy base; save cash for tanks once the factory is ready.\",\"notes\":\"Enemy presumed near (12,16). Scout group of 5 moving west; War Factory and second refinery queued. Transition to Medium Tanks when factory completes.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[144,146,147,148,151],\"x\":60,\"y\":13},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":140,\"x\":65,\"y\":13},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1420, "completion_tokens": 353, "total_tokens": 1773, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1418, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00085635, "upstream_inference_prompt_cost": 0.00039039, "upstream_inference_completions_cost": 0.00046596}, "completion_tokens_details": {"reasoning_tokens": 193, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.06, "thoughts": "The western scout group is advancing toward the presumed enemy start, while the War Factory and second refinery continue construction. Keep the rocket queue active and push the existing infantry west to reveal the enemy base; save cash for tanks once the factory is ready.", "notes": "Enemy presumed near (12,16). Scout group of 5 moving west; War Factory and second refinery queued. Transition to Medium Tanks when factory completes.", "commands": [{"do": "attack_move", "units": [144, 146, 147, 148, 151], "x": 60, "y": 13}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 140, "x": 65, "y": 13}, {"do": "harvest", "unit": 135}], "feedback": ["attack_move: 5 units", "train 3x e3: queued", "rally #140: 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": 500, "experience": 0, "order_count": 24}}
{"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 $91 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $7000, army $2500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\nPRODUCTION: Building: weap 99%; Building: proc 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%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(13,14)* #138@(13,13)* #139@(13,13)* #141@(13,14)* #142@(10,13)* #143@(10,13)* #145@(13,13)* #149@(12,14)* #150@(12,14)* #152@(10,14)* #153@(10,13)\n  e3 (Rocket Soldier) x1: #155@(11,14)*\n  harv (Ore Truck (harvester)) x1: #132@(16,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - stance: 11 units\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Weap 82%, proc/powr building. After weap done, build fix + mass 3tnk, attack east. Group idle e1 infantry as defense force, keep training e3.", "raw": "{\"thoughts\":\"Weap almost done, proc and powr still building. Keep training e3 and prepare for tank production once weap and fix are ready. Set idle infantry to defend base.\",\"notes\":\"Base at (12,16), enemy at (95,11). Weap ~99%, proc/powr building. After weap done, build fix + mass 3tnk, attack east. Keep training e3, group idle e1 as defense.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2147, "completion_tokens": 208, "total_tokens": 2355, "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": 0.006374, "upstream_inference_prompt_cost": 0.004294, "upstream_inference_completions_cost": 0.00208}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.16, "thoughts": "Weap almost done, proc and powr still building. Keep training e3 and prepare for tank production once weap and fix are ready. Set idle infantry to defend base.", "notes": "Base at (12,16), enemy at (95,11). Weap ~99%, proc/powr building. After weap done, build fix + mass 3tnk, attack east. Keep training e3, group idle e1 as defense.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["stance: 11 units", "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": 7000, "army_value": 1400, "income": 1000, "experience": 0, "order_count": 25}}
{"tick": 3601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 7.5%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Building: tent 0%; Infantry: e3 4%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(71,13) #146@(73,13) #147@(71,13) #148@(76,14)\n  e3 (Rocket Soldier) x3: #151@(74,11) #154@(83,10) #156@(92,10)\n  harv (Ore Truck (harvester)) x1: #135@(88,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - train 3x e3: queued\n  - rally #140: ordered\nYOUR NOTES FROM LAST TURN: Enemy presumed near (12,16). Scout group of 5 moving west; War Factory and second refinery queued. Transition to Medium Tanks when factory completes.", "raw": "{\"thoughts\":\"The War Factory is nearly complete and the refinery is queued, so the economy is transitioning well. Continue scouting aggressively toward the presumed enemy base while producing rocket infantry and setting the new factory to rally west.\",\"notes\":\"Enemy presumed near (12,16). Scout force is advancing west from the base; War Factory at 82%, second refinery queued. Keep producing e3, then switch to Medium Tanks when available.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[144,146,147,148,151,154,156],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":140,\"x\":70,\"y\":13}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1443, "completion_tokens": 361, "total_tokens": 1804, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1441, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000873235, "upstream_inference_prompt_cost": 0.000396715, "upstream_inference_completions_cost": 0.00047652}, "completion_tokens_details": {"reasoning_tokens": 206, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "The War Factory is nearly complete and the refinery is queued, so the economy is transitioning well. Continue scouting aggressively toward the presumed enemy base while producing rocket infantry and setting the new factory to rally west.", "notes": "Enemy presumed near (12,16). Scout force is advancing west from the base; War Factory at 82%, second refinery queued. Keep producing e3, then switch to Medium Tanks when available.", "commands": [{"do": "attack_move", "units": [144, 146, 147, 148, 151, 154, 156], "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 140, "x": 70, "y": 13}], "feedback": ["attack_move: 7 units", "train 3x e3: queued", "rally #140: 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": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 27}}
{"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 $0 + stored ore $296 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $7300, army $2800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Building: powr 0%; Infantry: e3 1%; 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%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(13,14)* #138@(13,13)* #139@(13,13)* #141@(13,14)* #142@(10,13)* #143@(10,13)* #145@(13,13)* #149@(12,14)* #150@(12,14)* #152@(10,14)* #153@(10,13)*\n  e3 (Rocket Soldier) x2: #155@(11,14) #158@(11,13)\n  harv (Ore Truck (harvester)) x1: #132@(15,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 11 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Weap ~99%, proc/powr building. After weap done, build fix + mass 3tnk, attack east. Keep training e3, group idle e1 as defense.", "raw": "{\"thoughts\":\"Weap ready to place. Continue economic buildup and infantry production while proc/powr finish. Place weap near base.\",\"notes\":\"Base at (12,16), enemy at (95,11). Place weap, then build fix, mass 3tnk, attack east. Keep e1/e3 defending, harvester mining.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2168, "completion_tokens": 207, "total_tokens": 2375, "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": 0.006406, "upstream_inference_prompt_cost": 0.004336, "upstream_inference_completions_cost": 0.00207}, "completion_tokens_details": {"reasoning_tokens": 35, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.29, "thoughts": "Weap ready to place. Continue economic buildup and infantry production while proc/powr finish. Place weap near base.", "notes": "Base at (12,16), enemy at (95,11). Place weap, then build fix, mass 3tnk, attack east. Keep e1/e3 defending, harvester mining.", "commands": [{"do": "place", "item": "weap"}, {"do": "train", "item": "e3", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "train 2x e3: queued", "stance: 11 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": 7300, "army_value": 1700, "income": 1500, "experience": 0, "order_count": 27}}
{"tick": 3801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 9.6%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Building: tent 0%; Infantry: e3 14%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(64,20) #146@(65,20) #147@(64,20) #148@(68,21)\n  e3 (Rocket Soldier) x4: #151@(66,18) #154@(75,17) #156@(83,13) #157@(91,10)\n  harv (Ore Truck (harvester)) x1: #135@(89,3)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - train 3x e3: queued\n  - rally #140: ordered\nYOUR NOTES FROM LAST TURN: Enemy presumed near (12,16). Scout force is advancing west from the base; War Factory at 82%, second refinery queued. Keep producing e3, then switch to Medium Tanks when available.", "raw": "{\"thoughts\":\"War Factory is nearly complete; place it immediately and keep the scouting force pushing toward the likely enemy base. Preserve cash for the queued second refinery while maintaining rocket infantry production.\",\"notes\":\"Enemy presumed near (12,16). Scout group is west of base around x64-91; continue attack-moving west. Place War Factory, then second refinery when ready.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1473, "completion_tokens": 286, "total_tokens": 1759, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1471, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000782485, "upstream_inference_prompt_cost": 0.000404965, "upstream_inference_completions_cost": 0.00037752}, "completion_tokens_details": {"reasoning_tokens": 164, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.82, "thoughts": "War Factory is nearly complete; place it immediately and keep the scouting force pushing toward the likely enemy base. Preserve cash for the queued second refinery while maintaining rocket infantry production.", "notes": "Enemy presumed near (12,16). Scout group is west of base around x64-91; continue attack-moving west. Place War Factory, then second refinery when ready.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 135}], "feedback": ["place weap: nothing READY TO PLACE with that type", "attack_move: 8 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": 30}}
{"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 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.5%.\nPRODUCTION: Building: proc 10%; Building: powr 0%; Infantry: e3 52%; 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%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(13,14)* #138@(13,13)* #139@(13,13)* #141@(13,14)* #142@(10,13)* #143@(10,13)* #145@(13,13)* #149@(12,14)* #150@(12,14)* #152@(10,14)* #153@(10,13)*\n  e3 (Rocket Soldier) x2: #155@(10,14)* #158@(11,14)*\n  harv (Ore Truck (harvester)) x1: #132@(16,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - train 2x e3: queued\n  - stance: 11 units\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy at (95,11). Place weap, then build fix, mass 3tnk, attack east. Keep e1/e3 defending, harvester mining.", "raw": "{\"thoughts\":\"Economy building continues; queue more power and fix. Keep training rocket soldiers and start massing infantry for defense while econ ramps.\",\"notes\":\"Base (12,16). Enemy at (95,11). Building proc+powr. Next: build fix, then mass 3tnk from weap, attack east with tanks+e3 support. Keep e1/e3 idle as defense for now.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2289, "completion_tokens": 156, "total_tokens": 2445, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006138, "upstream_inference_prompt_cost": 0.004578, "upstream_inference_completions_cost": 0.00156}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.5, "thoughts": "Economy building continues; queue more power and fix. Keep training rocket soldiers and start massing infantry for defense while econ ramps.", "notes": "Base (12,16). Enemy at (95,11). Building proc+powr. Next: build fix, then mass 3tnk from weap, attack east with tanks+e3 support. Keep e1/e3 idle as defense for now.", "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": 9300, "army_value": 1700, "income": 1500, "experience": 0, "order_count": 30}}
{"tick": 4001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 / 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 READY TO PLACE; Building: proc 0%; Building: tent 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: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(59,28) #146@(60,28) #147@(60,28) #148@(60,27)\n  e3 (Rocket Soldier) x4: #151@(62,27) #154@(68,24) #156@(75,18) #157@(82,13)\n  harv (Ore Truck (harvester)) x1: #135@(91,13)\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  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Enemy presumed near (12,16). Scout group is west of base around x64-91; continue attack-moving west. Place War Factory, then second refinery when ready.", "raw": "{\"thoughts\":\"Cash is empty, so the refinery must fund the stalled queues. Place the ready War Factory and continue sweeping west toward the presumed enemy base; keep the scout force moving together.\",\"notes\":\"Enemy presumed near (12,16). Eight combat units are scouting west from x59-82; place War Factory when possible, then prioritize refinery and vehicle production.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1464, "completion_tokens": 300, "total_tokens": 1764, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1462, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00079849, "upstream_inference_prompt_cost": 0.00040249, "upstream_inference_completions_cost": 0.000396}, "completion_tokens_details": {"reasoning_tokens": 179, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.65, "thoughts": "Cash is empty, so the refinery must fund the stalled queues. Place the ready War Factory and continue sweeping west toward the presumed enemy base; keep the scout force moving together.", "notes": "Enemy presumed near (12,16). Eight combat units are scouting west from x59-82; place War Factory when possible, then prioritize refinery and vehicle production.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 135}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 8 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": 30}}
{"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 $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.5%.\nPRODUCTION: Building: proc 10%; Building: powr 0%; Infantry: e3 52%; 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%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(13,14)* #138@(13,13)* #139@(13,13)* #141@(13,14)* #142@(10,13)* #143@(10,13)* #145@(13,13)* #149@(12,14)* #150@(12,14)* #152@(10,14)* #153@(10,13)*\n  e3 (Rocket Soldier) x2: #155@(10,14)* #158@(11,14)*\n  harv (Ore Truck (harvester)) x1: #132@(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: Base (12,16). Enemy at (95,11). Building proc+powr. Next: build fix, then mass 3tnk from weap, attack east with tanks+e3 support. Keep e1/e3 idle as defense for now.", "raw": "{\"thoughts\":\"Economy building up. Queue fix for tank repair, keep training e3 and start heavy tank production once possible. Group idle infantry as defense.\",\"notes\":\"Base (12,16). Enemy at (95,11). Building proc+powr done, fix next. Plan: mass 3tnk from weap once fix built, then attack east with tanks+e3 escort.\",\"commands\":[{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2290, "completion_tokens": 197, "total_tokens": 2487, "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": 0.00655, "upstream_inference_prompt_cost": 0.00458, "upstream_inference_completions_cost": 0.00197}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.43, "thoughts": "Economy building up. Queue fix for tank repair, keep training e3 and start heavy tank production once possible. Group idle infantry as defense.", "notes": "Base (12,16). Enemy at (95,11). Building proc+powr done, fix next. Plan: mass 3tnk from weap once fix built, then attack east with tanks+e3 escort.", "commands": [{"do": "build", "item": "fix"}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["build fix: started", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 1700, "income": 1500, "experience": 0, "order_count": 32}}
{"tick": 4201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $158 (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 13.3%.\nPRODUCTION: Building: proc 12%; Building: tent 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: 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  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(49,28) #146@(50,28) #147@(50,28) #148@(50,28)\n  e3 (Rocket Soldier) x5: #151@(53,27) #154@(59,28) #156@(67,24) #157@(74,19) #161@(91,10)\n  harv (Ore Truck (harvester)) x1: #135@(87,13)\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  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Enemy presumed near (12,16). Eight combat units are scouting west from x59-82; place War Factory when possible, then prioritize refinery and vehicle production.", "raw": "{\"thoughts\":\"The western scouting group is approaching the presumed enemy start but has found no units or buildings yet. Keep the infantry pressure moving west, queue Medium Tanks as funds arrive, and set the War Factory rally point toward the enemy.\",\"notes\":\"Enemy presumed near (12,16); combat group scouting west. Refinery is under construction; War Factory #160 active. Continue tank production and westward attack-move.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5},{\"do\":\"rally\",\"building\":160,\"x\":25,\"y\":16},{\"do\":\"attack_move\",\"units\":[144,146,147,148,151,154,156,157,161],\"x\":20,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1514, "completion_tokens": 427, "total_tokens": 1941, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1512, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00097988, "upstream_inference_prompt_cost": 0.00041624, "upstream_inference_completions_cost": 0.00056364}, "completion_tokens_details": {"reasoning_tokens": 268, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.87, "thoughts": "The western scouting group is approaching the presumed enemy start but has found no units or buildings yet. Keep the infantry pressure moving west, queue Medium Tanks as funds arrive, and set the War Factory rally point toward the enemy.", "notes": "Enemy presumed near (12,16); combat group scouting west. Refinery is under construction; War Factory #160 active. Continue tank production and westward attack-move.", "commands": [{"do": "train", "item": "1tnk", "count": 5}, {"do": "rally", "building": 160, "x": 25, "y": 16}, {"do": "attack_move", "units": [144, 146, 147, 148, 151, 154, 156, 157, 161], "x": 20, "y": 16}], "feedback": ["train 5x 1tnk: queued", "rally #160: ordered", "attack_move: 9 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": 9200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 31}}
{"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 $240 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.5%.\nPRODUCTION: Building: proc 19%; Building: fix 0%; Building: powr 0%; Infantry: e3 95%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(13,14)* #138@(13,13)* #139@(13,13)* #141@(13,14)* #142@(10,13)* #143@(10,13)* #145@(13,13)* #149@(12,14)* #150@(12,14)* #152@(10,14)* #153@(10,13)*\n  e3 (Rocket Soldier) x2: #155@(10,14)* #158@(11,14)*\n  harv (Ore Truck (harvester)) x1: #132@(17,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: started\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base (12,16). Enemy at (95,11). Building proc+powr done, fix next. Plan: mass 3tnk from weap once fix built, then attack east with tanks+e3 escort.", "raw": "{\"thoughts\":\"Economy building continues; keep training rocket soldiers and queue a second harvester plus power. Once fix and weap ready, start tank production.\",\"notes\":\"Base at (12,16). Enemy at (95,11). Plan: build fix, then 3tnk from weap. Add powr for power margin. Mass army before attacking east.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2330, "completion_tokens": 211, "total_tokens": 2541, "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": 0.00677, "upstream_inference_prompt_cost": 0.00466, "upstream_inference_completions_cost": 0.00211}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.24, "thoughts": "Economy building continues; keep training rocket soldiers and queue a second harvester plus power. Once fix and weap ready, start tank production.", "notes": "Base at (12,16). Enemy at (95,11). Plan: build fix, then 3tnk from weap. Add powr for power margin. Mass army before attacking east.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["build powr: started", "train 1x harv: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 1700, "income": 2000, "experience": 0, "order_count": 36}}
{"tick": 4401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 15.3%.\nPRODUCTION: Building: proc 16%; Building: tent 0%; Vehicle: 1tnk 6%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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: 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  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(40,22) #146@(41,24) #147@(41,22) #148@(41,23)\n  e3 (Rocket Soldier) x5: #151@(43,27) #154@(48,28) #156@(58,28) #157@(66,24) #161@(82,14)\n  harv (Ore Truck (harvester)) x1: #135@(83,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x 1tnk: queued\n  - rally #160: ordered\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Enemy presumed near (12,16); combat group scouting west. Refinery is under construction; War Factory #160 active. Continue tank production and westward attack-move.", "raw": "{\"thoughts\":\"The base is power-positive and production is fully active, but cash is temporarily depleted while the second refinery finishes. Continue scouting and pressure toward the presumed enemy start while queued tanks and rocket infantry assemble.\",\"notes\":\"Enemy presumed near (12,16). Keep all combat units advancing west; maintain tank/e3 production and add economy after cash arrives.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":160,\"x\":70,\"y\":16},{\"do\":\"rally\",\"building\":140,\"x\":70,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1563, "completion_tokens": 264, "total_tokens": 1827, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1561, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000778195, "upstream_inference_prompt_cost": 0.000429715, "upstream_inference_completions_cost": 0.00034848}, "completion_tokens_details": {"reasoning_tokens": 129, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.02, "thoughts": "The base is power-positive and production is fully active, but cash is temporarily depleted while the second refinery finishes. Continue scouting and pressure toward the presumed enemy start while queued tanks and rocket infantry assemble.", "notes": "Enemy presumed near (12,16). Keep all combat units advancing west; maintain tank/e3 production and add economy after cash arrives.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 160, "x": 70, "y": 16}, {"do": "rally", "building": 140, "x": 70, "y": 16}], "feedback": ["attack_move: 9 units", "rally #160: ordered", "rally #140: 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": 1500, "experience": 0, "order_count": 36}}
{"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 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.5%.\nPRODUCTION: Building: proc 25%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 6%; Infantry: e3 22%; Infantry: e3 0%; 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%, #124 powr@(10,16) 100%, #131 proc@(15,17) 100%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(13,14)* #138@(13,13)* #139@(13,13)* #141@(13,14)* #142@(10,13)* #143@(10,13)* #145@(13,13)* #149@(12,14)* #150@(12,14)* #152@(10,14)* #153@(10,13)*\n  e3 (Rocket Soldier) x3: #155@(10,14)* #158@(12,14)* #162@(11,14)*\n  harv (Ore Truck (harvester)) x1: #132@(18,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 1x harv: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy at (95,11). Plan: build fix, then 3tnk from weap. Add powr for power margin. Mass army before attacking east.", "raw": "{\"thoughts\":\"Economy building nicely. Keep training rocket soldiers and infantry, continue building infrastructure. Group idle infantry for defense near base while waiting for tanks.\",\"notes\":\"Base at (12,16). Enemy at (95,11). Plan: finish fix, build 3tnk from weap once fix done. Keep expanding army before attacking east. Idle army grouped near base.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2374, "completion_tokens": 181, "total_tokens": 2555, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006558, "upstream_inference_prompt_cost": 0.004748, "upstream_inference_completions_cost": 0.00181}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.86, "thoughts": "Economy building nicely. Keep training rocket soldiers and infantry, continue building infrastructure. Group idle infantry for defense near base while waiting for tanks.", "notes": "Base at (12,16). Enemy at (95,11). Plan: finish fix, build 3tnk from weap once fix done. Keep expanding army before attacking east. Idle army grouped near base.", "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": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2000, "experience": 0, "order_count": 40}}
{"tick": 4601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $0 (0 units, 0 bldgs). Map explored 17.4%.\nPRODUCTION: Building: proc 16%; Building: tent 0%; Vehicle: 1tnk 6%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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: 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  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(32,17) #146@(32,18) #147@(32,17) #148@(32,17)\n  e3 (Rocket Soldier) x5: #151@(35,20) #154@(39,23) #156@(47,28) #157@(57,28) #161@(73,20)\n  harv (Ore Truck (harvester)) x1: #135@(88,9)\n  jeep (Ranger) x1: #163@(41,25)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - rally #160: ordered\n  - rally #140: ordered\nYOUR NOTES FROM LAST TURN: Enemy presumed near (12,16). Keep all combat units advancing west; maintain tank/e3 production and add economy after cash arrives.", "raw": "{\"thoughts\":\"Continue the westward push toward the presumed enemy base while keeping all combat units together. Production queues are already full; let the refinery and tank/rocket queues generate cash and army.\",\"notes\":\"Enemy presumed near (12,16). Combat force advancing west; keep attack-moving all army toward that area. Building queue is finishing refinery, followed by barracks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":160,\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":140,\"x\":70,\"y\":18}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1567, "completion_tokens": 263, "total_tokens": 1830, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1565, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000777975, "upstream_inference_prompt_cost": 0.000430815, "upstream_inference_completions_cost": 0.00034716}, "completion_tokens_details": {"reasoning_tokens": 125, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.48, "thoughts": "Continue the westward push toward the presumed enemy base while keeping all combat units together. Production queues are already full; let the refinery and tank/rocket queues generate cash and army.", "notes": "Enemy presumed near (12,16). Combat force advancing west; keep attack-moving all army toward that area. Building queue is finishing refinery, followed by barracks.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 160, "x": 70, "y": 18}, {"do": "rally", "building": 140, "x": 70, "y": 18}], "feedback": ["attack_move: 10 units", "rally #160: ordered", "rally #140: 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": 9700, "army_value": 2400, "income": 1500, "experience": 0, "order_count": 36}}
{"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 $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.5%.\nPRODUCTION: Building: proc 25%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 6%; Infantry: e3 22%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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%, #124 powr@(10,16) 100%, #131 proc@(15,17) 99%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(13,14)* #138@(13,13)* #139@(13,13)* #141@(13,14)* #142@(10,13)* #143@(10,13)* #145@(13,13)* #149@(12,14)* #150@(12,14)* #152@(10,14)* #153@(10,13)*\n  e3 (Rocket Soldier) x3: #155@(10,14)* #158@(12,14)* #162@(11,14)*\n  harv (Ore Truck (harvester)) x1: #132@(18,11)\nVISIBLE ENEMY UNITS (1):\n  #163 jeep@(18,19) 100%\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: Base at (12,16). Enemy at (95,11). Plan: finish fix, build 3tnk from weap once fix done. Keep expanding army before attacking east. Idle army grouped near base.", "raw": "{\"thoughts\":\"Enemy jeep scouting near base; continue economy buildup and hold defensive stance. Queue more tanks once fix depot ready.\",\"notes\":\"Base at (12,16). Enemy at (95,11). Continue building fix, powr, proc. Once fix done, build 3tnk. Watch for enemy jeep scout at (18,19).\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2409, "completion_tokens": 192, "total_tokens": 2601, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006738, "upstream_inference_prompt_cost": 0.004818, "upstream_inference_completions_cost": 0.00192}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.25, "thoughts": "Enemy jeep scouting near base; continue economy buildup and hold defensive stance. Queue more tanks once fix depot ready.", "notes": "Base at (12,16). Enemy at (95,11). Continue building fix, powr, proc. Once fix done, build 3tnk. Watch for enemy jeep scout at (18,19).", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["stance: 14 units", "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": 2000, "income": 2000, "experience": 0, "order_count": 42}}
{"tick": 4801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $383 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 22.6%.\nPRODUCTION: Building: proc 19%; Building: tent 0%; Vehicle: 1tnk 12%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(21,16) #146@(23,14) #147@(22,16) #148@(23,14)\n  e3 (Rocket Soldier) x5: #151@(27,14) #154@(29,22) #156@(38,24) #157@(46,28) #161@(65,24)\n  harv (Ore Truck (harvester)) x1: #135@(90,15)\n  jeep (Ranger) x1: #163@(18,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #121 fact@(12,16) 100%, #131 proc@(15,17) 99%, #159 weap@(12,20) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - rally #160: ordered\n  - rally #140: ordered\nYOUR NOTES FROM LAST TURN: Enemy presumed near (12,16). Combat force advancing west; keep attack-moving all army toward that area. Building queue is finishing refinery, followed by barracks.", "raw": "{\"thoughts\":\"The attacking force is spread along the western approach and the enemy base is now visible. Keep all combat units advancing on the enemy Construction Yard while existing tank and rocket queues continue; send the harvester back to ore.\",\"notes\":\"Enemy base at (12,16), refinery at (15,17), war factory at (12,20). Army is attacking west; production queues are already loaded. Build power after queued refinery/barracks if needed.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1604, "completion_tokens": 287, "total_tokens": 1891, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1602, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00081983, "upstream_inference_prompt_cost": 0.00044099, "upstream_inference_completions_cost": 0.00037884}, "completion_tokens_details": {"reasoning_tokens": 155, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.61, "thoughts": "The attacking force is spread along the western approach and the enemy base is now visible. Keep all combat units advancing on the enemy Construction Yard while existing tank and rocket queues continue; send the harvester back to ore.", "notes": "Enemy base at (12,16), refinery at (15,17), war factory at (12,20). Army is attacking west; production queues are already loaded. Build power after queued refinery/barracks if needed.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 135}], "feedback": ["attack_move: 10 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": 9700, "army_value": 2400, "income": 2000, "experience": 0, "order_count": 36}}
{"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 $293 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.5%.\nPRODUCTION: Building: proc 30%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 13%; Infantry: e3 45%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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%, #124 powr@(10,16) 100%, #131 proc@(15,17) 92%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(13,14) #138@(13,13)* #139@(13,13) #141@(13,14)* #142@(10,13)* #143@(10,13)* #145@(13,13)* #149@(12,14)* #150@(12,14)* #152@(10,14)* #153@(10,13)*\n  e3 (Rocket Soldier) x3: #155@(10,14)* #158@(12,14)* #162@(11,14)*\n  harv (Ore Truck (harvester)) x1: #132@(15,18)94%\nVISIBLE ENEMY UNITS (7):\n  #144 e1@(19,16) 100%, #146 e1@(19,15) 100%, #147 e1@(19,16) 100%, #148 e1@(19,15) 100%, #151 e3@(18,14) 16%, #154 e3@(20,16) 100%, #163 jeep@(18,19) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 14 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy at (95,11). Continue building fix, powr, proc. Once fix done, build 3tnk. Watch for enemy jeep scout at (18,19).", "raw": "{\"thoughts\":\"Enemy infantry and jeep are near our base at (18-20,14-19). We have enough infantry to repel them. Group idle army and attack toward enemy cluster while continuing production.\",\"notes\":\"Base at (12,16). Enemy scout/infantry cluster near (18-20,14-19) - engage and destroy. Continue building fix, powr, proc, more e3. Enemy main base at (95,11), not yet explored.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":19,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2519, "completion_tokens": 279, "total_tokens": 2798, "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": 0.007828, "upstream_inference_prompt_cost": 0.005038, "upstream_inference_completions_cost": 0.00279}, "completion_tokens_details": {"reasoning_tokens": 66, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.04, "thoughts": "Enemy infantry and jeep are near our base at (18-20,14-19). We have enough infantry to repel them. Group idle army and attack toward enemy cluster while continuing production.", "notes": "Base at (12,16). Enemy scout/infantry cluster near (18-20,14-19) - engage and destroy. Continue building fix, powr, proc, more e3. Enemy main base at (95,11), not yet explored.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 19, "y": 16}, {"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 12 units", "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": 2000, "income": 2500, "experience": 0, "order_count": 44}}
{"tick": 5001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $9700, army $3500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Building: proc 28%; Building: tent 0%; Vehicle: 1tnk 30%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 97%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #144@(19,16) #146@(19,15) #147@(19,16) #148@(19,15)\n  e3 (Rocket Soldier) x5: #151@(18,14)16% #154@(20,16) #156@(30,16) #157@(38,22) #161@(56,28)\n  harv (Ore Truck (harvester)) x1: #135@(81,7)\n  jeep (Ranger) x1: #163@(18,19)\nVISIBLE ENEMY UNITS (1):\n  #132 harv@(15,18) 94%\nVISIBLE ENEMY BUILDINGS (3):\n  #121 fact@(12,16) 100%, #131 proc@(15,17) 92%, #159 weap@(12,20) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16), refinery at (15,17), war factory at (12,20). Army is attacking west; production queues are already loaded. Build power after queued refinery/barracks if needed.", "raw": "{\"thoughts\":\"Enemy base is exposed and our army is already in position; focus fire on the Construction Yard for an immediate win, then clear remaining buildings. Keep production queues running and avoid risking the damaged rocket soldier unnecessarily.\",\"notes\":\"Enemy base: fact #121 at (12,16), proc #131 at (15,17), weap #159 at (12,20). Army is attacking west; target Construction Yard first. Refinery #proc is still building.\",\"commands\":[{\"do\":\"attack\",\"units\":[144,146,147,148,151,154,156,157,161,163],\"target\":121},{\"do\":\"attack_move\",\"units\":[144,146,147,148,151,154,156,157,161,163],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":160,\"x\":25,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1612, "completion_tokens": 317, "total_tokens": 1929, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1610, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00086163, "upstream_inference_prompt_cost": 0.00044319, "upstream_inference_completions_cost": 0.00041844}, "completion_tokens_details": {"reasoning_tokens": 129, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.74, "thoughts": "Enemy base is exposed and our army is already in position; focus fire on the Construction Yard for an immediate win, then clear remaining buildings. Keep production queues running and avoid risking the damaged rocket soldier unnecessarily.", "notes": "Enemy base: fact #121 at (12,16), proc #131 at (15,17), weap #159 at (12,20). Army is attacking west; target Construction Yard first. Refinery #proc is still building.", "commands": [{"do": "attack", "units": [144, 146, 147, 148, 151, 154, 156, 157, 161, 163], "target": 121}, {"do": "attack_move", "units": [144, 146, 147, 148, 151, 154, 156, 157, 161, 163], "x": 12, "y": 16}, {"do": "rally", "building": 160, "x": 25, "y": 16}], "feedback": ["attack: 10 units", "attack_move: 10 units", "rally #160: 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": 9700, "army_value": 2400, "income": 2000, "experience": 0, "order_count": 36}}
{"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 $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $1500 (7 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.4%.\nPRODUCTION: Building: proc 37%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 22%; Infantry: e3 77%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 69%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(14,14)* #138@(16,14) #139@(13,13)* #141@(15,15) #142@(14,14) #143@(16,16) #145@(16,15) #149@(15,16) #150@(16,15) #152@(15,15) #153@(15,14)\n  e3 (Rocket Soldier) x3: #155@(15,14) #158@(16,15) #162@(16,16)\n  harv (Ore Truck (harvester)) x1: #132@(7,27)94%\nVISIBLE ENEMY UNITS (1):\n  #156 e3@(20,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy scout/infantry cluster near (18-20,14-19) - engage and destroy. Continue building fix, powr, proc, more e3. Enemy main base at (95,11), not yet explored.", "raw": "{\"thoughts\":\"Continue economy buildup and mass units; keep attacking nearby enemy infantry.\",\"notes\":\"Base at (12,16). Enemy main at (95,11), not yet explored. Kill nearby scout at (20,16). Keep training e3/e1, building proc/powr/fix. Plan to mass army before attacking enemy base.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":20,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2455, "completion_tokens": 169, "total_tokens": 2624, "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": 0.0066, "upstream_inference_prompt_cost": 0.00491, "upstream_inference_completions_cost": 0.00169}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "Continue economy buildup and mass units; keep attacking nearby enemy infantry.", "notes": "Base at (12,16). Enemy main at (95,11), not yet explored. Kill nearby scout at (20,16). Keep training e3/e1, building proc/powr/fix. Plan to mass army before attacking enemy base.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 20, "y": 16}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 2 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1500, "deaths_cost": 0, "units_killed": 7, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2500, "experience": 15, "order_count": 46}}
{"tick": 5201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $8200, army $2000, killed $0 (0 units, 0 bldgs), lost $1500 (7 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Building: proc 28%; Building: tent 0%; Vehicle: 1tnk 30%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 97%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #156@(20,16) #157@(30,15) #161@(47,25)\n  harv (Ore Truck (harvester)) x1: #135@(85,7)\nVISIBLE ENEMY UNITS (2):\n  #143 e1@(16,16) 100%, #162 e3@(16,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 10 units\n  - attack_move: 10 units\n  - rally #160: ordered\nYOUR NOTES FROM LAST TURN: Enemy base: fact #121 at (12,16), proc #131 at (15,17), weap #159 at (12,20). Army is attacking west; target Construction Yard first. Refinery #proc is still building.", "raw": "{\"thoughts\":\"The refinery is still under construction and cash is empty, so preserve the economy while the existing queues complete. Send the surviving rocket soldiers toward the known enemy Construction Yard and set production rallies west.\",\"notes\":\"Enemy base remains at fact #121 (12,16), proc #131 (15,17), weap #159 (12,20). Three rocket soldiers are the current army; refinery #134 is 28% building.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":160,\"x\":25,\"y\":16},{\"do\":\"rally\",\"building\":140,\"x\":25,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1542, "completion_tokens": 347, "total_tokens": 1889, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1540, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00088198, "upstream_inference_prompt_cost": 0.00042394, "upstream_inference_completions_cost": 0.00045804}, "completion_tokens_details": {"reasoning_tokens": 194, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.03, "thoughts": "The refinery is still under construction and cash is empty, so preserve the economy while the existing queues complete. Send the surviving rocket soldiers toward the known enemy Construction Yard and set production rallies west.", "notes": "Enemy base remains at fact #121 (12,16), proc #131 (15,17), weap #159 (12,20). Three rocket soldiers are the current army; refinery #134 is 28% building.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 160, "x": 25, "y": 16}, {"do": "rally", "building": 140, "x": 25, "y": 16}], "feedback": ["attack_move: 3 units", "rally #160: ordered", "rally #140: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1500, "units_killed": 0, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 900, "income": 2000, "experience": 0, "order_count": 36}}
{"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 $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $2100 (9 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.9%.\nPRODUCTION: Building: proc 37%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 22%; Infantry: e3 77%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(20,16)* #138@(20,15)* #139@(20,16)* #141@(19,15)* #142@(19,16)* #143@(17,16)91%* #145@(20,15)* #149@(17,15)* #150@(19,17)* #152@(18,15)* #153@(19,16)*\n  e3 (Rocket Soldier) x3: #155@(19,16)* #158@(18,17)* #162@(19,16)98%*\n  harv (Ore Truck (harvester)) x1: #132@(5,26)94%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy main at (95,11), not yet explored. Kill nearby scout at (20,16). Keep training e3/e1, building proc/powr/fix. Plan to mass army before attacking enemy base.", "raw": "{\"thoughts\":\"Economy and production ongoing. Consolidate idle infantry near base, keep building queue going, and continue training army. Will push toward enemy once army is larger.\",\"notes\":\"Base at (12,16). Enemy main at (95,11), unexplored. Keep training e3/e1, building proc/powr/fix. Mass army before attacking enemy base.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2492, "completion_tokens": 269, "total_tokens": 2761, "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": 0.007674, "upstream_inference_prompt_cost": 0.004984, "upstream_inference_completions_cost": 0.00269}, "completion_tokens_details": {"reasoning_tokens": 99, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.01, "thoughts": "Economy and production ongoing. Consolidate idle infantry near base, keep building queue going, and continue training army. Will push toward enemy once army is larger.", "notes": "Base at (12,16). Enemy main at (95,11), unexplored. Keep training e3/e1, building proc/powr/fix. Mass army before attacking enemy base.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["stance: 14 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 0, "units_killed": 9, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2300, "experience": 21, "order_count": 49}}
{"tick": 5401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $7600, army $1400, killed $0 (0 units, 0 bldgs), lost $2100 (9 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Building: proc 28%; Building: tent 0%; Vehicle: 1tnk 30%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 97%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #161@(36,24)\n  harv (Ore Truck (harvester)) x1: #135@(90,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - rally #160: ordered\n  - rally #140: ordered\nYOUR NOTES FROM LAST TURN: Enemy base remains at fact #121 (12,16), proc #131 (15,17), weap #159 (12,20). Three rocket soldiers are the current army; refinery #134 is 28% building.", "raw": "{\"thoughts\":\"The refinery is nearly complete and multiple tank/rocket queues are already saturated, so the economy and production are progressing despite the empty bank. Send the surviving rocket soldier toward the known enemy base and keep the harvester mining.\",\"notes\":\"Enemy base at (12,16): fact #121, proc #131, weap #159. Refinery #134 is 28% complete; tank and rocket queues are full. Build a Service Depot or second refinery when funds and queue permit.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"attack_move\",\"units\":[161],\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1503, "completion_tokens": 389, "total_tokens": 1892, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1501, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000926695, "upstream_inference_prompt_cost": 0.000413215, "upstream_inference_completions_cost": 0.00051348}, "completion_tokens_details": {"reasoning_tokens": 252, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.73, "thoughts": "The refinery is nearly complete and multiple tank/rocket queues are already saturated, so the economy and production are progressing despite the empty bank. Send the surviving rocket soldier toward the known enemy base and keep the harvester mining.", "notes": "Enemy base at (12,16): fact #121, proc #131, weap #159. Refinery #134 is 28% complete; tank and rocket queues are full. Build a Service Depot or second refinery when funds and queue permit.", "commands": [{"do": "harvest", "unit": 135}, {"do": "attack_move", "units": [161], "x": 12, "y": 16}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2100, "units_killed": 0, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 0, "order_count": 36}}
{"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 $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $2100 (9 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.9%.\nPRODUCTION: Building: proc 37%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 22%; Infantry: e3 77%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(20,16)* #138@(20,15)* #139@(20,16)* #141@(19,15)* #142@(19,16)* #143@(17,16)91%* #145@(20,15)* #149@(17,15)* #150@(19,17)* #152@(18,15)* #153@(19,16)*\n  e3 (Rocket Soldier) x3: #155@(19,16)* #158@(18,17)* #162@(19,16)98%*\n  harv (Ore Truck (harvester)) x1: #132@(15,19)94%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 14 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy main at (95,11), unexplored. Keep training e3/e1, building proc/powr/fix. Mass army before attacking enemy base.", "raw": "{\"thoughts\":\"I have a decent army sitting idle. Time to start moving them toward enemy base while continuing production. Keep building economy and more infantry/tanks.\",\"notes\":\"Base at (12,16). Enemy main at (95,11). Sending army group toward enemy. Keep training e3/e1, building proc/powr/fix. Build weap tanks once available.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2505, "completion_tokens": 234, "total_tokens": 2739, "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": 0.00735, "upstream_inference_prompt_cost": 0.00501, "upstream_inference_completions_cost": 0.00234}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.51, "thoughts": "I have a decent army sitting idle. Time to start moving them toward enemy base while continuing production. Keep building economy and more infantry/tanks.", "notes": "Base at (12,16). Enemy main at (95,11). Sending army group toward enemy. Keep training e3/e1, building proc/powr/fix. Build weap tanks once available.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 2}, {"do": "build", "item": "powr"}], "feedback": ["attack_move: 14 units", "train 3x e3: queued", "train 2x e1: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 0, "units_killed": 9, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2000, "experience": 21, "order_count": 52}}
{"tick": 5601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $2100 (9 units, 0 bldgs). Map explored 24.4%.\nPRODUCTION: Building: proc 40%; Building: tent 0%; Vehicle: 1tnk 54%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 52%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #161@(28,17) #166@(85,11)\n  harv (Ore Truck (harvester)) x1: #135@(96,21)\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: Enemy base at (12,16): fact #121, proc #131, weap #159. Refinery #134 is 28% complete; tank and rocket queues are full. Build a Service Depot or second refinery when funds and queue permit.", "raw": "{\"thoughts\":\"Cash is empty, but the refinery and packed tank/rocket queues should restore income and army strength. Send both rocket soldiers toward the known enemy base to scout and harass while production continues.\",\"notes\":\"Enemy base at (12,16): fact #121, proc #131, weap #159. Refinery #134 is under construction; place it when ready. Tank and rocket queues remain filled. Two rockets are moving to enemy base.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[161,166],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":160,\"x\":75,\"y\":11},{\"do\":\"rally\",\"building\":140,\"x\":75,\"y\":11}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1492, "completion_tokens": 312, "total_tokens": 1804, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1490, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00082203, "upstream_inference_prompt_cost": 0.00041019, "upstream_inference_completions_cost": 0.00041184}, "completion_tokens_details": {"reasoning_tokens": 156, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Cash is empty, but the refinery and packed tank/rocket queues should restore income and army strength. Send both rocket soldiers toward the known enemy base to scout and harass while production continues.", "notes": "Enemy base at (12,16): fact #121, proc #131, weap #159. Refinery #134 is under construction; place it when ready. Tank and rocket queues remain filled. Two rockets are moving to enemy base.", "commands": [{"do": "attack_move", "units": [161, 166], "x": 12, "y": 16}, {"do": "rally", "building": 160, "x": 75, "y": 11}, {"do": "rally", "building": 140, "x": 75, "y": 11}], "feedback": ["attack_move: 2 units", "rally #160: ordered", "rally #140: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2100, "units_killed": 0, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2500, "experience": 0, "order_count": 36}}
{"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 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3400, killed $2400 (10 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9%.\nPRODUCTION: Building: proc 49%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 37%; Infantry: e1 96%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(28,22) #138@(27,20)90% #139@(28,21) #141@(27,20) #142@(29,22) #143@(27,20)91% #145@(26,20)98% #149@(26,20) #150@(28,21) #152@(27,20) #153@(27,20)\n  e3 (Rocket Soldier) x4: #155@(28,21) #158@(25,24) #162@(27,21)98% #167@(12,14)*\n  harv (Ore Truck (harvester)) x1: #132@(10,22)94%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - train 3x e3: queued\n  - train 2x e1: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy main at (95,11). Sending army group toward enemy. Keep training e3/e1, building proc/powr/fix. Build weap tanks once available.", "raw": "{\"thoughts\":\"Army is grouped near (27-29,20-22), continue pushing toward enemy base at (95,11). Keep economy building and training more units.\",\"notes\":\"Base at (12,16). Enemy main at (95,11). Army group near (27,21) pushing toward enemy. Keep training e3/e1, building proc/powr/fix/weap. Send harvester back if idle.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2580, "completion_tokens": 213, "total_tokens": 2793, "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": 0.00729, "upstream_inference_prompt_cost": 0.00516, "upstream_inference_completions_cost": 0.00213}, "completion_tokens_details": {"reasoning_tokens": 20, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.04, "thoughts": "Army is grouped near (27-29,20-22), continue pushing toward enemy base at (95,11). Keep economy building and training more units.", "notes": "Base at (12,16). Enemy main at (95,11). Army group near (27,21) pushing toward enemy. Keep training e3/e1, building proc/powr/fix/weap. Send harvester back if idle.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 15 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 0, "units_killed": 10, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 2300, "income": 2500, "experience": 24, "order_count": 58}}
{"tick": 5801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $7600, army $1400, killed $0 (0 units, 0 bldgs), lost $2400 (10 units, 0 bldgs). Map explored 25.5%.\nPRODUCTION: Building: proc 40%; Building: tent 0%; Vehicle: 1tnk 54%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 52%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #166@(77,16)\n  harv (Ore Truck (harvester)) x1: #135@(102,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #160: ordered\n  - rally #140: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16): fact #121, proc #131, weap #159. Refinery #134 is under construction; place it when ready. Tank and rocket queues remain filled. Two rockets are moving to enemy base.", "raw": "{\"thoughts\":\"The refinery is still under construction and cash is empty, so preserve the lone rocket while production completes and the harvester returns ore. Keep the existing tank/rocket queues active and send the rocket cautiously toward the known enemy base for reconnaissance.\",\"notes\":\"Enemy base remains at (12,16), with fact #121, proc #131, weap #159. Refinery #134 is at 40% and must be placed when ready. Preserve rocket #166; production queues are filled.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"move\",\"units\":[166],\"x\":55,\"y\":16},{\"do\":\"rally\",\"building\":160,\"x\":75,\"y\":14},{\"do\":\"rally\",\"building\":140,\"x\":75,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1499, "completion_tokens": 356, "total_tokens": 1855, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1497, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000882035, "upstream_inference_prompt_cost": 0.000412115, "upstream_inference_completions_cost": 0.00046992}, "completion_tokens_details": {"reasoning_tokens": 185, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "The refinery is still under construction and cash is empty, so preserve the lone rocket while production completes and the harvester returns ore. Keep the existing tank/rocket queues active and send the rocket cautiously toward the known enemy base for reconnaissance.", "notes": "Enemy base remains at (12,16), with fact #121, proc #131, weap #159. Refinery #134 is at 40% and must be placed when ready. Preserve rocket #166; production queues are filled.", "commands": [{"do": "harvest", "unit": 135}, {"do": "move", "units": [166], "x": 55, "y": 16}, {"do": "rally", "building": 160, "x": 75, "y": 14}, {"do": "rally", "building": 140, "x": 75, "y": 14}], "feedback": ["move: 1 units", "rally #160: ordered", "rally #140: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2400, "units_killed": 0, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 0, "order_count": 36}}
{"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 $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3400, killed $2400 (10 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.8%.\nPRODUCTION: Building: proc 49%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 37%; Infantry: e1 96%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(38,24) #138@(36,24)90% #139@(37,24) #141@(36,24) #142@(39,24) #143@(37,24)91% #145@(35,24)98% #149@(34,24) #150@(37,24) #152@(36,24) #153@(34,24)\n  e3 (Rocket Soldier) x4: #155@(38,24) #158@(35,24) #162@(36,24)98% #167@(21,17)\n  harv (Ore Truck (harvester)) x1: #132@(5,26)94%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy main at (95,11). Army group near (27,21) pushing toward enemy. Keep training e3/e1, building proc/powr/fix/weap. Send harvester back if idle.", "raw": "{\"thoughts\":\"Continue economy buildup and push army toward enemy base at (95,11). Keep training units.\",\"notes\":\"Base at (12,16). Enemy main at (95,11). Army group near (36,24) pushing toward enemy. Keep training e3/e1, building proc/powr/fix/weap. Send harvester back if idle.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2604, "completion_tokens": 181, "total_tokens": 2785, "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": 0.007018, "upstream_inference_prompt_cost": 0.005208, "upstream_inference_completions_cost": 0.00181}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.9, "thoughts": "Continue economy buildup and push army toward enemy base at (95,11). Keep training units.", "notes": "Base at (12,16). Enemy main at (95,11). Army group near (36,24) pushing toward enemy. Keep training e3/e1, building proc/powr/fix/weap. Send harvester back if idle.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 15 units", "train 3x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 0, "units_killed": 10, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 2300, "income": 2500, "experience": 24, "order_count": 61}}
{"tick": 6001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $7600, army $1400, killed $0 (0 units, 0 bldgs), lost $2400 (10 units, 0 bldgs). Map explored 25.6%.\nPRODUCTION: Building: proc 40%; Building: tent 0%; Vehicle: 1tnk 54%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 52%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #166@(66,18)\n  harv (Ore Truck (harvester)) x1: #135@(97,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #160: ordered\n  - rally #140: ordered\nYOUR NOTES FROM LAST TURN: Enemy base remains at (12,16), with fact #121, proc #131, weap #159. Refinery #134 is at 40% and must be placed when ready. Preserve rocket #166; production queues are filled.", "raw": "{\"thoughts\":\"Cash is empty, but the refinery and queued tank/rocket production are progressing. Keep production rallied west, send the surviving rocket forward as a cautious scout, and ensure the harvester remains mining.\",\"notes\":\"Enemy base confirmed near (12,16): fact #121, proc #131, weap #159. Preserve rocket #166; place proc #134 when ready. Tanks and rockets are queued.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"rally\",\"building\":160,\"x\":75,\"y\":16},{\"do\":\"rally\",\"building\":140,\"x\":75,\"y\":16},{\"do\":\"attack_move\",\"units\":[166],\"x\":45,\"y\":18}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1498, "completion_tokens": 322, "total_tokens": 1820, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1496, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00083688, "upstream_inference_prompt_cost": 0.00041184, "upstream_inference_completions_cost": 0.00042504}, "completion_tokens_details": {"reasoning_tokens": 167, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.6, "thoughts": "Cash is empty, but the refinery and queued tank/rocket production are progressing. Keep production rallied west, send the surviving rocket forward as a cautious scout, and ensure the harvester remains mining.", "notes": "Enemy base confirmed near (12,16): fact #121, proc #131, weap #159. Preserve rocket #166; place proc #134 when ready. Tanks and rockets are queued.", "commands": [{"do": "harvest", "unit": 135}, {"do": "rally", "building": 160, "x": 75, "y": 16}, {"do": "rally", "building": 140, "x": 75, "y": 16}, {"do": "attack_move", "units": [166], "x": 45, "y": 18}], "feedback": ["rally #160: ordered", "rally #140: ordered", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2400, "units_killed": 0, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 0, "order_count": 36}}
{"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 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3400, killed $2400 (10 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.5%.\nPRODUCTION: Building: proc 49%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 37%; Infantry: e1 96%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #137@(49,26) #138@(47,25)90% #139@(48,25) #141@(47,24) #142@(50,26) #143@(48,25)91% #145@(46,24)98% #149@(44,24) #150@(48,25) #152@(47,24) #153@(45,24)\n  e3 (Rocket Soldier) x4: #155@(48,25) #158@(46,24) #162@(47,24)98% #167@(30,23)\n  harv (Ore Truck (harvester)) x1: #132@(11,22)94%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - train 3x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy main at (95,11). Army group near (36,24) pushing toward enemy. Keep training e3/e1, building proc/powr/fix/weap. Send harvester back if idle.", "raw": "{\"thoughts\":\"Continue advancing army toward enemy base and keep economy/production running. Build more power and expand tech.\",\"notes\":\"Base at (12,16). Enemy main at (95,11). Army group pushing toward enemy near (48,25). Keep training e3/e1, building proc/powr/fix/weap. Send harvester back if idle.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2671, "completion_tokens": 197, "total_tokens": 2868, "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": 0.007312, "upstream_inference_prompt_cost": 0.005342, "upstream_inference_completions_cost": 0.00197}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "Continue advancing army toward enemy base and keep economy/production running. Build more power and expand tech.", "notes": "Base at (12,16). Enemy main at (95,11). Army group pushing toward enemy near (48,25). Keep training e3/e1, building proc/powr/fix/weap. Send harvester back if idle.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 2}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 15 units", "train 3x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 0, "units_killed": 10, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 2300, "income": 2000, "experience": 24, "order_count": 66}}
{"tick": 6201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $248 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $0 (0 units, 0 bldgs), lost $2400 (10 units, 0 bldgs). Map explored 25.6%.\nPRODUCTION: Building: proc 46%; Building: tent 0%; Vehicle: 1tnk 66%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 80%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #166@(62,27)\n  harv (Ore Truck (harvester)) x1: #135@(89,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #160: ordered\n  - rally #140: ordered\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base confirmed near (12,16): fact #121, proc #131, weap #159. Preserve rocket #166; place proc #134 when ready. Tanks and rockets are queued.", "raw": "{\"thoughts\":\"Cash is empty but ore is accumulating; the refinery and existing queues should soon generate a tank-and-rocket force. Keep the lone rocket moving cautiously toward the confirmed enemy base while preserving it, and keep the harvester mining.\",\"notes\":\"Enemy base at (12,16): fact #121, proc #131, weap #159. Proc #134 is under construction; tank and rocket queues active. Rocket #166 is scouting west from (62,27).\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"attack_move\",\"units\":[166],\"x\":35,\"y\":22},{\"do\":\"rally\",\"building\":160,\"x\":70,\"y\":12},{\"do\":\"rally\",\"building\":140,\"x\":70,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1490, "completion_tokens": 332, "total_tokens": 1822, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1488, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00084788, "upstream_inference_prompt_cost": 0.00040964, "upstream_inference_completions_cost": 0.00043824}, "completion_tokens_details": {"reasoning_tokens": 164, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.43, "thoughts": "Cash is empty but ore is accumulating; the refinery and existing queues should soon generate a tank-and-rocket force. Keep the lone rocket moving cautiously toward the confirmed enemy base while preserving it, and keep the harvester mining.", "notes": "Enemy base at (12,16): fact #121, proc #131, weap #159. Proc #134 is under construction; tank and rocket queues active. Rocket #166 is scouting west from (62,27).", "commands": [{"do": "harvest", "unit": 135}, {"do": "attack_move", "units": [166], "x": 35, "y": 22}, {"do": "rally", "building": 160, "x": 70, "y": 12}, {"do": "rally", "building": 140, "x": 70, "y": 12}], "feedback": ["attack_move: 1 units", "rally #160: ordered", "rally #140: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2400, "units_killed": 0, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 0, "order_count": 36}}
{"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 $216 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10000, army $3500, killed $2700 (11 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.9%.\nPRODUCTION: Building: proc 56%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 46%; Infantry: e1 90%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #137@(57,28) #138@(56,28)90% #139@(57,28) #141@(56,28) #142@(57,28)91% #143@(58,28)91% #145@(55,28)98% #149@(54,28) #150@(58,28) #152@(56,28) #153@(54,28) #169@(11,14)*\n  e3 (Rocket Soldier) x4: #155@(57,28) #158@(54,28) #162@(55,28)98% #167@(41,24)\n  harv (Ore Truck (harvester)) x1: #132@(15,18)94%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - train 3x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy main at (95,11). Army group pushing toward enemy near (48,25). Keep training e3/e1, building proc/powr/fix/weap. Send harvester back if idle.", "raw": "{\"thoughts\":\"Army pushing east toward enemy at (95,11). Continue advancing group and keep economy/production going.\",\"notes\":\"Base at (12,16). Enemy main at (95,11). Army group at ~(56,28) moving toward enemy. Keep training e3/e1, building proc/powr/fix. Send harvester back if idle.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2725, "completion_tokens": 197, "total_tokens": 2922, "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": 0.00742, "upstream_inference_prompt_cost": 0.00545, "upstream_inference_completions_cost": 0.00197}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.42, "thoughts": "Army pushing east toward enemy at (95,11). Continue advancing group and keep economy/production going.", "notes": "Base at (12,16). Enemy main at (95,11). Army group at ~(56,28) moving toward enemy. Keep training e3/e1, building proc/powr/fix. Send harvester back if idle.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 2}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 16 units", "train 3x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 0, "units_killed": 11, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 2400, "income": 2500, "experience": 27, "order_count": 71}}
{"tick": 6401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $7600, army $1400, killed $0 (0 units, 0 bldgs), lost $2700 (11 units, 0 bldgs). Map explored 25.6%.\nPRODUCTION: Building: proc 52%; Building: tent 0%; Vehicle: 1tnk 78%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 7%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #168@(84,10)\n  harv (Ore Truck (harvester)) x1: #135@(87,4)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #160: ordered\n  - rally #140: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16): fact #121, proc #131, weap #159. Proc #134 is under construction; tank and rocket queues active. Rocket #166 is scouting west from (62,27).", "raw": "{\"thoughts\":\"Cash is exhausted, but the second refinery is halfway built and tank/rocket production is already queued. Send the surviving rocket west to scout toward the known enemy base while production and harvesting continue.\",\"notes\":\"Enemy base believed at (12,16), with fact #121, proc #131, weap #159. Keep tank and rocket queues active; scout west from (84,10).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[168],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":160,\"x\":75,\"y\":11},{\"do\":\"rally\",\"building\":140,\"x\":75,\"y\":11}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1489, "completion_tokens": 270, "total_tokens": 1759, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1487, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000765765, "upstream_inference_prompt_cost": 0.000409365, "upstream_inference_completions_cost": 0.0003564}, "completion_tokens_details": {"reasoning_tokens": 126, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.83, "thoughts": "Cash is exhausted, but the second refinery is halfway built and tank/rocket production is already queued. Send the surviving rocket west to scout toward the known enemy base while production and harvesting continue.", "notes": "Enemy base believed at (12,16), with fact #121, proc #131, weap #159. Keep tank and rocket queues active; scout west from (84,10).", "commands": [{"do": "attack_move", "units": [168], "x": 12, "y": 16}, {"do": "rally", "building": 160, "x": 75, "y": 11}, {"do": "rally", "building": 140, "x": 75, "y": 11}], "feedback": ["attack_move: 1 units", "rally #160: ordered", "rally #140: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2700, "units_killed": 0, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 0, "order_count": 36}}
{"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 $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10100, army $3600, killed $2700 (11 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.5%.\nPRODUCTION: Building: proc 61%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 52%; Infantry: e1 60%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #137@(66,23) #138@(64,25)90% #139@(65,23) #141@(64,25) #142@(66,23)91% #143@(67,21)91% #145@(64,25)98% #149@(63,26) #150@(67,22) #152@(64,25) #153@(63,26) #169@(21,17) #170@(11,14)*\n  e3 (Rocket Soldier) x4: #155@(66,24) #158@(63,26) #162@(64,25)98% #167@(50,26)\n  harv (Ore Truck (harvester)) x1: #132@(20,8)94%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 16 units\n  - train 3x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy main at (95,11). Army group at ~(56,28) moving toward enemy. Keep training e3/e1, building proc/powr/fix. Send harvester back if idle.", "raw": "{\"thoughts\":\"Army is en route to enemy base. Keep production going and continue advancing troops toward enemy start.\",\"notes\":\"Base at (12,16). Enemy main at (95,11). Army group ~(65,24) advancing east. Keep training e3/e1, building proc/powr/fix. Push army toward enemy once grouped.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2776, "completion_tokens": 180, "total_tokens": 2956, "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": 0.007352, "upstream_inference_prompt_cost": 0.005552, "upstream_inference_completions_cost": 0.0018}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.76, "thoughts": "Army is en route to enemy base. Keep production going and continue advancing troops toward enemy start.", "notes": "Base at (12,16). Enemy main at (95,11). Army group ~(65,24) advancing east. Keep training e3/e1, building proc/powr/fix. Push army toward enemy once grouped.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 17 units", "train 3x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 0, "units_killed": 11, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 2500, "income": 2500, "experience": 27, "order_count": 76}}
{"tick": 6601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $7600, army $1400, killed $0 (0 units, 0 bldgs), lost $2700 (11 units, 0 bldgs). Map explored 25.6%.\nPRODUCTION: Building: proc 52%; Building: tent 0%; Vehicle: 1tnk 78%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 7%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #168@(76,17)\n  harv (Ore Truck (harvester)) x1: #135@(88,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #160: ordered\n  - rally #140: ordered\nYOUR NOTES FROM LAST TURN: Enemy base believed at (12,16), with fact #121, proc #131, weap #159. Keep tank and rocket queues active; scout west from (84,10).", "raw": "{\"thoughts\":\"Cash is empty, but the second refinery and multiple tank/rocket queues are already active and should convert incoming ore into a stronger economy and army. Send the lone rocket west to scout toward the suspected enemy base while keeping production rallies forward.\",\"notes\":\"Enemy likely at (12,16), fact #121/proc #131/weap #159. Second refinery is building; maintain tank and rocket production. Rocket #168 scouting west from (76,17).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[168],\"x\":45,\"y\":16},{\"do\":\"rally\",\"building\":160,\"x\":75,\"y\":12},{\"do\":\"rally\",\"building\":140,\"x\":75,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1481, "completion_tokens": 269, "total_tokens": 1750, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1479, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000762245, "upstream_inference_prompt_cost": 0.000407165, "upstream_inference_completions_cost": 0.00035508}, "completion_tokens_details": {"reasoning_tokens": 112, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.49, "thoughts": "Cash is empty, but the second refinery and multiple tank/rocket queues are already active and should convert incoming ore into a stronger economy and army. Send the lone rocket west to scout toward the suspected enemy base while keeping production rallies forward.", "notes": "Enemy likely at (12,16), fact #121/proc #131/weap #159. Second refinery is building; maintain tank and rocket production. Rocket #168 scouting west from (76,17).", "commands": [{"do": "attack_move", "units": [168], "x": 45, "y": 16}, {"do": "rally", "building": 160, "x": 75, "y": 12}, {"do": "rally", "building": 140, "x": 75, "y": 12}], "feedback": ["attack_move: 1 units", "rally #160: ordered", "rally #140: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2700, "units_killed": 0, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 0, "order_count": 36}}
{"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 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10100, army $3600, killed $3000 (12 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 17%.\nPRODUCTION: Building: proc 61%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 52%; Infantry: e1 60%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #137@(73,16) #138@(72,17)90% #139@(73,16) #141@(72,17) #142@(73,16)90% #143@(73,15)82% #145@(72,18)98% #149@(70,19) #150@(74,15) #152@(72,17) #153@(70,18) #169@(30,23) #170@(21,17)\n  e3 (Rocket Soldier) x4: #155@(72,16) #158@(71,18) #162@(71,17)98% #167@(60,28)\n  harv (Ore Truck (harvester)) x1: #132@(19,11)94%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - train 3x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy main at (95,11). Army group ~(65,24) advancing east. Keep training e3/e1, building proc/powr/fix. Push army toward enemy once grouped.", "raw": "{\"thoughts\":\"Army is grouped near (72,17), pushing toward enemy base at (95,11). Continue advancing and keep production running.\",\"notes\":\"Army group ~(72,17) advancing toward enemy base (95,11). Keep producing e3/e1, building procs/powr/fix. Push attack once army merges.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2827, "completion_tokens": 177, "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": 0.007424, "upstream_inference_prompt_cost": 0.005654, "upstream_inference_completions_cost": 0.00177}, "completion_tokens_details": {"reasoning_tokens": 36, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.87, "thoughts": "Army is grouped near (72,17), pushing toward enemy base at (95,11). Continue advancing and keep production running.", "notes": "Army group ~(72,17) advancing toward enemy base (95,11). Keep producing e3/e1, building procs/powr/fix. Push attack once army merges.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 17 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 0, "units_killed": 12, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 2500, "income": 2000, "experience": 30, "order_count": 81}}
{"tick": 6801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $165 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $0 (0 units, 0 bldgs), lost $3000 (12 units, 0 bldgs). Map explored 25.6%.\nPRODUCTION: Building: proc 53%; Building: tent 0%; Vehicle: 1tnk 80%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 11%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(90,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #160: ordered\n  - rally #140: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16), fact #121/proc #131/weap #159. Second refinery is building; maintain tank and rocket production. Rocket #168 scouting west from (76,17).", "raw": "{\"thoughts\":\"The second refinery is nearly complete, while the economy is temporarily cash-starved. Keep the existing tank and rocket queues active, then place the refinery as soon as it is ready; use the first combat group to scout toward the likely enemy base at (12,16).\",\"notes\":\"Enemy likely base at (12,16), with fact #121/proc #131/weap #159. Second refinery is 53% complete. Maintain Light Tank and Rocket Soldier production; scout west when units emerge.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"rally\",\"building\":160,\"x\":75,\"y\":17},{\"do\":\"rally\",\"building\":140,\"x\":75,\"y\":17},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1468, "completion_tokens": 317, "total_tokens": 1785, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1466, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00082203, "upstream_inference_prompt_cost": 0.00040359, "upstream_inference_completions_cost": 0.00041844}, "completion_tokens_details": {"reasoning_tokens": 122, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "The second refinery is nearly complete, while the economy is temporarily cash-starved. Keep the existing tank and rocket queues active, then place the refinery as soon as it is ready; use the first combat group to scout toward the likely enemy base at (12,16).", "notes": "Enemy likely base at (12,16), with fact #121/proc #131/weap #159. Second refinery is 53% complete. Maintain Light Tank and Rocket Soldier production; scout west when units emerge.", "commands": [{"do": "train", "item": "1tnk", "count": 5}, {"do": "train", "item": "e3", "count": 5}, {"do": "rally", "building": 160, "x": 75, "y": 17}, {"do": "rally", "building": 140, "x": 75, "y": 17}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["train 5x 1tnk: queued", "train 5x e3: queued", "rally #160: ordered", "rally #140: ordered", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 3000, "units_killed": 0, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2175, "experience": 0, "order_count": 36}}
{"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 $328 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10200, army $3700, killed $3000 (12 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.1%.\nPRODUCTION: Building: proc 65%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 57%; Infantry: e1 16%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #137@(84,14) #138@(80,11)90% #139@(83,14) #141@(80,11) #142@(84,14)90% #143@(85,14)71% #145@(79,11)98% #149@(77,12) #150@(84,14) #152@(81,11) #153@(78,11) #169@(39,24) #170@(29,22) #172@(12,14)\n  e3 (Rocket Soldier) x4: #155@(81,11) #158@(78,11) #162@(79,11)98% #167@(68,21)\n  harv (Ore Truck (harvester)) x1: #132@(15,18)94%\nVISIBLE ENEMY UNITS (1):\n  #171 1tnk@(87,11) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\nYOUR NOTES FROM LAST TURN: Army group ~(72,17) advancing toward enemy base (95,11). Keep producing e3/e1, building procs/powr/fix. Push attack once army merges.", "raw": "{\"thoughts\":\"Army is near enemy base at (95,11), engage the visible tank and push forward. Keep production queues going, cancel some duplicate low-priority builds and focus economy/army.\",\"notes\":\"Army group near (80-85,11-14) pushing toward enemy base (95,11). Keep training e3/e1, build fix, more power/proc. Watch for enemy tanks.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4},\n{\"do\":\"harvest\",\"unit\":132}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2804, "completion_tokens": 222, "total_tokens": 3026, "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": 0.007828, "upstream_inference_prompt_cost": 0.005608, "upstream_inference_completions_cost": 0.00222}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.62, "thoughts": "Army is near enemy base at (95,11), engage the visible tank and push forward. Keep production queues going, cancel some duplicate low-priority builds and focus economy/army.", "notes": "Army group near (80-85,11-14) pushing toward enemy base (95,11). Keep training e3/e1, build fix, more power/proc. Watch for enemy tanks.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 4}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 18 units", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 0, "units_killed": 12, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 2600, "income": 2500, "experience": 30, "order_count": 81}}
{"tick": 7001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $8000, army $1800, killed $0 (0 units, 0 bldgs), lost $3000 (12 units, 0 bldgs). Map explored 25.6%.\nPRODUCTION: Building: proc 64%; Building: tent 0%; Vehicle: 1tnk 1%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 62%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #171@(87,11)98%\n  harv (Ore Truck (harvester)) x1: #135@(86,6)\nVISIBLE ENEMY UNITS (5):\n  #137 e1@(84,14) 99%, #139 e1@(83,14) 100%, #142 e1@(84,14) 90%, #143 e1@(85,14) 71%, #150 e1@(84,14) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x 1tnk: queued\n  - train 5x e3: queued\n  - rally #160: ordered\n  - rally #140: ordered\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy likely base at (12,16), with fact #121/proc #131/weap #159. Second refinery is 53% complete. Maintain Light Tank and Rocket Soldier production; scout west when units emerge.", "raw": "{\"thoughts\":\"The base is economically strained but production is underway. Use the existing Light Tank to clear the enemy infantry nearby, while queued tanks and rocket soldiers build; continue scouting west toward the known enemy base.\",\"notes\":\"Enemy base believed near (12,16), previously seen fact #121, proc #131, weap #159. Keep tank pressure/scouting west; place refinery when construction completes.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[171],\"x\":80,\"y\":14},{\"do\":\"rally\",\"building\":160,\"x\":80,\"y\":14},{\"do\":\"rally\",\"building\":140,\"x\":80,\"y\":14},{\"do\":\"stance\",\"units\":[171],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1647, "completion_tokens": 305, "total_tokens": 1952, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1645, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000855415, "upstream_inference_prompt_cost": 0.000452815, "upstream_inference_completions_cost": 0.0004026}, "completion_tokens_details": {"reasoning_tokens": 148, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.9, "thoughts": "The base is economically strained but production is underway. Use the existing Light Tank to clear the enemy infantry nearby, while queued tanks and rocket soldiers build; continue scouting west toward the known enemy base.", "notes": "Enemy base believed near (12,16), previously seen fact #121, proc #131, weap #159. Keep tank pressure/scouting west; place refinery when construction completes.", "commands": [{"do": "attack_move", "units": [171], "x": 80, "y": 14}, {"do": "rally", "building": 160, "x": 80, "y": 14}, {"do": "rally", "building": 140, "x": 80, "y": 14}, {"do": "stance", "units": [171], "stance": "attack_anything"}], "feedback": ["attack_move: 1 units", "rally #160: ordered", "rally #140: ordered", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 3000, "units_killed": 0, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8000, "army_value": 700, "income": 2500, "experience": 0, "order_count": 46}}
{"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 $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10300, army $3800, killed $3700 (13 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 20.4%.\nPRODUCTION: Building: proc 73%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 67%; Infantry: e3 7%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #137@(88,13) #138@(87,10)90% #139@(87,14) #141@(87,10) #142@(88,13)90% #143@(88,13)30% #145@(87,10)98% #149@(86,10) #150@(87,14)95% #152@(86,10) #153@(85,10) #169@(50,26) #170@(39,24) #172@(21,17) #173@(12,14)*\n  e3 (Rocket Soldier) x4: #155@(86,10) #158@(87,10) #162@(87,10)98% #167@(75,14)\n  harv (Ore Truck (harvester)) x1: #132@(8,28)94%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #134 proc@(90,14) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Army group near (80-85,11-14) pushing toward enemy base (95,11). Keep training e3/e1, build fix, more power/proc. Watch for enemy tanks.", "raw": "{\"thoughts\":\"Army is near enemy base at (90,14), enemy refinery visible. Push attack toward it with all army, keep training reinforcements, and continue economy buildup.\",\"notes\":\"Army pushing on enemy base near (90,14)/(95,11). Enemy proc visible, keep attacking buildings. Continue building power/proc/fix and training e3/e1 reinforcements. Watch for tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":92,\"y\":13},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2862, "completion_tokens": 264, "total_tokens": 3126, "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": 0.008364, "upstream_inference_prompt_cost": 0.005724, "upstream_inference_completions_cost": 0.00264}, "completion_tokens_details": {"reasoning_tokens": 57, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.04, "thoughts": "Army is near enemy base at (90,14), enemy refinery visible. Push attack toward it with all army, keep training reinforcements, and continue economy buildup.", "notes": "Army pushing on enemy base near (90,14)/(95,11). Enemy proc visible, keep attacking buildings. Continue building power/proc/fix and training e3/e1 reinforcements. Watch for tanks.", "commands": [{"do": "attack_move", "units": "all_army", "x": 92, "y": 13}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 19 units", "train 4x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 0, "units_killed": 13, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 2700, "income": 2500, "experience": 37, "order_count": 85}}
{"tick": 7201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $7300, army $1100, killed $0 (0 units, 0 bldgs), lost $3700 (13 units, 0 bldgs). Map explored 25.6%.\nPRODUCTION: Building: proc 64%; Building: tent 0%; Vehicle: 1tnk 1%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 62%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 100%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(83,5)\nVISIBLE ENEMY UNITS (13):\n  #137 e1@(88,13) 99%, #138 e1@(87,10) 90%, #139 e1@(87,14) 100%, #141 e1@(87,10) 100%, #142 e1@(88,13) 90%, #143 e1@(88,13) 30%, #145 e1@(87,10) 98%, #149 e1@(86,10) 100%, #150 e1@(87,14) 95%, #152 e1@(86,10) 100%, #155 e3@(86,10) 100%, #158 e3@(87,10) 100%, #162 e3@(87,10) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #160: ordered\n  - rally #140: ordered\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base believed near (12,16), previously seen fact #121, proc #131, weap #159. Keep tank pressure/scouting west; place refinery when construction completes.", "raw": "{\"thoughts\":\"The base is under infantry pressure, but all combat units have been lost and cash is nearly empty. Let the refinery finish to restore income, keep the harvester mining, and direct the existing production toward the western enemy base.\",\"notes\":\"Enemy infantry cluster is at 86-88,10-14 near our base; suspected enemy base remains near (12,16). Refinery is 64% complete; tank and rocket queues are already active. Rally units west when they emerge.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"rally\",\"building\":160,\"x\":78,\"y\":11},{\"do\":\"rally\",\"building\":140,\"x\":78,\"y\":11},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1696, "completion_tokens": 363, "total_tokens": 2059, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1694, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00094545, "upstream_inference_prompt_cost": 0.00046629, "upstream_inference_completions_cost": 0.00047916}, "completion_tokens_details": {"reasoning_tokens": 194, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.71, "thoughts": "The base is under infantry pressure, but all combat units have been lost and cash is nearly empty. Let the refinery finish to restore income, keep the harvester mining, and direct the existing production toward the western enemy base.", "notes": "Enemy infantry cluster is at 86-88,10-14 near our base; suspected enemy base remains near (12,16). Refinery is 64% complete; tank and rocket queues are already active. Rally units west when they emerge.", "commands": [{"do": "harvest", "unit": 135}, {"do": "rally", "building": 160, "x": 78, "y": 11}, {"do": "rally", "building": 140, "x": 78, "y": 11}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["rally #160: ordered", "rally #140: ordered", "stance: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 3700, "units_killed": 0, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2000, "experience": 0, "order_count": 46}}
{"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 $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10100, army $3600, killed $3700 (13 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 20.9%.\nPRODUCTION: Building: proc 73%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 67%; Infantry: e3 7%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #137@(92,13) #138@(92,13)90% #139@(90,12) #141@(91,13) #142@(92,13)90% #143@(92,13)30% #145@(91,13)98% #150@(91,13)95% #153@(87,10) #169@(59,28) #170@(49,26) #172@(30,23) #173@(21,17)\n  e3 (Rocket Soldier) x4: #155@(89,11) #158@(92,13) #162@(90,12)98% #167@(84,12)\n  harv (Ore Truck (harvester)) x1: #132@(8,26)94%\nVISIBLE ENEMY UNITS (1):\n  #135 harv@(88,15) 22%\nVISIBLE ENEMY BUILDINGS (3):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 19 units\n  - train 4x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Army pushing on enemy base near (90,14)/(95,11). Enemy proc visible, keep attacking buildings. Continue building power/proc/fix and training e3/e1 reinforcements. Watch for tanks.", "raw": "{\"thoughts\":\"My army is near enemy base with visible buildings. Focus fire on fact/proc to break their economy and win. Keep production running at home.\",\"notes\":\"Attacking enemy base at (90-95,11-14). Target fact#125, proc#134, powr#126. Keep training e3/e1, building power/fix.\",\"commands\":[\n{\"do\":\"attack\",\"units\":[137,138,139,141,142,143,145,150,153,155,158,162,167],\"target\":134},\n{\"do\":\"attack_move\",\"units\":[169,170,172,173],\"x\":90,\"y\":13},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":2}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2981, "completion_tokens": 282, "total_tokens": 3263, "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": 0.008782, "upstream_inference_prompt_cost": 0.005962, "upstream_inference_completions_cost": 0.00282}, "completion_tokens_details": {"reasoning_tokens": 55, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.26, "thoughts": "My army is near enemy base with visible buildings. Focus fire on fact/proc to break their economy and win. Keep production running at home.", "notes": "Attacking enemy base at (90-95,11-14). Target fact#125, proc#134, powr#126. Keep training e3/e1, building power/fix.", "commands": [{"do": "attack", "units": [137, 138, 139, 141, 142, 143, 145, 150, 153, 155, 158, 162, 167], "target": 134}, {"do": "attack_move", "units": [169, 170, 172, 173], "x": 90, "y": 13}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack: 13 units", "attack_move: 4 units", "train 4x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 200, "units_killed": 13, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 2500, "income": 2000, "experience": 37, "order_count": 91}}
{"tick": 7401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $7300, army $1100, killed $200 (2 units, 0 bldgs), lost $3700 (13 units, 0 bldgs). Map explored 25.6%.\nPRODUCTION: Building: proc 64%; Building: tent 0%; Vehicle: 1tnk 1%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 62%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 100%, #134 proc@(90,14) 99%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(88,15)22%\nVISIBLE ENEMY UNITS (12):\n  #137 e1@(92,13) 99%, #138 e1@(92,13) 90%, #139 e1@(90,12) 100%, #141 e1@(91,13) 100%, #142 e1@(92,13) 90%, #143 e1@(92,13) 30%, #145 e1@(91,13) 98%, #150 e1@(91,13) 95%, #153 e1@(87,10) 100%, #155 e3@(89,11) 100%, #158 e3@(92,13) 100%, #162 e3@(90,12) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #160: ordered\n  - rally #140: ordered\n  - stance: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy infantry cluster is at 86-88,10-14 near our base; suspected enemy base remains near (12,16). Refinery is 64% complete; tank and rocket queues are already active. Rally units west when they emerge.", "raw": "{\"thoughts\":\"Our base is under heavy infantry and rocket pressure, but all available funds are committed and production queues are already saturated. Keep the damaged harvester mining and let the queued tanks/rockets emerge; regroup them west to clear the attackers before advancing toward the enemy start.\",\"notes\":\"Enemy cluster is at 87-92,10-13 beside the base. Refinery is 64% complete; war factory is producing light tanks and barracks rocket queue is active. No combat units currently available.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1693, "completion_tokens": 373, "total_tokens": 2066, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1691, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000957825, "upstream_inference_prompt_cost": 0.000465465, "upstream_inference_completions_cost": 0.00049236}, "completion_tokens_details": {"reasoning_tokens": 251, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.74, "thoughts": "Our base is under heavy infantry and rocket pressure, but all available funds are committed and production queues are already saturated. Keep the damaged harvester mining and let the queued tanks/rockets emerge; regroup them west to clear the attackers before advancing toward the enemy start.", "notes": "Enemy cluster is at 87-92,10-13 beside the base. Refinery is 64% complete; war factory is producing light tanks and barracks rocket queue is active. No combat units currently available.", "commands": [{"do": "harvest", "unit": 135}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 3700, "units_killed": 2, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2000, "experience": 2, "order_count": 46}}
{"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 $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10100, army $3600, killed $5100 (13 units, 1 bldgs), lost $200 (2 units, 0 bldgs). Map explored 20.9%.\nPRODUCTION: Building: proc 73%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 67%; Infantry: e3 7%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #137@(92,13)* #138@(92,13)90%* #139@(90,12)90%* #141@(91,13)* #142@(92,13)90%* #143@(92,13)30%* #145@(91,13)98%* #150@(91,13)95%* #153@(88,10)* #169@(67,22) #170@(59,28) #172@(40,24) #173@(30,23)\n  e3 (Rocket Soldier) x4: #155@(89,11)* #158@(92,13)* #162@(90,12)98%* #167@(85,12)*\n  harv (Ore Truck (harvester)) x1: #132@(15,18)94%\nVISIBLE ENEMY UNITS (2):\n  #135 harv@(86,13) 13%, #176 e3@(92,10) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 13 units\n  - attack_move: 4 units\n  - train 4x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Attacking enemy base at (90-95,11-14). Target fact#125, proc#134, powr#126. Keep training e3/e1, building power/fix.", "raw": "{\"thoughts\":\"My assault group is near enemy base at (90-95,11-14). Push attack on fact#125 and powr#126 with all nearby units. Keep economy building progressing; too many queued infantry, but let them continue slowly. Focus attack.\",\"notes\":\"Attacking enemy base at (95,11). Target fact#125, powr#126. Keep training e3, building power/fix. Move stragglers up to join assault.\",\"commands\":[{\"do\":\"attack\",\"units\":[137,138,139,141,142,143,145,150,153,155,158,162,167,176],\"target\":125},{\"do\":\"attack_move\",\"units\":[169,170,172,173],\"x\":90,\"y\":12},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3050, "completion_tokens": 277, "total_tokens": 3327, "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": 0.00887, "upstream_inference_prompt_cost": 0.0061, "upstream_inference_completions_cost": 0.00277}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.54, "thoughts": "My assault group is near enemy base at (90-95,11-14). Push attack on fact#125 and powr#126 with all nearby units. Keep economy building progressing; too many queued infantry, but let them continue slowly. Focus attack.", "notes": "Attacking enemy base at (95,11). Target fact#125, powr#126. Keep training e3, building power/fix. Move stragglers up to join assault.", "commands": [{"do": "attack", "units": [137, 138, 139, 141, 142, 143, 145, 150, 153, 155, 158, 162, 167, 176], "target": 125}, {"do": "attack_move", "units": [169, 170, 172, 173], "x": 90, "y": 12}, {"do": "harvest", "unit": 132}], "feedback": ["attack: 13 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5100, "deaths_cost": 200, "units_killed": 13, "units_lost": 2, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10100, "army_value": 2500, "income": 2000, "experience": 51, "order_count": 97}}
{"tick": 7601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 97 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $1400, killed $200 (2 units, 0 bldgs), lost $5100 (13 units, 1 bldgs). Map explored 25.6%.\nPRODUCTION: Building: proc 76%; Building: tent 0%; Vehicle: 1tnk 25%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, 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, 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, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 100%, #126 powr@(92,12) 97%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #176@(92,10)\n  harv (Ore Truck (harvester)) x1: #135@(86,13)13%\nVISIBLE ENEMY UNITS (13):\n  #137 e1@(92,13) 99%, #138 e1@(92,13) 90%, #139 e1@(90,12) 90%, #141 e1@(91,13) 100%, #142 e1@(92,13) 90%, #143 e1@(92,13) 30%, #145 e1@(91,13) 98%, #150 e1@(91,13) 95%, #153 e1@(88,10) 100%, #155 e3@(89,11) 100%, #158 e3@(92,13) 100%, #162 e3@(90,12) 98%, #167 e3@(85,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy cluster is at 87-92,10-13 beside the base. Refinery is 64% complete; war factory is producing light tanks and barracks rocket queue is active. No combat units currently available.", "raw": "{\"thoughts\":\"The base is under immediate infantry and rocket attack, while the harvester is critically damaged. Use the lone rocket soldier to focus the nearest enemy rocket unit and retreat the harvester toward the Construction Yard; preserve the queued tank and rocket production.\",\"notes\":\"Enemy cluster at (85-92,10-13), adjacent to base. Harvester #135 is at 13% HP; rocket #176 is the only combat unit currently available. Production queues are already filled with light tanks and rocket soldiers.\",\"commands\":[{\"do\":\"attack\",\"units\":[176],\"target\":167},{\"do\":\"move\",\"units\":[135],\"x\":98,\"y\":15},{\"do\":\"repair\",\"building\":125}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1628, "completion_tokens": 332, "total_tokens": 1960, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1626, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00088583, "upstream_inference_prompt_cost": 0.00044759, "upstream_inference_completions_cost": 0.00043824}, "completion_tokens_details": {"reasoning_tokens": 182, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.6, "thoughts": "The base is under immediate infantry and rocket attack, while the harvester is critically damaged. Use the lone rocket soldier to focus the nearest enemy rocket unit and retreat the harvester toward the Construction Yard; preserve the queued tank and rocket production.", "notes": "Enemy cluster at (85-92,10-13), adjacent to base. Harvester #135 is at 13% HP; rocket #176 is the only combat unit currently available. Production queues are already filled with light tanks and rocket soldiers.", "commands": [{"do": "attack", "units": [176], "target": 167}, {"do": "move", "units": [135], "x": 98, "y": 15}, {"do": "repair", "building": 125}], "feedback": ["attack: 1 units", "move: 1 units", "repair #125: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 5100, "units_killed": 2, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 6200, "army_value": 300, "income": 2500, "experience": 2, "order_count": 46}}
{"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 $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10100, army $3600, killed $5100 (13 units, 1 bldgs), lost $200 (2 units, 0 bldgs). Map explored 20.9%.\nPRODUCTION: Building: proc 85%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 83%; Infantry: e3 63%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #137@(92,13) #138@(92,13)90% #139@(90,12)89% #141@(91,13) #142@(92,13)90% #143@(92,13)30% #145@(91,13)98% #150@(91,13)95% #153@(90,11) #169@(75,14) #170@(67,22) #172@(50,26) #173@(41,24)\n  e3 (Rocket Soldier) x4: #155@(89,11) #158@(92,13) #162@(90,12)98% #167@(90,11)74%\n  harv (Ore Truck (harvester)) x1: #132@(19,11)94%\nVISIBLE ENEMY UNITS (1):\n  #176 e3@(90,10) 100%\nVISIBLE ENEMY BUILDINGS (3):\n  #125 fact@(95,11) 49%, #126 powr@(92,12) 97%, #140 tent@(93,9) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 13 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Attacking enemy base at (95,11). Target fact#125, powr#126. Keep training e3, building power/fix. Move stragglers up to join assault.", "raw": "{\"thoughts\":\"Enemy construction yard at 49% hp - keep attacking to finish it off. Push all forces toward enemy base and continue building economy/army.\",\"notes\":\"Attacking enemy base at (95,11). fact#125 at 49% hp - push to destroy. Keep training e3/e1, building power/fix. Move stragglers (169,170,172,173) toward front.\",\"commands\":[\n{\"do\":\"attack\",\"units\":[137,138,139,141,142,143,145,150,153,155,158,162,167],\"target\":125},\n{\"do\":\"attack_move\",\"units\":[169,170,172,173],\"x\":90,\"y\":12},\n{\"do\":\"harvest\",\"unit\":132},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3015, "completion_tokens": 277, "total_tokens": 3292, "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": 0.0088, "upstream_inference_prompt_cost": 0.00603, "upstream_inference_completions_cost": 0.00277}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.33, "thoughts": "Enemy construction yard at 49% hp - keep attacking to finish it off. Push all forces toward enemy base and continue building economy/army.", "notes": "Attacking enemy base at (95,11). fact#125 at 49% hp - push to destroy. Keep training e3/e1, building power/fix. Move stragglers (169,170,172,173) toward front.", "commands": [{"do": "attack", "units": [137, 138, 139, 141, 142, 143, 145, 150, 153, 155, 158, 162, 167], "target": 125}, {"do": "attack_move", "units": [169, 170, 172, 173], "x": 90, "y": 12}, {"do": "harvest", "unit": 132}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack: 13 units", "attack_move: 4 units", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5100, "deaths_cost": 200, "units_killed": 13, "units_lost": 2, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10100, "army_value": 2500, "income": 2500, "experience": 51, "order_count": 97}}
{"tick": 7801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 97 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $1400, killed $200 (2 units, 0 bldgs), lost $5100 (13 units, 1 bldgs). Map explored 25.8%.\nPRODUCTION: Building: proc 76%; Building: tent 0%; Vehicle: 1tnk 25%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, 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, 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, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(95,11) 49%, #126 powr@(92,12) 97%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #176@(90,10)\n  harv (Ore Truck (harvester)) x1: #135@(98,15)13%\nVISIBLE ENEMY UNITS (13):\n  #137 e1@(92,13) 99%, #138 e1@(92,13) 90%, #139 e1@(90,12) 89%, #141 e1@(91,13) 100%, #142 e1@(92,13) 90%, #143 e1@(92,13) 30%, #145 e1@(91,13) 98%, #150 e1@(91,13) 95%, #153 e1@(90,11) 99%, #155 e3@(89,11) 99%, #158 e3@(92,13) 100%, #162 e3@(90,12) 98%, #167 e3@(90,11) 74%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - move: 1 units\n  - repair #125: ordered\nYOUR NOTES FROM LAST TURN: Enemy cluster at (85-92,10-13), adjacent to base. Harvester #135 is at 13% HP; rocket #176 is the only combat unit currently available. Production queues are already filled with light tanks and rocket soldiers.", "raw": "{\"thoughts\":\"Enemy infantry and rocket soldiers are threatening the damaged Construction Yard, while cash is empty and production queues are already saturated. Pull the nearly destroyed harvester back and use the available rocket soldier to target the closest enemy rocket unit until tanks arrive.\",\"notes\":\"Enemy cluster at (89-92,10-13), adjacent to base. Fact at 49%; harvester #135 at 13%. Production queues full with light tanks and rocket soldiers; keep them running.\",\"commands\":[{\"do\":\"move\",\"units\":[135],\"x\":99,\"y\":18},{\"do\":\"attack\",\"units\":[176],\"target\":155},{\"do\":\"rally\",\"building\":160,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":140,\"x\":88,\"y\":12},{\"do\":\"repair\",\"building\":125}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1666, "completion_tokens": 377, "total_tokens": 2043, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1664, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00095568, "upstream_inference_prompt_cost": 0.00045804, "upstream_inference_completions_cost": 0.00049764}, "completion_tokens_details": {"reasoning_tokens": 201, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "Enemy infantry and rocket soldiers are threatening the damaged Construction Yard, while cash is empty and production queues are already saturated. Pull the nearly destroyed harvester back and use the available rocket soldier to target the closest enemy rocket unit until tanks arrive.", "notes": "Enemy cluster at (89-92,10-13), adjacent to base. Fact at 49%; harvester #135 at 13%. Production queues full with light tanks and rocket soldiers; keep them running.", "commands": [{"do": "move", "units": [135], "x": 99, "y": 18}, {"do": "attack", "units": [176], "target": 155}, {"do": "rally", "building": 160, "x": 88, "y": 12}, {"do": "rally", "building": 140, "x": 88, "y": 12}, {"do": "repair", "building": 125}], "feedback": ["move: 1 units", "attack: 1 units", "rally #160: ordered", "rally #140: ordered", "repair #125: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 5100, "units_killed": 2, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 6200, "army_value": 300, "income": 2000, "experience": 2, "order_count": 46}}
{"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 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10100, army $3600, killed $7400 (14 units, 2 bldgs), lost $200 (2 units, 0 bldgs). Map explored 21.2%.\nPRODUCTION: Building: proc 85%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 83%; Infantry: e3 63%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #137@(92,13)* #138@(92,13)90%* #139@(90,12)89%* #141@(91,13)* #142@(92,13)90%* #143@(92,13)30%* #145@(91,13)98%* #150@(91,13)95%* #153@(90,11)* #169@(85,14) #170@(75,14) #172@(60,28) #173@(50,26)\n  e3 (Rocket Soldier) x4: #155@(89,11)67%* #158@(92,13)* #162@(90,12)98%* #167@(90,11)74%\n  harv (Ore Truck (harvester)) x1: #132@(24,8)94%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #126 powr@(92,12) 97%, #140 tent@(93,9) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 13 units\n  - attack_move: 4 units\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Attacking enemy base at (95,11). fact#125 at 49% hp - push to destroy. Keep training e3/e1, building power/fix. Move stragglers (169,170,172,173) toward front.", "raw": "{\"thoughts\":\"Enemy base weakened, only powr and tent visible now. Push all units in to finish them off, keep reinforcements moving up, keep training more troops.\",\"notes\":\"Enemy base near (92-95,9-13). Destroyed fact/other bldgs already. Keep attacking powr#126 and tent#140, then hunt remaining buildings. Move stragglers up. Keep training e3/e1 and building power/fix.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":93,\"y\":10},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":2}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3073, "completion_tokens": 257, "total_tokens": 3330, "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": 0.008716, "upstream_inference_prompt_cost": 0.006146, "upstream_inference_completions_cost": 0.00257}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.09, "thoughts": "Enemy base weakened, only powr and tent visible now. Push all units in to finish them off, keep reinforcements moving up, keep training more troops.", "notes": "Enemy base near (92-95,9-13). Destroyed fact/other bldgs already. Keep attacking powr#126 and tent#140, then hunt remaining buildings. Move stragglers up. Keep training e3/e1 and building power/fix.", "commands": [{"do": "attack_move", "units": "all_army", "x": 93, "y": 10}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 17 units", "train 4x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7400, "deaths_cost": 200, "units_killed": 14, "units_lost": 2, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10100, "army_value": 2500, "income": 2000, "experience": 74, "order_count": 101}}
{"tick": 8001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 97 made / 50 used, harvesters 1.\nSCORE: assets $3900, army $1100, killed $200 (2 units, 0 bldgs), lost $7400 (14 units, 2 bldgs). Map explored 25.8%.\nPRODUCTION: Vehicle: 1tnk 25%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(92,12) 97%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(99,18)14%*\nVISIBLE ENEMY UNITS (13):\n  #137 e1@(92,13) 99%, #138 e1@(92,13) 90%, #139 e1@(90,12) 89%, #141 e1@(91,13) 100%, #142 e1@(92,13) 90%, #143 e1@(92,13) 30%, #145 e1@(91,13) 98%, #150 e1@(91,13) 95%, #153 e1@(90,11) 99%, #155 e3@(89,11) 67%, #158 e3@(92,13) 100%, #162 e3@(90,12) 98%, #167 e3@(90,11) 74%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack: 1 units\n  - rally #160: ordered\n  - rally #140: ordered\n  - repair #125: ordered\nYOUR NOTES FROM LAST TURN: Enemy cluster at (89-92,10-13), adjacent to base. Fact at 49%; harvester #135 at 13%. Production queues full with light tanks and rocket soldiers; keep them running.", "raw": "{\"thoughts\":\"Enemy infantry is overrunning the base while the economy is nearly dead and the harvester is critically damaged. Keep queued tanks and rockets producing, repair the Construction Yard and production buildings, and send the harvester back to the refinery if it survives.\",\"notes\":\"Enemy cluster at (89-92,10-13), adjacent to base. Harvester #135 at 14%; tanks and rocket soldiers queued. Repair #125 and preserve economy.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"repair\",\"building\":125},{\"do\":\"repair\",\"building\":126},{\"do\":\"repair\",\"building\":140},{\"do\":\"repair\",\"building\":160},{\"do\":\"rally\",\"building\":160,\"x\":88,\"y\":13},{\"do\":\"rally\",\"building\":140,\"x\":88,\"y\":13},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1556, "completion_tokens": 350, "total_tokens": 1906, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1554, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00088979, "upstream_inference_prompt_cost": 0.00042779, "upstream_inference_completions_cost": 0.000462}, "completion_tokens_details": {"reasoning_tokens": 158, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.37, "thoughts": "Enemy infantry is overrunning the base while the economy is nearly dead and the harvester is critically damaged. Keep queued tanks and rockets producing, repair the Construction Yard and production buildings, and send the harvester back to the refinery if it survives.", "notes": "Enemy cluster at (89-92,10-13), adjacent to base. Harvester #135 at 14%; tanks and rocket soldiers queued. Repair #125 and preserve economy.", "commands": [{"do": "harvest", "unit": 135}, {"do": "repair", "building": 125}, {"do": "repair", "building": 126}, {"do": "repair", "building": 140}, {"do": "repair", "building": 160}, {"do": "rally", "building": 160, "x": 88, "y": 13}, {"do": "rally", "building": 140, "x": 88, "y": 13}, {"do": "stance", "units": "all_army", "stance": "defend"}], "feedback": ["repair: #125 is not your building", "repair #126: ordered", "repair #140: ordered", "repair #160: ordered", "rally #160: ordered", "rally #140: ordered", "stance: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 7400, "units_killed": 2, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3900, "army_value": 0, "income": 2000, "experience": 2, "order_count": 46}}
{"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 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10100, army $3600, killed $7400 (14 units, 2 bldgs), lost $200 (2 units, 0 bldgs). Map explored 21.7%.\nPRODUCTION: Building: proc 85%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 83%; Infantry: e3 63%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #137@(93,10)* #138@(93,10)90%* #139@(92,10)89%* #141@(93,11)* #142@(93,10)90%* #143@(93,10)30%* #145@(93,11)98%* #150@(93,11)95%* #153@(92,10)* #169@(88,13) #170@(85,14) #172@(68,21) #173@(60,28)\n  e3 (Rocket Soldier) x4: #155@(92,10)67%* #158@(93,10)* #162@(92,10)98%* #167@(90,11)74%\n  harv (Ore Truck (harvester)) x1: #132@(18,16)94%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #126 powr@(92,12) 54%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - train 4x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (92-95,9-13). Destroyed fact/other bldgs already. Keep attacking powr#126 and tent#140, then hunt remaining buildings. Move stragglers up. Keep training e3/e1 and building power/fix.", "raw": "{\"thoughts\":\"My army is near enemy base with idle units. Attack remaining enemy buildings to finish them off.\",\"notes\":\"Enemy base near (92-95,8-13). Attacking powr#126, tent#140, weap#160. Keep training and moving stragglers up.\",\"commands\":[\n{\"do\":\"attack\",\"units\":[137,138,139,141,142,143,145,150,153,155,158,162,167],\"target\":126},\n{\"do\":\"attack_move\",\"units\":[169,170,172,173],\"x\":92,\"y\":11},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":2}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3172, "completion_tokens": 257, "total_tokens": 3429, "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": 0.008914, "upstream_inference_prompt_cost": 0.006344, "upstream_inference_completions_cost": 0.00257}, "completion_tokens_details": {"reasoning_tokens": 43, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.81, "thoughts": "My army is near enemy base with idle units. Attack remaining enemy buildings to finish them off.", "notes": "Enemy base near (92-95,8-13). Attacking powr#126, tent#140, weap#160. Keep training and moving stragglers up.", "commands": [{"do": "attack", "units": [137, 138, 139, 141, 142, 143, 145, 150, 153, 155, 158, 162, 167], "target": 126}, {"do": "attack_move", "units": [169, 170, 172, 173], "x": 92, "y": 11}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack: 13 units", "attack_move: 4 units", "train 4x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7400, "deaths_cost": 200, "units_killed": 14, "units_lost": 2, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10100, "army_value": 2500, "income": 2000, "experience": 74, "order_count": 107}}
{"tick": 8201, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 54 made / 50 used, harvesters 1.\nSCORE: assets $3900, army $1100, killed $200 (2 units, 0 bldgs), lost $7400 (14 units, 2 bldgs). Map explored 26%.\nPRODUCTION: Vehicle: 1tnk 25%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(92,12) 54%, #140 tent@(93,9) 100%, #160 weap@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(102,25)15%\nVISIBLE ENEMY UNITS (14):\n  #137 e1@(93,10) 99%, #138 e1@(93,10) 90%, #139 e1@(92,10) 89%, #141 e1@(93,11) 100%, #142 e1@(93,10) 90%, #143 e1@(93,10) 30%, #145 e1@(93,11) 98%, #150 e1@(93,11) 95%, #153 e1@(92,10) 99%, #155 e3@(92,10) 67%, #158 e3@(93,10) 100%, #162 e3@(92,10) 98%, #167 e3@(90,11) 74%, #169 e1@(88,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair: #125 is not your building\n  - repair #126: ordered\n  - repair #140: ordered\n  - repair #160: ordered\n  - rally #160: ordered\n  - rally #140: ordered\n  - stance: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy cluster at (89-92,10-13), adjacent to base. Harvester #135 at 14%; tanks and rocket soldiers queued. Repair #125 and preserve economy.", "raw": "{\"thoughts\":\"Enemy infantry is overrunning the base while all combat units are gone and the harvester is critically damaged. Cancel the long vehicle/rocket queues to recover funds, then prioritize cheap rifle infantry and keep buildings repaired.\",\"notes\":\"Base at (92-95,8-12) under immediate attack; enemy cluster around (90-93,10-13). Harvester #135 at (102,25) 15% HP. Cancel stalled queues and rebuild a minimal defense.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"repair\",\"building\":126},{\"do\":\"repair\",\"building\":140},{\"do\":\"repair\",\"building\":160},{\"do\":\"rally\",\"building\":140,\"x\":89,\"y\":13},{\"do\":\"rally\",\"building\":160,\"x\":89,\"y\":13}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1581, "completion_tokens": 416, "total_tokens": 1997, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1579, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000983785, "upstream_inference_prompt_cost": 0.000434665, "upstream_inference_completions_cost": 0.00054912}, "completion_tokens_details": {"reasoning_tokens": 204, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.59, "thoughts": "Enemy infantry is overrunning the base while all combat units are gone and the harvester is critically damaged. Cancel the long vehicle/rocket queues to recover funds, then prioritize cheap rifle infantry and keep buildings repaired.", "notes": "Base at (92-95,8-12) under immediate attack; enemy cluster around (90-93,10-13). Harvester #135 at (102,25) 15% HP. Cancel stalled queues and rebuild a minimal defense.", "commands": [{"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "e3"}, {"do": "train", "item": "e1", "count": 10}, {"do": "train", "item": "e3", "count": 3}, {"do": "repair", "building": 126}, {"do": "repair", "building": 140}, {"do": "repair", "building": 160}, {"do": "rally", "building": 140, "x": 89, "y": 13}, {"do": "rally", "building": 160, "x": 89, "y": 13}], "feedback": ["train 10x e1: queued", "train 3x e3: queued", "repair #126: ordered", "repair #140: ordered", "repair #160: ordered", "rally #140: ordered", "rally #160: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 7400, "units_killed": 2, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3900, "army_value": 0, "income": 2000, "experience": 2, "order_count": 46}}
{"tick": 8401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10400, army $3900, killed $7700 (14 units, 3 bldgs), lost $200 (2 units, 0 bldgs). Map explored 21.7%.\nPRODUCTION: Building: proc 97%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 98%; Infantry: e1 55%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #137@(93,10)* #138@(93,10)90%* #139@(92,10)89%* #141@(93,11)* #142@(93,10)90%* #143@(93,10)30%* #145@(93,11)98%* #150@(93,11)95%* #153@(92,10)* #169@(90,12) #170@(90,11) #172@(75,14) #173@(68,21)\n  e3 (Rocket Soldier) x5: #155@(92,10)67%* #158@(93,10)* #162@(92,10)98%* #167@(90,11)74% #177@(11,14)*\n  harv (Ore Truck (harvester)) x1: #132@(18,15)94%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #140 tent@(93,9) 76%, #160 weap@(95,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 13 units\n  - attack_move: 4 units\n  - train 4x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (92-95,8-13). Attacking powr#126, tent#140, weap#160. Keep training and moving stragglers up.", "raw": "{\"thoughts\":\"Push the assault group into remaining enemy buildings while keeping stragglers moving up and production running.\",\"notes\":\"Enemy base near (92-95,8-13), only tent#140 and weap#160 left visible. Keep attacking with main force, bring stragglers (172,173,177) up to join, keep training.\",\"commands\":[\n{\"do\":\"attack\",\"units\":[137,138,139,141,142,143,145,150,153,169,170,155,158,162,167],\"target\":140},\n{\"do\":\"attack_move\",\"units\":[172,173,177],\"x\":93,\"y\":10},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":2}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3195, "completion_tokens": 257, "total_tokens": 3452, "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": 0.00896, "upstream_inference_prompt_cost": 0.00639, "upstream_inference_completions_cost": 0.00257}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.26, "thoughts": "Push the assault group into remaining enemy buildings while keeping stragglers moving up and production running.", "notes": "Enemy base near (92-95,8-13), only tent#140 and weap#160 left visible. Keep attacking with main force, bring stragglers (172,173,177) up to join, keep training.", "commands": [{"do": "attack", "units": [137, 138, 139, 141, 142, 143, 145, 150, 153, 169, 170, 155, 158, 162, 167], "target": 140}, {"do": "attack_move", "units": [172, 173, 177], "x": 93, "y": 10}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack: 15 units", "attack_move: 3 units", "train 4x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7700, "deaths_cost": 200, "units_killed": 14, "units_lost": 2, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 10400, "army_value": 2800, "income": 2500, "experience": 77, "order_count": 113}}
{"tick": 8401, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 50 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $3600, army $1100, killed $200 (2 units, 0 bldgs), lost $7700 (14 units, 3 bldgs). Map explored 26%.\nPRODUCTION: Vehicle: 1tnk 25%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #140 tent@(93,9) 76%, #160 weap@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(102,25)17%\nVISIBLE ENEMY UNITS (15):\n  #137 e1@(93,10) 99%, #138 e1@(93,10) 90%, #139 e1@(92,10) 89%, #141 e1@(93,11) 100%, #142 e1@(93,10) 90%, #143 e1@(93,10) 30%, #145 e1@(93,11) 98%, #150 e1@(93,11) 95%, #153 e1@(92,10) 99%, #155 e3@(92,10) 67%, #158 e3@(93,10) 100%, #162 e3@(92,10) 98%, #167 e3@(90,11) 74%, #169 e1@(90,12) 100%, #170 e1@(90,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 10x e1: queued\n  - train 3x e3: queued\n  - repair #126: ordered\n  - repair #140: ordered\n  - repair #160: ordered\n  - rally #140: ordered\n  - rally #160: ordered\nYOUR NOTES FROM LAST TURN: Base at (92-95,8-12) under immediate attack; enemy cluster around (90-93,10-13). Harvester #135 at (102,25) 15% HP. Cancel stalled queues and rebuild a minimal defense.", "raw": "{\"thoughts\":\"The base is being overrun and power is completely offline. Cancel the expensive stalled queues, sell the nearly destroyed barracks for emergency funds, then restore power and keep the War Factory alive; the harvester should retreat from danger.\",\"notes\":\"Enemy infantry/rockets are at the base around (90-93,10-13). Only War Factory #160 and damaged Tent #140 remain; no combat units. Emergency recovery: sell Tent, restore power, save harvester.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"sell\",\"building\":140},{\"do\":\"move\",\"units\":[135],\"x\":106,\"y\":35},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1678, "completion_tokens": 403, "total_tokens": 2081, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1676, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0009933, "upstream_inference_prompt_cost": 0.00046134, "upstream_inference_completions_cost": 0.00053196}, "completion_tokens_details": {"reasoning_tokens": 232, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.4, "thoughts": "The base is being overrun and power is completely offline. Cancel the expensive stalled queues, sell the nearly destroyed barracks for emergency funds, then restore power and keep the War Factory alive; the harvester should retreat from danger.", "notes": "Enemy infantry/rockets are at the base around (90-93,10-13). Only War Factory #160 and damaged Tent #140 remain; no combat units. Emergency recovery: sell Tent, restore power, save harvester.", "commands": [{"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e1"}, {"do": "sell", "building": 140}, {"do": "move", "units": [135], "x": 106, "y": 35}, {"do": "build", "item": "powr"}], "feedback": ["sell #140: ordered", "move: 1 units", "build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 7700, "units_killed": 2, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 3600, "army_value": 0, "income": 2000, "experience": 2, "order_count": 61}}
{"tick": 8601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10400, army $3900, killed $7800 (15 units, 3 bldgs), lost $200 (2 units, 0 bldgs). Map explored 21.8%.\nPRODUCTION: Building: proc 97%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 98%; Infantry: e1 55%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #137@(93,10)* #138@(93,10)90%* #139@(92,10)59%* #141@(93,11)* #142@(93,10)90%* #143@(93,10)27%* #145@(93,11)98%* #150@(93,11)95%* #153@(92,10)97%* #169@(90,12)* #170@(90,11)* #172@(85,12) #173@(75,14)\n  e3 (Rocket Soldier) x5: #155@(92,10)65%* #158@(93,10)* #162@(92,10)98%* #167@(90,11)74%* #177@(21,17)\n  harv (Ore Truck (harvester)) x1: #132@(23,7)94%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #160 weap@(95,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 15 units\n  - attack_move: 3 units\n  - train 4x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (92-95,8-13), only tent#140 and weap#160 left visible. Keep attacking with main force, bring stragglers (172,173,177) up to join, keep training.", "raw": "{\"thoughts\":\"Main force near enemy base with only weap#160 visible. Push attack, bring stragglers to join, keep production flowing.\",\"notes\":\"Enemy base near (92-95,8-13), only weap#160 visible now. Keep attacking with main force, bring stragglers (172,173,177) up to join, keep training e1/e3.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":8},\n{\"do\":\"move\",\"units\":[172,173],\"x\":93,\"y\":10},\n{\"do\":\"move\",\"units\":[177],\"x\":90,\"y\":11},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":2}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3265, "completion_tokens": 299, "total_tokens": 3564, "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": 0.00952, "upstream_inference_prompt_cost": 0.00653, "upstream_inference_completions_cost": 0.00299}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.15, "thoughts": "Main force near enemy base with only weap#160 visible. Push attack, bring stragglers to join, keep production flowing.", "notes": "Enemy base near (92-95,8-13), only weap#160 visible now. Keep attacking with main force, bring stragglers (172,173,177) up to join, keep training e1/e3.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 8}, {"do": "move", "units": [172, 173], "x": 93, "y": 10}, {"do": "move", "units": [177], "x": 90, "y": 11}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 15 units", "move: 2 units", "move: 1 units", "train 4x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7800, "deaths_cost": 200, "units_killed": 15, "units_lost": 2, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 10400, "army_value": 2800, "income": 2500, "experience": 78, "order_count": 119}}
{"tick": 8601, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $25 + stored ore $0 (storage 0), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $3100, army $1100, killed $200 (2 units, 0 bldgs), lost $7800 (15 units, 3 bldgs). Map explored 27.4%.\nPRODUCTION: Vehicle: 1tnk 40%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #160 weap@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(104,33)18%\nVISIBLE ENEMY UNITS (14):\n  #137 e1@(93,10) 99%, #138 e1@(93,10) 90%, #139 e1@(92,10) 59%, #141 e1@(93,11) 100%, #142 e1@(93,10) 90%, #143 e1@(93,10) 27%, #145 e1@(93,11) 98%, #150 e1@(93,11) 95%, #153 e1@(92,10) 97%, #155 e3@(92,10) 65%, #158 e3@(93,10) 100%, #162 e3@(92,10) 98%, #167 e3@(90,11) 74%, #170 e1@(90,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - sell #140: ordered\n  - move: 1 units\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy infantry/rockets are at the base around (90-93,10-13). Only War Factory #160 and damaged Tent #140 remain; no combat units. Emergency recovery: sell Tent, restore power, save harvester.", "raw": "{\"thoughts\":\"Power cannot be restored because the Construction Yard and Tent are gone. The War Factory has a long Light Tank queue, so preserve it and keep the damaged harvester mining while waiting for the first tank.\",\"notes\":\"Enemy infantry/rockets massed at (90-93,10-13); War Factory #160 is the only building. Seven Light Tanks are queued; harvester #135 is badly damaged at (104,33).\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"rally\",\"building\":160,\"x\":100,\"y\":20}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1419, "completion_tokens": 328, "total_tokens": 1747, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1417, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000823075, "upstream_inference_prompt_cost": 0.000390115, "upstream_inference_completions_cost": 0.00043296}, "completion_tokens_details": {"reasoning_tokens": 200, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.08, "thoughts": "Power cannot be restored because the Construction Yard and Tent are gone. The War Factory has a long Light Tank queue, so preserve it and keep the damaged harvester mining while waiting for the first tank.", "notes": "Enemy infantry/rockets massed at (90-93,10-13); War Factory #160 is the only building. Seven Light Tanks are queued; harvester #135 is badly damaged at (104,33).", "commands": [{"do": "harvest", "unit": 135}, {"do": "rally", "building": 160, "x": 100, "y": 20}], "feedback": ["rally #160: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 7800, "units_killed": 2, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 3100, "army_value": 0, "income": 1626, "experience": 2, "order_count": 64}}
{"tick": 8801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:52 (tick 8801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10400, army $3900, killed $7800 (15 units, 3 bldgs), lost $200 (2 units, 0 bldgs). Map explored 22.1%.\nPRODUCTION: Building: proc 97%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: harv 98%; Infantry: e1 55%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #137@(95,9)* #138@(95,9)90%* #139@(94,9)59%* #141@(95,9)* #142@(95,9)90%* #143@(95,9)27%* #145@(94,10)98%* #150@(94,10)95%* #153@(94,9)97%* #169@(93,11) #170@(92,10) #172@(93,10) #173@(85,12)\n  e3 (Rocket Soldier) x5: #155@(94,9)65%* #158@(94,10)* #162@(94,9)98%* #167@(91,10)74% #177@(29,22)\n  harv (Ore Truck (harvester)) x1: #132@(18,13)94%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #160 weap@(95,8) 86%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - move: 2 units\n  - move: 1 units\n  - train 4x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (92-95,8-13), only weap#160 visible now. Keep attacking with main force, bring stragglers (172,173,177) up to join, keep training e1/e3.", "raw": "{\"thoughts\":\"Army near enemy base with weap visible. Push attack on weap#160, bring stragglers to join, keep economy growing.\",\"notes\":\"Enemy base near (92-95,8-13). Attacking weap#160. Bring stragglers 173,177 up. Keep training infantry, build more power/proc.\",\"commands\":[{\"do\":\"attack\",\"units\":[137,138,139,141,142,143,145,150,153,169,170,172],\"target\":160},{\"do\":\"attack_move\",\"units\":[155,158,162,167],\"x\":95,\"y\":8},{\"do\":\"move\",\"units\":[173,177],\"x\":93,\"y\":10},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3335, "completion_tokens": 250, "total_tokens": 3585, "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": 0.00917, "upstream_inference_prompt_cost": 0.00667, "upstream_inference_completions_cost": 0.0025}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.7, "thoughts": "Army near enemy base with weap visible. Push attack on weap#160, bring stragglers to join, keep economy growing.", "notes": "Enemy base near (92-95,8-13). Attacking weap#160. Bring stragglers 173,177 up. Keep training infantry, build more power/proc.", "commands": [{"do": "attack", "units": [137, 138, 139, 141, 142, 143, 145, 150, 153, 169, 170, 172], "target": 160}, {"do": "attack_move", "units": [155, 158, 162, 167], "x": 95, "y": 8}, {"do": "move", "units": [173, 177], "x": 93, "y": 10}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack: 12 units", "attack_move: 4 units", "move: 2 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7800, "deaths_cost": 200, "units_killed": 15, "units_lost": 2, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 10400, "army_value": 2800, "income": 2000, "experience": 78, "order_count": 125}}
{"tick": 8801, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 5:52 (tick 8801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $3100, army $1100, killed $200 (2 units, 0 bldgs), lost $7800 (15 units, 3 bldgs). Map explored 27.4%.\nPRODUCTION: Vehicle: 1tnk 43%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #160 weap@(95,8) 86%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(105,34)19%\nVISIBLE ENEMY UNITS (16):\n  #137 e1@(95,9) 99%, #138 e1@(95,9) 90%, #139 e1@(94,9) 59%, #141 e1@(95,9) 100%, #142 e1@(95,9) 90%, #143 e1@(95,9) 27%, #145 e1@(94,10) 98%, #150 e1@(94,10) 95%, #153 e1@(94,9) 97%, #155 e3@(94,9) 65%, #158 e3@(94,10) 100%, #162 e3@(94,9) 98%, #167 e3@(91,10) 74%, #169 e1@(93,11) 100%, #170 e1@(92,10) 100%, #172 e1@(93,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #160: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/rockets massed at (90-93,10-13); War Factory #160 is the only building. Seven Light Tanks are queued; harvester #135 is badly damaged at (104,33).", "raw": "{\"thoughts\":\"The War Factory is under immediate infantry/rocket attack and is our only remaining building. Keep the Light Tank queue active, rally completed tanks away from the enemy, and preserve the badly damaged harvester so income can resume.\",\"notes\":\"Only War Factory #160 remains at (95,8), enemy infantry/rockets are surrounding it around (92-95,9-11). Seven Light Tanks queued; harvester #135 at 19% near (105,34).\",\"commands\":[{\"do\":\"rally\",\"building\":160,\"x\":103,\"y\":25},{\"do\":\"move\",\"units\":[135],\"x\":108,\"y\":45}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1416, "completion_tokens": 344, "total_tokens": 1760, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1414, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00084337, "upstream_inference_prompt_cost": 0.00038929, "upstream_inference_completions_cost": 0.00045408}, "completion_tokens_details": {"reasoning_tokens": 201, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.39, "thoughts": "The War Factory is under immediate infantry/rocket attack and is our only remaining building. Keep the Light Tank queue active, rally completed tanks away from the enemy, and preserve the badly damaged harvester so income can resume.", "notes": "Only War Factory #160 remains at (95,8), enemy infantry/rockets are surrounding it around (92-95,9-11). Seven Light Tanks queued; harvester #135 at 19% near (105,34).", "commands": [{"do": "rally", "building": 160, "x": 103, "y": 25}, {"do": "move", "units": [135], "x": 108, "y": 45}], "feedback": ["rally #160: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 7800, "units_killed": 2, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 3100, "army_value": 0, "income": 1626, "experience": 2, "order_count": 64}}
{"tick": 9001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:00 (tick 9001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $321 (storage 2000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $11600, army $5100, killed $7800 (15 units, 3 bldgs), lost $200 (2 units, 0 bldgs). Map explored 22.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Infantry: e3 26%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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) 99%, #124 powr@(10,16) 100%, #131 proc@(15,17) 67%, #133 barr@(12,13) 100%, #136 powr@(10,19) 100%, #159 weap@(12,20) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #137@(95,9) #138@(95,9)90% #139@(94,9)59% #141@(95,9) #142@(95,9)90% #143@(95,9)27% #145@(94,10)98% #150@(94,10)95% #153@(94,9)97% #169@(93,11) #170@(92,10) #172@(93,10) #173@(93,10) #180@(12,14)*\n  e3 (Rocket Soldier) x5: #155@(94,9)65%* #158@(94,10)* #162@(94,9)98%* #167@(91,10)74% #177@(39,24)\n  harv (Ore Truck (harvester)) x2: #132@(16,18)94% #179@(12,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #160 weap@(95,8) 48%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 12 units\n  - attack_move: 4 units\n  - move: 2 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (92-95,8-13). Attacking weap#160. Bring stragglers 173,177 up. Keep training infantry, build more power/proc.", "raw": "{\"thoughts\":\"Attack force is at enemy base pressing weap#160. Place ready proc, keep economy building, bring stragglers up, continue infantry production.\",\"notes\":\"Enemy base near (92-95,8-13), attacking weap#160. Keep pushing with all_army toward enemy buildings. Build more power/proc, place proc when ready. Bring #177,#180 to front.\",\"commands\":[\n{\"do\":\"place\",\"item\":\"proc\"},\n{\"do\":\"attack\",\"units\":[137,138,139,141,142,143,145,150,153,169,170,172,173,155,158,162,167],\"target\":160},\n{\"do\":\"attack_move\",\"units\":[177,180],\"x\":94,\"y\":9},\n{\"do\":\"harvest\",\"unit\":179},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":2}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3328, "completion_tokens": 310, "total_tokens": 3638, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009756, "upstream_inference_prompt_cost": 0.006656, "upstream_inference_completions_cost": 0.0031}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.31, "thoughts": "Attack force is at enemy base pressing weap#160. Place ready proc, keep economy building, bring stragglers up, continue infantry production.", "notes": "Enemy base near (92-95,8-13), attacking weap#160. Keep pushing with all_army toward enemy buildings. Build more power/proc, place proc when ready. Bring #177,#180 to front.", "commands": [{"do": "place", "item": "proc"}, {"do": "attack", "units": [137, 138, 139, 141, 142, 143, 145, 150, 153, 169, 170, 172, 173, 155, 158, 162, 167], "target": 160}, {"do": "attack_move", "units": [177, 180], "x": 94, "y": 9}, {"do": "harvest", "unit": 179}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack: 17 units", "attack_move: 2 units", "train 4x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7800, "deaths_cost": 200, "units_killed": 15, "units_lost": 2, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 11600, "army_value": 2900, "income": 2500, "experience": 78, "order_count": 127}}
{"tick": 9001, "slot": "Multi1", "model": "openai/gpt-5.6-luna", "prompt": "GAME TIME 6:00 (tick 9001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $3100, army $1100, killed $200 (2 units, 0 bldgs), lost $7800 (15 units, 3 bldgs). Map explored 27.4%.\nPRODUCTION: Vehicle: 1tnk 43%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #160 weap@(95,8) 48%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(105,34)21%*\nVISIBLE ENEMY UNITS (17):\n  #137 e1@(95,9) 99%, #138 e1@(95,9) 90%, #139 e1@(94,9) 59%, #141 e1@(95,9) 100%, #142 e1@(95,9) 90%, #143 e1@(95,9) 27%, #145 e1@(94,10) 98%, #150 e1@(94,10) 95%, #153 e1@(94,9) 97%, #155 e3@(94,9) 65%, #158 e3@(94,10) 100%, #162 e3@(94,9) 98%, #167 e3@(91,10) 74%, #169 e1@(93,11) 100%, #170 e1@(92,10) 100%, #172 e1@(93,10) 100%, #173 e1@(93,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #160: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Only War Factory #160 remains at (95,8), enemy infantry/rockets are surrounding it around (92-95,9-11). Seven Light Tanks queued; harvester #135 at 19% near (105,34).", "raw": "{\"thoughts\":\"The base is under immediate infantry/rocket attack and the War Factory is critically damaged. Keep the harvester mining, repair the factory, and preserve the queued tank production so the first Light Tank can break the siege; power must be restored as soon as funds arrive.\",\"notes\":\"War Factory #160 at (95,8), surrounded by enemy infantry and rockets. Harvester #135 at (105,34), very damaged but still mining. Prioritize power, factory repair, and tanks; rally tanks toward the enemy cluster.\",\"commands\":[{\"do\":\"repair\",\"building\":160},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"rally\",\"building\":160,\"x\":92,\"y\":10},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"stance\",\"units\":[137,138,139,141,142,143,145,150,153,155,158,162,167,169,170,172,173],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1441, "completion_tokens": 363, "total_tokens": 1804, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1439, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000875325, "upstream_inference_prompt_cost": 0.000396165, "upstream_inference_completions_cost": 0.00047916}, "completion_tokens_details": {"reasoning_tokens": 151, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.46, "thoughts": "The base is under immediate infantry/rocket attack and the War Factory is critically damaged. Keep the harvester mining, repair the factory, and preserve the queued tank production so the first Light Tank can break the siege; power must be restored as soon as funds arrive.", "notes": "War Factory #160 at (95,8), surrounded by enemy infantry and rockets. Harvester #135 at (105,34), very damaged but still mining. Prioritize power, factory repair, and tanks; rally tanks toward the enemy cluster.", "commands": [{"do": "repair", "building": 160}, {"do": "harvest", "unit": 135}, {"do": "rally", "building": 160, "x": 92, "y": 10}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "stance", "units": [137, 138, 139, 141, 142, 143, 145, 150, 153, 155, 158, 162, 167, 169, 170, 172, 173], "stance": "return_fire"}], "feedback": ["repair #160: ordered", "rally #160: ordered", "train 3x 1tnk: queued", "stance: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 7800, "units_killed": 2, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 3100, "army_value": 0, "income": 1626, "experience": 2, "order_count": 64}}
