{"tick": 1, "slot": "Multi0", "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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy the MCV immediately, then start the first power plant. I will establish the base and begin scouting toward the likely enemy start once production is available.\",\"notes\":\"MCV at 95,11; deploy now. Enemy likely near 12,16. Opening: power, refinery, barracks, then war factory/refinery.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1096, "completion_tokens": 140, "total_tokens": 1236, "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": 0.00048609, "upstream_inference_prompt_cost": 0.00030129, "upstream_inference_completions_cost": 0.0001848}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.76, "thoughts": "Deploy the MCV immediately, then start the first power plant. I will establish the base and begin scouting toward the likely enemy start once production is available.", "notes": "MCV at 95,11; deploy now. Enemy likely near 12,16. Opening: power, refinery, barracks, then war factory/refinery.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (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: #120@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy MCV to start base, then queue power plant.\",\"notes\":\"Enemy likely at (95,11). Deploy MCV first, build powr then proc then barracks. Expand economy fast.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1646, "completion_tokens": 94, "total_tokens": 1740, "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": 0.004232, "upstream_inference_prompt_cost": 0.003292, "upstream_inference_completions_cost": 0.00094}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.07, "thoughts": "Deploy MCV to start base, then queue power plant.", "notes": "Enemy likely at (95,11). Deploy MCV first, build powr then proc then barracks. Expand economy fast.", "commands": [{"do": "deploy", "unit": 120}], "feedback": ["deploy #120: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "openai/gpt-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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: MCV at 95,11; deploy now. Enemy likely near 12,16. Opening: power, refinery, barracks, then war factory/refinery.", "raw": "{\"thoughts\":\"Place the ready Power Plant, then start and place an Ore Refinery to establish income. Continue the standard Allied opening with a Barracks and early War Factory while expanding scouting toward the enemy start.\",\"notes\":\"MCV deployed at (95,11); enemy likely near (12,16). Power Plant placement and refinery next, then barracks/war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":93,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"place\",\"item\":\"proc\",\"x\":91,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1138, "completion_tokens": 188, "total_tokens": 1326, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1136, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000561, "upstream_inference_prompt_cost": 0.00031284, "upstream_inference_completions_cost": 0.00024816}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.36, "thoughts": "Place the ready Power Plant, then start and place an Ore Refinery to establish income. Continue the standard Allied opening with a Barracks and early War Factory while expanding scouting toward the enemy start.", "notes": "MCV deployed at (95,11); enemy likely near (12,16). Power Plant placement and refinery next, then barracks/war factory.", "commands": [{"do": "place", "item": "powr", "x": 93, "y": 11}, {"do": "build", "item": "proc"}, {"do": "place", "item": "proc", "x": 91, "y": 14}], "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"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (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  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11). Deploy MCV first, build powr then proc then barracks. Expand economy fast.", "raw": "{\"thoughts\":\"Deploy already ordered; now start power plant while waiting for construction yard.\",\"notes\":\"Enemy at (95,11). Build powr->proc->barracks. Expand economy fast.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1693, "completion_tokens": 90, "total_tokens": 1783, "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": 0.004286, "upstream_inference_prompt_cost": 0.003386, "upstream_inference_completions_cost": 0.0009}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.02, "thoughts": "Deploy already ordered; now start power plant while waiting for construction yard.", "notes": "Enemy at (95,11). Build powr->proc->barracks. Expand economy fast.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "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": 401, "slot": "Multi0", "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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: MCV deployed at (95,11); enemy likely near (12,16). Power Plant placement and refinery next, then barracks/war factory.", "raw": "{\"thoughts\":\"Start the economy by constructing a Power Plant, then place it near the Construction Yard. Follow with an Ore Refinery and begin scouting toward the likely enemy position.\",\"notes\":\"MCV deployed as Construction Yard #121 at (95,11); no units yet. Build and place powr, then proc; enemy likely west near (12,16).\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1161, "completion_tokens": 124, "total_tokens": 1285, "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": 0.000482845, "upstream_inference_prompt_cost": 0.000319165, "upstream_inference_completions_cost": 0.00016368}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.55, "thoughts": "Start the economy by constructing a Power Plant, then place it near the Construction Yard. Follow with an Ore Refinery and begin scouting toward the likely enemy position.", "notes": "MCV deployed as Construction Yard #121 at (95,11); no units yet. Build and place powr, then proc; enemy likely west near (12,16).", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (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  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build powr->proc->barracks. Expand economy fast.", "raw": "{\"thoughts\":\"Place power plant, then start building refinery and barracks queue.\",\"notes\":\"Enemy at (95,11). Build powr->proc->barr. Expand economy fast, build harvesters and tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1687, "completion_tokens": 108, "total_tokens": 1795, "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": 0.004454, "upstream_inference_prompt_cost": 0.003374, "upstream_inference_completions_cost": 0.00108}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.11, "thoughts": "Place power plant, then start building refinery and barracks queue.", "notes": "Enemy at (95,11). Build powr->proc->barr. Expand economy fast, build harvesters and 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": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "openai/gpt-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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: MCV deployed as Construction Yard #121 at (95,11); no units yet. Build and place powr, then proc; enemy likely west near (12,16).", "raw": "{\"thoughts\":\"Place the ready power plant, then start an ore refinery to establish income. Follow with a barracks and infantry scouting force while expanding economy.\",\"notes\":\"Base at (95,11); enemy likely west near (12,16). Power plant placement and refinery are priority; no army yet.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":92,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1136, "completion_tokens": 145, "total_tokens": 1281, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1134, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00050369, "upstream_inference_prompt_cost": 0.00031229, "upstream_inference_completions_cost": 0.0001914}, "completion_tokens_details": {"reasoning_tokens": 48, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.68, "thoughts": "Place the ready power plant, then start an ore refinery to establish income. Follow with a barracks and infantry scouting force while expanding economy.", "notes": "Base at (95,11); enemy likely west near (12,16). Power plant placement and refinery are priority; no army yet.", "commands": [{"do": "place", "item": "powr", "x": 92, "y": 11}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build powr->proc->barr. Expand economy fast, build harvesters and tanks.", "raw": "{\"thoughts\":\"Continue economy build-up: build ore refinery now that power plant is up, then barracks.\",\"notes\":\"Enemy at (95,11). Building powr done. Next: proc, then barr, then weap. Expand economy, build harvesters and tanks.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1803, "completion_tokens": 110, "total_tokens": 1913, "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": 0.004706, "upstream_inference_prompt_cost": 0.003606, "upstream_inference_completions_cost": 0.0011}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "Continue economy build-up: build ore refinery now that power plant is up, then barracks.", "notes": "Enemy at (95,11). Building powr done. Next: proc, then barr, then weap. Expand economy, build harvesters and tanks.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely west near (12,16). Power plant placement and refinery are priority; no army yet.", "raw": "{\"thoughts\":\"Construction Yard and power are established. Start the refinery immediately, then place it next turn and follow with barracks and scouting infantry toward the suspected enemy base.\",\"notes\":\"Base at (95,11), enemy likely west near (12,16). Build and place refinery, then barracks; begin infantry scouting/attack west.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1185, "completion_tokens": 179, "total_tokens": 1364, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1183, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000562045, "upstream_inference_prompt_cost": 0.000325765, "upstream_inference_completions_cost": 0.00023628}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.57, "thoughts": "Construction Yard and power are established. Start the refinery immediately, then place it next turn and follow with barracks and scouting infantry toward the suspected enemy base.", "notes": "Base at (95,11), enemy likely west near (12,16). Build and place refinery, then barracks; begin infantry scouting/attack west.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building powr done. Next: proc, then barr, then weap. Expand economy, build harvesters and tanks.", "raw": "{\"thoughts\":\"Proc is building. Queue barracks next once proc is placed, keep economy moving.\",\"notes\":\"Enemy at (95,11). Proc building 23%. After proc placed, build barr then weap. Build harvesters via proc.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1760, "completion_tokens": 90, "total_tokens": 1850, "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": 0.00442, "upstream_inference_prompt_cost": 0.00352, "upstream_inference_completions_cost": 0.0009}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "Proc is building. Queue barracks next once proc is placed, keep economy moving.", "notes": "Enemy at (95,11). Proc building 23%. After proc placed, build barr then weap. Build harvesters via proc.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "model": "openai/gpt-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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (95,11), enemy likely west near (12,16). Build and place refinery, then barracks; begin infantry scouting/attack west.", "raw": "{\"thoughts\":\"The refinery is still under construction, with ample power and cash. I will wait for it to finish, then place it immediately and start a barracks.\",\"notes\":\"Base at (95,11); refinery construction underway at 23%. Enemy likely west near (12,16).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1165, "completion_tokens": 194, "total_tokens": 1359, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1163, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000576345, "upstream_inference_prompt_cost": 0.000320265, "upstream_inference_completions_cost": 0.00025608}, "completion_tokens_details": {"reasoning_tokens": 124, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.09, "thoughts": "The refinery is still under construction, with ample power and cash. I will wait for it to finish, then place it immediately and start a barracks.", "notes": "Base at (95,11); refinery construction underway at 23%. Enemy likely west near (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%\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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Proc building 23%. After proc placed, build barr then weap. Build harvesters via proc.", "raw": "{\"thoughts\":\"Continue base setup: proc is being built, queue power and barracks next.\",\"notes\":\"Enemy at (95,11). After proc placed, build barr then weap+more power. Build harvesters via proc.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1726, "completion_tokens": 94, "total_tokens": 1820, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004392, "upstream_inference_prompt_cost": 0.003452, "upstream_inference_completions_cost": 0.00094}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.95, "thoughts": "Continue base setup: proc is being built, queue power and barracks next.", "notes": "Enemy at (95,11). After proc placed, build barr then weap+more power. Build harvesters via proc.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "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": 1201, "slot": "Multi0", "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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11); refinery construction underway at 23%. Enemy likely west near (12,16).", "raw": "{\"thoughts\":\"The refinery is still under construction and should finish soon. Once ready, place it near the base, then build a barracks and begin scouting west toward the likely enemy start.\",\"notes\":\"Base at (95,11); refinery construction at 47%, place when complete. Enemy likely near (12,16).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1141, "completion_tokens": 196, "total_tokens": 1337, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1139, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000572385, "upstream_inference_prompt_cost": 0.000313665, "upstream_inference_completions_cost": 0.00025872}, "completion_tokens_details": {"reasoning_tokens": 120, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.93, "thoughts": "The refinery is still under construction and should finish soon. Once ready, place it near the base, then build a barracks and begin scouting west toward the likely enemy start.", "notes": "Base at (95,11); refinery construction at 47%, place when complete. Enemy likely near (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%; Building: 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). After proc placed, build barr then weap+more power. Build harvesters via proc.", "raw": "{\"thoughts\":\"Continue building economy: proc almost done, powr in queue. Once ready, place them and continue with barracks.\",\"notes\":\"Enemy at (95,11). Build order: proc -> place -> powr -> place -> barr -> weap. Keep expanding economy and army.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1760, "completion_tokens": 102, "total_tokens": 1862, "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": 0.00454, "upstream_inference_prompt_cost": 0.00352, "upstream_inference_completions_cost": 0.00102}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "Continue building economy: proc almost done, powr in queue. Once ready, place them and continue with barracks.", "notes": "Enemy at (95,11). Build order: proc -> place -> powr -> place -> barr -> weap. Keep expanding economy and army.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "model": "openai/gpt-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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11); refinery construction at 47%, place when complete. Enemy likely near (12,16).", "raw": "{\"thoughts\":\"The refinery is nearly complete; wait for it to finish, then place it and immediately establish infantry and vehicle production. No army exists yet, so prioritize economy and scouting once units are available.\",\"notes\":\"Base at (95,11), power plant online, refinery construction at 70%; enemy likely near (12,16). Place refinery next turn, then barracks and war factory.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1143, "completion_tokens": 238, "total_tokens": 1381, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1141, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000628375, "upstream_inference_prompt_cost": 0.000314215, "upstream_inference_completions_cost": 0.00031416}, "completion_tokens_details": {"reasoning_tokens": 148, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.0, "thoughts": "The refinery is nearly complete; wait for it to finish, then place it and immediately establish infantry and vehicle production. No army exists yet, so prioritize economy and scouting once units are available.", "notes": "Base at (95,11), power plant online, refinery construction at 70%; enemy likely near (12,16). Place refinery next turn, then barracks and war factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: proc -> place -> powr -> place -> barr -> weap. Keep expanding economy and army.", "raw": "{\"thoughts\":\"Continue base setup: proc almost done, powr queued. Once proc ready, place it, then build barracks and expand.\",\"notes\":\"Enemy at (95,11). Build order: proc -> place -> powr -> place -> barr -> weap. Keep expanding economy and army.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1740, "completion_tokens": 105, "total_tokens": 1845, "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": 0.00453, "upstream_inference_prompt_cost": 0.00348, "upstream_inference_completions_cost": 0.00105}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "Continue base setup: proc almost done, powr queued. Once proc ready, place it, then build barracks and expand.", "notes": "Enemy at (95,11). Build order: proc -> place -> powr -> place -> barr -> weap. Keep expanding economy and army.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi0", "model": "openai/gpt-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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11), power plant online, refinery construction at 70%; enemy likely near (12,16). Place refinery next turn, then barracks and war factory.", "raw": "{\"thoughts\":\"The refinery is nearly complete; place it as soon as ready to start income, then queue a barracks. After the barracks, transition into a war factory and begin scouting toward the likely enemy start.\",\"notes\":\"Base at (95,11), power plant #124. Refinery almost ready; place next turn, then barracks and war factory. Enemy likely near (12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":90,\"y\":15},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1155, "completion_tokens": 244, "total_tokens": 1399, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1153, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000639595, "upstream_inference_prompt_cost": 0.000317515, "upstream_inference_completions_cost": 0.00032208}, "completion_tokens_details": {"reasoning_tokens": 126, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.66, "thoughts": "The refinery is nearly complete; place it as soon as ready to start income, then queue a barracks. After the barracks, transition into a war factory and begin scouting toward the likely enemy start.", "notes": "Base at (95,11), power plant #124. Refinery almost ready; place next turn, then barracks and war factory. Enemy likely near (12,16).", "commands": [{"do": "place", "item": "proc", "x": 90, "y": 15}, {"do": "build", "item": "tent"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (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: 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: proc -> place -> powr -> place -> barr -> weap. Keep expanding economy and army.", "raw": "{\"thoughts\":\"Place proc, continue power/barracks build order, start economy.\",\"notes\":\"Enemy at (95,11). Build order: proc placed, powr building, next barr then weap. Expand economy, train harvester/infantry once available.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1745, "completion_tokens": 116, "total_tokens": 1861, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00465, "upstream_inference_prompt_cost": 0.00349, "upstream_inference_completions_cost": 0.00116}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.22, "thoughts": "Place proc, continue power/barracks build order, start economy.", "notes": "Enemy at (95,11). Build order: proc placed, powr building, next barr then weap. Expand economy, train harvester/infantry once available.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "barr"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1801, "slot": "Multi0", "model": "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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Base at (95,11), power plant #124. Refinery almost ready; place next turn, then barracks and war factory. Enemy likely near (12,16).", "raw": "{\"thoughts\":\"Place the ready refinery to establish income. The barracks is already building; once placed, begin infantry scouting and then add a war factory, expanding power as needed.\",\"notes\":\"Base at (95,11); power plant #124. Refinery ready to place. Barracks currently under construction. Enemy likely at (12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":91,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1189, "completion_tokens": 167, "total_tokens": 1356, "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": 0.000547305, "upstream_inference_prompt_cost": 0.000326865, "upstream_inference_completions_cost": 0.00022044}, "completion_tokens_details": {"reasoning_tokens": 69, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.58, "thoughts": "Place the ready refinery to establish income. The barracks is already building; once placed, begin infantry scouting and then add a war factory, expanding power as needed.", "notes": "Base at (95,11); power plant #124. Refinery ready to place. Barracks currently under construction. Enemy likely at (12,16).", "commands": [{"do": "place", "item": "proc", "x": 91, "y": 14}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2978 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\nPRODUCTION: Building: 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: proc placed, powr building, next barr then weap. Expand economy, train harvester/infantry once available.", "raw": "{\"thoughts\":\"Continue economy buildup: barracks and power finishing. Queue war factory next and start training infantry once barracks done.\",\"notes\":\"Enemy at (95,11). Build order: barr->powr->weap->proc2. Expand eco, train infantry/tanks once ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1874, "completion_tokens": 118, "total_tokens": 1992, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004928, "upstream_inference_prompt_cost": 0.003748, "upstream_inference_completions_cost": 0.00118}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "Continue economy buildup: barracks and power finishing. Queue war factory next and start training infantry once barracks done.", "notes": "Enemy at (95,11). Build order: barr->powr->weap->proc2. Expand eco, train infantry/tanks once ready.", "commands": [{"do": "build", "item": "weap"}], "feedback": ["build weap: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi0", "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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.4%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(100,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Base at (95,11); power plant #124. Refinery ready to place. Barracks currently under construction. Enemy likely at (12,16).", "raw": "{\"thoughts\":\"Place the completed second refinery to strengthen income. The barracks is nearly finished; queue a War Factory behind it, then begin infantry production and scout toward the likely enemy start.\",\"notes\":\"Base at (95,11), enemy likely (12,16). Barracks #64% under construction; second refinery ready to place. Keep economy and production expanding.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":64,\"x\":82,\"y\":15}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1228, "completion_tokens": 258, "total_tokens": 1486, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1226, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00067815, "upstream_inference_prompt_cost": 0.00033759, "upstream_inference_completions_cost": 0.00034056}, "completion_tokens_details": {"reasoning_tokens": 126, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.71, "thoughts": "Place the completed second refinery to strengthen income. The barracks is nearly finished; queue a War Factory behind it, then begin infantry production and scout toward the likely enemy start.", "notes": "Base at (95,11), enemy likely (12,16). Barracks #64% under construction; second refinery ready to place. Keep economy and production expanding.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 64, "x": 82, "y": 15}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally: #64 is not your building"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (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 3.8%.\nPRODUCTION: Building: barr READY TO PLACE; Building: weap 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: barr->powr->weap->proc2. Expand eco, train infantry/tanks once ready.", "raw": "{\"thoughts\":\"Place barracks, continue building weap and powr. Start economy expansion.\",\"notes\":\"Enemy at (95,11). Build order: place barr, then powr, weap, proc2. Keep training infantry from barr once placed.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1858, "completion_tokens": 116, "total_tokens": 1974, "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": 0.004876, "upstream_inference_prompt_cost": 0.003716, "upstream_inference_completions_cost": 0.00116}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.26, "thoughts": "Place barracks, continue building weap and powr. Start economy expansion.", "notes": "Enemy at (95,11). Build order: place barr, then powr, weap, proc2. Keep training infantry from barr once placed.", "commands": [{"do": "place", "item": "barr"}, {"do": "build", "item": "proc"}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2201, "slot": "Multi0", "model": "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: Multi0, faction france (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 4.7%.\nPRODUCTION: Building: tent READY TO PLACE; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally: #64 is not your building\nYOUR NOTES FROM LAST TURN: Base at (95,11), enemy likely (12,16). Barracks #64% under construction; second refinery ready to place. Keep economy and production expanding.", "raw": "{\"thoughts\":\"Place the ready barracks and begin infantry production while the War Factory completes. Then expand the economy with a second refinery and send the first combat group west toward the likely enemy start.\",\"notes\":\"Base at (95,11); enemy likely west at (12,16). Barracks being placed, War Factory under construction. Produce infantry continuously, then add refinery and tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":90,\"y\":15},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":15}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1268, "completion_tokens": 238, "total_tokens": 1506, "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": 0.00066275, "upstream_inference_prompt_cost": 0.00034859, "upstream_inference_completions_cost": 0.00031416}, "completion_tokens_details": {"reasoning_tokens": 104, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.14, "thoughts": "Place the ready barracks and begin infantry production while the War Factory completes. Then expand the economy with a second refinery and send the first combat group west toward the likely enemy start.", "notes": "Base at (95,11); enemy likely west at (12,16). Barracks being placed, War Factory under construction. Produce infantry continuously, then add refinery and tanks.", "commands": [{"do": "place", "item": "tent", "x": 90, "y": 15}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 75, "y": 15}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally: #133 is not your building"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2555 + stored ore $421 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: proc 23%; Building: weap 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: place barr, then powr, weap, proc2. Keep training infantry from barr once placed.", "raw": "{\"thoughts\":\"Continue economy buildup: queue power and war factory, train infantry from barracks.\",\"notes\":\"Enemy at (95,11). Build order: powr, weap, proc2. Train infantry from barr continuously. Expand army before attacking.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1961, "completion_tokens": 124, "total_tokens": 2085, "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": 0.005162, "upstream_inference_prompt_cost": 0.003922, "upstream_inference_completions_cost": 0.00124}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.47, "thoughts": "Continue economy buildup: queue power and war factory, train infantry from barracks.", "notes": "Enemy at (95,11). Build order: powr, weap, proc2. Train infantry from barr continuously. Expand army before attacking.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["build powr: started", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"tick": 2401, "slot": "Multi0", "model": "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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2500 + stored ore $328 (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 5.3%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(92,16)\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: #133 is not your building\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely west at (12,16). Barracks being placed, War Factory under construction. Produce infantry continuously, then add refinery and tanks.", "raw": "{\"thoughts\":\"War Factory construction is underway and the base has adequate power. Queue a small infantry force from the barracks to scout west, then add a second refinery after the War Factory completes; send the force toward the likely enemy start.\",\"notes\":\"Base at (95,11), enemy likely west near (12,16). War Factory building queue 16%; one harvester. Scout west with infantry and transition into Medium Tank production after refinery.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":14},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1321, "completion_tokens": 262, "total_tokens": 1583, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1319, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000709005, "upstream_inference_prompt_cost": 0.000363165, "upstream_inference_completions_cost": 0.00034584}, "completion_tokens_details": {"reasoning_tokens": 110, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.65, "thoughts": "War Factory construction is underway and the base has adequate power. Queue a small infantry force from the barracks to scout west, then add a second refinery after the War Factory completes; send the force toward the likely enemy start.", "notes": "Base at (95,11), enemy likely west near (12,16). War Factory building queue 16%; one harvester. Scout west with infantry and transition into Medium Tank production after refinery.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 134, "x": 80, "y": 14}, {"do": "build", "item": "proc"}], "feedback": ["train 5x e1: queued", "train 2x e3: queued", "rally #134: ordered", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 325, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2343 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: proc 47%; Building: powr 0%; Building: weap 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(11,14)* #136@(12,13) #137@(12,14)\n  harv (Ore Truck (harvester)) x1: #130@(19,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: powr, weap, proc2. Train infantry from barr continuously. Expand army before attacking.", "raw": "{\"thoughts\":\"Continue economy buildup: power, war factory, second refinery. Train more infantry for defense/early scouting.\",\"notes\":\"Enemy at (95,11). Build order: powr, weap, proc2. Train infantry from barr continuously. Expand army before attacking.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1999, "completion_tokens": 119, "total_tokens": 2118, "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": 0.005188, "upstream_inference_prompt_cost": 0.003998, "upstream_inference_completions_cost": 0.00119}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "Continue economy buildup: power, war factory, second refinery. Train more infantry for defense/early scouting.", "notes": "Enemy at (95,11). Build order: powr, weap, proc2. Train infantry from barr continuously. Expand army before attacking.", "commands": [{"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "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": 13}}
{"tick": 2601, "slot": "Multi0", "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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2325 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.8%.\nPRODUCTION: Building: weap 32%; Building: proc 0%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #138@(86,11)\n  harv (Ore Truck (harvester)) x1: #132@(100,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 2x e3: queued\n  - rally #134: ordered\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (95,11), enemy likely west near (12,16). War Factory building queue 16%; one harvester. Scout west with infantry and transition into Medium Tank production after refinery.", "raw": "{\"thoughts\":\"Place the completed second refinery, then finish and place the War Factory so tank production can begin. Send the rifle scout west toward the likely enemy start while infantry queues continue.\",\"notes\":\"Base at (95,11); enemy likely west near (12,16). Second refinery ready to place; War Factory building is nearly complete. Scout #138 moving west; barracks queues e3 then rifles.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":89,\"y\":15},{\"do\":\"move\",\"units\":[138],\"x\":70,\"y\":12},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1383, "completion_tokens": 260, "total_tokens": 1643, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1381, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000723415, "upstream_inference_prompt_cost": 0.000380215, "upstream_inference_completions_cost": 0.0003432}, "completion_tokens_details": {"reasoning_tokens": 126, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.44, "thoughts": "Place the completed second refinery, then finish and place the War Factory so tank production can begin. Send the rifle scout west toward the likely enemy start while infantry queues continue.", "notes": "Base at (95,11); enemy likely west near (12,16). Second refinery ready to place; War Factory building is nearly complete. Scout #138 moving west; barracks queues e3 then rifles.", "commands": [{"do": "place", "item": "proc", "x": 89, "y": 15}, {"do": "move", "units": [138], "x": 70, "y": 12}, {"do": "build", "item": "powr"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "move: 1 units", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 16}}
{"tick": 2601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1810 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5800, army $1600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.4%.\nPRODUCTION: Building: proc 70%; Building: powr 0%; Building: weap 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #135@(11,14)* #136@(13,13)* #137@(13,14)* #139@(13,13)* #140@(12,14)*\n  harv (Ore Truck (harvester)) x1: #130@(17,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: powr, weap, proc2. Train infantry from barr continuously. Expand army before attacking.", "raw": "{\"thoughts\":\"Building queue already has proc, powr, weap in progress. Keep training infantry and prep for expansion.\",\"notes\":\"Enemy at (95,11). Build order: powr->proc->weap continuing. Train infantry, then tanks from weap once ready. Expand army before attacking.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2011, "completion_tokens": 140, "total_tokens": 2151, "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": 0.005422, "upstream_inference_prompt_cost": 0.004022, "upstream_inference_completions_cost": 0.0014}, "completion_tokens_details": {"reasoning_tokens": 16, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.95, "thoughts": "Building queue already has proc, powr, weap in progress. Keep training infantry and prep for expansion.", "notes": "Enemy at (95,11). Build order: powr->proc->weap continuing. Train infantry, then tanks from weap once ready. Expand army before attacking.", "commands": [{"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5800, "army_value": 500, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2801, "slot": "Multi0", "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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1659 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.5%.\nPRODUCTION: Building: weap 49%; Building: powr 0%; Building: proc 0%; Infantry: e3 84%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #138@(76,11)\n  e3 (Rocket Soldier) x1: #141@(85,11)\n  harv (Ore Truck (harvester)) x1: #132@(101,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - move: 1 units\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely west near (12,16). Second refinery ready to place; War Factory building is nearly complete. Scout #138 moving west; barracks queues e3 then rifles.", "raw": "{\"thoughts\":\"War Factory is nearly complete, while the barracks is producing a rocket soldier. I\u2019ll keep infantry production active, queue the second refinery, and push the scouts west toward the likely enemy base.\",\"notes\":\"Base at (95,11); enemy likely west near (12,16). War Factory under construction; power plant and second refinery queued. Scout #138 and rocket #141 moving west.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"attack_move\",\"units\":[138,141],\"x\":55,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1395, "completion_tokens": 339, "total_tokens": 1734, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1393, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000830995, "upstream_inference_prompt_cost": 0.000383515, "upstream_inference_completions_cost": 0.00044748}, "completion_tokens_details": {"reasoning_tokens": 206, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "War Factory is nearly complete, while the barracks is producing a rocket soldier. I\u2019ll keep infantry production active, queue the second refinery, and push the scouts west toward the likely enemy base.", "notes": "Base at (95,11); enemy likely west near (12,16). War Factory under construction; power plant and second refinery queued. Scout #138 and rocket #141 moving west.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "proc"}, {"do": "attack_move", "units": [138, 141], "x": 55, "y": 12}], "feedback": ["train 5x e1: queued", "build proc: started", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 17}}
{"tick": 2801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1356 + stored ore $420 (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 4.4%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Building: weap 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(10,14)* #136@(13,13)* #137@(13,14)* #139@(13,13)* #140@(12,14)* #142@(10,13)* #143@(11,14)*\n  harv (Ore Truck (harvester)) x1: #130@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: powr->proc->weap continuing. Train infantry, then tanks from weap once ready. Expand army before attacking.", "raw": "{\"thoughts\":\"Economy building up well. Continue with power and war factory, keep training infantry, group idle infantry for defense.\",\"notes\":\"Enemy at (95,11). Building proc/powr/weap. Once weap ready, build tanks. Keep training e1 and expand harvesters.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2036, "completion_tokens": 170, "total_tokens": 2206, "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": 0.005772, "upstream_inference_prompt_cost": 0.004072, "upstream_inference_completions_cost": 0.0017}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.84, "thoughts": "Economy building up well. Continue with power and war factory, keep training infantry, group idle infantry for defense.", "notes": "Enemy at (95,11). Building proc/powr/weap. Once weap ready, build tanks. Keep training e1 and expand harvesters.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 2x e1: queued", "stance: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 17}}
{"tick": 3001, "slot": "Multi0", "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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $998 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.5%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Building: powr 0%; Building: proc 0%; Infantry: e1 81%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #138@(75,11)* #146@(87,11) #148@(90,11)\n  e3 (Rocket Soldier) x2: #141@(85,11)* #144@(84,11)\n  harv (Ore Truck (harvester)) x1: #132@(94,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - build proc: started\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely west near (12,16). War Factory under construction; power plant and second refinery queued. Scout #138 and rocket #141 moving west.", "raw": "{\"thoughts\":\"War Factory is nearly complete and the second refinery is queued, so economy and vehicle production should come online soon. Keep infantry production active, add rocket soldiers for anti-armor, and scout aggressively west toward the likely enemy base.\",\"notes\":\"Enemy likely near (12,16). Main army is moving west; keep attack-moving west and begin tank production once War Factory is placed. Second refinery queued.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":60,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1428, "completion_tokens": 259, "total_tokens": 1687, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1426, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00073447, "upstream_inference_prompt_cost": 0.00039259, "upstream_inference_completions_cost": 0.00034188}, "completion_tokens_details": {"reasoning_tokens": 121, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.65, "thoughts": "War Factory is nearly complete and the second refinery is queued, so economy and vehicle production should come online soon. Keep infantry production active, add rocket soldiers for anti-armor, and scout aggressively west toward the likely enemy base.", "notes": "Enemy likely near (12,16). Main army is moving west; keep attack-moving west and begin tank production once War Factory is placed. Second refinery queued.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": "all_army", "x": 60, "y": 12}], "feedback": ["train 2x e3: queued", "train 5x e1: queued", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6200, "army_value": 900, "income": 500, "experience": 0, "order_count": 23}}
{"tick": 3001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1356 + stored ore $144 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: weap 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(10,14)* #136@(13,13)* #137@(13,14)* #139@(13,13)* #140@(12,14)* #142@(10,13)* #143@(10,14)* #145@(12,14)* #147@(11,14)*\n  harv (Ore Truck (harvester)) x1: #130@(16,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - stance: 7 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc/powr/weap. Once weap ready, build tanks. Keep training e1 and expand harvesters.", "raw": "{\"thoughts\":\"Place the ready refinery, keep building power/war factory, train more infantry, group idle army.\",\"notes\":\"Enemy at (95,11). Proc placed. Building powr x2, weap. Once weap ready build tanks (3tnk). Keep training e1/e3.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2065, "completion_tokens": 170, "total_tokens": 2235, "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": 0.00583, "upstream_inference_prompt_cost": 0.00413, "upstream_inference_completions_cost": 0.0017}, "completion_tokens_details": {"reasoning_tokens": 11, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "Place the ready refinery, keep building power/war factory, train more infantry, group idle army.", "notes": "Enemy at (95,11). Proc placed. Building powr x2, weap. Once weap ready build tanks (3tnk). Keep training e1/e3.", "commands": [{"do": "place", "item": "proc"}, {"do": "train", "item": "e1", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "train 2x e1: queued", "stance: 9 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6200, "army_value": 900, "income": 1000, "experience": 0, "order_count": 19}}
{"tick": 3201, "slot": "Multi0", "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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $756 + stored ore $82 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.6%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Building: powr 0%; Building: proc 0%; Infantry: e1 8%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #138@(66,14) #146@(78,14) #148@(81,14) #151@(83,11) #153@(87,11) #155@(90,11) #156@(92,9)\n  e3 (Rocket Soldier) x2: #141@(76,14) #144@(74,11)\n  harv (Ore Truck (harvester)) x1: #132@(96,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - train 5x e1: queued\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16). Main army is moving west; keep attack-moving west and begin tank production once War Factory is placed. Second refinery queued.", "raw": "{\"thoughts\":\"War Factory is nearly ready and the second refinery is queued. Keep the infantry force advancing toward the likely enemy base while continuing rocket production; avoid diverting cash until the refinery and factory are placed.\",\"notes\":\"Enemy likely at (12,16). Main army advancing west from (66,14); War Factory 82% complete, second refinery queued. Keep attack-moving west and transition to tanks when factory is placed.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":60,\"y\":14},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1475, "completion_tokens": 266, "total_tokens": 1741, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1473, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000756635, "upstream_inference_prompt_cost": 0.000405515, "upstream_inference_completions_cost": 0.00035112}, "completion_tokens_details": {"reasoning_tokens": 120, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.16, "thoughts": "War Factory is nearly ready and the second refinery is queued. Keep the infantry force advancing toward the likely enemy base while continuing rocket production; avoid diverting cash until the refinery and factory are placed.", "notes": "Enemy likely at (12,16). Main army advancing west from (66,14); War Factory 82% complete, second refinery queued. Keep attack-moving west and transition to tanks when factory is placed.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 134, "x": 60, "y": 14}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 9 units", "rally #134: ordered", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 30}}
{"tick": 3201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1000 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $8900, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6%.\nPRODUCTION: Building: powr READY TO PLACE; Building: weap 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #135@(10,14)* #136@(13,13)* #137@(13,14)* #139@(13,13)* #140@(11,14)* #142@(10,13)* #143@(10,14)* #145@(13,13)* #147@(10,13)* #152@(11,14)* #154@(12,14)*\n  harv (Ore Truck (harvester)) x2: #130@(16,8) #150@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - train 2x e1: queued\n  - stance: 9 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Proc placed. Building powr x2, weap. Once weap ready build tanks (3tnk). Keep training e1/e3.", "raw": "{\"thoughts\":\"Place the ready power plant, continue building weap/powr, and start training more infantry while waiting for war factory to build tanks.\",\"notes\":\"Enemy at (95,11). Building weap+powr; place powr now. Once weap ready, build 3tnk and fix. Keep e1/e3 production going, group idle e1s for defense/attack later.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2127, "completion_tokens": 176, "total_tokens": 2303, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006014, "upstream_inference_prompt_cost": 0.004254, "upstream_inference_completions_cost": 0.00176}, "completion_tokens_details": {"reasoning_tokens": 17, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.14, "thoughts": "Place the ready power plant, continue building weap/powr, and start training more infantry while waiting for war factory to build tanks.", "notes": "Enemy at (95,11). Building weap+powr; place powr now. Once weap ready, build 3tnk and fix. Keep e1/e3 production going, group idle e1s for defense/attack later.", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1100, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3401, "slot": "Multi0", "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: Multi0, faction france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $172 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6700, army $2500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.8%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Building: powr 0%; Building: proc 0%; Infantry: e3 80%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #138@(65,23) #146@(71,21) #148@(73,20) #151@(76,17) #153@(78,15) #155@(80,13) #156@(83,11) #158@(87,14)\n  e3 (Rocket Soldier) x2: #141@(68,21) #144@(66,18)\n  harv (Ore Truck (harvester)) x1: #132@(101,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - rally #134: ordered\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Main army advancing west from (66,14); War Factory 82% complete, second refinery queued. Keep attack-moving west and transition to tanks when factory is placed.", "raw": "{\"thoughts\":\"Place the completed War Factory, keep the advancing infantry scouting and press west toward the likely enemy base. Cash is low, so preserve the queued refinery and continue rocket production while the economy develops.\",\"notes\":\"Enemy likely near (12,16). Main force of 8 riflemen and 2 rocket soldiers advancing west; War Factory ready to place. Keep infantry moving west and switch to tanks when affordable.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":30,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":60,\"y\":18},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1496, "completion_tokens": 248, "total_tokens": 1744, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1494, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00073865, "upstream_inference_prompt_cost": 0.00041129, "upstream_inference_completions_cost": 0.00032736}, "completion_tokens_details": {"reasoning_tokens": 96, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.15, "thoughts": "Place the completed War Factory, keep the advancing infantry scouting and press west toward the likely enemy base. Cash is low, so preserve the queued refinery and continue rocket production while the economy develops.", "notes": "Enemy likely near (12,16). Main force of 8 riflemen and 2 rocket soldiers advancing west; War Factory ready to place. Keep infantry moving west and switch to tanks when affordable.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "all_army", "x": 30, "y": 16}, {"do": "rally", "building": 134, "x": 60, "y": 18}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place weap: nothing READY TO PLACE with that type", "attack_move: 10 units", "rally #134: ordered", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6700, "army_value": 1400, "income": 1000, "experience": 0, "order_count": 32}}
{"tick": 3401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $488 + stored ore $188 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $3500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.2%.\nPRODUCTION: Building: weap 16%; 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #135@(10,14)* #136@(13,13)* #137@(13,14)* #139@(13,13)* #140@(13,14)* #142@(10,13)* #143@(10,14)* #145@(13,13)* #147@(10,13)* #152@(10,13)* #154@(11,14)* #159@(11,14)* #160@(12,14)*\n  harv (Ore Truck (harvester)) x2: #130@(15,17) #150@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building weap+powr; place powr now. Once weap ready, build 3tnk and fix. Keep e1/e3 production going, group idle e1s for defense/attack later.", "raw": "{\"thoughts\":\"Building weap and powr continue. Keep training infantry, group idle e1s together for defense. Will build fix once weap done.\",\"notes\":\"Enemy at (95,11). weap+powr in progress. After weap: build fix, then 3tnk. Keep training e1/e3. Group idle army near base center for defense.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2151, "completion_tokens": 166, "total_tokens": 2317, "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": 0.005962, "upstream_inference_prompt_cost": 0.004302, "upstream_inference_completions_cost": 0.00166}, "completion_tokens_details": {"reasoning_tokens": 32, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.5, "thoughts": "Building weap and powr continue. Keep training infantry, group idle e1s together for defense. Will build fix once weap done.", "notes": "Enemy at (95,11). weap+powr in progress. After weap: build fix, then 3tnk. Keep training e1/e3. Group idle army near base center for defense.", "commands": [{"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 1300, "income": 1175, "experience": 0, "order_count": 25}}
{"tick": 3601, "slot": "Multi0", "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: Multi0, faction france (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 $7000, army $2800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.7%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Building: powr 0%; Building: proc 0%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #138@(57,28) #146@(62,27) #148@(65,24) #151@(67,23) #153@(70,23) #155@(73,20) #156@(75,17) #158@(77,16)\n  e3 (Rocket Soldier) x3: #141@(61,27) #144@(62,26) #161@(84,10)\n  harv (Ore Truck (harvester)) x1: #132@(94,18)\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: 10 units\n  - rally #134: ordered\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16). Main force of 8 riflemen and 2 rocket soldiers advancing west; War Factory ready to place. Keep infantry moving west and switch to tanks when affordable.", "raw": "{\"thoughts\":\"Place the ready War Factory, keep the advancing infantry force scouting toward the likely enemy base, and add rocket soldiers while the economy recovers. The ore refinery and power plant queues should remain active.\",\"notes\":\"Enemy likely starts near (12,16). Main infantry force is advancing west from x57; merge rear rocket soldier when possible. War Factory ready to place.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":[138,146,148,151,153,155,156,158,141,144],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[161],\"x\":70,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":50,\"y\":25}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1523, "completion_tokens": 271, "total_tokens": 1794, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1521, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000776435, "upstream_inference_prompt_cost": 0.000418715, "upstream_inference_completions_cost": 0.00035772}, "completion_tokens_details": {"reasoning_tokens": 94, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.28, "thoughts": "Place the ready War Factory, keep the advancing infantry force scouting toward the likely enemy base, and add rocket soldiers while the economy recovers. The ore refinery and power plant queues should remain active.", "notes": "Enemy likely starts near (12,16). Main infantry force is advancing west from x57; merge rear rocket soldier when possible. War Factory ready to place.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": [138, 146, 148, 151, 153, 155, 156, 158, 141, 144], "x": 12, "y": 16}, {"do": "move", "units": [161], "x": 70, "y": 20}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 134, "x": 50, "y": 25}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 10 units", "move: 1 units", "train 3x e3: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7000, "army_value": 1700, "income": 1000, "experience": 0, "order_count": 34}}
{"tick": 3601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $488 + stored ore $455 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9600, army $3700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.2%.\nPRODUCTION: Building: weap 32%; 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #135@(10,14)* #136@(13,13)* #137@(13,14)* #139@(13,13)* #140@(13,14)* #142@(10,13)* #143@(10,14)* #145@(13,13)* #147@(10,13)* #152@(10,13)* #154@(11,14)* #159@(11,14)* #160@(11,14)* #162@(13,14)* #163@(12,14)*\n  harv (Ore Truck (harvester)) x2: #130@(16,7) #150@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). weap+powr in progress. After weap: build fix, then 3tnk. Keep training e1/e3. Group idle army near base center for defense.", "raw": "{\"thoughts\":\"Economy solid, buildings queued. Keep training infantry, prepare for war factory completion, then build fix and tanks. Group idle army for defense.\",\"notes\":\"Enemy at (95,11). weap+powr in progress. After weap: build fix, then 3tnk. Keep training e1/e3. Group idle army near base center for defense.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2131, "completion_tokens": 188, "total_tokens": 2319, "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": 0.006142, "upstream_inference_prompt_cost": 0.004262, "upstream_inference_completions_cost": 0.00188}, "completion_tokens_details": {"reasoning_tokens": 20, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.72, "thoughts": "Economy solid, buildings queued. Keep training infantry, prepare for war factory completion, then build fix and tanks. Group idle army for defense.", "notes": "Enemy at (95,11). weap+powr in progress. After weap: build fix, then 3tnk. Keep training e1/e3. Group idle army near base center for defense.", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 3x e1: queued", "stance: 15 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 1500, "income": 2000, "experience": 0, "order_count": 27}}
{"tick": 3801, "slot": "Multi0", "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: Multi0, faction france (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 $64 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $3100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.6%.\nPRODUCTION: Building: proc 15%; Building: powr 0%; Building: proc 0%; Infantry: e3 6%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%, #164 weap@(95,8) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #138@(48,25) #146@(53,27) #148@(55,28) #151@(59,28) #153@(61,27) #155@(64,25) #156@(68,24) #158@(70,23)\n  e3 (Rocket Soldier) x4: #141@(50,28) #144@(52,27) #161@(76,14) #167@(92,10)\n  harv (Ore Truck (harvester)) x1: #132@(97,21)\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: 10 units\n  - move: 1 units\n  - train 3x e3: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (12,16). Main infantry force is advancing west from x57; merge rear rocket soldier when possible. War Factory ready to place.", "raw": "{\"thoughts\":\"The main force is advancing toward the likely enemy start, but no enemy has been spotted yet. Continue the westward attack sweep, bring the nearby rocket soldier along, and keep the harvester mining while the refinery finishes and income resumes.\",\"notes\":\"Enemy likely near (12,16). Main force moving west; use attack_move toward enemy base and merge rear rocket #167 when practical. One harvester #132 is mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[138,146,148,151,153,155,156,158,141,144],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[161,167],\"x\":35,\"y\":20},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1596, "completion_tokens": 340, "total_tokens": 1936, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1594, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00088759, "upstream_inference_prompt_cost": 0.00043879, "upstream_inference_completions_cost": 0.0004488}, "completion_tokens_details": {"reasoning_tokens": 178, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.01, "thoughts": "The main force is advancing toward the likely enemy start, but no enemy has been spotted yet. Continue the westward attack sweep, bring the nearby rocket soldier along, and keep the harvester mining while the refinery finishes and income resumes.", "notes": "Enemy likely near (12,16). Main force moving west; use attack_move toward enemy base and merge rear rocket #167 when practical. One harvester #132 is mining.", "commands": [{"do": "attack_move", "units": [138, 146, 148, 151, 153, 155, 156, 158, 141, 144], "x": 12, "y": 16}, {"do": "attack_move", "units": [161, 167], "x": 35, "y": 20}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 10 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 1500, "experience": 0, "order_count": 38}}
{"tick": 3801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $310 + stored ore $0 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9900, army $4000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: weap 49%; 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x18: #135@(10,14)* #136@(13,13)* #137@(13,14)* #139@(13,13)* #140@(13,14)* #142@(10,13)* #143@(10,14)* #145@(13,13)* #147@(10,13)* #152@(10,13)* #154@(10,14)* #159@(12,14) #160@(10,13)* #162@(13,14)* #163@(13,14)* #165@(10,14) #166@(12,14)* #168@(11,14)\n  harv (Ore Truck (harvester)) x2: #130@(17,6) #150@(3,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - stance: 15 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). weap+powr in progress. After weap: build fix, then 3tnk. Keep training e1/e3. Group idle army near base center for defense.", "raw": "{\"thoughts\":\"Building weap and powr in progress. Have 18 infantry idle - group them for defense/future attack. Keep economy going, queue fix after weap, train more e3 for anti-tank.\",\"notes\":\"Enemy at (95,11). After weap completes: build fix, then start 3tnk production. Keep training e1/e3 from barr. Group idle_army for eventual attack push toward enemy base.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2165, "completion_tokens": 185, "total_tokens": 2350, "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": 0.00618, "upstream_inference_prompt_cost": 0.00433, "upstream_inference_completions_cost": 0.00185}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.85, "thoughts": "Building weap and powr in progress. Have 18 infantry idle - group them for defense/future attack. Keep economy going, queue fix after weap, train more e3 for anti-tank.", "notes": "Enemy at (95,11). After weap completes: build fix, then start 3tnk production. Keep training e1/e3 from barr. Group idle_army for eventual attack push toward enemy base.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["stance: 15 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 1800, "income": 2000, "experience": 0, "order_count": 30}}
{"tick": 4001, "slot": "Multi0", "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: Multi0, faction france (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 $9300, army $3100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 17.3%.\nPRODUCTION: Building: proc 17%; Building: powr 0%; Building: proc 0%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%, #164 weap@(95,8) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #138@(38,22) #146@(44,24) #148@(46,24) #151@(49,26) #153@(52,27) #155@(55,28) #156@(59,28) #158@(61,27)\n  e3 (Rocket Soldier) x4: #141@(41,24) #144@(43,24) #161@(68,21) #167@(82,10)\n  harv (Ore Truck (harvester)) x1: #132@(102,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (12,16). Main force moving west; use attack_move toward enemy base and merge rear rocket #167 when practical. One harvester #132 is mining.", "raw": "{\"thoughts\":\"Cash is empty, so prioritize reaching the likely enemy base while existing production and refinery construction continue. Merge the scattered infantry and rockets into one attack group advancing toward the suspected base at (12,16); keep the harvester mining.\",\"notes\":\"Main army advancing west toward enemy start; include all combat units in attack-move. Harvester #132 remains mining. Watch for refinery completion and place it, then resume war factory/infantry production.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1563, "completion_tokens": 241, "total_tokens": 1804, "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": 0.000747835, "upstream_inference_prompt_cost": 0.000429715, "upstream_inference_completions_cost": 0.00031812}, "completion_tokens_details": {"reasoning_tokens": 110, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "Cash is empty, so prioritize reaching the likely enemy base while existing production and refinery construction continue. Merge the scattered infantry and rockets into one attack group advancing toward the suspected base at (12,16); keep the harvester mining.", "notes": "Main army advancing west toward enemy start; include all combat units in attack-move. Harvester #132 remains mining. Watch for refinery completion and place it, then resume war factory/infantry production.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 12 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 1500, "experience": 0, "order_count": 38}}
{"tick": 4001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9900, army $4000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: weap 57%; Building: powr 0%; Infantry: e3 50%; 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x18: #135@(10,14)* #136@(13,13)* #137@(13,14)* #139@(13,13)* #140@(13,14)* #142@(10,13)* #143@(10,14)* #145@(13,13)* #147@(10,13)* #152@(10,13)* #154@(10,14)* #159@(12,14)* #160@(10,13)* #162@(13,14)* #163@(13,14)* #165@(10,14)* #166@(12,14)* #168@(11,14)*\n  harv (Ore Truck (harvester)) x2: #130@(15,17) #150@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 15 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). After weap completes: build fix, then start 3tnk production. Keep training e1/e3 from barr. Group idle_army for eventual attack push toward enemy base.", "raw": "{\"thoughts\":\"Weap and powr are building, e3 training continuing. Have 18 idle infantry - group them and set defend stance while waiting for tanks. Keep queue full.\",\"notes\":\"Enemy at (95,11). After weap completes: build fix, then start 3tnk production. Keep training e1/e3 from barr. Group idle_army for eventual attack push toward enemy base once tanks ready.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2197, "completion_tokens": 212, "total_tokens": 2409, "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": 0.006514, "upstream_inference_prompt_cost": 0.004394, "upstream_inference_completions_cost": 0.00212}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.53, "thoughts": "Weap and powr are building, e3 training continuing. Have 18 idle infantry - group them and set defend stance while waiting for tanks. Keep queue full.", "notes": "Enemy at (95,11). After weap completes: build fix, then start 3tnk production. Keep training e1/e3 from barr. Group idle_army for eventual attack push toward enemy base once tanks ready.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["stance: 18 units", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 1800, "income": 2000, "experience": 0, "order_count": 32}}
{"tick": 4201, "slot": "Multi0", "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: Multi0, faction france (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 $9300, army $3100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.1%.\nPRODUCTION: Building: proc 17%; Building: powr 0%; Building: proc 0%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%, #164 weap@(95,8) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #138@(30,15) #146@(34,19) #148@(36,24) #151@(39,23) #153@(42,24) #155@(46,24) #156@(49,26) #158@(51,28)\n  e3 (Rocket Soldier) x4: #141@(33,18) #144@(34,19) #161@(60,28) #167@(75,17)\n  harv (Ore Truck (harvester)) x1: #132@(95,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\nYOUR NOTES FROM LAST TURN: Main army advancing west toward enemy start; include all combat units in attack-move. Harvester #132 remains mining. Watch for refinery completion and place it, then resume war factory/infantry production.", "raw": "{\"thoughts\":\"The army is already deep west and should continue toward the likely enemy start at (12,16), scouting and engaging anything found. Keep the refinery construction progressing and set production rallies; cash is currently exhausted, so avoid adding expensive orders until ore arrives.\",\"notes\":\"Army group of 12 combat units advancing west toward enemy start (12,16). Harvester #132 mining. Refinery under construction; place it when ready, then prioritize economy and tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":164,\"x\":75,\"y\":17},{\"do\":\"rally\",\"building\":134,\"x\":75,\"y\":17},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1559, "completion_tokens": 348, "total_tokens": 1907, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1557, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000887975, "upstream_inference_prompt_cost": 0.000428615, "upstream_inference_completions_cost": 0.00045936}, "completion_tokens_details": {"reasoning_tokens": 174, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.5, "thoughts": "The army is already deep west and should continue toward the likely enemy start at (12,16), scouting and engaging anything found. Keep the refinery construction progressing and set production rallies; cash is currently exhausted, so avoid adding expensive orders until ore arrives.", "notes": "Army group of 12 combat units advancing west toward enemy start (12,16). Harvester #132 mining. Refinery under construction; place it when ready, then prioritize economy and tanks.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 164, "x": 75, "y": 17}, {"do": "rally", "building": 134, "x": 75, "y": 17}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 12 units", "rally #164: ordered", "rally #134: ordered", "stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 1500, "experience": 0, "order_count": 38}}
{"tick": 4201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (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 $386 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10300, army $4400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: weap 73%; Building: powr 0%; Infantry: e1 56%; 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #135@(10,14)* #136@(13,13)* #137@(13,14)* #139@(13,13)* #140@(13,14)* #142@(10,13)* #143@(10,14)* #145@(13,13)* #147@(10,13)* #152@(10,13)* #154@(10,14)* #159@(13,13)* #160@(10,13)* #162@(13,14)* #163@(13,14)* #165@(10,14)* #166@(13,13)* #168@(10,13)* #170@(12,14)*\n  e3 (Rocket Soldier) x1: #169@(11,14)*\n  harv (Ore Truck (harvester)) x2: #130@(17,9) #150@(3,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 18 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). After weap completes: build fix, then start 3tnk production. Keep training e1/e3 from barr. Group idle_army for eventual attack push toward enemy base once tanks ready.", "raw": "{\"thoughts\":\"Continue economy/production buildup, keep training infantry, war factory almost done. Group idle infantry for defense while waiting on tanks.\",\"notes\":\"Enemy at (95,11). After weap completes build fix, then 3tnk production. Keep training e1/e3. Mass idle_army near base center until 8+ tanks ready then push toward enemy.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2239, "completion_tokens": 148, "total_tokens": 2387, "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": 0.005958, "upstream_inference_prompt_cost": 0.004478, "upstream_inference_completions_cost": 0.00148}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.41, "thoughts": "Continue economy/production buildup, keep training infantry, war factory almost done. Group idle infantry for defense while waiting on tanks.", "notes": "Enemy at (95,11). After weap completes build fix, then 3tnk production. Keep training e1/e3. Mass idle_army near base center until 8+ tanks ready then push toward enemy.", "commands": [{"do": "train", "item": "e3", "count": 2}], "feedback": ["train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 2200, "income": 3000, "experience": 0, "order_count": 34}}
{"tick": 4401, "slot": "Multi0", "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: Multi0, faction france (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 $122 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $3100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 21.2%.\nPRODUCTION: Building: proc 31%; Building: powr 0%; Building: proc 0%; Infantry: e3 80%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%, #164 weap@(95,8) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #138@(20,15) #146@(26,14) #148@(28,17) #151@(31,16) #153@(34,19) #155@(35,24) #156@(39,23) #158@(41,24)\n  e3 (Rocket Soldier) x4: #141@(24,14) #144@(26,14) #161@(49,28) #167@(67,24)\n  harv (Ore Truck (harvester)) x1: #132@(96,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - rally #164: ordered\n  - rally #134: ordered\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Army group of 12 combat units advancing west toward enemy start (12,16). Harvester #132 mining. Refinery under construction; place it when ready, then prioritize economy and tanks.", "raw": "{\"thoughts\":\"The army is advancing toward the likely enemy base, but no enemy has been revealed yet. Keep the combat group moving west while the refinery completes; preserve cash for tanks and additional economy once ore arrives.\",\"notes\":\"Army group of 12 moving toward (12,16). Refinery #? at 31% construction; place when ready. Harvester #132 mining. Existing infantry queues are busy; transition to tanks after economy stabilizes.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":164,\"x\":70,\"y\":15},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":15}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1581, "completion_tokens": 333, "total_tokens": 1914, "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": 0.000874225, "upstream_inference_prompt_cost": 0.000434665, "upstream_inference_completions_cost": 0.00043956}, "completion_tokens_details": {"reasoning_tokens": 162, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.37, "thoughts": "The army is advancing toward the likely enemy base, but no enemy has been revealed yet. Keep the combat group moving west while the refinery completes; preserve cash for tanks and additional economy once ore arrives.", "notes": "Army group of 12 moving toward (12,16). Refinery #? at 31% construction; place when ready. Harvester #132 mining. Existing infantry queues are busy; transition to tanks after economy stabilizes.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 164, "x": 70, "y": 15}, {"do": "rally", "building": 134, "x": 70, "y": 15}], "feedback": ["attack_move: 12 units", "stance: 12 units", "rally #164: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 2000, "experience": 0, "order_count": 38}}
{"tick": 4401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10400, army $4500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.5%.\nPRODUCTION: Building: weap 82%; Building: powr 0%; Infantry: e3 49%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x20: #135@(10,14)* #136@(13,13)* #137@(13,14)* #139@(13,13)* #140@(13,14)* #142@(10,13)* #143@(10,14)* #145@(13,13)* #147@(10,13)* #152@(10,13)* #154@(10,14)* #159@(13,13)* #160@(10,13)* #162@(13,14)* #163@(13,14)* #165@(10,14)* #166@(13,13)* #168@(10,13)* #170@(12,14)* #171@(11,14)*\n  e3 (Rocket Soldier) x1: #169@(10,14)*\n  harv (Ore Truck (harvester)) x2: #130@(18,7) #150@(8,23)\nVISIBLE ENEMY UNITS (1):\n  #138 e1@(20,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). After weap completes build fix, then 3tnk production. Keep training e1/e3. Mass idle_army near base center until 8+ tanks ready then push toward enemy.", "error": "{\"error\": {\"message\": \"OpenRouter could not verify available credits for this request in time. Retry shortly.\", \"code\": 429, \"metadata\": {\"limit_source\": \"openrouter_admission_control\", \"remedy_hint\": \"Slow down the request rate for this account, then retry after the reset (see X-RateLimit-Reset).\", \"headers\": {\"Retry-After\": \"10\"}, \"provider_name\": null}}}", "raw": "{\"thoughts\":\"Weap almost done, powr building. Keep training infantry, mass idle army, prepare fix and tanks next.\",\"notes\":\"Enemy at (95,11). After weap completes, build fix then 3tnk. Keep training e1/e3, mass idle_army near base center until 8+ tanks ready then push toward enemy.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2258, "completion_tokens": 188, "total_tokens": 2446, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006396, "upstream_inference_prompt_cost": 0.004516, "upstream_inference_completions_cost": 0.00188}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.75, "thoughts": "Weap almost done, powr building. Keep training infantry, mass idle army, prepare fix and tanks next.", "notes": "Enemy at (95,11). After weap completes, build fix then 3tnk. Keep training e1/e3, mass idle_army near base center until 8+ tanks ready then push toward enemy.", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 3x e1: queued", "stance: 21 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 2300, "income": 3000, "experience": 0, "order_count": 36}}
{"tick": 4601, "slot": "Multi0", "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: Multi0, faction france (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 $9600, army $3400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 21.8%.\nPRODUCTION: Building: proc 35%; Building: powr 0%; Building: proc 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%, #164 weap@(95,8) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #138@(19,15) #146@(19,14) #148@(20,16) #151@(21,16) #153@(25,14) #155@(27,17) #156@(31,16) #158@(33,18)\n  e3 (Rocket Soldier) x5: #141@(19,14) #144@(19,14) #161@(40,24) #167@(58,28) #172@(84,10)\n  harv (Ore Truck (harvester)) x1: #132@(102,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #129 proc@(15,16) 95%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - stance: 12 units\n  - rally #164: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Army group of 12 moving toward (12,16). Refinery #? at 31% construction; place when ready. Harvester #132 mining. Existing infantry queues are busy; transition to tanks after economy stabilizes.", "raw": "{\"thoughts\":\"The army is closing on the enemy refinery and should destroy it while scouting the enemy base. Cash is empty, so keep the existing construction and infantry queues running; place the refinery when ready and transition to tanks once income arrives.\",\"notes\":\"Enemy refinery #129 at (15,16). Main army of 12 attacking west; rocket #172 remains near home. Keep economy queue active and place proc when construction completes.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"attack\",\"units\":[138,146,148,151,153,155,156,158,141,144,161,167],\"target\":129},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":164,\"x\":55,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":55,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1597, "completion_tokens": 381, "total_tokens": 1978, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1595, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000941985, "upstream_inference_prompt_cost": 0.000439065, "upstream_inference_completions_cost": 0.00050292}, "completion_tokens_details": {"reasoning_tokens": 181, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.43, "thoughts": "The army is closing on the enemy refinery and should destroy it while scouting the enemy base. Cash is empty, so keep the existing construction and infantry queues running; place the refinery when ready and transition to tanks once income arrives.", "notes": "Enemy refinery #129 at (15,16). Main army of 12 attacking west; rocket #172 remains near home. Keep economy queue active and place proc when construction completes.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "attack", "units": [138, 146, 148, 151, 153, 155, 156, 158, 141, 144, 161, 167], "target": 129}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 164, "x": 55, "y": 16}, {"do": "rally", "building": 134, "x": 55, "y": 16}], "feedback": ["attack_move: 13 units", "attack: 12 units", "stance: 13 units", "rally #164: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2000, "experience": 0, "order_count": 38}}
{"tick": 4601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (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 $149 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10700, army $4800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.5%.\nPRODUCTION: Building: weap 91%; Building: powr 0%; Infantry: e1 23%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 95%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x20: #135@(10,14)* #136@(13,13)* #137@(13,14)* #139@(13,13)* #140@(13,14)* #142@(10,13)* #143@(10,14)* #145@(13,13)* #147@(10,13)* #152@(10,13)* #154@(10,14)* #159@(13,13)* #160@(10,13)* #162@(13,14)* #163@(13,14)* #165@(10,14)* #166@(13,13)* #168@(10,13)* #170@(12,14)* #171@(12,14)\n  e3 (Rocket Soldier) x2: #169@(10,14)* #175@(11,14)*\n  harv (Ore Truck (harvester)) x2: #130@(15,17)57% #150@(6,24)\nVISIBLE ENEMY UNITS (6):\n  #138 e1@(19,15) 100%, #141 e3@(19,14) 100%, #144 e3@(19,14) 100%, #146 e1@(19,14) 100%, #148 e1@(20,16) 100%, #151 e1@(21,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - stance: 21 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). After weap completes, build fix then 3tnk. Keep training e1/e3, mass idle_army near base center until 8+ tanks ready then push toward enemy.", "raw": "{\"thoughts\":\"We have a huge infantry advantage (20 e1 + 2 e3) against a small enemy group of 6 units nearby. Attack now to wipe them out and gain map control while continuing production.\",\"notes\":\"Enemy scouting force near (19-21,14-16) engaged with mass infantry. Enemy main base likely at (95,11). Continue building fix+3tnk after weap completes, keep training e1/e3.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":20,\"y\":15},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2373, "completion_tokens": 334, "total_tokens": 2707, "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": 0.008086, "upstream_inference_prompt_cost": 0.004746, "upstream_inference_completions_cost": 0.00334}, "completion_tokens_details": {"reasoning_tokens": 108, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.5, "thoughts": "We have a huge infantry advantage (20 e1 + 2 e3) against a small enemy group of 6 units nearby. Attack now to wipe them out and gain map control while continuing production.", "notes": "Enemy scouting force near (19-21,14-16) engaged with mass infantry. Enemy main base likely at (95,11). Continue building fix+3tnk after weap completes, keep training e1/e3.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 20, "y": 15}, {"do": "build", "item": "fix"}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 21 units", "build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 2x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 2600, "income": 3500, "experience": 0, "order_count": 39}}
{"tick": 4801, "slot": "Multi0", "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: Multi0, faction france (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 $8400, army $2200, killed $0 (0 units, 0 bldgs), lost $1200 (8 units, 0 bldgs). Map explored 22.4%.\nPRODUCTION: Building: proc 35%; Building: powr 0%; Building: proc 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%, #164 weap@(95,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #156@(21,16)47% #158@(23,17)\n  e3 (Rocket Soldier) x3: #161@(30,23) #167@(48,28) #172@(76,17)\n  harv (Ore Truck (harvester)) x1: #132@(97,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - attack: 12 units\n  - stance: 13 units\n  - rally #164: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy refinery #129 at (15,16). Main army of 12 attacking west; rocket #172 remains near home. Keep economy queue active and place proc when construction completes.", "raw": "{\"thoughts\":\"Cash is empty, so preserve the economy while the refinery finishes. The scattered combat group will converge on the known enemy refinery and attack-move through the western base area.\",\"notes\":\"Enemy refinery #129 is at (15,16). Economy rebuilding; proc currently 35% in construction. Send all combat units west and keep harvester mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":15,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1533, "completion_tokens": 282, "total_tokens": 1815, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1531, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000793705, "upstream_inference_prompt_cost": 0.000421465, "upstream_inference_completions_cost": 0.00037224}, "completion_tokens_details": {"reasoning_tokens": 155, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.43, "thoughts": "Cash is empty, so preserve the economy while the refinery finishes. The scattered combat group will converge on the known enemy refinery and attack-move through the western base area.", "notes": "Enemy refinery #129 is at (15,16). Economy rebuilding; proc currently 35% in construction. Send all combat units west and keep harvester mining.", "commands": [{"do": "attack_move", "units": "all_army", "x": 15, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 5 units", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1200, "units_killed": 0, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8400, "army_value": 1100, "income": 2000, "experience": 0, "order_count": 38}}
{"tick": 4801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (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 $146 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10800, army $4900, killed $1200 (8 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.7%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Infantry: e3 85%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x21: #135@(16,14) #136@(17,15) #137@(17,14) #139@(17,14) #140@(17,15) #142@(16,15) #143@(17,14) #145@(17,14) #147@(16,14) #152@(16,14) #154@(16,14) #159@(17,14) #160@(15,14) #162@(17,14) #163@(17,15) #165@(15,14) #166@(17,15) #168@(15,14) #170@(15,14) #171@(14,15)* #176@(11,14)*\n  e3 (Rocket Soldier) x2: #169@(15,14) #175@(17,15)\n  harv (Ore Truck (harvester)) x2: #130@(17,9)57% #150@(7,27)\nVISIBLE ENEMY UNITS (1):\n  #156 e1@(21,16) 47%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 21 units\n  - build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train 2x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy scouting force near (19-21,14-16) engaged with mass infantry. Enemy main base likely at (95,11). Continue building fix+3tnk after weap completes, keep training e1/e3.", "raw": "{\"thoughts\":\"Place war factory, keep building power/army, attack enemy scout, march big infantry group toward enemy base at (95,11).\",\"notes\":\"Enemy base likely (95,11). Army massed near (16-17,14-15); pushing east. Continue training e1/e3, build fix after weap placed, then tanks.\",\"commands\":[\n{\"do\":\"place\",\"item\":\"weap\"},\n{\"do\":\"build\",\"item\":\"powr\"},\n{\"do\":\"attack\",\"units\":[169,175],\"target\":156},\n{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":90,\"y\":12},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":2},\n{\"do\":\"harvest\",\"unit\":130}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2378, "completion_tokens": 252, "total_tokens": 2630, "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": 0.007276, "upstream_inference_prompt_cost": 0.004756, "upstream_inference_completions_cost": 0.00252}, "completion_tokens_details": {"reasoning_tokens": 21, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.01, "thoughts": "Place war factory, keep building power/army, attack enemy scout, march big infantry group toward enemy base at (95,11).", "notes": "Enemy base likely (95,11). Army massed near (16-17,14-15); pushing east. Continue training e1/e3, build fix after weap placed, then tanks.", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "powr"}, {"do": "attack", "units": [169, 175], "target": 156}, {"do": "attack_move", "units": "idle_army", "x": 90, "y": 12}, {"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 130}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "attack: 2 units", "attack_move: 2 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 0, "units_killed": 8, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 2700, "income": 4000, "experience": 12, "order_count": 43}}
{"tick": 5001, "slot": "Multi0", "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: Multi0, faction france (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 $202 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1700, killed $0 (0 units, 0 bldgs), lost $1700 (11 units, 0 bldgs). Map explored 22.6%.\nPRODUCTION: Building: proc 46%; Building: powr 0%; Building: proc 0%; Infantry: e3 50%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%, #164 weap@(95,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #167@(39,21) #172@(69,24)\n  harv (Ore Truck (harvester)) x1: #132@(94,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Enemy refinery #129 is at (15,16). Economy rebuilding; proc currently 35% in construction. Send all combat units west and keep harvester mining.", "raw": "{\"thoughts\":\"The base is rebuilding with a refinery nearly complete and only two rocket soldiers surviving. Send them toward the known enemy refinery while the economy recovers; keep the War Factory producing light tanks and the infantry queue producing rockets.\",\"notes\":\"Enemy refinery #129 at (15,16). Current army: rocket soldiers #167 and #172 moving west. Rebuild economy, then mass tanks and rockets for an attack.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[167,172],\"x\":15,\"y\":16},{\"do\":\"stance\",\"units\":[167,172],\"stance\":\"attack_anything\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":164,\"x\":70,\"y\":20}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1472, "completion_tokens": 279, "total_tokens": 1751, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1470, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00077297, "upstream_inference_prompt_cost": 0.00040469, "upstream_inference_completions_cost": 0.00036828}, "completion_tokens_details": {"reasoning_tokens": 105, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.36, "thoughts": "The base is rebuilding with a refinery nearly complete and only two rocket soldiers surviving. Send them toward the known enemy refinery while the economy recovers; keep the War Factory producing light tanks and the infantry queue producing rockets.", "notes": "Enemy refinery #129 at (15,16). Current army: rocket soldiers #167 and #172 moving west. Rebuild economy, then mass tanks and rockets for an attack.", "commands": [{"do": "attack_move", "units": [167, 172], "x": 15, "y": 16}, {"do": "stance", "units": [167, 172], "stance": "attack_anything"}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 164, "x": 70, "y": 20}], "feedback": ["attack_move: 2 units", "stance: 2 units", "train 3x 1tnk: queued", "train 3x e3: queued", "rally #164: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1700, "units_killed": 0, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2500, "experience": 0, "order_count": 38}}
{"tick": 5001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13100, army $5200, killed $1700 (11 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8%.\nPRODUCTION: Building: powr 22%; Building: powr 0%; Infantry: e3 11%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%\nYOUR UNITS (26) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x21: #135@(19,14)* #136@(20,15)* #137@(20,15)* #139@(20,15)* #140@(20,15)* #142@(19,16)* #143@(19,13)* #145@(19,15)* #147@(19,14)* #152@(19,14)* #154@(18,15)* #159@(20,15)* #160@(19,14)* #162@(20,14)* #163@(19,15)* #165@(19,14)* #166@(19,15)* #168@(19,16)* #170@(19,16)* #171@(22,17)90% #176@(21,16)\n  e3 (Rocket Soldier) x3: #169@(16,13)* #175@(17,15)* #178@(11,14)*\n  harv (Ore Truck (harvester)) x2: #130@(23,8)57% #150@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\n  - attack: 2 units\n  - attack_move: 2 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base likely (95,11). Army massed near (16-17,14-15); pushing east. Continue training e1/e3, build fix after weap placed, then tanks.", "raw": "{\"thoughts\":\"I have 24 idle infantry near base. Time to consolidate and push toward enemy base at (95,11) while continuing production. Build fix for tanks after power finishes.\",\"notes\":\"Enemy base at (95,11). Massing infantry army near (19-20,14-16), sending attack_move east. Keep training e1/e3, build fix next then weap tanks (3tnk).\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2483, "completion_tokens": 254, "total_tokens": 2737, "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": 0.007506, "upstream_inference_prompt_cost": 0.004966, "upstream_inference_completions_cost": 0.00254}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.64, "thoughts": "I have 24 idle infantry near base. Time to consolidate and push toward enemy base at (95,11) while continuing production. Build fix for tanks after power finishes.", "notes": "Enemy base at (95,11). Massing infantry army near (19-20,14-16), sending attack_move east. Keep training e1/e3, build fix next then weap tanks (3tnk).", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}, {"do": "build", "item": "fix"}], "feedback": ["attack_move: 22 units", "train 2x e3: queued", "train 2x e1: queued", "build fix: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 0, "units_killed": 11, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13100, "army_value": 3000, "income": 4000, "experience": 17, "order_count": 47}}
{"tick": 5201, "slot": "Multi0", "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: Multi0, faction france (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 $2000 (12 units, 0 bldgs). Map explored 22.8%.\nPRODUCTION: Building: proc 51%; Building: powr 0%; Building: proc 0%; Vehicle: 1tnk 9%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 73%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%, #164 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #172@(60,27)\n  harv (Ore Truck (harvester)) x1: #132@(103,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - stance: 2 units\n  - train 3x 1tnk: queued\n  - train 3x e3: queued\n  - rally #164: ordered\nYOUR NOTES FROM LAST TURN: Enemy refinery #129 at (15,16). Current army: rocket soldiers #167 and #172 moving west. Rebuild economy, then mass tanks and rockets for an attack.", "raw": "{\"thoughts\":\"Economy is rebuilding with a refinery and power plant in the building queue while tanks and rockets are producing. Keep the surviving rocket advancing toward the known enemy refinery and maintain production; rally new tanks west for an eventual assault.\",\"notes\":\"Enemy refinery known at (15,16). Base at (95,11). Rebuilding economy; mass light tanks and rocket soldiers, then attack west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[172],\"x\":15,\"y\":16},{\"do\":\"rally\",\"building\":164,\"x\":75,\"y\":15},{\"do\":\"stance\",\"units\":[172],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1548, "completion_tokens": 277, "total_tokens": 1825, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1546, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00079123, "upstream_inference_prompt_cost": 0.00042559, "upstream_inference_completions_cost": 0.00036564}, "completion_tokens_details": {"reasoning_tokens": 138, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.81, "thoughts": "Economy is rebuilding with a refinery and power plant in the building queue while tanks and rockets are producing. Keep the surviving rocket advancing toward the known enemy refinery and maintain production; rally new tanks west for an eventual assault.", "notes": "Enemy refinery known at (15,16). Base at (95,11). Rebuilding economy; mass light tanks and rocket soldiers, then attack west.", "commands": [{"do": "attack_move", "units": [172], "x": 15, "y": 16}, {"do": "rally", "building": 164, "x": 75, "y": 15}, {"do": "stance", "units": [172], "stance": "attack_anything"}], "feedback": ["attack_move: 1 units", "rally #164: ordered", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2000, "units_killed": 0, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 0, "order_count": 44}}
{"tick": 5201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $13400, army $5500, killed $2000 (12 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.3%.\nPRODUCTION: Building: powr READY TO PLACE; Building: fix 0%; Building: powr 0%; Infantry: e1 1%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%\nYOUR UNITS (27) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x21: #135@(27,20) #136@(29,20) #137@(29,22) #139@(29,22) #140@(29,21) #142@(28,21) #143@(26,20) #145@(28,20) #147@(26,20) #152@(25,20) #154@(26,20) #159@(29,22) #160@(27,20) #162@(28,21) #163@(27,20) #165@(27,20) #166@(27,20) #168@(28,21) #170@(26,20) #171@(29,21)80% #176@(29,22)\n  e3 (Rocket Soldier) x4: #169@(24,20) #175@(25,20) #178@(21,17) #179@(12,14)*\n  harv (Ore Truck (harvester)) x2: #130@(16,17)57% #150@(6,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 22 units\n  - train 2x e3: queued\n  - train 2x e1: queued\n  - build fix: started\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Massing infantry army near (19-20,14-16), sending attack_move east. Keep training e1/e3, build fix next then weap tanks (3tnk).", "raw": "{\"thoughts\":\"Place power plant, continue pushing army toward enemy base, keep training infantry and add more power/production.\",\"notes\":\"Enemy base at (95,11). Army massed around (25-29,20-22), pushing east via attack_move. Keep training e1/e3, build weap for tanks next, watch power balance.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2500, "completion_tokens": 213, "total_tokens": 2713, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00713, "upstream_inference_prompt_cost": 0.005, "upstream_inference_completions_cost": 0.00213}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.24, "thoughts": "Place power plant, continue pushing army toward enemy base, keep training infantry and add more power/production.", "notes": "Enemy base at (95,11). Army massed around (25-29,20-22), pushing east via attack_move. Keep training e1/e3, build weap for tanks next, watch power balance.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 25 units", "train 2x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 0, "units_killed": 12, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13400, "army_value": 3300, "income": 4000, "experience": 20, "order_count": 52}}
{"tick": 5401, "slot": "Multi0", "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: Multi0, faction france (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 $2000 (12 units, 0 bldgs). Map explored 22.8%.\nPRODUCTION: Building: proc 51%; Building: powr 0%; Building: proc 0%; Vehicle: 1tnk 9%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 73%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%, #164 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #172@(50,26)\n  harv (Ore Truck (harvester)) x1: #132@(99,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #164: ordered\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy refinery known at (15,16). Base at (95,11). Rebuilding economy; mass light tanks and rocket soldiers, then attack west.", "raw": "{\"thoughts\":\"Economy is rebuilding with a second refinery and production already queued. Keep the lone rocket moving west to scout the known enemy refinery while existing tank and rocket queues continue.\",\"notes\":\"Enemy refinery last known at (15,16). Base at (95,11); second refinery is under construction. Continue massing light tanks and rocket soldiers, then attack west.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[172],\"x\":15,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":164,\"x\":75,\"y\":11},{\"do\":\"stance\",\"units\":[172],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1519, "completion_tokens": 308, "total_tokens": 1827, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1517, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000824175, "upstream_inference_prompt_cost": 0.000417615, "upstream_inference_completions_cost": 0.00040656}, "completion_tokens_details": {"reasoning_tokens": 166, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.72, "thoughts": "Economy is rebuilding with a second refinery and production already queued. Keep the lone rocket moving west to scout the known enemy refinery while existing tank and rocket queues continue.", "notes": "Enemy refinery last known at (15,16). Base at (95,11); second refinery is under construction. Continue massing light tanks and rocket soldiers, then attack west.", "commands": [{"do": "attack_move", "units": [172], "x": 15, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 164, "x": 75, "y": 11}, {"do": "stance", "units": [172], "stance": "attack_anything"}], "feedback": ["attack_move: 1 units", "rally #164: ordered", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2000, "units_killed": 0, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2175, "experience": 0, "order_count": 44}}
{"tick": 5401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $13800, army $5600, killed $2000 (12 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.1%.\nPRODUCTION: Building: fix 20%; Building: powr 0%; Infantry: e3 50%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%, #180 powr@(14,13) 100%\nYOUR UNITS (28) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x22: #135@(36,24) #136@(37,24) #137@(39,24) #139@(39,24) #140@(38,24) #142@(37,24) #143@(34,24) #145@(36,24) #147@(34,24) #152@(34,24) #154@(34,24) #159@(40,24) #160@(36,24) #162@(37,24) #163@(35,24) #165@(35,24) #166@(36,24) #168@(37,24) #170@(35,24) #171@(38,24)80% #176@(39,24) #181@(11,14)*\n  e3 (Rocket Soldier) x4: #169@(33,24) #175@(34,24) #178@(30,22) #179@(21,17)\n  harv (Ore Truck (harvester)) x2: #130@(19,13)57% #150@(7,24)\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  - attack_move: 25 units\n  - train 2x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army massed around (25-29,20-22), pushing east via attack_move. Keep training e1/e3, build weap for tanks next, watch power balance.", "raw": "{\"thoughts\":\"Big infantry force is at (34-40,24), pushing east toward enemy base at (95,11). Keep them attack-moving there while continuing production of infantry and building fix/powr.\",\"notes\":\"Enemy base at (95,11). Main army ~26 units around (34-40,24) attack-moving east. Keep training e1/e3, finish fix and powr, add weap tank production once fix done.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2560, "completion_tokens": 258, "total_tokens": 2818, "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": 0.0077, "upstream_inference_prompt_cost": 0.00512, "upstream_inference_completions_cost": 0.00258}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.19, "thoughts": "Big infantry force is at (34-40,24), pushing east toward enemy base at (95,11). Keep them attack-moving there while continuing production of infantry and building fix/powr.", "notes": "Enemy base at (95,11). Main army ~26 units around (34-40,24) attack-moving east. Keep training e1/e3, finish fix and powr, add weap tank production once fix done.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}, {"do": "harvest", "unit": 130}], "feedback": ["attack_move: 26 units", "train 2x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 0, "units_killed": 12, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13800, "army_value": 3400, "income": 4500, "experience": 20, "order_count": 57}}
{"tick": 5601, "slot": "Multi0", "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: Multi0, faction france (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 $227 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $0 (0 units, 0 bldgs), lost $2300 (13 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Building: proc 57%; Building: powr 0%; Building: proc 0%; Vehicle: 1tnk 22%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 3%; 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: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%, #164 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #182@(92,9)\n  harv (Ore Truck (harvester)) x1: #132@(92,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #164: ordered\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy refinery last known at (15,16). Base at (95,11); second refinery is under construction. Continue massing light tanks and rocket soldiers, then attack west.", "raw": "{\"thoughts\":\"Economy is recovering while the second refinery builds; keep the war factory and barracks queues active. Send the lone rocket soldier west to scout toward the last-known enemy refinery, then place completed refineries and add tanks as funds arrive.\",\"notes\":\"Enemy last known near (15,16). Base at (95,11); second refinery under construction. Keep producing 1tnk/e3 and push west once 8+ units assemble.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[182],\"x\":15,\"y\":16},{\"do\":\"stance\",\"units\":[182],\"stance\":\"return_fire\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1517, "completion_tokens": 306, "total_tokens": 1823, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1515, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000820985, "upstream_inference_prompt_cost": 0.000417065, "upstream_inference_completions_cost": 0.00040392}, "completion_tokens_details": {"reasoning_tokens": 147, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.01, "thoughts": "Economy is recovering while the second refinery builds; keep the war factory and barracks queues active. Send the lone rocket soldier west to scout toward the last-known enemy refinery, then place completed refineries and add tanks as funds arrive.", "notes": "Enemy last known near (15,16). Base at (95,11); second refinery under construction. Keep producing 1tnk/e3 and push west once 8+ units assemble.", "commands": [{"do": "attack_move", "units": [182], "x": 15, "y": 16}, {"do": "stance", "units": [182], "stance": "return_fire"}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 1 units", "stance: 1 units", "train 3x 1tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2300, "units_killed": 0, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 0, "order_count": 44}}
{"tick": 5601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (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 $232 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $13800, army $5600, killed $2300 (13 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.9%.\nPRODUCTION: Building: fix 32%; Building: powr 0%; Infantry: e3 95%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%, #180 powr@(14,13) 100%\nYOUR UNITS (28) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x22: #135@(46,24) #136@(48,25) #137@(49,26) #139@(49,26) #140@(49,26) #142@(48,24) #143@(44,24) #145@(47,24) #147@(45,24) #152@(45,24) #154@(45,24) #159@(49,26) #160@(47,24) #162@(47,25) #163@(46,24) #165@(45,24) #166@(46,24) #168@(47,24) #170@(45,26) #171@(48,26)80% #176@(49,26) #181@(21,17)\n  e3 (Rocket Soldier) x4: #169@(44,24) #175@(44,26) #178@(39,24) #179@(30,23)\n  harv (Ore Truck (harvester)) x2: #130@(21,7)57% #150@(8,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 26 units\n  - train 2x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Main army ~26 units around (34-40,24) attack-moving east. Keep training e1/e3, finish fix and powr, add weap tank production once fix done.", "raw": "{\"thoughts\":\"Army is en route east toward enemy base. Keep producing infantry and start tank production once fix depot done. Send idle units to join main force.\",\"notes\":\"Enemy base at (95,11). Main army moving east from (44-49,24-26) toward enemy. fix depot building, add weap tank production after. Keep training e1/e3.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2578, "completion_tokens": 241, "total_tokens": 2819, "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": 0.007566, "upstream_inference_prompt_cost": 0.005156, "upstream_inference_completions_cost": 0.00241}, "completion_tokens_details": {"reasoning_tokens": 44, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.14, "thoughts": "Army is en route east toward enemy base. Keep producing infantry and start tank production once fix depot done. Send idle units to join main force.", "notes": "Enemy base at (95,11). Main army moving east from (44-49,24-26) toward enemy. fix depot building, add weap tank production after. Keep training e1/e3.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}, {"do": "build", "item": "weap"}], "feedback": ["attack_move: no valid unit ids of yours", "train 2x e3: queued", "train 2x e1: queued", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 0, "units_killed": 13, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13800, "army_value": 3400, "income": 5000, "experience": 23, "order_count": 61}}
{"tick": 5801, "slot": "Multi0", "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: Multi0, faction france (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 $2300 (13 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Building: proc 63%; Building: powr 0%; Building: proc 0%; Vehicle: 1tnk 32%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 28%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%, #164 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #182@(83,11)\n  harv (Ore Truck (harvester)) x1: #132@(103,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - stance: 1 units\n  - train 3x 1tnk: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy last known near (15,16). Base at (95,11); second refinery under construction. Keep producing 1tnk/e3 and push west once 8+ units assemble.", "raw": "{\"thoughts\":\"Cash is empty, so preserve the current production queues and let the refinery finish. Send the lone rocket soldier west to scout toward the last known enemy position while tanks and rockets assemble; set both production rallies forward.\",\"notes\":\"Enemy last seen near (15,16). Continue massing light tanks and rocket soldiers, then attack west with 8+ units. Economy is recovering with a second refinery under construction.\",\"commands\":[{\"do\":\"rally\",\"building\":164,\"x\":75,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":75,\"y\":11},{\"do\":\"attack_move\",\"units\":[182],\"x\":15,\"y\":16},{\"do\":\"stance\",\"units\":[182],\"stance\":\"return_fire\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1584, "completion_tokens": 283, "total_tokens": 1867, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1582, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00080905, "upstream_inference_prompt_cost": 0.00043549, "upstream_inference_completions_cost": 0.00037356}, "completion_tokens_details": {"reasoning_tokens": 124, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.3, "thoughts": "Cash is empty, so preserve the current production queues and let the refinery finish. Send the lone rocket soldier west to scout toward the last known enemy position while tanks and rockets assemble; set both production rallies forward.", "notes": "Enemy last seen near (15,16). Continue massing light tanks and rocket soldiers, then attack west with 8+ units. Economy is recovering with a second refinery under construction.", "commands": [{"do": "rally", "building": 164, "x": 75, "y": 11}, {"do": "rally", "building": 134, "x": 75, "y": 11}, {"do": "attack_move", "units": [182], "x": 15, "y": 16}, {"do": "stance", "units": [182], "stance": "return_fire"}], "feedback": ["rally #164: ordered", "rally #134: ordered", "attack_move: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2300, "units_killed": 0, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 0, "order_count": 50}}
{"tick": 5801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $14200, army $6000, killed $2300 (13 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.7%.\nPRODUCTION: Building: fix 41%; Building: weap 0%; Building: powr 0%; Infantry: e1 1%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%, #180 powr@(14,13) 100%\nYOUR UNITS (30) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x23: #135@(56,28) #136@(57,28) #137@(59,28) #139@(59,28) #140@(60,28) #142@(57,28) #143@(53,27) #145@(56,28) #147@(54,28) #152@(53,28) #154@(54,28) #159@(60,28) #160@(55,28) #162@(57,28) #163@(54,28) #165@(53,27) #166@(55,28) #168@(55,28) #170@(54,28) #171@(58,28)80% #176@(58,28) #181@(29,22) #184@(11,14)*\n  e3 (Rocket Soldier) x5: #169@(53,27) #175@(53,28) #178@(49,26) #179@(40,24) #183@(10,13)*\n  harv (Ore Truck (harvester)) x2: #130@(17,16)57% #150@(5,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: no valid unit ids of yours\n  - train 2x e3: queued\n  - train 2x e1: queued\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Main army moving east from (44-49,24-26) toward enemy. fix depot building, add weap tank production after. Keep training e1/e3.", "raw": "{\"thoughts\":\"Large infantry force is moving east; consolidate and push toward enemy base at (95,11). Keep training more units and building economy.\",\"notes\":\"Main army ~28 units around (53-60,27-28) pushing toward enemy base (95,11). Keep training e1/e3 from barr, tanks once weap/fix done. 2 harvesters mining ok.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":3},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":2},\n{\"do\":\"build\",\"item\":\"powr\"}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2635, "completion_tokens": 233, "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": 0.0076, "upstream_inference_prompt_cost": 0.00527, "upstream_inference_completions_cost": 0.00233}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.28, "thoughts": "Large infantry force is moving east; consolidate and push toward enemy base at (95,11). Keep training more units and building economy.", "notes": "Main army ~28 units around (53-60,27-28) pushing toward enemy base (95,11). Keep training e1/e3 from barr, tanks once weap/fix done. 2 harvesters mining ok.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 2}, {"do": "build", "item": "powr"}], "feedback": ["attack_move: 28 units", "train 3x e3: queued", "train 2x e1: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 0, "units_killed": 13, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14200, "army_value": 3800, "income": 4500, "experience": 23, "order_count": 66}}
{"tick": 6001, "slot": "Multi0", "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: Multi0, faction france (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 $2300 (13 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: proc 63%; Building: powr 0%; Building: proc 0%; Vehicle: 1tnk 32%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 28%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%, #164 weap@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #182@(75,17)\n  harv (Ore Truck (harvester)) x1: #132@(102,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #164: ordered\n  - rally #134: ordered\n  - attack_move: 1 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy last seen near (15,16). Continue massing light tanks and rocket soldiers, then attack west with 8+ units. Economy is recovering with a second refinery under construction.", "raw": "{\"thoughts\":\"The base is recovering economically, with a second refinery and power plant queued. Keep the existing tank/rocket production running, send the lone rocket west as a cautious scout, and keep the harvester mining.\",\"notes\":\"Enemy last seen near (15,16). Second refinery then power plant are in the building queue; mass light tanks and rockets before attacking west.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[182],\"x\":40,\"y\":16},{\"do\":\"stance\",\"units\":[182],\"stance\":\"return_fire\"},{\"do\":\"rally\",\"building\":164,\"x\":80,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":16}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1574, "completion_tokens": 402, "total_tokens": 1976, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1572, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00096338, "upstream_inference_prompt_cost": 0.00043274, "upstream_inference_completions_cost": 0.00053064}, "completion_tokens_details": {"reasoning_tokens": 243, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "The base is recovering economically, with a second refinery and power plant queued. Keep the existing tank/rocket production running, send the lone rocket west as a cautious scout, and keep the harvester mining.", "notes": "Enemy last seen near (15,16). Second refinery then power plant are in the building queue; mass light tanks and rockets before attacking west.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [182], "x": 40, "y": 16}, {"do": "stance", "units": [182], "stance": "return_fire"}, {"do": "rally", "building": 164, "x": 80, "y": 16}, {"do": "rally", "building": 134, "x": 80, "y": 16}], "feedback": ["attack_move: 1 units", "stance: 1 units", "rally #164: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2300, "units_killed": 0, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 0, "order_count": 50}}
{"tick": 6001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $14400, army $6200, killed $2300 (13 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 16.2%.\nPRODUCTION: Building: fix 62%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Infantry: e1 48%; 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: e1 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%, #180 powr@(14,13) 100%\nYOUR UNITS (32) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x25: #135@(65,25) #136@(65,23) #137@(67,22) #139@(67,22) #140@(68,21) #142@(66,23) #143@(62,27) #145@(65,24) #147@(63,26) #152@(63,26) #154@(64,26) #159@(68,21) #160@(64,25) #162@(65,24) #163@(64,25) #165@(63,26) #166@(64,25) #168@(64,24) #170@(63,26) #171@(67,22)80% #176@(66,22) #181@(39,24) #184@(20,16) #185@(10,14)* #186@(11,14)*\n  e3 (Rocket Soldier) x5: #169@(61,27) #175@(63,26) #178@(59,28) #179@(50,26) #183@(19,16)\n  harv (Ore Truck (harvester)) x2: #130@(17,14)57% #150@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 28 units\n  - train 3x e3: queued\n  - train 2x e1: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Main army ~28 units around (53-60,27-28) pushing toward enemy base (95,11). Keep training e1/e3 from barr, tanks once weap/fix done. 2 harvesters mining ok.", "raw": "{\"thoughts\":\"Army is spread out near (60-68,20-28) advancing toward enemy at (95,11). Keep pushing attack_move, continue training infantry, and get tanks going once fix/weap ready.\",\"notes\":\"Main army ~30 units near (60-68,20-28) advancing toward enemy base (95,11). Keep training e1/e3, build fix/weap for tanks. 2 harvesters mining.\",\"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\":130}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2699, "completion_tokens": 240, "total_tokens": 2939, "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": 0.007798, "upstream_inference_prompt_cost": 0.005398, "upstream_inference_completions_cost": 0.0024}, "completion_tokens_details": {"reasoning_tokens": 18, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.25, "thoughts": "Army is spread out near (60-68,20-28) advancing toward enemy at (95,11). Keep pushing attack_move, continue training infantry, and get tanks going once fix/weap ready.", "notes": "Main army ~30 units near (60-68,20-28) advancing toward enemy base (95,11). Keep training e1/e3, build fix/weap for tanks. 2 harvesters mining.", "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": 130}], "feedback": ["attack_move: 30 units", "train 3x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 0, "units_killed": 13, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14400, "army_value": 4000, "income": 5000, "experience": 23, "order_count": 72}}
{"tick": 6201, "slot": "Multi0", "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: Multi0, faction france (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 $66 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $0 (0 units, 0 bldgs), lost $2600 (14 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Building: proc 63%; Building: powr 0%; Building: proc 0%; Vehicle: 1tnk 33%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 29%; Infantry: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%, #164 weap@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(92,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - stance: 1 units\n  - rally #164: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy last seen near (15,16). Second refinery then power plant are in the building queue; mass light tanks and rockets before attacking west.", "raw": "{\"thoughts\":\"Cash is exhausted but the refinery is nearly complete and the second refinery/power queue should improve income. Keep all existing production queues active; once tanks and rockets emerge, gather them and push west toward the last enemy position.\",\"notes\":\"Enemy last seen near (15,16). Building queue: refinery 63%, then power. Mass light tanks and rocket soldiers; attack west with 8+ units when assembled.\",\"commands\":[{\"do\":\"rally\",\"building\":164,\"x\":82,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":82,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1549, "completion_tokens": 321, "total_tokens": 1870, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1547, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000849585, "upstream_inference_prompt_cost": 0.000425865, "upstream_inference_completions_cost": 0.00042372}, "completion_tokens_details": {"reasoning_tokens": 175, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.71, "thoughts": "Cash is exhausted but the refinery is nearly complete and the second refinery/power queue should improve income. Keep all existing production queues active; once tanks and rockets emerge, gather them and push west toward the last enemy position.", "notes": "Enemy last seen near (15,16). Building queue: refinery 63%, then power. Mass light tanks and rocket soldiers; attack west with 8+ units when assembled.", "commands": [{"do": "rally", "building": 164, "x": 82, "y": 11}, {"do": "rally", "building": 134, "x": 82, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["rally #164: ordered", "rally #134: ordered", "stance: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2600, "units_killed": 0, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2050, "experience": 0, "order_count": 50}}
{"tick": 6201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $14600, army $6400, killed $2600 (14 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.5%.\nPRODUCTION: Building: fix 83%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Infantry: e1 96%; Infantry: 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: e1 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%, #180 powr@(14,13) 100%\nYOUR UNITS (34) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x27: #135@(72,17) #136@(73,16) #137@(74,15) #139@(75,15) #140@(75,13) #142@(72,15) #143@(70,23) #145@(72,16) #147@(72,21) #152@(71,22) #154@(71,18) #159@(77,12) #160@(71,17) #162@(72,16) #163@(70,17) #165@(72,21) #166@(71,17) #168@(71,17) #170@(72,21) #171@(74,14)80% #176@(74,15) #181@(49,26) #184@(29,22) #185@(20,16) #186@(20,16) #187@(10,13)* #188@(11,14)*\n  e3 (Rocket Soldier) x5: #169@(70,22) #175@(71,21) #178@(68,24) #179@(60,28) #183@(28,21)\n  harv (Ore Truck (harvester)) x2: #130@(22,7)57% #150@(5,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 30 units\n  - train 3x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Main army ~30 units near (60-68,20-28) advancing toward enemy base (95,11). Keep training e1/e3, build fix/weap for tanks. 2 harvesters mining.", "raw": "{\"thoughts\":\"Army is advancing toward enemy base at (95,11). Continue pushing with attack_move, keep training infantry and building infrastructure.\",\"notes\":\"Main army ~30 units advancing toward enemy base at (95,11), currently around (70-77,12-24). Keep pushing attack_move to (95,11). Building fix/weap/powr for tank production later. 2 harvesters mining, need more.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2734, "completion_tokens": 226, "total_tokens": 2960, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007728, "upstream_inference_prompt_cost": 0.005468, "upstream_inference_completions_cost": 0.00226}, "completion_tokens_details": {"reasoning_tokens": 19, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.05, "thoughts": "Army is advancing toward enemy base at (95,11). Continue pushing with attack_move, keep training infantry and building infrastructure.", "notes": "Main army ~30 units advancing toward enemy base at (95,11), currently around (70-77,12-24). Keep pushing attack_move to (95,11). Building fix/weap/powr for tank production later. 2 harvesters mining, need more.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 2 units", "train 3x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 0, "units_killed": 14, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14600, "army_value": 4200, "income": 5500, "experience": 26, "order_count": 77}}
{"tick": 6401, "slot": "Multi0", "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: Multi0, faction france (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 $7300, army $1100, killed $0 (0 units, 0 bldgs), lost $2600 (14 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: Building: proc 75%; Building: powr 0%; Building: proc 0%; Vehicle: 1tnk 56%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 83%; Infantry: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 100%, #134 tent@(93,9) 100%, #164 weap@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(102,18)\nVISIBLE ENEMY UNITS (1):\n  #159 e1@(89,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #164: ordered\n  - rally #134: ordered\n  - stance: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy last seen near (15,16). Building queue: refinery 63%, then power. Mass light tanks and rocket soldiers; attack west with 8+ units when assembled.", "raw": "{\"thoughts\":\"Cash is empty, but the refinery and power plant are already queued and multiple light tanks/rocket soldiers are in production. Keep the harvester mining and preserve the queues; rally new forces west toward the enemy start once they emerge.\",\"notes\":\"Enemy last seen near home at (89,10), main base likely west around (12,16). Building queue: proc nearly ready, then powr. Continue mass light tanks and rocket soldiers; attack west with 8+ units.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":164,\"x\":80,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1560, "completion_tokens": 298, "total_tokens": 1858, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1558, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00082225, "upstream_inference_prompt_cost": 0.00042889, "upstream_inference_completions_cost": 0.00039336}, "completion_tokens_details": {"reasoning_tokens": 145, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.93, "thoughts": "Cash is empty, but the refinery and power plant are already queued and multiple light tanks/rocket soldiers are in production. Keep the harvester mining and preserve the queues; rally new forces west toward the enemy start once they emerge.", "notes": "Enemy last seen near home at (89,10), main base likely west around (12,16). Building queue: proc nearly ready, then powr. Continue mass light tanks and rocket soldiers; attack west with 8+ units.", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 164, "x": 80, "y": 12}, {"do": "rally", "building": 134, "x": 80, "y": 12}], "feedback": ["rally #164: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2600, "units_killed": 0, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 0, "order_count": 50}}
{"tick": 6401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $14600, army $6400, killed $2600 (14 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 20.8%.\nPRODUCTION: Building: fix 83%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 0%; Infantry: e1 96%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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: e1 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%, #180 powr@(14,13) 100%\nYOUR UNITS (34) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x27: #135@(80,10) #136@(81,10) #137@(83,10) #139@(84,10) #140@(87,10) #142@(81,10) #143@(78,15) #145@(80,10) #147@(79,14) #152@(79,15) #154@(79,10) #159@(89,10) #160@(79,10) #162@(80,10) #163@(78,10) #165@(79,14) #166@(79,10) #168@(79,10) #170@(79,14) #171@(83,10)80% #176@(82,10) #181@(59,28) #184@(39,24) #185@(29,22) #186@(29,22) #187@(19,16) #188@(20,16)\n  e3 (Rocket Soldier) x5: #169@(77,15) #175@(79,14) #178@(76,17) #179@(69,24) #183@(38,24)\n  harv (Ore Truck (harvester)) x2: #130@(19,12)57% #150@(8,27)\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\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Main army ~30 units advancing toward enemy base at (95,11), currently around (70-77,12-24). Keep pushing attack_move to (95,11). Building fix/weap/powr for tank production later. 2 harvesters mining, need more.", "raw": "{\"thoughts\":\"Army is spread near enemy base area. Push all forward units to attack_move toward enemy base, keep production going.\",\"notes\":\"Main army advancing to enemy base at (95,11). Keep producing e3/e1, build fix/weap/powr. Harvesters need protection. Push attack_move continuously.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":150}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2794, "completion_tokens": 185, "total_tokens": 2979, "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": 0.007438, "upstream_inference_prompt_cost": 0.005588, "upstream_inference_completions_cost": 0.00185}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "Army is spread near enemy base area. Push all forward units to attack_move toward enemy base, keep production going.", "notes": "Main army advancing to enemy base at (95,11). Keep producing e3/e1, build fix/weap/powr. Harvesters need protection. Push attack_move continuously.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 150}], "feedback": ["attack_move: 32 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 0, "units_killed": 14, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14600, "army_value": 4200, "income": 5325, "experience": 26, "order_count": 81}}
{"tick": 6601, "slot": "Multi0", "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: Multi0, faction france (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 $7300, army $1100, killed $0 (0 units, 0 bldgs), lost $2600 (14 units, 0 bldgs). Map explored 23.4%.\nPRODUCTION: Building: proc 75%; Building: powr 0%; Building: proc 0%; Vehicle: 1tnk 56%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 83%; Infantry: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 95%, #134 tent@(93,9) 97%, #164 weap@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(105,22)\nVISIBLE ENEMY UNITS (23):\n  #135 e1@(91,10) 100%, #136 e1@(92,10) 100%, #137 e1@(94,9) 100%, #139 e1@(94,9) 100%, #140 e1@(95,9) 100%, #142 e1@(91,10) 100%, #143 e1@(88,14) 100%, #145 e1@(90,10) 100%, #147 e1@(89,13) 100%, #152 e1@(89,14) 100%, #154 e1@(89,10) 100%, #159 e1@(95,9) 100%, #160 e1@(89,10) 100%, #162 e1@(91,10) 100%, #163 e1@(89,10) 100%, #165 e1@(89,13) 100%, #166 e1@(89,10) 100%, #168 e1@(89,10) 100%, #169 e3@(88,14) 100%, #170 e1@(89,13) 100%, #171 e1@(93,10) 80%, #175 e3@(88,14) 100%, #176 e1@(89,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #164: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy last seen near home at (89,10), main base likely west around (12,16). Building queue: proc nearly ready, then powr. Continue mass light tanks and rocket soldiers; attack west with 8+ units.", "raw": "{\"thoughts\":\"Cash is empty but the refinery is nearly complete and production queues are already saturated. Keep the harvester mining, maintain tank/rocket production, and prepare the first westward attack once units emerge; repair the slightly damaged refinery.\",\"notes\":\"Enemy infantry and rocket soldiers are pressuring the southeast base around (89,10); likely main base remains west near (12,16). Building queue is proc nearly ready, then powr and proc. Keep light tanks and e3 queued, rally west.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"repair\",\"building\":131},{\"do\":\"rally\",\"building\":164,\"x\":80,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1825, "completion_tokens": 322, "total_tokens": 2147, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1823, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000926805, "upstream_inference_prompt_cost": 0.000501765, "upstream_inference_completions_cost": 0.00042504}, "completion_tokens_details": {"reasoning_tokens": 158, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.41, "thoughts": "Cash is empty but the refinery is nearly complete and production queues are already saturated. Keep the harvester mining, maintain tank/rocket production, and prepare the first westward attack once units emerge; repair the slightly damaged refinery.", "notes": "Enemy infantry and rocket soldiers are pressuring the southeast base around (89,10); likely main base remains west near (12,16). Building queue is proc nearly ready, then powr and proc. Keep light tanks and e3 queued, rally west.", "commands": [{"do": "harvest", "unit": 132}, {"do": "repair", "building": 131}, {"do": "rally", "building": 164, "x": 80, "y": 12}, {"do": "rally", "building": 134, "x": 80, "y": 12}], "feedback": ["repair #131: ordered", "rally #164: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2600, "units_killed": 0, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 0, "order_count": 50}}
{"tick": 6601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (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 $626 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $14700, army $6500, killed $2600 (14 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 22.2%.\nPRODUCTION: Building: fix 94%; Building: powr 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 11%; Infantry: e3 39%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%, #180 powr@(14,13) 100%\nYOUR UNITS (35) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x28: #135@(91,10) #136@(92,10) #137@(94,9) #139@(94,9) #140@(95,9)* #142@(91,10) #143@(88,14) #145@(90,10) #147@(89,13) #152@(89,14) #154@(89,10) #159@(95,9)* #160@(89,10) #162@(91,10) #163@(89,10) #165@(89,13) #166@(89,10) #168@(89,10) #170@(89,13) #171@(93,10)80% #176@(89,10) #181@(67,22) #184@(49,26) #185@(38,24) #186@(39,24) #187@(28,21) #188@(29,22) #189@(11,14)*\n  e3 (Rocket Soldier) x5: #169@(88,14) #175@(88,14) #178@(83,10) #179@(76,17) #183@(48,25)\n  harv (Ore Truck (harvester)) x2: #130@(17,16)57% #150@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (5):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 95%, #134 tent@(93,9) 97%, #164 weap@(95,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 32 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Main army advancing to enemy base at (95,11). Keep producing e3/e1, build fix/weap/powr. Harvesters need protection. Push attack_move continuously.", "raw": "{\"thoughts\":\"Army is at enemy base already, engage all units to destroy remaining buildings. Keep production going.\",\"notes\":\"Attacking enemy base at (95,11). Buildings left: fact,powr,proc,tent,weap. Keep pushing attack_move with idle_army, continue producing e3/e1.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":93,\"y\":10},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2865, "completion_tokens": 184, "total_tokens": 3049, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00757, "upstream_inference_prompt_cost": 0.00573, "upstream_inference_completions_cost": 0.00184}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.29, "thoughts": "Army is at enemy base already, engage all units to destroy remaining buildings. Keep production going.", "notes": "Attacking enemy base at (95,11). Buildings left: fact,powr,proc,tent,weap. Keep pushing attack_move with idle_army, continue producing e3/e1.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "attack_move", "units": "all_army", "x": 93, "y": 10}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 3 units", "attack_move: 33 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 0, "units_killed": 14, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14700, "army_value": 4300, "income": 5500, "experience": 26, "order_count": 84}}
{"tick": 6801, "slot": "Multi0", "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: Multi0, faction france (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 $7300, army $1100, killed $0 (0 units, 0 bldgs), lost $2600 (14 units, 0 bldgs). Map explored 23.4%.\nPRODUCTION: Building: proc 75%; Building: powr 0%; Building: proc 0%; Vehicle: 1tnk 56%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 83%; Infantry: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #131 proc@(92,15) 79%, #134 tent@(93,9) 80%, #164 weap@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(94,18)\nVISIBLE ENEMY UNITS (24):\n  #135 e1@(92,10) 100%, #136 e1@(93,10) 100%, #137 e1@(94,9) 100%, #139 e1@(94,9) 100%, #140 e1@(93,10) 100%, #142 e1@(93,10) 100%, #143 e1@(91,11) 100%, #145 e1@(92,10) 100%, #147 e1@(91,11) 100%, #152 e1@(91,11) 100%, #154 e1@(91,10) 100%, #159 e1@(94,9) 100%, #160 e1@(92,10) 100%, #162 e1@(93,10) 100%, #163 e1@(92,10) 100%, #165 e1@(90,11) 100%, #166 e1@(92,10) 100%, #168 e1@(91,10) 100%, #169 e3@(91,11) 100%, #170 e1@(90,10) 100%, #171 e1@(93,10) 80%, #175 e3@(88,14) 100%, #176 e1@(89,10) 100%, #178 e3@(88,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #131: ordered\n  - rally #164: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry and rocket soldiers are pressuring the southeast base around (89,10); likely main base remains west near (12,16). Building queue is proc nearly ready, then powr and proc. Keep light tanks and e3 queued, rally west.", "raw": "{\"thoughts\":\"The base is under heavy infantry pressure, but production queues are already saturated and the refinery is being repaired. Keep the harvester mining and let the queued tanks/rockets assemble; rally them west toward the enemy base once they emerge.\",\"notes\":\"Enemy infantry and rocket soldiers are clustered around the southeast base at x88-94,y9-14. Main enemy base likely remains near (12,16). Production queues are full with light tanks and rocket soldiers; refinery #131 is damaged and under repair.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"repair\",\"building\":131},{\"do\":\"rally\",\"building\":164,\"x\":82,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":82,\"y\":11}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1849, "completion_tokens": 321, "total_tokens": 2170, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1847, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000932085, "upstream_inference_prompt_cost": 0.000508365, "upstream_inference_completions_cost": 0.00042372}, "completion_tokens_details": {"reasoning_tokens": 155, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.19, "thoughts": "The base is under heavy infantry pressure, but production queues are already saturated and the refinery is being repaired. Keep the harvester mining and let the queued tanks/rockets assemble; rally them west toward the enemy base once they emerge.", "notes": "Enemy infantry and rocket soldiers are clustered around the southeast base at x88-94,y9-14. Main enemy base likely remains near (12,16). Production queues are full with light tanks and rocket soldiers; refinery #131 is damaged and under repair.", "commands": [{"do": "harvest", "unit": 132}, {"do": "repair", "building": 131}, {"do": "rally", "building": 164, "x": 82, "y": 11}, {"do": "rally", "building": 134, "x": 82, "y": 11}], "feedback": ["repair #131: ordered", "rally #164: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2600, "units_killed": 0, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2000, "experience": 0, "order_count": 50}}
{"tick": 6801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $15000, army $6800, killed $2600 (14 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 22.4%.\nPRODUCTION: Building: fix READY TO PLACE; Building: powr 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 36%; Infantry: e3 32%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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: e1 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, 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  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%, #180 powr@(14,13) 100%\nYOUR UNITS (36) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x28: #135@(92,10)* #136@(93,10)* #137@(94,9)* #139@(94,9)* #140@(93,10)* #142@(93,10)* #143@(91,11)* #145@(92,10)* #147@(91,11)* #152@(91,11)* #154@(91,10)* #159@(94,9)* #160@(92,10)* #162@(93,10)* #163@(92,10)* #165@(90,11)* #166@(92,10)* #168@(91,10)* #170@(90,10)* #171@(93,10)80%* #176@(89,10) #181@(75,14) #184@(59,28) #185@(49,26) #186@(49,26) #187@(38,24) #188@(39,24) #189@(20,16)\n  e3 (Rocket Soldier) x6: #169@(91,11)* #175@(88,14) #178@(88,10) #179@(86,14) #183@(58,28) #190@(12,14)*\n  harv (Ore Truck (harvester)) x2: #130@(22,8)57% #150@(7,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (4):\n  #121 fact@(95,11) 100%, #124 powr@(93,12) 100%, #134 tent@(93,9) 80%, #164 weap@(95,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - attack_move: 33 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Attacking enemy base at (95,11). Buildings left: fact,powr,proc,tent,weap. Keep pushing attack_move with idle_army, continue producing e3/e1.", "raw": "{\"thoughts\":\"Large infantry force is right at enemy base perimeter. Attack the buildings directly to finish them off. Place fix depot and keep production going.\",\"notes\":\"Attacking enemy base at (95,11): fact,powr,tent,weap remain. Push all idle army onto buildings. Keep training e3/e1 and building econ.\",\"commands\":[\n{\"do\":\"place\",\"item\":\"fix\"},\n{\"do\":\"attack\",\"units\":[135,136,137,139,140,142,143,145,147,152,154,159,160,162,163,165,166,168,170,171,176,169,178],\"target\":121},\n{\"do\":\"attack_move\",\"units\":[181,184,185,186,187,188,183,175,179],\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":3}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2920, "completion_tokens": 284, "total_tokens": 3204, "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": 0.00868, "upstream_inference_prompt_cost": 0.00584, "upstream_inference_completions_cost": 0.00284}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.11, "thoughts": "Large infantry force is right at enemy base perimeter. Attack the buildings directly to finish them off. Place fix depot and keep production going.", "notes": "Attacking enemy base at (95,11): fact,powr,tent,weap remain. Push all idle army onto buildings. Keep training e3/e1 and building econ.", "commands": [{"do": "place", "item": "fix"}, {"do": "attack", "units": [135, 136, 137, 139, 140, 142, 143, 145, 147, 152, 154, 159, 160, 162, 163, 165, 166, 168, 170, 171, 176, 169, 178], "target": 121}, {"do": "attack_move", "units": [181, 184, 185, 186, 187, 188, 183, 175, 179], "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "attack: 23 units", "attack_move: 9 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 0, "units_killed": 14, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 15000, "army_value": 4600, "income": 5500, "experience": 26, "order_count": 87}}
{"tick": 7001, "slot": "Multi0", "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: Multi0, faction france (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 $20 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $0 (0 units, 0 bldgs), lost $2600 (14 units, 0 bldgs). Map explored 23.4%.\nPRODUCTION: Building: proc 90%; Building: powr 0%; Building: proc 0%; Vehicle: 1tnk 87%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 100%; Infantry: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 38%, #124 powr@(93,12) 100%, #131 proc@(92,15) 50%, #134 tent@(93,9) 74%, #164 weap@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(97,20)\nVISIBLE ENEMY UNITS (25):\n  #135 e1@(92,10) 100%, #136 e1@(93,10) 100%, #137 e1@(94,9) 100%, #139 e1@(94,9) 100%, #140 e1@(93,10) 100%, #142 e1@(93,10) 100%, #143 e1@(91,11) 100%, #145 e1@(92,10) 100%, #147 e1@(91,11) 100%, #152 e1@(91,11) 100%, #154 e1@(91,10) 100%, #159 e1@(94,9) 100%, #160 e1@(92,10) 100%, #162 e1@(93,10) 100%, #163 e1@(92,10) 100%, #165 e1@(90,11) 100%, #166 e1@(92,10) 100%, #168 e1@(91,10) 100%, #169 e3@(91,11) 100%, #170 e1@(90,10) 100%, #171 e1@(93,10) 80%, #175 e3@(88,14) 100%, #176 e1@(90,11) 100%, #178 e3@(89,10) 100%, #179 e3@(88,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #131: ordered\n  - rally #164: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry and rocket soldiers are clustered around the southeast base at x88-94,y9-14. Main enemy base likely remains near (12,16). Production queues are full with light tanks and rocket soldiers; refinery #131 is damaged and under repair.", "raw": "{\"thoughts\":\"Enemy infantry is massed directly on the base, while our army has been wiped out and cash is empty. Keep the damaged Construction Yard and refinery repairing, maintain production, and send the harvester back to ore so the queued tanks can emerge and clear the rush.\",\"notes\":\"Enemy rush clustered at x88-94,y9-14 around our base. No combat units currently; rely on queued light tanks and rocket soldiers. Repair fact #121 and proc #131; harvester #132 must keep mining.\",\"commands\":[{\"do\":\"repair\",\"building\":121},{\"do\":\"repair\",\"building\":131},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":164,\"x\":90,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":13}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1861, "completion_tokens": 322, "total_tokens": 2183, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1859, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000936705, "upstream_inference_prompt_cost": 0.000511665, "upstream_inference_completions_cost": 0.00042504}, "completion_tokens_details": {"reasoning_tokens": 147, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.47, "thoughts": "Enemy infantry is massed directly on the base, while our army has been wiped out and cash is empty. Keep the damaged Construction Yard and refinery repairing, maintain production, and send the harvester back to ore so the queued tanks can emerge and clear the rush.", "notes": "Enemy rush clustered at x88-94,y9-14 around our base. No combat units currently; rely on queued light tanks and rocket soldiers. Repair fact #121 and proc #131; harvester #132 must keep mining.", "commands": [{"do": "repair", "building": 121}, {"do": "repair", "building": 131}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 164, "x": 90, "y": 13}, {"do": "rally", "building": 134, "x": 90, "y": 13}], "feedback": ["repair #121: ordered", "repair #131: ordered", "rally #164: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2600, "units_killed": 0, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 0, "order_count": 50}}
{"tick": 7001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 300 made / 140 used, harvesters 2.\nSCORE: assets $16200, army $6800, killed $2600 (14 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 22.7%.\nPRODUCTION: Building: powr 0%; Building: weap 0%; Building: powr 0%; Vehicle: harv 36%; Infantry: e3 32%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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: e1 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%, #180 powr@(14,13) 100%, #191 fix@(9,13) 100%\nYOUR UNITS (36) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x28: #135@(92,10) #136@(93,10) #137@(94,9) #139@(94,9) #140@(93,10) #142@(93,10) #143@(91,11) #145@(92,10) #147@(91,11) #152@(91,11) #154@(91,10) #159@(94,9) #160@(92,10) #162@(93,10) #163@(92,10) #165@(90,11) #166@(92,10) #168@(91,10) #170@(90,10) #171@(93,10)80% #176@(90,11) #181@(85,14) #184@(67,22) #185@(58,28) #186@(59,28) #187@(48,25) #188@(49,26) #189@(29,22)\n  e3 (Rocket Soldier) x6: #169@(91,11) #175@(88,14) #178@(89,10) #179@(88,14) #183@(66,23) #190@(12,14)*\n  harv (Ore Truck (harvester)) x2: #130@(22,10)57% #150@(9,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (4):\n  #121 fact@(95,11) 38%, #124 powr@(93,12) 100%, #134 tent@(93,9) 74%, #164 weap@(95,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 23 units\n  - attack_move: 9 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Attacking enemy base at (95,11): fact,powr,tent,weap remain. Push all idle army onto buildings. Keep training e3/e1 and building econ.", "raw": "{\"thoughts\":\"Large infantry force is already near enemy base at (95,11). Push all remaining idle units into attack, focus fire on fact to finish it off. Keep economy running.\",\"notes\":\"Attacking enemy base (95,11): fact 38%,powr,tent,weap remain. Keep pushing idle_army to attack, keep training e3, build econ (powr/weap/harv already queued).\",\"commands\":[{\"do\":\"attack\",\"units\":[135,136,137,139,140,142,143,145,147,152,154,159,160,162,163,165,166,168,170,171,176,181,169,178,175,179],\"target\":121},{\"do\":\"attack_move\",\"units\":[184,185,186,187,188,189,183],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":150}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3002, "completion_tokens": 318, "total_tokens": 3320, "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": 0.009184, "upstream_inference_prompt_cost": 0.006004, "upstream_inference_completions_cost": 0.00318}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.59, "thoughts": "Large infantry force is already near enemy base at (95,11). Push all remaining idle units into attack, focus fire on fact to finish it off. Keep economy running.", "notes": "Attacking enemy base (95,11): fact 38%,powr,tent,weap remain. Keep pushing idle_army to attack, keep training e3, build econ (powr/weap/harv already queued).", "commands": [{"do": "attack", "units": [135, 136, 137, 139, 140, 142, 143, 145, 147, 152, 154, 159, 160, 162, 163, 165, 166, 168, 170, 171, 176, 181, 169, 178, 175, 179], "target": 121}, {"do": "attack_move", "units": [184, 185, 186, 187, 188, 189, 183], "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 150}], "feedback": ["attack: 26 units", "attack_move: 7 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 0, "units_killed": 14, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 16200, "army_value": 4600, "income": 5500, "experience": 26, "order_count": 91}}
{"tick": 7201, "slot": "Multi0", "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: Multi0, faction france (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 $1123 (storage 2000), power 96 made / 80 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $4600 (14 units, 1 bldgs). Map explored 23.4%.\nPRODUCTION: Vehicle: 1tnk 11%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 100%; Infantry: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  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  #124 powr@(93,12) 96%, #131 proc@(92,15) 28%, #134 tent@(93,9) 67%, #164 weap@(95,8) 96%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #192@(95,9)55%\n  harv (Ore Truck (harvester)) x1: #132@(101,26)\nVISIBLE ENEMY UNITS (26):\n  #135 e1@(92,10) 100%, #136 e1@(93,10) 100%, #137 e1@(94,9) 82%, #139 e1@(94,9) 82%, #140 e1@(93,10) 100%, #142 e1@(93,10) 100%, #143 e1@(91,11) 100%, #145 e1@(92,10) 100%, #147 e1@(91,11) 100%, #152 e1@(91,11) 100%, #154 e1@(91,10) 100%, #159 e1@(94,9) 98%, #160 e1@(92,10) 100%, #162 e1@(93,10) 100%, #163 e1@(92,10) 100%, #165 e1@(90,11) 100%, #166 e1@(92,10) 100%, #168 e1@(91,10) 100%, #169 e3@(91,11) 100%, #170 e1@(90,10) 100%, #171 e1@(93,10) 80%, #175 e3@(91,14) 100%, #176 e1@(90,11) 100%, #178 e3@(89,10) 100%, #179 e3@(91,14) 100%, #181 e1@(91,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #121: ordered\n  - repair #131: ordered\n  - rally #164: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy rush clustered at x88-94,y9-14 around our base. No combat units currently; rely on queued light tanks and rocket soldiers. Repair fact #121 and proc #131; harvester #132 must keep mining.", "raw": "{\"thoughts\":\"Enemy infantry is overrunning the base, while the damaged refinery threatens our only income. Use the surviving light tank aggressively against the rocket soldiers and keep repairs and production active; queued rockets and tanks are our best chance to stabilize.\",\"notes\":\"Enemy rush is at our base around x88-94,y9-14. One damaged light tank #192 is our only combat unit; prioritize killing enemy e3, protect refinery #131, and keep tank/rocket queues running.\",\"commands\":[{\"do\":\"attack\",\"units\":[192],\"target\":169},{\"do\":\"repair\",\"building\":131},{\"do\":\"repair\",\"building\":124},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"rally\",\"building\":164,\"x\":90,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":14}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1757, "completion_tokens": 388, "total_tokens": 2145, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1755, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000995225, "upstream_inference_prompt_cost": 0.000483065, "upstream_inference_completions_cost": 0.00051216}, "completion_tokens_details": {"reasoning_tokens": 191, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "Enemy infantry is overrunning the base, while the damaged refinery threatens our only income. Use the surviving light tank aggressively against the rocket soldiers and keep repairs and production active; queued rockets and tanks are our best chance to stabilize.", "notes": "Enemy rush is at our base around x88-94,y9-14. One damaged light tank #192 is our only combat unit; prioritize killing enemy e3, protect refinery #131, and keep tank/rocket queues running.", "commands": [{"do": "attack", "units": [192], "target": 169}, {"do": "repair", "building": 131}, {"do": "repair", "building": 124}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e3", "count": 5}, {"do": "rally", "building": 164, "x": 90, "y": 14}, {"do": "rally", "building": 134, "x": 90, "y": 14}], "feedback": ["attack: 1 units", "repair #131: ordered", "repair #124: ordered", "train 3x 1tnk: queued", "train 5x e3: queued", "rally #164: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 4600, "units_killed": 0, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 6000, "army_value": 700, "income": 2500, "experience": 0, "order_count": 50}}
{"tick": 7201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (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 $245 (storage 4000), power 300 made / 140 used, harvesters 2.\nSCORE: assets $16200, army $6800, killed $4600 (14 units, 1 bldgs), lost $0 (0 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Building: powr 53%; Building: weap 0%; Building: powr 0%; Vehicle: harv 51%; Infantry: e3 85%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%, #180 powr@(14,13) 100%, #191 fix@(9,13) 100%\nYOUR UNITS (36) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x28: #135@(92,10) #136@(93,10) #137@(94,9)82% #139@(94,9)82% #140@(93,10) #142@(93,10) #143@(91,11) #145@(92,10) #147@(91,11) #152@(91,11) #154@(91,10) #159@(94,9)98% #160@(92,10) #162@(93,10) #163@(92,10) #165@(90,11)* #166@(92,10) #168@(91,10) #170@(90,10)* #171@(93,10)80% #176@(90,11) #181@(91,14) #184@(74,14) #185@(66,23) #186@(67,22) #187@(58,28) #188@(59,28) #189@(39,24)\n  e3 (Rocket Soldier) x6: #169@(91,11) #175@(91,14) #178@(89,10) #179@(91,14) #183@(74,15) #190@(12,14)*\n  harv (Ore Truck (harvester)) x2: #130@(15,17)57% #150@(10,24)\nVISIBLE ENEMY UNITS (1):\n  #192 1tnk@(95,9) 55%\nVISIBLE ENEMY BUILDINGS (4):\n  #124 powr@(93,12) 96%, #131 proc@(92,15) 28%, #134 tent@(93,9) 67%, #164 weap@(95,8) 96%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 26 units\n  - attack_move: 7 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Attacking enemy base (95,11): fact 38%,powr,tent,weap remain. Keep pushing idle_army to attack, keep training e3, build econ (powr/weap/harv already queued).", "raw": "{\"thoughts\":\"Big army near enemy base, keep attacking their remaining buildings to finish them off. Push idle units forward and train more.\",\"notes\":\"Enemy base at ~(93,11) with powr,proc,tent,weap left. Push all army to attack_move there, keep training e3, keep econ queue going.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":93,\"y\":11},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":93,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3041, "completion_tokens": 182, "total_tokens": 3223, "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": 0.007902, "upstream_inference_prompt_cost": 0.006082, "upstream_inference_completions_cost": 0.00182}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.08, "thoughts": "Big army near enemy base, keep attacking their remaining buildings to finish them off. Push idle units forward and train more.", "notes": "Enemy base at ~(93,11) with powr,proc,tent,weap left. Push all army to attack_move there, keep training e3, keep econ queue going.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 93, "y": 11}, {"do": "attack_move", "units": "all_army", "x": 93, "y": 11}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 3 units", "attack_move: 34 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 0, "units_killed": 14, "units_lost": 0, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 16200, "army_value": 4600, "income": 5200, "experience": 46, "order_count": 94}}
{"tick": 7401, "slot": "Multi0", "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: Multi0, faction france (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 87 made / 50 used, harvesters 1.\nSCORE: assets $3900, army $1100, killed $0 (0 units, 0 bldgs), lost $6700 (15 units, 2 bldgs). Map explored 23.4%.\nPRODUCTION: Vehicle: 1tnk 51%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 100%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  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  #124 powr@(93,12) 87%, #134 tent@(93,9) 41%, #164 weap@(95,8) 95%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(99,23)\nVISIBLE ENEMY UNITS (25):\n  #135 e1@(92,10) 100%, #136 e1@(93,10) 91%, #137 e1@(95,10) 8%, #139 e1@(94,10) 59%, #140 e1@(93,10) 97%, #142 e1@(93,10) 96%, #143 e1@(91,11) 95%, #145 e1@(92,10) 100%, #147 e1@(91,11) 94%, #152 e1@(91,11) 94%, #154 e1@(91,10) 100%, #160 e1@(92,10) 100%, #162 e1@(93,10) 97%, #163 e1@(92,10) 100%, #165 e1@(91,10) 100%, #166 e1@(92,10) 100%, #168 e1@(91,10) 100%, #169 e3@(91,11) 64%, #170 e1@(91,10) 100%, #171 e1@(93,10) 80%, #175 e3@(91,14) 100%, #176 e1@(90,11) 100%, #178 e3@(89,10) 100%, #179 e3@(91,14) 100%, #181 e1@(91,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - repair #131: ordered\n  - repair #124: ordered\n  - train 3x 1tnk: queued\n  - train 5x e3: queued\n  - rally #164: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy rush is at our base around x88-94,y9-14. One damaged light tank #192 is our only combat unit; prioritize killing enemy e3, protect refinery #131, and keep tank/rocket queues running.", "raw": "{\"thoughts\":\"Enemy rush is inside the base, but production queues are already saturated and cash is empty. Use the damaged light tank to focus enemy rocket soldiers, keep the harvester mining, and repair the damaged barracks while reinforcements arrive.\",\"notes\":\"Enemy rush concentrated around x89-94,y9-14. Tank #192 should focus e3 targets #175/#179/#178; keep all queues running and protect the refinery.\",\"commands\":[{\"do\":\"attack\",\"units\":[192],\"target\":175},{\"do\":\"attack\",\"units\":[192],\"target\":179},{\"do\":\"rally\",\"building\":164,\"x\":88,\"y\":15},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":15},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"repair\",\"building\":134}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1793, "completion_tokens": 376, "total_tokens": 2169, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1791, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000989285, "upstream_inference_prompt_cost": 0.000492965, "upstream_inference_completions_cost": 0.00049632}, "completion_tokens_details": {"reasoning_tokens": 201, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.49, "thoughts": "Enemy rush is inside the base, but production queues are already saturated and cash is empty. Use the damaged light tank to focus enemy rocket soldiers, keep the harvester mining, and repair the damaged barracks while reinforcements arrive.", "notes": "Enemy rush concentrated around x89-94,y9-14. Tank #192 should focus e3 targets #175/#179/#178; keep all queues running and protect the refinery.", "commands": [{"do": "attack", "units": [192], "target": 175}, {"do": "attack", "units": [192], "target": 179}, {"do": "rally", "building": 164, "x": 88, "y": 15}, {"do": "rally", "building": 134, "x": 88, "y": 15}, {"do": "harvest", "unit": 132}, {"do": "repair", "building": 134}], "feedback": ["attack: no valid unit ids of yours", "attack: no valid unit ids of yours", "rally #164: ordered", "rally #134: ordered", "repair #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 6700, "units_killed": 0, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 3900, "army_value": 0, "income": 2000, "experience": 0, "order_count": 58}}
{"tick": 7401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 300 made / 140 used, harvesters 2.\nSCORE: assets $16400, army $7000, killed $6800 (16 units, 2 bldgs), lost $100 (1 units, 0 bldgs). Map explored 23.3%.\nPRODUCTION: Building: powr READY TO PLACE; Building: weap 0%; Building: powr 0%; Vehicle: harv 68%; Infantry: e3 48%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%, #180 powr@(14,13) 100%, #191 fix@(9,13) 100%\nYOUR UNITS (36) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x27: #135@(92,10)* #136@(93,10)91%* #137@(95,10)8%* #139@(94,10)59%* #140@(93,10)97%* #142@(93,10)96%* #143@(91,11)95%* #145@(92,10)* #147@(91,11)94%* #152@(91,11)94%* #154@(91,10)* #160@(92,10)* #162@(93,10)97%* #163@(92,10)* #165@(91,10)* #166@(92,10)* #168@(91,10)* #170@(91,10)* #171@(93,10)80%* #176@(90,11) #181@(91,14) #184@(85,14) #185@(74,15) #186@(74,14) #187@(66,23) #188@(67,22) #189@(49,26)\n  e3 (Rocket Soldier) x7: #169@(91,11)64%* #175@(91,14) #178@(89,10) #179@(91,14) #183@(84,14) #190@(21,17) #193@(11,14)*\n  harv (Ore Truck (harvester)) x2: #130@(23,10)57% #150@(8,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #124 powr@(93,12) 87%, #134 tent@(93,9) 41%, #164 weap@(95,8) 95%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - attack_move: 34 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at ~(93,11) with powr,proc,tent,weap left. Push all army to attack_move there, keep training e3, keep econ queue going.", "raw": "{\"thoughts\":\"My army is already near enemy base with idle units. Attack remaining enemy buildings directly to finish them off, and place ready power plant, keep econ going.\",\"notes\":\"Enemy base at ~(93,11), buildings: powr#124, tent#134, weap#164. Push all idle army to attack these, keep training e3/harv, place powr, expand economy.\",\"commands\":[\n{\"do\":\"place\",\"item\":\"powr\"},\n{\"do\":\"attack\",\"units\":[135,136,137,139,140,142,143,145,147,152,154,160,162,163,165,166,168,170,171,176,169,175,178,179],\"target\":134},\n{\"do\":\"attack_move\",\"units\":[181,184,185,186,187,188,189,183,190,193],\"x\":93,\"y\":11},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":3},\n{\"do\":\"harvest\",\"unit\":130}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3058, "completion_tokens": 328, "total_tokens": 3386, "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": 0.009396, "upstream_inference_prompt_cost": 0.006116, "upstream_inference_completions_cost": 0.00328}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.2, "thoughts": "My army is already near enemy base with idle units. Attack remaining enemy buildings directly to finish them off, and place ready power plant, keep econ going.", "notes": "Enemy base at ~(93,11), buildings: powr#124, tent#134, weap#164. Push all idle army to attack these, keep training e3/harv, place powr, expand economy.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack", "units": [135, 136, 137, 139, 140, 142, 143, 145, 147, 152, 154, 160, 162, 163, 165, 166, 168, 170, 171, 176, 169, 175, 178, 179], "target": 134}, {"do": "attack_move", "units": [181, 184, 185, 186, 187, 188, 189, 183, 190, 193], "x": 93, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 130}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack: 24 units", "attack_move: 10 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6800, "deaths_cost": 100, "units_killed": 16, "units_lost": 1, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 16400, "army_value": 4800, "income": 5500, "experience": 67, "order_count": 97}}
{"tick": 7601, "slot": "Multi0", "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: Multi0, faction france (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 $0 (0 units, 0 bldgs), lost $7500 (15 units, 4 bldgs). Map explored 23.4%.\nPRODUCTION: Vehicle: 1tnk 51%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #164 weap@(95,8) 95%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(99,23)\nVISIBLE ENEMY UNITS (23):\n  #135 e1@(92,10) 100%, #136 e1@(93,10) 91%, #137 e1@(95,10) 8%, #139 e1@(94,10) 59%, #140 e1@(93,10) 97%, #142 e1@(93,10) 96%, #143 e1@(91,11) 95%, #145 e1@(92,10) 100%, #147 e1@(91,11) 94%, #152 e1@(91,11) 94%, #154 e1@(91,10) 100%, #160 e1@(92,10) 100%, #162 e1@(93,10) 97%, #163 e1@(92,10) 100%, #165 e1@(91,10) 100%, #166 e1@(92,10) 100%, #168 e1@(91,10) 100%, #169 e3@(91,11) 64%, #170 e1@(91,10) 100%, #171 e1@(93,10) 80%, #176 e1@(90,11) 100%, #181 e1@(91,12) 100%, #183 e3@(91,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: no valid unit ids of yours\n  - attack: no valid unit ids of yours\n  - rally #164: ordered\n  - rally #134: ordered\n  - repair #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy rush concentrated around x89-94,y9-14. Tank #192 should focus e3 targets #175/#179/#178; keep all queues running and protect the refinery.", "raw": "{\"thoughts\":\"The base is under heavy infantry pressure, with no combat units currently alive and power completely offline. Finish the war factory, restore power, and keep the harvester mining so tank production can resume; avoid exposing the harvester to the rush.\",\"notes\":\"Enemy infantry massed around x90-95,y9-14. War factory #164 nearly complete; queued light tanks but power is 0. Harvester #132 at 99,23.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":164,\"x\":100,\"y\":18}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1537, "completion_tokens": 281, "total_tokens": 1818, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1535, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000793485, "upstream_inference_prompt_cost": 0.000422565, "upstream_inference_completions_cost": 0.00037092}, "completion_tokens_details": {"reasoning_tokens": 142, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.38, "thoughts": "The base is under heavy infantry pressure, with no combat units currently alive and power completely offline. Finish the war factory, restore power, and keep the harvester mining so tank production can resume; avoid exposing the harvester to the rush.", "notes": "Enemy infantry massed around x90-95,y9-14. War factory #164 nearly complete; queued light tanks but power is 0. Harvester #132 at 99,23.", "commands": [{"do": "build", "item": "powr"}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 164, "x": 100, "y": 18}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #164: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 7500, "units_killed": 0, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 3100, "army_value": 0, "income": 2000, "experience": 0, "order_count": 58}}
{"tick": 7601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 400 made / 140 used, harvesters 2.\nSCORE: assets $16700, army $7000, killed $7600 (16 units, 4 bldgs), lost $100 (1 units, 0 bldgs). Map explored 23.4%.\nPRODUCTION: Building: weap 0%; Building: powr 0%; Vehicle: harv 68%; Infantry: e3 48%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; 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: e1 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%, #180 powr@(14,13) 100%, #191 fix@(9,13) 100%, #194 powr@(16,13) 100%\nYOUR UNITS (36) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x27: #135@(92,10)* #136@(93,10)91%* #137@(95,10)8%* #139@(94,10)59%* #140@(93,10)97%* #142@(93,10)96%* #143@(91,11)95%* #145@(92,10)* #147@(91,11)94%* #152@(91,11)94%* #154@(91,10)* #160@(92,10)* #162@(93,10)97%* #163@(92,10)* #165@(91,10)* #166@(92,10)* #168@(91,10)* #170@(91,10)* #171@(93,10)80%* #176@(90,11)* #181@(91,12) #184@(90,12) #185@(84,14) #186@(85,14) #187@(74,15) #188@(74,14) #189@(59,28)\n  e3 (Rocket Soldier) x7: #169@(91,11)64%* #175@(91,13)* #178@(89,10)* #179@(91,13)* #183@(91,12) #190@(30,23) #193@(21,17)\n  harv (Ore Truck (harvester)) x2: #130@(24,7)57% #150@(10,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #164 weap@(95,8) 95%\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 24 units\n  - attack_move: 10 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at ~(93,11), buildings: powr#124, tent#134, weap#164. Push all idle army to attack these, keep training e3/harv, place powr, expand economy.", "raw": "{\"thoughts\":\"Large army already near enemy base at (95,8) weap. Push all idle units to finish it off, keep production going.\",\"notes\":\"Enemy base ~(93,11), attacking weap#164. Keep pushing idle_army to attack, continue e3 training and economy.\",\"commands\":[\n{\"do\":\"attack\",\"units\":\"idle_army\",\"target\":164},\n{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":8},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":3},\n{\"do\":\"harvest\",\"unit\":130},\n{\"do\":\"harvest\",\"unit\":150}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3100, "completion_tokens": 230, "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": 0.0085, "upstream_inference_prompt_cost": 0.0062, "upstream_inference_completions_cost": 0.0023}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.53, "thoughts": "Large army already near enemy base at (95,8) weap. Push all idle units to finish it off, keep production going.", "notes": "Enemy base ~(93,11), attacking weap#164. Keep pushing idle_army to attack, continue e3 training and economy.", "commands": [{"do": "attack", "units": "idle_army", "target": 164}, {"do": "attack_move", "units": "idle_army", "x": 95, "y": 8}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 150}], "feedback": ["attack: 24 units", "attack_move: 24 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 7600, "deaths_cost": 100, "units_killed": 16, "units_lost": 1, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 16700, "army_value": 4800, "income": 5000, "experience": 75, "order_count": 101}}
{"tick": 7801, "slot": "Multi0", "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: Multi0, faction france (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 $0 (0 units, 0 bldgs), lost $7500 (15 units, 4 bldgs). Map explored 23.4%.\nPRODUCTION: Vehicle: 1tnk 51%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #164 weap@(95,8) 59%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(99,23)\nVISIBLE ENEMY UNITS (29):\n  #135 e1@(93,10) 100%, #136 e1@(95,9) 91%, #137 e1@(95,9) 8%, #139 e1@(95,9) 59%, #140 e1@(95,9) 97%, #142 e1@(95,9) 96%, #143 e1@(94,10) 95%, #145 e1@(93,8) 86%, #147 e1@(94,10) 94%, #152 e1@(94,10) 94%, #154 e1@(94,9) 100%, #160 e1@(93,8) 100%, #162 e1@(93,10) 97%, #163 e1@(93,8) 99%, #165 e1@(94,9) 100%, #166 e1@(93,8) 100%, #168 e1@(94,9) 100%, #169 e3@(94,10) 64%, #170 e1@(94,9) 100%, #171 e1@(95,10) 80%, #175 e3@(93,11) 100%, #176 e1@(92,11) 100%, #178 e3@(91,10) 100%, #179 e3@(93,11) 100%, #181 e1@(92,11) 100%, #183 e3@(93,10) 100%, #184 e1@(92,11) 100%, #185 e1@(92,10) 100%, #186 e1@(92,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #164: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry massed around x90-95,y9-14. War factory #164 nearly complete; queued light tanks but power is 0. Harvester #132 at 99,23.", "raw": "{\"thoughts\":\"The base is nearly overrun and the Construction Yard appears lost, so no power plant can be built. Keep the harvester mining and let the nearly completed War Factory finish; any available funds should go directly into light tanks for a counterattack.\",\"notes\":\"Enemy infantry and rocket soldiers are massed around x91-95,y8-11. War Factory #164 is 59% complete; harvester #132 is at (99,23). No CY or power production visible.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":164,\"x\":88,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1590, "completion_tokens": 268, "total_tokens": 1858, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1588, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0007909, "upstream_inference_prompt_cost": 0.00043714, "upstream_inference_completions_cost": 0.00035376}, "completion_tokens_details": {"reasoning_tokens": 131, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.42, "thoughts": "The base is nearly overrun and the Construction Yard appears lost, so no power plant can be built. Keep the harvester mining and let the nearly completed War Factory finish; any available funds should go directly into light tanks for a counterattack.", "notes": "Enemy infantry and rocket soldiers are massed around x91-95,y8-11. War Factory #164 is 59% complete; harvester #132 is at (99,23). No CY or power production visible.", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 164, "x": 88, "y": 12}], "feedback": ["rally #164: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 7500, "units_killed": 0, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 3100, "army_value": 0, "income": 2000, "experience": 0, "order_count": 58}}
{"tick": 7801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 400 made / 140 used, harvesters 2.\nSCORE: assets $17000, army $7300, killed $7600 (16 units, 4 bldgs), lost $100 (1 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Building: weap 8%; Building: powr 0%; Vehicle: harv 83%; Infantry: e3 3%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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: e1 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%, #180 powr@(14,13) 100%, #191 fix@(9,13) 100%, #194 powr@(16,13) 100%\nYOUR UNITS (37) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x27: #135@(93,10)* #136@(95,9)91%* #137@(95,9)8%* #139@(95,9)59%* #140@(95,9)97%* #142@(95,9)96%* #143@(94,10)95%* #145@(93,8)86%* #147@(94,10)94%* #152@(94,10)94%* #154@(94,9)* #160@(93,8)* #162@(93,10)97%* #163@(93,8)* #165@(94,9)* #166@(93,8)* #168@(94,9)* #170@(94,9)* #171@(95,10)80%* #176@(92,11) #181@(92,11) #184@(92,11) #185@(92,10) #186@(92,10) #187@(82,10) #188@(83,10) #189@(67,22)\n  e3 (Rocket Soldier) x8: #169@(94,10)64%* #175@(93,11) #178@(91,10) #179@(93,11) #183@(93,10) #190@(40,24) #193@(29,22) #199@(12,14)*\n  harv (Ore Truck (harvester)) x2: #130@(17,16)57% #150@(7,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #164 weap@(95,8) 59%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 24 units\n  - attack_move: 24 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base ~(93,11), attacking weap#164. Keep pushing idle_army to attack, continue e3 training and economy.", "raw": "{\"thoughts\":\"Big army near enemy weap factory; finish it off and push further into base. Keep economy running with more harvesters and infantry production.\",\"notes\":\"Enemy base ~(93,8-11), weap#164 at 59% hp. Push idle_army to attack it and explore for more buildings. Continue e3 training, get 3rd harvester.\",\"commands\":[\n  {\"do\":\"attack\",\"units\":\"idle_army\",\"target\":164},\n  {\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":8},\n  {\"do\":\"train\",\"item\":\"e3\",\"count\":3},\n  {\"do\":\"build\",\"item\":\"powr\"},\n  {\"do\":\"harvest\",\"unit\":130}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3084, "completion_tokens": 264, "total_tokens": 3348, "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": 0.008808, "upstream_inference_prompt_cost": 0.006168, "upstream_inference_completions_cost": 0.00264}, "completion_tokens_details": {"reasoning_tokens": 36, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.62, "thoughts": "Big army near enemy weap factory; finish it off and push further into base. Keep economy running with more harvesters and infantry production.", "notes": "Enemy base ~(93,8-11), weap#164 at 59% hp. Push idle_army to attack it and explore for more buildings. Continue e3 training, get 3rd harvester.", "commands": [{"do": "attack", "units": "idle_army", "target": 164}, {"do": "attack_move", "units": "idle_army", "x": 95, "y": 8}, {"do": "train", "item": "e3", "count": 3}, {"do": "build", "item": "powr"}, {"do": "harvest", "unit": 130}], "feedback": ["attack: 21 units", "attack_move: 21 units", "train 3x e3: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 7600, "deaths_cost": 100, "units_killed": 16, "units_lost": 1, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 17000, "army_value": 5100, "income": 5000, "experience": 75, "order_count": 104}}
{"tick": 8001, "slot": "Multi0", "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: Multi0, faction france (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 $0 (0 units, 0 bldgs), lost $7500 (15 units, 4 bldgs). Map explored 23.4%.\nPRODUCTION: Vehicle: 1tnk 51%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #164 weap@(95,8) 5%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(99,23)\nVISIBLE ENEMY UNITS (31):\n  #135 e1@(94,10) 100%, #136 e1@(95,9) 91%, #137 e1@(95,9) 8%, #139 e1@(95,9) 59%, #140 e1@(95,9) 97%, #142 e1@(95,9) 96%, #143 e1@(93,10) 95%, #145 e1@(94,9) 82%, #147 e1@(93,9) 94%, #152 e1@(94,10) 94%, #154 e1@(93,10) 100%, #160 e1@(94,9) 100%, #162 e1@(94,10) 97%, #163 e1@(94,9) 99%, #165 e1@(93,11) 100%, #166 e1@(94,9) 100%, #168 e1@(93,10) 100%, #169 e3@(93,9) 64%, #170 e1@(93,9) 100%, #171 e1@(95,10) 80%, #175 e3@(93,11) 100%, #176 e1@(92,11) 100%, #178 e3@(91,10) 100%, #179 e3@(93,11) 100%, #181 e1@(92,11) 100%, #183 e3@(93,10) 100%, #184 e1@(92,11) 100%, #185 e1@(92,10) 100%, #186 e1@(92,10) 100%, #187 e1@(91,10) 100%, #188 e1@(92,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #164: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry and rocket soldiers are massed around x91-95,y8-11. War Factory #164 is 59% complete; harvester #132 is at (99,23). No CY or power production visible.", "raw": "{\"thoughts\":\"We are in a critical recovery state with no Construction Yard or power, while the enemy infantry is overrunning the nearly destroyed War Factory. Keep the harvester mining and let the queued Light Tank finish if income arrives; there is currently no viable combat order for the lone harvester.\",\"notes\":\"Enemy mass at (91-95, 9-11). War Factory #164 at 5%; no CY or power visible. Harvester #132 at (99,23); preserve it and mine.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":164,\"x\":88,\"y\":12}]}", "routed_model": "openai/gpt-5.6-luna", "usage": {"prompt_tokens": 1604, "completion_tokens": 307, "total_tokens": 1911, "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": 0.00084623, "upstream_inference_prompt_cost": 0.00044099, "upstream_inference_completions_cost": 0.00040524}, "completion_tokens_details": {"reasoning_tokens": 167, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.09, "thoughts": "We are in a critical recovery state with no Construction Yard or power, while the enemy infantry is overrunning the nearly destroyed War Factory. Keep the harvester mining and let the queued Light Tank finish if income arrives; there is currently no viable combat order for the lone harvester.", "notes": "Enemy mass at (91-95, 9-11). War Factory #164 at 5%; no CY or power visible. Harvester #132 at (99,23); preserve it and mine.", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 164, "x": 88, "y": 12}], "feedback": ["rally #164: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 7500, "units_killed": 0, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 3100, "army_value": 0, "income": 1500, "experience": 0, "order_count": 58}}
{"tick": 8001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 400 made / 140 used, harvesters 2.\nSCORE: assets $17000, army $7300, killed $7600 (16 units, 4 bldgs), lost $100 (1 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Building: weap 16%; Building: powr 0%; Building: powr 0%; Vehicle: harv 99%; Infantry: e3 59%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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: e1 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 74%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #157 powr@(8,16) 100%, #177 weap@(13,20) 100%, #180 powr@(14,13) 100%, #191 fix@(9,13) 100%, #194 powr@(16,13) 100%\nYOUR UNITS (37) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x27: #135@(94,10)* #136@(95,9)91%* #137@(95,9)8%* #139@(95,9)59%* #140@(95,9)97%* #142@(95,9)96%* #143@(93,10)95%* #145@(94,9)82%* #147@(93,9)94%* #152@(94,10)94%* #154@(93,10)* #160@(94,9)* #162@(94,10)97%* #163@(94,9)* #165@(93,11)* #166@(94,9)* #168@(93,10)* #170@(93,9)* #171@(95,10)80%* #176@(92,11) #181@(92,11) #184@(92,11) #185@(92,10) #186@(92,10) #187@(91,10) #188@(92,10) #189@(74,15)\n  e3 (Rocket Soldier) x8: #169@(93,9)64%* #175@(93,11) #178@(91,10) #179@(93,11) #183@(93,10) #190@(50,26) #193@(39,24) #199@(21,17)\n  harv (Ore Truck (harvester)) x2: #130@(17,12)57% #150@(3,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #164 weap@(95,8) 5%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 21 units\n  - attack_move: 21 units\n  - train 3x e3: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy base ~(93,8-11), weap#164 at 59% hp. Push idle_army to attack it and explore for more buildings. Continue e3 training, get 3rd harvester.", "raw": "{\"thoughts\":\"Army is already at enemy base with weap building at 5% hp. Push all units to attack it and finish the enemy. Keep production going.\",\"notes\":\"Enemy base ~(93,8-11), weap#164 nearly dead. Attack with all idle units to finish enemy base. Keep training e3 and building economy.\",\"commands\":[\n{\"do\":\"attack\",\"units\":\"idle_army\",\"target\":164},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":3},\n{\"do\":\"harvest\",\"unit\":130},\n{\"do\":\"harvest\",\"unit\":150}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3151, "completion_tokens": 229, "total_tokens": 3380, "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": 0.008592, "upstream_inference_prompt_cost": 0.006302, "upstream_inference_completions_cost": 0.00229}, "completion_tokens_details": {"reasoning_tokens": 41, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.14, "thoughts": "Army is already at enemy base with weap building at 5% hp. Push all units to attack it and finish the enemy. Keep production going.", "notes": "Enemy base ~(93,8-11), weap#164 nearly dead. Attack with all idle units to finish enemy base. Keep training e3 and building economy.", "commands": [{"do": "attack", "units": "idle_army", "target": 164}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 150}], "feedback": ["attack: 20 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 7600, "deaths_cost": 100, "units_killed": 16, "units_lost": 1, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 17000, "army_value": 5100, "income": 5500, "experience": 75, "order_count": 108}}
