{"tick": 1, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy the MCV immediately to establish a Construction Yard, then begin the standard power-first opening.\",\"notes\":\"Starting at (12,16). Establish base, then build power and refinery; enemy likely starts near (95,11).\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1096, "completion_tokens": 148, "total_tokens": 1244, "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": 0.000232045, "upstream_inference_prompt_cost": 0.000150645, "upstream_inference_completions_cost": 8.14e-05}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.78, "thoughts": "Deploy the MCV immediately to establish a Construction Yard, then begin the standard power-first opening.", "notes": "Starting at (12,16). Establish base, then build power and refinery; enemy likely starts near (95,11).", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy MCV to start base, then queue power plant and refinery.\",\"notes\":\"Enemy likely at (12,16), far west. My base at (95,11). Plan: deploy MCV, build powr, proc, barracks, then expand army.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1648, "completion_tokens": 108, "total_tokens": 1756, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004376, "upstream_inference_prompt_cost": 0.003296, "upstream_inference_completions_cost": 0.00108}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.66, "thoughts": "Deploy MCV to start base, then queue power plant and refinery.", "notes": "Enemy likely at (12,16), far west. My base at (95,11). Plan: deploy MCV, build powr, proc, barracks, then expand army.", "commands": [{"do": "deploy", "unit": 120}], "feedback": ["deploy #120: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Starting at (12,16). Establish base, then build power and refinery; enemy likely starts near (95,11).", "raw": "{\"thoughts\":\"The Construction Yard is deployed and the Power Plant is underway. I\u2019ll start the Ore Refinery as soon as the Building queue is free; there are no units or threats to manage yet.\",\"notes\":\"Start (12,16); enemy likely near (95,11). Power Plant ordered last turn; next build Ore Refinery, then barracks and economy/army.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1129, "completion_tokens": 265, "total_tokens": 1394, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1127, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003009325, "upstream_inference_prompt_cost": 0.0001551825, "upstream_inference_completions_cost": 0.00014575}, "completion_tokens_details": {"reasoning_tokens": 178, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.26, "thoughts": "The Construction Yard is deployed and the Power Plant is underway. I\u2019ll start the Ore Refinery as soon as the Building queue is free; there are no units or threats to manage yet.", "notes": "Start (12,16); enemy likely near (95,11). Power Plant ordered last turn; next build Ore Refinery, then barracks and economy/army.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16), far west. My base at (95,11). Plan: deploy MCV, build powr, proc, barracks, then expand army.", "raw": "{\"thoughts\":\"MCV already deploying. Start power plant then refinery once available.\",\"notes\":\"Base at (95,11). Enemy likely at (12,16), far west. Build powr->proc->barr, expand economy then army.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1705, "completion_tokens": 105, "total_tokens": 1810, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00446, "upstream_inference_prompt_cost": 0.00341, "upstream_inference_completions_cost": 0.00105}, "completion_tokens_details": {"reasoning_tokens": 8, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.07, "thoughts": "MCV already deploying. Start power plant then refinery once available.", "notes": "Base at (95,11). Enemy likely at (12,16), far west. Build powr->proc->barr, expand economy then army.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 401, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Start (12,16); enemy likely near (95,11). Power Plant ordered last turn; next build Ore Refinery, then barracks and economy/army.", "raw": "{\"thoughts\":\"Deploy the MCV immediately and start the opening Power Plant. Once it is placed, build an Ore Refinery to establish income.\",\"notes\":\"Home (12,16); enemy likely near (95,11). Opening: powr, then proc, barracks, then expand economy and army.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1114, "completion_tokens": 139, "total_tokens": 1253, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1112, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00022957, "upstream_inference_prompt_cost": 0.00015312, "upstream_inference_completions_cost": 7.645e-05}, "completion_tokens_details": {"reasoning_tokens": 49, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.45, "thoughts": "Deploy the MCV immediately and start the opening Power Plant. Once it is placed, build an Ore Refinery to establish income.", "notes": "Home (12,16); enemy likely near (95,11). Opening: powr, then proc, barracks, then expand economy and army.", "commands": [{"do": "deploy", "unit": 119}, {"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy likely at (12,16), far west. Build powr->proc->barr, expand economy then army.", "raw": "{\"thoughts\":\"Place the power plant, then queue proc and barracks to start economy.\",\"notes\":\"Base at (95,11). Enemy likely at (12,16). Plan: powr->proc->barr->expand army, build harvesters, then push west.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1700, "completion_tokens": 118, "total_tokens": 1818, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00458, "upstream_inference_prompt_cost": 0.0034, "upstream_inference_completions_cost": 0.00118}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.69, "thoughts": "Place the power plant, then queue proc and barracks to start economy.", "notes": "Base at (95,11). Enemy likely at (12,16). Plan: powr->proc->barr->expand army, build harvesters, then push west.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). Opening: powr, then proc, barracks, then expand economy and army.", "raw": "{\"thoughts\":\"Deploy the MCV and place the ready Power Plant, then start the Ore Refinery as the next building. Once placed, the refinery will provide our first harvester and income.\",\"notes\":\"Home (12,16); enemy likely near (95,11). Opening: powr, proc, barracks, then expand economy and army.\",\"commands\":[{\"do\":\"deploy\",\"unit\":121},{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1131, "completion_tokens": 172, "total_tokens": 1303, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1129, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002500575, "upstream_inference_prompt_cost": 0.0001554575, "upstream_inference_completions_cost": 9.46e-05}, "completion_tokens_details": {"reasoning_tokens": 65, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.55, "thoughts": "Deploy the MCV and place the ready Power Plant, then start the Ore Refinery as the next building. Once placed, the refinery will provide our first harvester and income.", "notes": "Home (12,16); enemy likely near (95,11). Opening: powr, proc, barracks, then expand economy and army.", "commands": [{"do": "deploy", "unit": 121}, {"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["deploy #121: ordered", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy likely at (12,16). Plan: powr->proc->barr->expand army, build harvesters, then push west.", "raw": "{\"thoughts\":\"Continue economy buildup: proc for income, then barracks for infantry.\",\"notes\":\"Base at (95,11). Enemy likely at (12,16). Plan: proc->barr->weap, expand army west.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1813, "completion_tokens": 97, "total_tokens": 1910, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004596, "upstream_inference_prompt_cost": 0.003626, "upstream_inference_completions_cost": 0.00097}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "Continue economy buildup: proc for income, then barracks for infantry.", "notes": "Base at (95,11). Enemy likely at (12,16). Plan: proc->barr->weap, expand army west.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "openai/gpt-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 (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 $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #125@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #121: ordered\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). Opening: powr, proc, barracks, then expand economy and army.", "raw": "{\"thoughts\":\"The power plant is placed, but the MCV is still undeployed, so I need to establish the Construction Yard before starting the refinery. I\u2019ll deploy it now and continue the opening economy next turn.\",\"notes\":\"Home (12,16); enemy likely near (95,11). Power plant placed. Deploy MCV, then build/place proc; follow with barracks and economy/army.\",\"commands\":[{\"do\":\"deploy\",\"unit\":125}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1155, "completion_tokens": 190, "total_tokens": 1345, "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": 0.0002632575, "upstream_inference_prompt_cost": 0.0001587575, "upstream_inference_completions_cost": 0.0001045}, "completion_tokens_details": {"reasoning_tokens": 89, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.83, "thoughts": "The power plant is placed, but the MCV is still undeployed, so I need to establish the Construction Yard before starting the refinery. I\u2019ll deploy it now and continue the opening economy next turn.", "notes": "Home (12,16); enemy likely near (95,11). Power plant placed. Deploy MCV, then build/place proc; follow with barracks and economy/army.", "commands": [{"do": "deploy", "unit": 125}], "feedback": ["deploy #125: 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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\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@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy likely at (12,16). Plan: proc->barr->weap, expand army west.", "raw": "{\"thoughts\":\"Refinery is building. Once ready I'll place it and continue economy/army buildup. Keep queue going with power and barracks next.\",\"notes\":\"Base at (95,11). Enemy likely at (12,16). Proc building, then place it, then barr, then weap. Build harvesters and army, attack west later.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1754, "completion_tokens": 114, "total_tokens": 1868, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004648, "upstream_inference_prompt_cost": 0.003508, "upstream_inference_completions_cost": 0.00114}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.51, "thoughts": "Refinery is building. Once ready I'll place it and continue economy/army buildup. Keep queue going with power and barracks next.", "notes": "Base at (95,11). Enemy likely at (12,16). Proc building, then place it, then barr, then weap. Build harvesters and army, attack west later.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #126 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 #125: ordered\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). Power plant placed. Deploy MCV, then build/place proc; follow with barracks and economy/army.", "raw": "{\"thoughts\":\"The Construction Yard is deployed and power is ample. Start an Ore Refinery now to establish income and gain a free harvester; follow with a Barracks once it is placed.\",\"notes\":\"Home (12,16); enemy likely near (95,11). Power plant and Construction Yard placed. Refinery is next; then Barracks and army production.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1168, "completion_tokens": 179, "total_tokens": 1347, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1166, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000258995, "upstream_inference_prompt_cost": 0.000160545, "upstream_inference_completions_cost": 9.845e-05}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.05, "thoughts": "The Construction Yard is deployed and power is ample. Start an Ore Refinery now to establish income and gain a free harvester; follow with a Barracks once it is placed.", "notes": "Home (12,16); enemy likely near (95,11). Power plant and Construction Yard placed. Refinery is next; then Barracks and army production.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%\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@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy likely at (12,16). Proc building, then place it, then barr, then weap. Build harvesters and army, attack west later.", "raw": "{\"thoughts\":\"Proc building in progress, wait to place. Queue power and barracks next.\",\"notes\":\"Base at (95,11). Enemy likely at (12,16). Proc building in progress. After placing proc, build barr then weap. Build harvesters and army, attack west later.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1738, "completion_tokens": 114, "total_tokens": 1852, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004616, "upstream_inference_prompt_cost": 0.003476, "upstream_inference_completions_cost": 0.00114}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.04, "thoughts": "Proc building in progress, wait to place. Queue power and barracks next.", "notes": "Base at (95,11). Enemy likely at (12,16). Proc building in progress. After placing proc, build barr then weap. Build harvesters and army, attack west later.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1201, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4376 + 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  #124 powr@(10,16) 100%, #126 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 proc: started\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). Power plant and Construction Yard placed. Refinery is next; then Barracks and army production.", "raw": "{\"thoughts\":\"The refinery is already in the Building queue and power is ample. I\u2019ll let it finish, then place it and start a barracks so I can begin producing an army.\",\"notes\":\"Home (12,16); enemy likely near (95,11). Power plant and Construction Yard placed. Refinery in progress; place when ready, then build barracks.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1166, "completion_tokens": 199, "total_tokens": 1365, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1164, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00026972, "upstream_inference_prompt_cost": 0.00016027, "upstream_inference_completions_cost": 0.00010945}, "completion_tokens_details": {"reasoning_tokens": 114, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.28, "thoughts": "The refinery is already in the Building queue and power is ample. I\u2019ll let it finish, then place it and start a barracks so I can begin producing an army.", "notes": "Home (12,16); enemy likely near (95,11). Power plant and Construction Yard placed. Refinery in progress; place when ready, then build barracks.", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%; Building: powr 0%\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@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy likely at (12,16). Proc building in progress. After placing proc, build barr then weap. Build harvesters and army, attack west later.", "raw": "{\"thoughts\":\"Continue economy build-up: proc and powr already queued. Once ready, place them and start barracks/war factory.\",\"notes\":\"Base at (95,11). Enemy likely at (12,16). Proc+powr building. Next: place proc/powr when ready, build barr, weap, harvesters, army. Attack west later.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1781, "completion_tokens": 118, "total_tokens": 1899, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004742, "upstream_inference_prompt_cost": 0.003562, "upstream_inference_completions_cost": 0.00118}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.7, "thoughts": "Continue economy build-up: proc and powr already queued. Once ready, place them and start barracks/war factory.", "notes": "Base at (95,11). Enemy likely at (12,16). Proc+powr building. Next: place proc/powr when ready, build barr, weap, harvesters, army. Attack west later.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4043 + 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). Power plant and Construction Yard placed. Refinery in progress; place when ready, then build barracks.", "raw": "{\"thoughts\":\"The refinery is already 47% complete, and there are no units or other production buildings available yet. Let it finish; then place it and start a barracks so we can begin producing units.\",\"notes\":\"Home (12,16); enemy likely near (95,11). Refinery in progress; place when ready, then build barracks.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1153, "completion_tokens": 198, "total_tokens": 1351, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1151, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002673825, "upstream_inference_prompt_cost": 0.0001584825, "upstream_inference_completions_cost": 0.0001089}, "completion_tokens_details": {"reasoning_tokens": 115, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.82, "thoughts": "The refinery is already 47% complete, and there are no units or other production buildings available yet. Let it finish; then place it and start a barracks so we can begin producing units.", "notes": "Home (12,16); enemy likely near (95,11). Refinery in progress; place when ready, then build barracks.", "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: powr 0%\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@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy likely at (12,16). Proc+powr building. Next: place proc/powr when ready, build barr, weap, harvesters, army. Attack west later.", "raw": "{\"thoughts\":\"Continue building economy; proc almost done, powr queued. Will place buildings once ready and build barracks next.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Waiting for proc/powr to complete, then place, build barr and weap, train harvesters and army.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1757, "completion_tokens": 106, "total_tokens": 1863, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004574, "upstream_inference_prompt_cost": 0.003514, "upstream_inference_completions_cost": 0.00106}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.05, "thoughts": "Continue building economy; proc almost done, powr queued. Will place buildings once ready and build barracks next.", "notes": "Base at (95,11). Enemy at (12,16). Waiting for proc/powr to complete, then place, build barr and weap, train harvesters and army.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3710 + 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). Refinery in progress; place when ready, then build barracks.", "raw": "{\"thoughts\":\"The Ore Refinery is 70% complete and power is ample. I\u2019ll place it as soon as it\u2019s ready, then establish infantry production and expand the economy.\",\"notes\":\"Home (12,16); enemy likely near (95,11). Refinery in progress; place when ready, then build barracks.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1146, "completion_tokens": 192, "total_tokens": 1338, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1144, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00026312, "upstream_inference_prompt_cost": 0.00015752, "upstream_inference_completions_cost": 0.0001056}, "completion_tokens_details": {"reasoning_tokens": 115, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.93, "thoughts": "The Ore Refinery is 70% complete and power is ample. I\u2019ll place it as soon as it\u2019s ready, then establish infantry production and expand the economy.", "notes": "Home (12,16); enemy likely near (95,11). Refinery in progress; place when ready, then build barracks.", "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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; 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@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Waiting for proc/powr to complete, then place, build barr and weap, train harvesters and army.", "raw": "{\"thoughts\":\"Place proc, continue building power, then barracks and war factory.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Place proc, build barr and weap next, train harvester and army.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1751, "completion_tokens": 107, "total_tokens": 1858, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004572, "upstream_inference_prompt_cost": 0.003502, "upstream_inference_completions_cost": 0.00107}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "Place proc, continue building power, then barracks and war factory.", "notes": "Base at (95,11). Enemy at (12,16). Place proc, build barr and weap next, train harvester and army.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "barr"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1801, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3376 + 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). Refinery in progress; place when ready, then build barracks.", "raw": "{\"thoughts\":\"The Ore Refinery is nearly ready; place it as soon as it completes, then establish infantry production. Power is ample, and there are no units to move yet.\",\"notes\":\"Home (12,16); enemy likely near (95,11). Refinery at 94%\u2014place when ready, then build and place a barracks.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1146, "completion_tokens": 226, "total_tokens": 1372, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1144, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00028182, "upstream_inference_prompt_cost": 0.00015752, "upstream_inference_completions_cost": 0.0001243}, "completion_tokens_details": {"reasoning_tokens": 144, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.61, "thoughts": "The Ore Refinery is nearly ready; place it as soon as it completes, then establish infantry production. Power is ample, and there are no units to move yet.", "notes": "Home (12,16); enemy likely near (95,11). Refinery at 94%\u2014place when ready, then build and place a barracks.", "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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2978 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\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@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Place proc, build barr and weap next, train harvester and army.", "raw": "{\"thoughts\":\"Base is developing; barracks and power plant in progress. Need to keep queue busy and plan war factory next for tanks.\",\"notes\":\"Base at (95,11). Enemy at (12,16). After barr+powr, build proc#2, weap, train harvester+army. Attack toward (12,16) once army ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1867, "completion_tokens": 147, "total_tokens": 2014, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005204, "upstream_inference_prompt_cost": 0.003734, "upstream_inference_completions_cost": 0.00147}, "completion_tokens_details": {"reasoning_tokens": 17, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "Base is developing; barracks and power plant in progress. Need to keep queue busy and plan war factory next for tanks.", "notes": "Base at (95,11). Enemy at (12,16). After barr+powr, build proc#2, weap, train harvester+army. Attack toward (12,16) once army ready.", "commands": [{"do": "build", "item": "weap"}], "feedback": ["build weap: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi0", "model": "openai/gpt-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 (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\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). Refinery at 94%\u2014place when ready, then build and place a barracks.", "raw": "{\"thoughts\":\"Place the ready refinery to start income, then begin a barracks and train infantry once it is available. Power is ample, so prioritize expanding the economy and getting production online.\",\"notes\":\"Home (12,16); enemy likely near (95,11). Refinery is ready to place; next build barracks, then add another refinery/war factory as economy allows.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1152, "completion_tokens": 209, "total_tokens": 1361, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1150, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000273295, "upstream_inference_prompt_cost": 0.000158345, "upstream_inference_completions_cost": 0.00011495}, "completion_tokens_details": {"reasoning_tokens": 105, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.05, "thoughts": "Place the ready refinery to start income, then begin a barracks and train infantry once it is available. Power is ample, so prioritize expanding the economy and getting production online.", "notes": "Home (12,16); enemy likely near (95,11). Refinery is ready to place; next build barracks, then add another refinery/war factory as economy allows.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: barr READY TO PLACE; Building: weap 0%; 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@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). After barr+powr, build proc#2, weap, train harvester+army. Attack toward (12,16) once army ready.", "raw": "{\"thoughts\":\"Place barracks, keep building economy and army production going. Queue power plant next since already building weap.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Placed barr. Building weap+powr. Next: proc#2, more power, train army (e1/e3/tanks). Attack toward (12,16) once army ready (8+ units).\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1871, "completion_tokens": 155, "total_tokens": 2026, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005292, "upstream_inference_prompt_cost": 0.003742, "upstream_inference_completions_cost": 0.00155}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.18, "thoughts": "Place barracks, keep building economy and army production going. Queue power plant next since already building weap.", "notes": "Base at (95,11). Enemy at (12,16). Placed barr. Building weap+powr. Next: proc#2, more power, train army (e1/e3/tanks). Attack toward (12,16) once army ready (8+ units).", "commands": [{"do": "place", "item": "barr"}, {"do": "build", "item": "powr"}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2201, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2976 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\nPRODUCTION: Building: tent 65%\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(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 tent: started\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). Refinery is ready to place; next build barracks, then add another refinery/war factory as economy allows.", "raw": "{\"thoughts\":\"The barracks is still building, so I can\u2019t start another building or train units yet. Keep the harvester mining; once the barracks is ready, I\u2019ll place it and begin vehicle production as cash allows.\",\"notes\":\"Home (12,16); enemy likely near (95,11). Proc is placed; tent building at 65%. Place tent when ready, then start a War Factory and train tanks.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1240, "completion_tokens": 372, "total_tokens": 1612, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1238, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000375045, "upstream_inference_prompt_cost": 0.000170445, "upstream_inference_completions_cost": 0.0002046}, "completion_tokens_details": {"reasoning_tokens": 265, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.53, "thoughts": "The barracks is still building, so I can\u2019t start another building or train units yet. Keep the harvester mining; once the barracks is ready, I\u2019ll place it and begin vehicle production as cash allows.", "notes": "Home (12,16); enemy likely near (95,11). Proc is placed; tent building at 65%. Place tent when ready, then start a War Factory and train tanks.", "commands": [{"do": "harvest", "unit": 135}], "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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2508 + stored ore $492 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: 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@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Placed barr. Building weap+powr. Next: proc#2, more power, train army (e1/e3/tanks). Attack toward (12,16) once army ready (8+ units).", "raw": "{\"thoughts\":\"Place ready power plant, keep production going: build second proc, train infantry, queue more army buildings.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Placed barr, building weap+powr. Next: place powr, build proc#2, train e1/e3, then tanks once weap done. Attack toward (12,16) once army 8+.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2001, "completion_tokens": 174, "total_tokens": 2175, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005742, "upstream_inference_prompt_cost": 0.004002, "upstream_inference_completions_cost": 0.00174}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.61, "thoughts": "Place ready power plant, keep production going: build second proc, train infantry, queue more army buildings.", "notes": "Base at (95,11). Enemy at (12,16). Placed barr, building weap+powr. Next: place powr, build proc#2, train e1/e3, then tanks once weap done. Attack toward (12,16) once army 8+.", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "e1", "count": 2}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 2x e1: queued", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 475, "experience": 0, "order_count": 9}}
{"tick": 2401, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.8%.\nPRODUCTION: Building: tent READY TO PLACE\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). Proc is placed; tent building at 65%. Place tent when ready, then start a War Factory and train tanks.", "raw": "{\"thoughts\":\"Place the ready barracks and start a War Factory so vehicle production can begin. Keep the barracks queue active with infantry while the War Factory is built; power is sufficient for now.\",\"notes\":\"Home (12,16); enemy likely near (95,11). One harvester; barracks placed now, War Factory building next. Expand ore income when funds allow.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1209, "completion_tokens": 243, "total_tokens": 1452, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1207, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002998325, "upstream_inference_prompt_cost": 0.0001661825, "upstream_inference_completions_cost": 0.00013365}, "completion_tokens_details": {"reasoning_tokens": 125, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "Place the ready barracks and start a War Factory so vehicle production can begin. Keep the barracks queue active with infantry while the War Factory is built; power is sufficient for now.", "notes": "Home (12,16); enemy likely near (95,11). One harvester; barracks placed now, War Factory building next. Expand ore income when funds allow.", "commands": [{"do": "place", "item": "tent"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2478 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $5800, army $1300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\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@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #136 powr@(93,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #137@(93,9)* #138@(94,9)*\n  harv (Ore Truck (harvester)) x1: #132@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - train 2x e1: queued\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Placed barr, building weap+powr. Next: place powr, build proc#2, train e1/e3, then tanks once weap done. Attack toward (12,16) once army 8+.", "raw": "{\"thoughts\":\"Continue economy buildup, queue more production, keep infantry training. Enemy far west, need scouting and army buildup before attacking.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Building proc#2, weap, powr in queue. Next: place buildings when ready, train e3/tanks, mass 8+ army before attacking west.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2059, "completion_tokens": 147, "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": 0.005588, "upstream_inference_prompt_cost": 0.004118, "upstream_inference_completions_cost": 0.00147}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.24, "thoughts": "Continue economy buildup, queue more production, keep infantry training. Enemy far west, need scouting and army buildup before attacking.", "notes": "Base at (95,11). Enemy at (12,16). Building proc#2, weap, powr in queue. Next: place buildings when ready, train e3/tanks, mass 8+ army before attacking west.", "commands": [{"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5800, "army_value": 200, "income": 500, "experience": 0, "order_count": 13}}
{"tick": 2601, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2560 + stored ore $420 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: weap 16%\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #135@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). One harvester; barracks placed now, War Factory building next. Expand ore income when funds allow.", "raw": "{\"thoughts\":\"The War Factory is still under construction, and power is sufficient for now. Keep the Barracks producing a small scouting force, then send them toward the likely enemy start while the harvester continues mining.\",\"notes\":\"Home (12,16); enemy likely near (95,11). War Factory construction in progress. One harvester; scout east with infantry and expand ore income when affordable.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1317, "completion_tokens": 267, "total_tokens": 1584, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1315, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003278825, "upstream_inference_prompt_cost": 0.0001810325, "upstream_inference_completions_cost": 0.00014685}, "completion_tokens_details": {"reasoning_tokens": 131, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.48, "thoughts": "The War Factory is still under construction, and power is sufficient for now. Keep the Barracks producing a small scouting force, then send them toward the likely enemy start while the harvester continues mining.", "notes": "Home (12,16); enemy likely near (95,11). War Factory construction in progress. One harvester; scout east with infantry and expand ore income when affordable.", "commands": [{"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}], "feedback": ["train 4x e1: queued", "train 2x e3: queued", "attack_move: no valid unit ids of yours"], "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": 500, "experience": 0, "order_count": 8}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1945 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.3%.\nPRODUCTION: Building: proc 46%; 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@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #136 powr@(93,14) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #137@(93,9)* #138@(95,9)* #140@(93,8)* #141@(94,9)*\n  harv (Ore Truck (harvester)) x1: #132@(101,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Building proc#2, weap, powr in queue. Next: place buildings when ready, train e3/tanks, mass 8+ army before attacking west.", "raw": "{\"thoughts\":\"Keep economy expanding and infantry training. Continue production while proc, weap, powr build. Need to place buildings when ready.\",\"notes\":\"Base at (95,11). Enemy at (12,16). proc/weap/powr building. Place them when ready. Mass 8+ army before attacking west, mix e3 with tanks.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2031, "completion_tokens": 138, "total_tokens": 2169, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005442, "upstream_inference_prompt_cost": 0.004062, "upstream_inference_completions_cost": 0.00138}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.38, "thoughts": "Keep economy expanding and infantry training. Continue production while proc, weap, powr build. Need to place buildings when ready.", "notes": "Base at (95,11). Enemy at (12,16). proc/weap/powr building. Place them when ready. Mass 8+ army before attacking west, mix e3 with tanks.", "commands": [{"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 400, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2801, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2322 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: weap 32%; Infantry: e3 75%; Infantry: e3 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(11,14)*\n  harv (Ore Truck (harvester)) x1: #135@(19,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e1: queued\n  - train 2x e3: queued\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). War Factory construction in progress. One harvester; scout east with infantry and expand ore income when affordable.", "raw": "{\"thoughts\":\"War Factory construction is underway and power is sufficient. Queue another Refinery for income, send the available infantry east to scout, and keep the harvester mining; the existing infantry queue can continue meanwhile.\",\"notes\":\"Home (12,16); enemy likely near (95,11). War Factory building; queue second Refinery next. Scout east with infantry. One harvester; power 100/50.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"attack_move\",\"units\":[142],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1363, "completion_tokens": 366, "total_tokens": 1729, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1361, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003886575, "upstream_inference_prompt_cost": 0.0001873575, "upstream_inference_completions_cost": 0.0002013}, "completion_tokens_details": {"reasoning_tokens": 237, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.67, "thoughts": "War Factory construction is underway and power is sufficient. Queue another Refinery for income, send the available infantry east to scout, and keep the harvester mining; the existing infantry queue can continue meanwhile.", "notes": "Home (12,16); enemy likely near (95,11). War Factory building; queue second Refinery next. Scout east with infantry. One harvester; power 100/50.", "commands": [{"do": "build", "item": "proc"}, {"do": "attack_move", "units": [142], "x": 95, "y": 11}, {"do": "harvest", "unit": 135}], "feedback": ["build proc: started", "attack_move: 1 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": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 14}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1458 + stored ore $453 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $1700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.3%.\nPRODUCTION: Building: proc 70%; Building: weap 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #136 powr@(93,14) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #137@(93,9)* #138@(96,9)* #140@(93,8)* #141@(93,9)* #143@(95,9)* #144@(94,9)*\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). proc/weap/powr building. Place them when ready. Mass 8+ army before attacking west, mix e3 with tanks.", "raw": "{\"thoughts\":\"Continue economy buildup, queue power and war factory, keep training infantry.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Build powr, weap, second proc. Mass 8+ army with e3/tanks before attacking west.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2042, "completion_tokens": 114, "total_tokens": 2156, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005224, "upstream_inference_prompt_cost": 0.004084, "upstream_inference_completions_cost": 0.00114}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Continue economy buildup, queue power and war factory, keep training infantry.", "notes": "Base at (95,11). Enemy at (12,16). Build powr, weap, second proc. Mass 8+ army with e3/tanks before attacking west.", "commands": [{"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6200, "army_value": 600, "income": 1000, "experience": 0, "order_count": 17}}
{"tick": 3001, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1658 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: weap 49%; Building: proc 0%; Infantry: e3 85%; 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(21,17)\n  e3 (Rocket Soldier) x1: #145@(12,14)*\n  harv (Ore Truck (harvester)) x1: #135@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). War Factory building; queue second Refinery next. Scout east with infantry. One harvester; power 100/50.", "raw": "{\"thoughts\":\"The War Factory and second Refinery are already in the Building queue; keep the infantry queue producing while the factory finishes. Scout east toward the likely enemy start, and send the rocket soldier with the rifleman for protection.\",\"notes\":\"Enemy likely near (95,11); scout group heading east. War Factory then second Refinery are queued; one harvester, power 100/50.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"attack_move\",\"units\":[142,145],\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1365, "completion_tokens": 358, "total_tokens": 1723, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1363, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003845325, "upstream_inference_prompt_cost": 0.0001876325, "upstream_inference_completions_cost": 0.0001969}, "completion_tokens_details": {"reasoning_tokens": 234, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "The War Factory and second Refinery are already in the Building queue; keep the infantry queue producing while the factory finishes. Scout east toward the likely enemy start, and send the rocket soldier with the rifleman for protection.", "notes": "Enemy likely near (95,11); scout group heading east. War Factory then second Refinery are queued; one harvester, power 100/50.", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "attack_move", "units": [142, 145], "x": 95, "y": 11}], "feedback": ["train 3x e3: queued", "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": 15}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1378 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6400, army $1900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.3%.\nPRODUCTION: Building: proc 94%; 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@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #136 powr@(93,14) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(93,9)* #138@(96,9)* #140@(93,8)* #141@(93,9)* #143@(95,9)* #144@(93,8)* #146@(95,9)* #147@(94,9)*\n  harv (Ore Truck (harvester)) x1: #132@(104,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Build powr, weap, second proc. Mass 8+ army with e3/tanks before attacking west.", "raw": "{\"thoughts\":\"Continue economy buildup: proc almost done, weap in progress, need power too. Queue more units and get engineer/rocket soldiers ready for later push.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Build powr, weap done soon, then more proc & army. Mass 8+ e1/e3 before attacking west.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2052, "completion_tokens": 143, "total_tokens": 2195, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005534, "upstream_inference_prompt_cost": 0.004104, "upstream_inference_completions_cost": 0.00143}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.25, "thoughts": "Continue economy buildup: proc almost done, weap in progress, need power too. Queue more units and get engineer/rocket soldiers ready for later push.", "notes": "Base at (95,11). Enemy at (12,16). Build powr, weap done soon, then more proc & army. Mass 8+ e1/e3 before attacking west.", "commands": [{"do": "train", "item": "e3", "count": 3}], "feedback": ["train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6400, "army_value": 800, "income": 1000, "experience": 0, "order_count": 19}}
{"tick": 3201, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1076 + stored ore $417 (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 6.3%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Infantry: e3 96%; Infantry: e3 0%; Infantry: e3 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(29,22)\n  e3 (Rocket Soldier) x2: #145@(21,17) #148@(12,14)*\n  harv (Ore Truck (harvester)) x1: #135@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); scout group heading east. War Factory then second Refinery are queued; one harvester, power 100/50.", "raw": "{\"thoughts\":\"The War Factory is nearly complete and the second Refinery is queued; power is sufficient, so preserve cash for expansion and vehicle production. Keep scouting toward the likely enemy start and bring the idle rocket soldier along.\",\"notes\":\"Enemy likely near (95,11); scout east. War Factory nearing completion, then second Refinery. One harvester; power 100/50.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1383, "completion_tokens": 342, "total_tokens": 1725, "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": 0.0003782075, "upstream_inference_prompt_cost": 0.0001901075, "upstream_inference_completions_cost": 0.0001881}, "completion_tokens_details": {"reasoning_tokens": 234, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.56, "thoughts": "The War Factory is nearly complete and the second Refinery is queued; power is sufficient, so preserve cash for expansion and vehicle production. Keep scouting toward the likely enemy start and bring the idle rocket soldier along.", "notes": "Enemy likely near (95,11); scout east. War Factory nearing completion, then second Refinery. One harvester; power 100/50.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 3 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": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 18}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $980 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6700, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.4%.\nPRODUCTION: Building: proc READY TO PLACE; Building: weap 0%; Building: powr 0%; Infantry: e3 7%; 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@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #136 powr@(93,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(93,9)* #138@(96,9)* #140@(93,8)* #141@(93,9)* #143@(95,9)* #144@(93,8)* #146@(95,9)* #147@(93,9)\n  e3 (Rocket Soldier) x1: #149@(94,9)*\n  harv (Ore Truck (harvester)) x1: #132@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Build powr, weap done soon, then more proc & army. Mass 8+ e1/e3 before attacking west.", "raw": "{\"thoughts\":\"Place proc, continue building economy and army. Keep producing infantry and buildings.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Place proc, keep building powr/weap, train more e3/e1. Mass army before attacking west.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2108, "completion_tokens": 129, "total_tokens": 2237, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005506, "upstream_inference_prompt_cost": 0.004216, "upstream_inference_completions_cost": 0.00129}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.31, "thoughts": "Place proc, continue building economy and army. Keep producing infantry and buildings.", "notes": "Base at (95,11). Enemy at (12,16). Place proc, keep building powr/weap, train more e3/e1. Mass army before attacking west.", "commands": [{"do": "place", "item": "proc"}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6700, "army_value": 1100, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3401, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $829 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.8%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Infantry: e3 6%; 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(39,24)\n  e3 (Rocket Soldier) x4: #145@(30,23) #148@(21,17) #152@(11,14) #154@(12,14)*\n  harv (Ore Truck (harvester)) x1: #135@(16,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); scout east. War Factory nearing completion, then second Refinery. One harvester; power 100/50.", "raw": "{\"thoughts\":\"The War Factory is nearly ready and a second Refinery is queued, so I\u2019ll keep the economy and vehicle production moving. Send the scattered infantry east to scout toward the likely enemy start while they gather.\",\"notes\":\"Enemy likely near (95,11); scout east. One harvester; second Refinery queued after War Factory. Build Medium Tanks as soon as the War Factory is available.\",\"commands\":[{\"do\":\"train\",\"item\":\"2tnk\",\"count\":3},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":90,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1370, "completion_tokens": 322, "total_tokens": 1692, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1368, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00036542, "upstream_inference_prompt_cost": 0.00018832, "upstream_inference_completions_cost": 0.0001771}, "completion_tokens_details": {"reasoning_tokens": 197, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.39, "thoughts": "The War Factory is nearly ready and a second Refinery is queued, so I\u2019ll keep the economy and vehicle production moving. Send the scattered infantry east to scout toward the likely enemy start while they gather.", "notes": "Enemy likely near (95,11); scout east. One harvester; second Refinery queued after War Factory. Build Medium Tanks as soon as the War Factory is available.", "commands": [{"do": "train", "item": "2tnk", "count": 3}, {"do": "attack_move", "units": "all_army", "x": 90, "y": 11}], "feedback": ["train 2tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)", "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": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 18}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $371 + stored ore $328 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9500, army $3600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.9%.\nPRODUCTION: Building: weap 16%; Building: powr 0%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #136 powr@(93,14) 100%, #150 proc@(95,15) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(93,9)* #138@(96,9)* #140@(93,8)* #141@(93,9)* #143@(95,9)* #144@(93,8)* #146@(95,9)* #147@(93,9)*\n  e3 (Rocket Soldier) x2: #149@(93,9)* #153@(94,9)*\n  harv (Ore Truck (harvester)) x2: #132@(98,12) #151@(102,23)\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 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Place proc, keep building powr/weap, train more e3/e1. Mass army before attacking west.", "raw": "{\"thoughts\":\"Economy is running, war factory and power plant building. Keep training e3 and add more infantry. Once weap is ready, start tanks.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Building weap+powr, training e3s. Plan: mass e3/tanks then attack_move west toward enemy once army is 8+.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2172, "completion_tokens": 142, "total_tokens": 2314, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005764, "upstream_inference_prompt_cost": 0.004344, "upstream_inference_completions_cost": 0.00142}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.77, "thoughts": "Economy is running, war factory and power plant building. Keep training e3 and add more infantry. Once weap is ready, start tanks.", "notes": "Base at (95,11). Enemy at (12,16). Building weap+powr, training e3s. Plan: mass e3/tanks then attack_move west toward enemy once army is 8+.", "commands": [{"do": "train", "item": "e3", "count": 3}], "feedback": ["train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 1400, "income": 1350, "experience": 0, "order_count": 26}}
{"tick": 3601, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $164 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.6%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Infantry: e1 50%; 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(49,26)\n  e3 (Rocket Soldier) x5: #145@(40,24) #148@(30,23) #152@(21,17) #154@(21,17) #156@(11,14)*\n  harv (Ore Truck (harvester)) x1: #135@(16,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); scout east. One harvester; second Refinery queued after War Factory. Build Medium Tanks as soon as the War Factory is available.", "raw": "{\"thoughts\":\"The War Factory is nearly ready, but cash is too low to start vehicle production. Place it as soon as it completes, keep the queued Refinery progressing, and send the scattered infantry east to scout toward the likely enemy start.\",\"notes\":\"Enemy likely near (95,11); infantry scouting east. Place War Factory when ready, then produce Medium Tanks as cash allows. One harvester.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1392, "completion_tokens": 339, "total_tokens": 1731, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1390, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000377795, "upstream_inference_prompt_cost": 0.000191345, "upstream_inference_completions_cost": 0.00018645}, "completion_tokens_details": {"reasoning_tokens": 210, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "The War Factory is nearly ready, but cash is too low to start vehicle production. Place it as soon as it completes, keep the queued Refinery progressing, and send the scattered infantry east to scout toward the likely enemy start.", "notes": "Enemy likely near (95,11); infantry scouting east. Place War Factory when ready, then produce Medium Tanks as cash allows. One harvester.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 135}], "feedback": ["place weap: nothing READY TO PLACE with that type", "attack_move: 6 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": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 18}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $159 + stored ore $0 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9800, army $3900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.2%.\nPRODUCTION: Building: weap 32%; Building: powr 0%; Infantry: e3 28%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #136 powr@(93,14) 100%, #150 proc@(95,15) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(93,9)* #138@(96,9)* #140@(93,8)* #141@(93,9)* #143@(96,8)* #144@(93,8)* #146@(94,9)* #147@(93,9)*\n  e3 (Rocket Soldier) x3: #149@(93,9)* #153@(94,9)* #155@(95,9)*\n  harv (Ore Truck (harvester)) x2: #132@(106,21) #151@(98,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Building weap+powr, training e3s. Plan: mass e3/tanks then attack_move west toward enemy once army is 8+.", "raw": "{\"thoughts\":\"Continue building economy and army. Queue more infantry production and keep expanding.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Building weap+powr, training e3s. Plan: mass army 8+ then attack_move west.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2186, "completion_tokens": 112, "total_tokens": 2298, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005492, "upstream_inference_prompt_cost": 0.004372, "upstream_inference_completions_cost": 0.00112}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.04, "thoughts": "Continue building economy and army. Queue more infantry production and keep expanding.", "notes": "Base at (95,11). Enemy at (12,16). Building weap+powr, training e3s. Plan: mass army 8+ then attack_move west.", "commands": [{"do": "train", "item": "e3", "count": 3}], "feedback": ["train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 1700, "income": 1500, "experience": 0, "order_count": 29}}
{"tick": 3801, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $7100, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.1%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e1 1%\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #142@(59,28) #157@(11,14)* #158@(12,14)*\n  e3 (Rocket Soldier) x5: #145@(50,26) #148@(41,24) #152@(29,22) #154@(30,23) #156@(21,17)\n  harv (Ore Truck (harvester)) x1: #135@(15,17)\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: 6 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); infantry scouting east. Place War Factory when ready, then produce Medium Tanks as cash allows. One harvester.", "raw": "{\"thoughts\":\"Place the ready War Factory and send the scattered combat force toward the likely enemy start. Keep the existing infantry queue running and let the harvester gather resources.\",\"notes\":\"Enemy likely near (95,11); army advancing east. War Factory ready to place; one harvester.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1384, "completion_tokens": 281, "total_tokens": 1665, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1382, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000344795, "upstream_inference_prompt_cost": 0.000190245, "upstream_inference_completions_cost": 0.00015455}, "completion_tokens_details": {"reasoning_tokens": 184, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.83, "thoughts": "Place the ready War Factory and send the scattered combat force toward the likely enemy start. Keep the existing infantry queue running and let the harvester gather resources.", "notes": "Enemy likely near (95,11); army advancing east. War Factory ready to place; one harvester.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 8 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": 7100, "army_value": 1800, "income": 1000, "experience": 0, "order_count": 18}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $276 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9800, army $3900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: weap 42%; Building: powr 0%; Infantry: e3 91%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #136 powr@(93,14) 100%, #150 proc@(95,15) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(93,9)* #138@(96,9)* #140@(93,8)* #141@(93,9)* #143@(96,8)* #144@(93,8)* #146@(94,9)* #147@(93,9)*\n  e3 (Rocket Soldier) x3: #149@(93,9)* #153@(94,9)* #155@(95,9)*\n  harv (Ore Truck (harvester)) x2: #132@(107,22) #151@(96,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Building weap+powr, training e3s. Plan: mass army 8+ then attack_move west.", "raw": "{\"thoughts\":\"Economy solid, war factory and power building. Keep training infantry and queue more once done. Idle infantry can hold position for now.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Building weap+powr, training e3s. Plan: mass army 8+ then attack_move west once weap/tanks ready.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2207, "completion_tokens": 161, "total_tokens": 2368, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006024, "upstream_inference_prompt_cost": 0.004414, "upstream_inference_completions_cost": 0.00161}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.61, "thoughts": "Economy solid, war factory and power building. Keep training infantry and queue more once done. Idle infantry can hold position for now.", "notes": "Base at (95,11). Enemy at (12,16). Building weap+powr, training e3s. Plan: mass army 8+ then attack_move west once weap/tanks ready.", "commands": [{"do": "train", "item": "e3", "count": 3}], "feedback": ["train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 1700, "income": 2000, "experience": 0, "order_count": 32}}
{"tick": 4001, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $111 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.4%.\nPRODUCTION: Building: proc 20%\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #142@(67,22) #157@(21,17) #158@(21,17) #161@(12,14)*\n  e3 (Rocket Soldier) x5: #145@(60,28) #148@(50,26) #152@(39,24) #154@(40,24) #156@(29,22)\n  harv (Ore Truck (harvester)) x1: #135@(17,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); army advancing east. War Factory ready to place; one harvester.", "raw": "{\"thoughts\":\"The refinery is still building and cash is depleted, so let it finish generating income. My advancing infantry and rocket soldiers are spread out; send them together toward the likely enemy start and set the War Factory rally point eastward.\",\"notes\":\"Enemy likely near (95,11). Proc is 20% complete; one harvester. Army advancing east; regroup toward enemy base.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":159,\"x\":30,\"y\":18}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1428, "completion_tokens": 320, "total_tokens": 1748, "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": 0.000372295, "upstream_inference_prompt_cost": 0.000196295, "upstream_inference_completions_cost": 0.000176}, "completion_tokens_details": {"reasoning_tokens": 195, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "The refinery is still building and cash is depleted, so let it finish generating income. My advancing infantry and rocket soldiers are spread out; send them together toward the likely enemy start and set the War Factory rally point eastward.", "notes": "Enemy likely near (95,11). Proc is 20% complete; one harvester. Army advancing east; regroup toward enemy base.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 159, "x": 30, "y": 18}], "feedback": ["attack_move: 9 units", "rally #159: 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": 9200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 19}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10100, army $4200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: weap 49%; Building: powr 0%; Infantry: e3 37%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #136 powr@(93,14) 100%, #150 proc@(95,15) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(93,9)* #138@(96,9)* #140@(93,8)* #141@(93,9)* #143@(96,8)* #144@(93,8)* #146@(94,9)* #147@(93,9)*\n  e3 (Rocket Soldier) x4: #149@(93,9)* #153@(94,9)* #155@(96,9)* #160@(95,9)*\n  harv (Ore Truck (harvester)) x2: #132@(99,13) #151@(102,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Building weap+powr, training e3s. Plan: mass army 8+ then attack_move west once weap/tanks ready.", "raw": "{\"thoughts\":\"Economy running, production queued. Continue building army while structures finish. Group idle infantry defensively for now.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Building weap+powr, training e3s. Plan: mass army 8+ then attack_move west once weap/tanks ready.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2247, "completion_tokens": 137, "total_tokens": 2384, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005864, "upstream_inference_prompt_cost": 0.004494, "upstream_inference_completions_cost": 0.00137}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.17, "thoughts": "Economy running, production queued. Continue building army while structures finish. Group idle infantry defensively for now.", "notes": "Base at (95,11). Enemy at (12,16). Building weap+powr, training e3s. Plan: mass army 8+ then attack_move west once weap/tanks ready.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 2000, "income": 2000, "experience": 0, "order_count": 35}}
{"tick": 4201, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.7%.\nPRODUCTION: Building: proc 28%\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #142@(75,14) #157@(29,22) #158@(30,23) #161@(21,17)\n  e3 (Rocket Soldier) x5: #145@(68,21) #148@(60,28) #152@(49,26) #154@(50,26) #156@(39,24)\n  harv (Ore Truck (harvester)) x1: #135@(18,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Proc is 20% complete; one harvester. Army advancing east; regroup toward enemy base.", "raw": "{\"thoughts\":\"The second refinery is underway, but cash is exhausted, so keep the harvester mining and avoid starting unaffordable production. The infantry are scattered along the eastern approach; regroup them with an attack-move toward the likely enemy base.\",\"notes\":\"Enemy likely near (95,11); push army east. Second refinery building in progress; one harvester.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":90,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1422, "completion_tokens": 222, "total_tokens": 1644, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1420, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00031757, "upstream_inference_prompt_cost": 0.00019547, "upstream_inference_completions_cost": 0.0001221}, "completion_tokens_details": {"reasoning_tokens": 109, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.92, "thoughts": "The second refinery is underway, but cash is exhausted, so keep the harvester mining and avoid starting unaffordable production. The infantry are scattered along the eastern approach; regroup them with an attack-move toward the likely enemy base.", "notes": "Enemy likely near (95,11); push army east. Second refinery building in progress; one harvester.", "commands": [{"do": "harvest", "unit": 135}, {"do": "attack_move", "units": "all_army", "x": 90, "y": 11}], "feedback": ["attack_move: 9 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": 9200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 19}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $11 (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 61%; Building: powr 0%; Infantry: e3 18%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #136 powr@(93,14) 100%, #150 proc@(95,15) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(93,9)* #138@(96,9)* #140@(93,8)* #141@(93,9)* #143@(96,8)* #144@(93,8)* #146@(94,9)* #147@(93,9)*\n  e3 (Rocket Soldier) x5: #149@(93,9)* #153@(94,9)* #155@(96,9)* #160@(96,9)* #162@(95,9)*\n  harv (Ore Truck (harvester)) x2: #132@(103,17) #151@(98,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Building weap+powr, training e3s. Plan: mass army 8+ then attack_move west once weap/tanks ready.", "raw": "{\"thoughts\":\"Continue building economy and army. Keep training e3s, build power plant, war factory in progress. Group idle infantry for defense/future push.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Weap+powr building, training e3s. Wait for tanks before attacking west. Have 13 infantry idle grouped near base.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2243, "completion_tokens": 178, "total_tokens": 2421, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006266, "upstream_inference_prompt_cost": 0.004486, "upstream_inference_completions_cost": 0.00178}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.93, "thoughts": "Continue building economy and army. Keep training e3s, build power plant, war factory in progress. Group idle infantry for defense/future push.", "notes": "Base at (95,11). Enemy at (12,16). Weap+powr building, training e3s. Wait for tanks before attacking west. Have 13 infantry idle grouped near base.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 13 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 2300, "income": 2500, "experience": 0, "order_count": 35}}
{"tick": 4401, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.2%.\nPRODUCTION: Building: proc 28%\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #142@(85,14) #157@(39,24) #158@(41,24) #161@(30,23)\n  e3 (Rocket Soldier) x5: #145@(75,14) #148@(68,21) #152@(59,28) #154@(60,28) #156@(49,26)\n  harv (Ore Truck (harvester)) x1: #135@(16,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); push army east. Second refinery building in progress; one harvester.", "raw": "{\"thoughts\":\"Cash and stored ore are depleted, so I can\u2019t start production yet. Keep the combat force pressing toward the likely enemy start while the refinery completes and the harvester resumes income.\",\"notes\":\"Enemy likely near (95,11); continue advancing east. Second refinery in progress; one harvester; cash depleted.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1408, "completion_tokens": 212, "total_tokens": 1620, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1406, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000310145, "upstream_inference_prompt_cost": 0.000193545, "upstream_inference_completions_cost": 0.0001166}, "completion_tokens_details": {"reasoning_tokens": 117, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.5, "thoughts": "Cash and stored ore are depleted, so I can\u2019t start production yet. Keep the combat force pressing toward the likely enemy start while the refinery completes and the harvester resumes income.", "notes": "Enemy likely near (95,11); continue advancing east. Second refinery in progress; one harvester; cash depleted.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 9 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": 9200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 19}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $302 (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 6.6%.\nPRODUCTION: Building: weap 66%; Building: powr 0%; Infantry: e3 53%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #136 powr@(93,14) 100%, #150 proc@(95,15) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(93,9)* #138@(96,9)* #140@(93,8)* #141@(93,9)* #143@(96,8)* #144@(93,8)* #146@(94,9)* #147@(93,9)*\n  e3 (Rocket Soldier) x5: #149@(93,9)* #153@(94,9)* #155@(96,9)* #160@(96,9)* #162@(95,9)*\n  harv (Ore Truck (harvester)) x2: #132@(105,23) #151@(95,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 13 units\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Weap+powr building, training e3s. Wait for tanks before attacking west. Have 13 infantry idle grouped near base.", "raw": "{\"thoughts\":\"Continue building economy and army. Keep training e3s and building war factory/power. Once weap done, start tank production.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Building weap+powr, training e3s. Wait for tanks before attacking west. 13 infantry idle near base - hold for now.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2245, "completion_tokens": 141, "total_tokens": 2386, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0059, "upstream_inference_prompt_cost": 0.00449, "upstream_inference_completions_cost": 0.00141}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.09, "thoughts": "Continue building economy and army. Keep training e3s and building war factory/power. Once weap done, start tank production.", "notes": "Base at (95,11). Enemy at (12,16). Building weap+powr, training e3s. Wait for tanks before attacking west. 13 infantry idle near base - hold for now.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 13 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 2300, "income": 3000, "experience": 0, "order_count": 35}}
{"tick": 4601, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $240 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 16.1%.\nPRODUCTION: Building: proc 47%\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #142@(88,13) #157@(49,26) #158@(50,26) #161@(40,24)\n  e3 (Rocket Soldier) x5: #145@(85,12) #148@(75,14) #152@(67,22) #154@(67,21) #156@(59,28)\n  harv (Ore Truck (harvester)) x1: #135@(17,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); continue advancing east. Second refinery in progress; one harvester; cash depleted.", "raw": "{\"thoughts\":\"The second refinery is still building, and cash is too low to start more production. Send the scattered infantry and rockets east together to scout and pressure the likely enemy start.\",\"notes\":\"Enemy likely near (95,11); attack group advancing east. Second refinery in progress; one harvester; cash depleted.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1410, "completion_tokens": 205, "total_tokens": 1615, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1408, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00030657, "upstream_inference_prompt_cost": 0.00019382, "upstream_inference_completions_cost": 0.00011275}, "completion_tokens_details": {"reasoning_tokens": 111, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.34, "thoughts": "The second refinery is still building, and cash is too low to start more production. Send the scattered infantry and rockets east together to scout and pressure the likely enemy start.", "notes": "Enemy likely near (95,11); attack group advancing east. Second refinery in progress; one harvester; cash depleted.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 9 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": 9200, "army_value": 1900, "income": 2000, "experience": 0, "order_count": 19}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 194 made / 80 used, harvesters 2.\nSCORE: assets $10700, army $4800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.6%.\nPRODUCTION: Building: weap 74%; Building: powr 0%; 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%\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@(95,11) 100%, #123 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #136 powr@(93,14) 94%, #150 proc@(95,15) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(93,9)* #138@(96,9)* #140@(93,8)* #141@(93,9)* #143@(96,8)* #144@(93,8)* #146@(93,8)* #147@(93,9)*\n  e3 (Rocket Soldier) x6: #149@(93,9)* #153@(93,8)* #155@(96,9)* #160@(96,9)* #162@(95,9)* #163@(94,9)*\n  harv (Ore Truck (harvester)) x2: #132@(98,17) #151@(101,25)\nVISIBLE ENEMY UNITS (1):\n  #142 e1@(88,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 13 units\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Building weap+powr, training e3s. Wait for tanks before attacking west. 13 infantry idle near base - hold for now.", "raw": "{\"thoughts\":\"War factory almost done, keep training e3s and hold infantry defensively near base until we have tanks.\",\"notes\":\"Base at (95,11). Enemy at (12,16). Weap factory almost done; once ready build tanks (3tnk needs fix depot). Hold infantry near base, defend against scout e1 at (88,13). Plan: build fix depot after weap, then push west with tank+e3 mix.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2256, "completion_tokens": 195, "total_tokens": 2451, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006462, "upstream_inference_prompt_cost": 0.004512, "upstream_inference_completions_cost": 0.00195}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.04, "thoughts": "War factory almost done, keep training e3s and hold infantry defensively near base until we have tanks.", "notes": "Base at (95,11). Enemy at (12,16). Weap factory almost done; once ready build tanks (3tnk needs fix depot). Hold infantry near base, defend against scout e1 at (88,13). Plan: build fix depot after weap, then push west with tank+e3 mix.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 14 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 2600, "income": 3000, "experience": 0, "order_count": 35}}
{"tick": 4801, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 16.3%.\nPRODUCTION: Building: proc 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, 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #142@(88,13) #157@(59,28) #158@(60,28) #161@(50,26)\n  e3 (Rocket Soldier) x5: #145@(88,12) #148@(85,12) #152@(75,14) #154@(75,13) #156@(67,22)\n  harv (Ore Truck (harvester)) x1: #135@(20,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); attack group advancing east. Second refinery in progress; one harvester; cash depleted.", "raw": "{\"thoughts\":\"The second refinery is nearly complete, but cash is depleted and the lone harvester is away from the base. Keep the advancing infantry pressing toward the likely enemy start and send the harvester back to mine.\",\"notes\":\"Enemy likely near (95,11); infantry/rockets advancing east. Second refinery building; resume tank production when cash allows.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1411, "completion_tokens": 231, "total_tokens": 1642, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1409, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003210075, "upstream_inference_prompt_cost": 0.0001939575, "upstream_inference_completions_cost": 0.00012705}, "completion_tokens_details": {"reasoning_tokens": 120, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "The second refinery is nearly complete, but cash is depleted and the lone harvester is away from the base. Keep the advancing infantry pressing toward the likely enemy start and send the harvester back to mine.", "notes": "Enemy likely near (95,11); infantry/rockets advancing east. Second refinery building; resume tank production when cash allows.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 135}], "feedback": ["attack_move: 9 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": 9200, "army_value": 1900, "income": 2000, "experience": 0, "order_count": 19}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $50 (storage 4000), power 159 made / 80 used, harvesters 2.\nSCORE: assets $10700, army $4800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.6%.\nPRODUCTION: Building: weap 85%; Building: powr 0%; Infantry: e3 78%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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@(95,11) 100%, #123 powr@(93,11) 72%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #136 powr@(93,14) 87%, #150 proc@(95,15) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(93,9)* #138@(96,9)* #140@(93,8)* #141@(93,9)* #143@(96,8)* #144@(93,8)* #146@(93,8)* #147@(93,9)*\n  e3 (Rocket Soldier) x6: #149@(93,9)* #153@(93,8)* #155@(96,9)* #160@(96,9)* #162@(95,9)* #163@(94,9)*\n  harv (Ore Truck (harvester)) x2: #132@(100,18) #151@(99,20)\nVISIBLE ENEMY UNITS (1):\n  #142 e1@(88,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 14 units\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). Weap factory almost done; once ready build tanks (3tnk needs fix depot). Hold infantry near base, defend against scout e1 at (88,13). Plan: build fix depot after weap, then push west with tank+e3 mix.", "raw": "{\"thoughts\":\"Weapon factory near completion. Build fix depot next, then start tank production. Continue infantry queue and defend against scout.\",\"notes\":\"Base at (95,11). Enemy at (12,16). After weap completes, build fix depot then 3tnk. Keep training e3/e1 mix. Push west once army is 8+.\",\"commands\":[{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2291, "completion_tokens": 151, "total_tokens": 2442, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006092, "upstream_inference_prompt_cost": 0.004582, "upstream_inference_completions_cost": 0.00151}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.71, "thoughts": "Weapon factory near completion. Build fix depot next, then start tank production. Continue infantry queue and defend against scout.", "notes": "Base at (95,11). Enemy at (12,16). After weap completes, build fix depot then 3tnk. Keep training e3/e1 mix. Push west once army is 8+.", "commands": [{"do": "build", "item": "fix"}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 2600, "income": 3500, "experience": 0, "order_count": 35}}
{"tick": 5001, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2700, killed $0 (0 units, 0 bldgs), lost $300 (1 units, 0 bldgs). Map explored 16.4%.\nPRODUCTION: Building: proc 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, 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #142@(88,13) #157@(67,21) #158@(68,21) #161@(60,28)\n  e3 (Rocket Soldier) x4: #145@(88,12) #152@(85,14) #154@(85,12) #156@(75,14)\n  harv (Ore Truck (harvester)) x1: #135@(16,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); infantry/rockets advancing east. Second refinery building; resume tank production when cash allows.", "raw": "{\"thoughts\":\"The second refinery is already in progress, but cash is empty, so keep the existing force advancing while the harvester restores income. Once the refinery is placed, prioritize more power and keep the War Factory producing tanks as funds allow.\",\"notes\":\"Enemy likely near (95,11); infantry/rockets are advancing east. Finish and place proc #2, then resume tank production when cash allows.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1405, "completion_tokens": 213, "total_tokens": 1618, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1403, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003102825, "upstream_inference_prompt_cost": 0.0001931325, "upstream_inference_completions_cost": 0.00011715}, "completion_tokens_details": {"reasoning_tokens": 101, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.09, "thoughts": "The second refinery is already in progress, but cash is empty, so keep the existing force advancing while the harvester restores income. Once the refinery is placed, prioritize more power and keep the War Factory producing tanks as funds allow.", "notes": "Enemy likely near (95,11); infantry/rockets are advancing east. Finish and place proc #2, then resume tank production when cash allows.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 300, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1600, "income": 2000, "experience": 0, "order_count": 19}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $211 (storage 4000), power 95 made / 80 used, harvesters 2.\nSCORE: assets $11000, army $5100, killed $300 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.6%.\nPRODUCTION: Building: weap 94%; Building: powr 0%; Infantry: e3 35%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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@(95,11) 100%, #123 powr@(93,11) 16%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #136 powr@(93,14) 79%, #150 proc@(95,15) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(93,9)* #138@(96,9)* #140@(93,8)* #141@(93,9)* #143@(96,8)* #144@(93,8)* #146@(93,8)* #147@(93,9)*\n  e3 (Rocket Soldier) x7: #149@(93,9)* #153@(93,8)* #155@(96,9)* #160@(96,9)* #162@(96,9)* #163@(94,9)* #166@(95,9)*\n  harv (Ore Truck (harvester)) x2: #132@(104,23) #151@(97,18)\nVISIBLE ENEMY UNITS (1):\n  #142 e1@(88,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). After weap completes, build fix depot then 3tnk. Keep training e3/e1 mix. Push west once army is 8+.", "raw": "{\"thoughts\":\"War factory nearly done. Continue training e3s, queue fix depot once weap completes, and mass idle infantry defensively near base while waiting for a bigger army before pushing.\",\"notes\":\"Base at (95,11). Enemy at (12,16). After weap completes, build fix depot then 3tnk. Keep training e3/e1 mix. Push west once army is 8+.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2310, "completion_tokens": 222, "total_tokens": 2532, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00684, "upstream_inference_prompt_cost": 0.00462, "upstream_inference_completions_cost": 0.00222}, "completion_tokens_details": {"reasoning_tokens": 44, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.14, "thoughts": "War factory nearly done. Continue training e3s, queue fix depot once weap completes, and mass idle infantry defensively near base while waiting for a bigger army before pushing.", "notes": "Base at (95,11). Enemy at (12,16). After weap completes, build fix depot then 3tnk. Keep training e3/e1 mix. Push west once army is 8+.", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 3x e3: queued", "stance: 15 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11000, "army_value": 2900, "income": 4000, "experience": 3, "order_count": 37}}
{"tick": 5201, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $231 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8600, army $2400, killed $300 (0 units, 1 bldgs), lost $600 (2 units, 0 bldgs). Map explored 16.4%.\nPRODUCTION: Building: proc 83%\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #142@(88,13) #157@(75,14) #158@(75,14) #161@(68,21)\n  e3 (Rocket Soldier) x3: #145@(88,12) #152@(88,13) #156@(85,14)\n  harv (Ore Truck (harvester)) x1: #135@(18,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); infantry/rockets are advancing east. Finish and place proc #2, then resume tank production when cash allows.", "raw": "{\"thoughts\":\"The second refinery is nearly ready, but cash is depleted, so I\u2019ll place it to improve income and keep the infantry pressure moving toward the suspected enemy base. Power has only 20 spare, so I\u2019ll add capacity once funds allow.\",\"notes\":\"Enemy likely near (95,11); infantry and rockets advancing east. Proc #2 is at 83%\u2014place when ready. Cash is depleted; build power as income returns, then resume vehicle production.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1403, "completion_tokens": 226, "total_tokens": 1629, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1401, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003171575, "upstream_inference_prompt_cost": 0.0001928575, "upstream_inference_completions_cost": 0.0001243}, "completion_tokens_details": {"reasoning_tokens": 93, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.61, "thoughts": "The second refinery is nearly ready, but cash is depleted, so I\u2019ll place it to improve income and keep the infantry pressure moving toward the suspected enemy base. Power has only 20 spare, so I\u2019ll add capacity once funds allow.", "notes": "Enemy likely near (95,11); infantry and rockets advancing east. Proc #2 is at 83%\u2014place when ready. Cash is depleted; build power as income returns, then resume vehicle production.", "commands": [{"do": "place", "item": "proc"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["place proc: nothing READY TO PLACE with that type", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 600, "units_killed": 0, "units_lost": 2, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 8600, "army_value": 1300, "income": 2500, "experience": 3, "order_count": 19}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 16 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10700, army $5100, killed $600 (2 units, 0 bldgs), lost $300 (0 units, 1 bldgs). Map explored 6.6%.\nPRODUCTION: Building: weap 99%; Building: powr 0%; Infantry: e3 70%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #136 powr@(93,14) 16%, #150 proc@(95,15) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(93,9)* #138@(96,9)* #140@(93,8)* #141@(93,9)* #143@(96,8)* #144@(93,8)* #146@(93,8)* #147@(93,9)*\n  e3 (Rocket Soldier) x7: #149@(93,9)* #153@(93,8)* #155@(96,9)* #160@(96,9)* #162@(96,9)* #163@(94,9)* #166@(95,9)*\n  harv (Ore Truck (harvester)) x2: #132@(96,16) #151@(103,24)\nVISIBLE ENEMY UNITS (2):\n  #142 e1@(88,13) 100%, #152 e3@(88,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\n  - stance: 15 units\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy at (12,16). After weap completes, build fix depot then 3tnk. Keep training e3/e1 mix. Push west once army is 8+.", "raw": "{\"thoughts\":\"Power is low, need more power plants. War factory almost done. Keep training e3, build fix depot after weap. Group idle infantry to defend/attack nearby enemy units.\",\"notes\":\"Base at (95,11). Enemy main at (12,16). Weap finishing; build fix then 3tnk. Keep e3 production going, add powr for power deficit. Idle army defending base, engage nearby enemy scouts at (88,13).\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":88,\"y\":13}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2335, "completion_tokens": 197, "total_tokens": 2532, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00664, "upstream_inference_prompt_cost": 0.00467, "upstream_inference_completions_cost": 0.00197}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.39, "thoughts": "Power is low, need more power plants. War factory almost done. Keep training e3, build fix depot after weap. Group idle infantry to defend/attack nearby enemy units.", "notes": "Base at (95,11). Enemy main at (12,16). Weap finishing; build fix then 3tnk. Keep e3 production going, add powr for power deficit. Idle army defending base, engage nearby enemy scouts at (88,13).", "commands": [{"do": "build", "item": "powr"}, {"do": "attack_move", "units": "idle_army", "x": 88, "y": 13}], "feedback": ["build powr: started", "attack_move: 15 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 300, "units_killed": 2, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10700, "army_value": 2900, "income": 3525, "experience": 6, "order_count": 40}}
{"tick": 5401, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $600 (0 units, 2 bldgs), lost $1600 (6 units, 0 bldgs). Map explored 16.7%.\nPRODUCTION: Building: proc READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #157@(84,12) #158@(85,12)4% #161@(75,14)\n  harv (Ore Truck (harvester)) x1: #135@(22,8)\nVISIBLE ENEMY UNITS (7):\n  #137 e1@(89,12) 88%, #140 e1@(89,12) 100%, #141 e1@(89,12) 6%, #147 e1@(88,13) 95%, #149 e3@(88,12) 66%, #153 e3@(88,12) 98%, #163 e3@(89,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); infantry and rockets advancing east. Proc #2 is at 83%\u2014place when ready. Cash is depleted; build power as income returns, then resume vehicle production.", "raw": "{\"thoughts\":\"Our infantry are badly outnumbered by enemy riflemen and rocket soldiers near (88,12), so pull them back rather than feed them into the fight. Place the ready refinery to gain its free harvester and restart income.\",\"notes\":\"Enemy force clustered near (88,12); retreat surviving infantry toward base. Place second refinery when ready and rebuild vehicle production once cash returns.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"move\",\"units\":\"all_army\",\"x\":30,\"y\":16},{\"do\":\"harvest\",\"unit\":135}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1475, "completion_tokens": 286, "total_tokens": 1761, "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": 0.0003600575, "upstream_inference_prompt_cost": 0.0002027575, "upstream_inference_completions_cost": 0.0001573}, "completion_tokens_details": {"reasoning_tokens": 161, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.05, "thoughts": "Our infantry are badly outnumbered by enemy riflemen and rocket soldiers near (88,12), so pull them back rather than feed them into the fight. Place the ready refinery to gain its free harvester and restart income.", "notes": "Enemy force clustered near (88,12); retreat surviving infantry toward base. Place second refinery when ready and rebuild vehicle production once cash returns.", "commands": [{"do": "place", "item": "proc"}, {"do": "move", "units": "all_army", "x": 30, "y": 16}, {"do": "harvest", "unit": 135}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "move: 3 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 1600, "units_killed": 0, "units_lost": 6, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 6, "order_count": 19}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $400 (storage 4000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10700, army $5400, killed $1600 (6 units, 0 bldgs), lost $600 (0 units, 2 bldgs). Map explored 7.2%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Building: powr 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300\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@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(89,12)88% #138@(89,11) #140@(89,12) #141@(89,12)6% #143@(90,12) #144@(89,13) #146@(89,11) #147@(88,13)95%\n  e3 (Rocket Soldier) x8: #149@(88,12)66% #153@(88,12)98% #155@(90,11) #160@(90,11) #162@(90,11) #163@(89,12) #166@(89,11) #167@(94,8)\n  harv (Ore Truck (harvester)) x2: #132@(101,21) #151@(99,20)\nVISIBLE ENEMY UNITS (2):\n  #157 e1@(84,12) 100%, #158 e1@(85,12) 4%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - attack_move: 15 units\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy main at (12,16). Weap finishing; build fix then 3tnk. Keep e3 production going, add powr for power deficit. Idle army defending base, engage nearby enemy scouts at (88,13).", "raw": "{\"thoughts\":\"Weap ready to place, power is critical (0 made/80 used). Place weap near base, keep powr queue going, attack the weak enemy infantry nearby with idle army.\",\"notes\":\"Base at (95,11). Enemy main at (12,16). Weap placed, need fix+3tnk next. Power still low, keep building powr. Army pushing toward (85,12) enemy scouts, then scout west toward enemy base.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":85,\"y\":12}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2298, "completion_tokens": 225, "total_tokens": 2523, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006846, "upstream_inference_prompt_cost": 0.004596, "upstream_inference_completions_cost": 0.00225}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.37, "thoughts": "Weap ready to place, power is critical (0 made/80 used). Place weap near base, keep powr queue going, attack the weak enemy infantry nearby with idle army.", "notes": "Base at (95,11). Enemy main at (12,16). Weap placed, need fix+3tnk next. Power still low, keep building powr. Army pushing toward (85,12) enemy scouts, then scout west toward enemy base.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "idle_army", "x": 85, "y": 12}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 600, "units_killed": 6, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10700, "army_value": 3200, "income": 4000, "experience": 16, "order_count": 41}}
{"tick": 5601, "slot": "Multi0", "model": "openai/gpt-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 (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 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10000, army $2400, killed $600 (0 units, 2 bldgs), lost $1700 (7 units, 0 bldgs). Map explored 18.2%.\nPRODUCTION: all queues idle\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%, #168 proc@(10,19) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #157@(76,17) #161@(69,20)\n  harv (Ore Truck (harvester)) x2: #135@(15,17) #170@(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  - move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy force clustered near (88,12); retreat surviving infantry toward base. Place second refinery when ready and rebuild vehicle production once cash returns.", "raw": "{\"thoughts\":\"Cash is depleted and power is low, so prioritize getting both harvesters back to mining and retreat the exposed infantry. Once income resumes, the next priority is a power plant.\",\"notes\":\"Enemy force was last clustered near (88,12); two infantry are retreating. Build and place powr when affordable.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":170},{\"do\":\"move\",\"units\":[157,161],\"x\":20,\"y\":18}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1397, "completion_tokens": 226, "total_tokens": 1623, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1395, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003163325, "upstream_inference_prompt_cost": 0.0001920325, "upstream_inference_completions_cost": 0.0001243}, "completion_tokens_details": {"reasoning_tokens": 114, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.61, "thoughts": "Cash is depleted and power is low, so prioritize getting both harvesters back to mining and retreat the exposed infantry. Once income resumes, the next priority is a power plant.", "notes": "Enemy force was last clustered near (88,12); two infantry are retreating. Build and place powr when affordable.", "commands": [{"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 170}, {"do": "move", "units": [157, 161], "x": 20, "y": 18}], "feedback": ["move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 1700, "units_killed": 0, "units_lost": 7, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10000, "army_value": 200, "income": 2000, "experience": 6, "order_count": 20}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $681 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $12700, army $5400, killed $1700 (7 units, 0 bldgs), lost $600 (0 units, 2 bldgs). Map explored 7.2%.\nPRODUCTION: Building: powr 36%; Building: powr 0%; Infantry: e3 37%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, 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@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(88,13)88%* #138@(88,12)* #140@(89,12)* #141@(88,13)6%* #143@(89,12)* #144@(88,13)* #146@(88,12)* #147@(88,13)95%*\n  e3 (Rocket Soldier) x8: #149@(88,13)66%* #153@(88,12)98%* #155@(88,12)* #160@(89,12)* #162@(88,13)* #163@(89,12)* #166@(88,12)* #167@(95,9)*\n  harv (Ore Truck (harvester)) x2: #132@(103,25) #151@(97,17)\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: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy main at (12,16). Weap placed, need fix+3tnk next. Power still low, keep building powr. Army pushing toward (85,12) enemy scouts, then scout west toward enemy base.", "raw": "{\"thoughts\":\"Power still low; keep building power plants. Big idle army should push toward enemy base at (12,16) via attack_move.\",\"notes\":\"Army pushing toward enemy base (12,16). Keep building powr, then fix+3tnk. Watch power balance.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":40,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2391, "completion_tokens": 171, "total_tokens": 2562, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006492, "upstream_inference_prompt_cost": 0.004782, "upstream_inference_completions_cost": 0.00171}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.69, "thoughts": "Power still low; keep building power plants. Big idle army should push toward enemy base at (12,16) via attack_move.", "notes": "Army pushing toward enemy base (12,16). Keep building powr, then fix+3tnk. Watch power balance.", "commands": [{"do": "attack_move", "units": "all_army", "x": 40, "y": 16}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 16 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 600, "units_killed": 7, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 12700, "army_value": 3200, "income": 4500, "experience": 17, "order_count": 42}}
{"tick": 5801, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $500 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10000, army $2400, killed $600 (0 units, 2 bldgs), lost $1700 (7 units, 0 bldgs). Map explored 18.7%.\nPRODUCTION: all queues idle\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%, #168 proc@(10,19) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #157@(67,23) #161@(62,27)\n  harv (Ore Truck (harvester)) x2: #135@(20,11) #170@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy force was last clustered near (88,12); two infantry are retreating. Build and place powr when affordable.", "raw": "{\"thoughts\":\"Power is 10 below demand, slowing production, so prioritize a Power Plant. Keep the two infantry safe near home while the harvesters bring in ore; resume tank production once cash is available.\",\"notes\":\"Enemy force last seen near (88,12). Two infantry are separated and retreating; regroup them at home. Build Power Plant as soon as affordable.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"move\",\"units\":[157,161],\"x\":18,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1376, "completion_tokens": 249, "total_tokens": 1625, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1374, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000326095, "upstream_inference_prompt_cost": 0.000189145, "upstream_inference_completions_cost": 0.00013695}, "completion_tokens_details": {"reasoning_tokens": 136, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.81, "thoughts": "Power is 10 below demand, slowing production, so prioritize a Power Plant. Keep the two infantry safe near home while the harvesters bring in ore; resume tank production once cash is available.", "notes": "Enemy force last seen near (88,12). Two infantry are separated and retreating; regroup them at home. Build Power Plant as soon as affordable.", "commands": [{"do": "build", "item": "powr"}, {"do": "move", "units": [157, 161], "x": 18, "y": 16}], "feedback": ["build powr: started", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 1700, "units_killed": 0, "units_lost": 7, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10000, "army_value": 200, "income": 2500, "experience": 6, "order_count": 20}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $461 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $12700, army $5400, killed $1700 (7 units, 0 bldgs), lost $600 (0 units, 2 bldgs). Map explored 9.1%.\nPRODUCTION: Building: powr 72%; Building: powr 0%; Infantry: e3 74%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, 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@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(79,13)88% #138@(79,15) #140@(80,14) #141@(80,14)6% #143@(80,12) #144@(79,14) #146@(79,14) #147@(80,13)95%\n  e3 (Rocket Soldier) x8: #149@(80,14)66% #153@(78,15)98% #155@(78,14) #160@(80,13) #162@(78,15) #163@(81,13) #166@(79,14) #167@(86,13)\n  harv (Ore Truck (harvester)) x2: #132@(96,18) #151@(102,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 16 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Army pushing toward enemy base (12,16). Keep building powr, then fix+3tnk. Watch power balance.", "raw": "{\"thoughts\":\"Power is low, need that powr to finish. Army group is near (79-81,13-15), continue attack move toward enemy base at (12,16). Keep training more e3 and queue a fix depot for tanks later.\",\"notes\":\"Army pushing toward enemy base (12,16), currently around (79-81,13-15). Power still low, powr building in progress. Next: build fix depot once power ok, then weap tanks. Keep training e3.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2338, "completion_tokens": 230, "total_tokens": 2568, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006976, "upstream_inference_prompt_cost": 0.004676, "upstream_inference_completions_cost": 0.0023}, "completion_tokens_details": {"reasoning_tokens": 32, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.73, "thoughts": "Power is low, need that powr to finish. Army group is near (79-81,13-15), continue attack move toward enemy base at (12,16). Keep training more e3 and queue a fix depot for tanks later.", "notes": "Army pushing toward enemy base (12,16), currently around (79-81,13-15). Power still low, powr building in progress. Next: build fix depot once power ok, then weap tanks. Keep training e3.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 16 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 600, "units_killed": 7, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 12700, "army_value": 3200, "income": 4000, "experience": 17, "order_count": 44}}
{"tick": 6001, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $893 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10000, army $2400, killed $600 (0 units, 2 bldgs), lost $1700 (7 units, 0 bldgs). Map explored 18.8%.\nPRODUCTION: Building: powr 36%\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%, #168 proc@(10,19) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #157@(59,28) #161@(52,27)\n  harv (Ore Truck (harvester)) x2: #135@(22,7) #170@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy force last seen near (88,12). Two infantry are separated and retreating; regroup them at home. Build Power Plant as soon as affordable.", "raw": "{\"thoughts\":\"Power is low and the Power Plant is already building; cash is empty, so prioritize bringing the scattered infantry home and keeping both harvesters mining. Once the plant completes, resume tank production.\",\"notes\":\"Enemy last seen near (88,12). Two riflemen regrouping toward base; Power Plant in progress, power deficit currently slowing production.\",\"commands\":[{\"do\":\"move\",\"units\":[157,161],\"x\":14,\"y\":16},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":170}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1393, "completion_tokens": 270, "total_tokens": 1663, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1391, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003399825, "upstream_inference_prompt_cost": 0.0001914825, "upstream_inference_completions_cost": 0.0001485}, "completion_tokens_details": {"reasoning_tokens": 152, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.59, "thoughts": "Power is low and the Power Plant is already building; cash is empty, so prioritize bringing the scattered infantry home and keeping both harvesters mining. Once the plant completes, resume tank production.", "notes": "Enemy last seen near (88,12). Two riflemen regrouping toward base; Power Plant in progress, power deficit currently slowing production.", "commands": [{"do": "move", "units": [157, 161], "x": 14, "y": 16}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 170}], "feedback": ["move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 1700, "units_killed": 0, "units_lost": 7, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10000, "army_value": 200, "income": 3000, "experience": 6, "order_count": 21}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $766 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $13000, army $5700, killed $1700 (7 units, 0 bldgs), lost $600 (0 units, 2 bldgs). Map explored 11.1%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Infantry: e3 11%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, 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@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(72,21)88% #138@(71,23) #140@(72,21) #141@(70,22)6% #143@(72,19) #144@(72,20) #146@(71,22) #147@(72,21)95%\n  e3 (Rocket Soldier) x9: #149@(73,19)66% #153@(71,22)98% #155@(71,22) #160@(72,19) #162@(71,22) #163@(73,19) #166@(71,22) #167@(77,15) #171@(95,9)*\n  harv (Ore Truck (harvester)) x2: #132@(99,21) #151@(99,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 16 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Army pushing toward enemy base (12,16), currently around (79-81,13-15). Power still low, powr building in progress. Next: build fix depot once power ok, then weap tanks. Keep training e3.", "raw": "{\"thoughts\":\"Place ready power plant to fix low power, continue troop production, push army toward enemy base.\",\"notes\":\"Army near (71-77,13-23) heading to enemy base (12,16). Power fixed with new powr. Continue training e3, build fix depot next, then weap tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2391, "completion_tokens": 183, "total_tokens": 2574, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006612, "upstream_inference_prompt_cost": 0.004782, "upstream_inference_completions_cost": 0.00183}, "completion_tokens_details": {"reasoning_tokens": 19, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.56, "thoughts": "Place ready power plant to fix low power, continue troop production, push army toward enemy base.", "notes": "Army near (71-77,13-23) heading to enemy base (12,16). Power fixed with new powr. Continue training e3, build fix depot next, then weap tanks.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 17 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 600, "units_killed": 7, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 13000, "army_value": 3500, "income": 4500, "experience": 17, "order_count": 46}}
{"tick": 6201, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $781 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10000, army $2400, killed $600 (0 units, 2 bldgs), lost $1700 (7 units, 0 bldgs). Map explored 19.3%.\nPRODUCTION: Building: powr 73%\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%, #168 proc@(10,19) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #157@(48,28) #161@(42,26)\n  harv (Ore Truck (harvester)) x2: #135@(17,16) #170@(3,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy last seen near (88,12). Two riflemen regrouping toward base; Power Plant in progress, power deficit currently slowing production.", "raw": "{\"thoughts\":\"Power Plant is nearly complete, so let it finish to restore production. Spend the available funds on a tank and a rocket soldier while the harvesters keep working; hold the two riflemen together near home until the army is stronger.\",\"notes\":\"Likely enemy start near (95,11); last seen near (88,12). Power Plant in progress; power deficit. Regroup riflemen, build up tanks and rockets before pushing.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"move\",\"units\":[157,161],\"x\":20,\"y\":18}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1382, "completion_tokens": 305, "total_tokens": 1687, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1380, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00035772, "upstream_inference_prompt_cost": 0.00018997, "upstream_inference_completions_cost": 0.00016775}, "completion_tokens_details": {"reasoning_tokens": 159, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.8, "thoughts": "Power Plant is nearly complete, so let it finish to restore production. Spend the available funds on a tank and a rocket soldier while the harvesters keep working; hold the two riflemen together near home until the army is stronger.", "notes": "Likely enemy start near (95,11); last seen near (88,12). Power Plant in progress; power deficit. Regroup riflemen, build up tanks and rockets before pushing.", "commands": [{"do": "train", "item": "1tnk", "count": 1}, {"do": "train", "item": "e3", "count": 1}, {"do": "move", "units": [157, 161], "x": 20, "y": 18}], "feedback": ["train 1x 1tnk: queued", "train 1x e3: queued", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 1700, "units_killed": 0, "units_lost": 7, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10000, "army_value": 200, "income": 2500, "experience": 6, "order_count": 21}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $548 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $13300, army $5700, killed $1700 (7 units, 0 bldgs), lost $600 (0 units, 2 bldgs). Map explored 12.9%.\nPRODUCTION: Building: powr 36%; 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%\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@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(64,25)88% #138@(62,27) #140@(63,26) #141@(60,28)6% #143@(64,25) #144@(63,26) #146@(62,27) #147@(63,26)95%\n  e3 (Rocket Soldier) x9: #149@(65,25)66% #153@(62,27)98% #155@(62,26) #160@(65,24) #162@(62,27) #163@(64,25) #166@(63,26) #167@(69,23) #171@(87,13)\n  harv (Ore Truck (harvester)) x2: #132@(104,24) #151@(95,16)\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: 17 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Army near (71-77,13-23) heading to enemy base (12,16). Power fixed with new powr. Continue training e3, build fix depot next, then weap tanks.", "raw": "{\"thoughts\":\"Power plant building, army moving west toward enemy base. Keep producing e3 and queue fix depot for tank support later.\",\"notes\":\"Army moving toward enemy base at (12,16), currently around (60-69,23-28). Continue e3 production, build fix depot next then weap tanks. Watch power.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2476, "completion_tokens": 185, "total_tokens": 2661, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006802, "upstream_inference_prompt_cost": 0.004952, "upstream_inference_completions_cost": 0.00185}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.57, "thoughts": "Power plant building, army moving west toward enemy base. Keep producing e3 and queue fix depot for tank support later.", "notes": "Army moving toward enemy base at (12,16), currently around (60-69,23-28). Continue e3 production, build fix depot next then weap tanks. Watch power.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "build", "item": "fix"}], "feedback": ["attack_move: 17 units", "build fix: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 600, "units_killed": 7, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 13300, "army_value": 3500, "income": 4500, "experience": 17, "order_count": 49}}
{"tick": 6401, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $982 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10000, army $2400, killed $600 (0 units, 2 bldgs), lost $1700 (7 units, 0 bldgs). Map explored 19.9%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: 1tnk 15%; Infantry: e3 36%\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%, #168 proc@(10,19) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #157@(40,22) #161@(34,19)\n  harv (Ore Truck (harvester)) x2: #135@(18,11) #170@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x 1tnk: queued\n  - train 1x e3: queued\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Likely enemy start near (95,11); last seen near (88,12). Power Plant in progress; power deficit. Regroup riflemen, build up tanks and rockets before pushing.", "raw": "{\"thoughts\":\"Place the ready power plant to fix the low-power production slowdown, then queue another power plant if affordable. Keep the tank and rocket queues running and send the forward riflemen scouting toward the likely enemy base.\",\"notes\":\"Likely enemy base near (95,11); two harvesters, two riflemen forward. Power plant ready to place; power deficit.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[157,161],\"x\":88,\"y\":12}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1434, "completion_tokens": 280, "total_tokens": 1714, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1432, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00035112, "upstream_inference_prompt_cost": 0.00019712, "upstream_inference_completions_cost": 0.000154}, "completion_tokens_details": {"reasoning_tokens": 158, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.86, "thoughts": "Place the ready power plant to fix the low-power production slowdown, then queue another power plant if affordable. Keep the tank and rocket queues running and send the forward riflemen scouting toward the likely enemy base.", "notes": "Likely enemy base near (95,11); two harvesters, two riflemen forward. Power plant ready to place; power deficit.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "powr"}, {"do": "attack_move", "units": [157, 161], "x": 88, "y": 12}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 1700, "units_killed": 0, "units_lost": 7, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10000, "army_value": 200, "income": 3000, "experience": 6, "order_count": 23}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $826 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $13300, army $5700, killed $1700 (7 units, 0 bldgs), lost $600 (0 units, 2 bldgs). Map explored 15.2%.\nPRODUCTION: Building: powr 72%; Building: fix 0%; Infantry: e3 86%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(56,28)88% #138@(52,27) #140@(53,27) #141@(48,28)6% #143@(54,28) #144@(54,28) #146@(53,27) #147@(56,28)95%\n  e3 (Rocket Soldier) x9: #149@(58,28)66% #153@(53,27)98% #155@(53,27) #160@(56,28) #162@(53,27) #163@(57,28) #166@(53,27) #167@(62,29) #171@(77,16)\n  harv (Ore Truck (harvester)) x2: #132@(102,22) #151@(99,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - build fix: started\nYOUR NOTES FROM LAST TURN: Army moving toward enemy base at (12,16), currently around (60-69,23-28). Continue e3 production, build fix depot next then weap tanks. Watch power.", "raw": "{\"thoughts\":\"Army is advancing toward enemy base. Power is low so let power plant finish. Keep pushing army forward and continue production.\",\"notes\":\"Army pushing toward enemy base at (12,16), currently ~(60,25). Building fix depot + powr. After fix done, build weap tanks (3tnk). Keep e3 production going.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":30,\"y\":20}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2452, "completion_tokens": 201, "total_tokens": 2653, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006914, "upstream_inference_prompt_cost": 0.004904, "upstream_inference_completions_cost": 0.00201}, "completion_tokens_details": {"reasoning_tokens": 52, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.98, "thoughts": "Army is advancing toward enemy base. Power is low so let power plant finish. Keep pushing army forward and continue production.", "notes": "Army pushing toward enemy base at (12,16), currently ~(60,25). Building fix depot + powr. After fix done, build weap tanks (3tnk). Keep e3 production going.", "commands": [{"do": "attack_move", "units": "all_army", "x": 30, "y": 20}], "feedback": ["attack_move: 17 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 600, "units_killed": 7, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 13300, "army_value": 3500, "income": 4650, "experience": 17, "order_count": 50}}
{"tick": 6601, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $665 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10500, army $2600, killed $700 (1 units, 2 bldgs), lost $1800 (8 units, 0 bldgs). Map explored 20.2%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: 1tnk 62%\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #161@(40,23)\n  e3 (Rocket Soldier) x1: #175@(11,14)*\n  harv (Ore Truck (harvester)) x2: #135@(20,6) #170@(3,26)\nVISIBLE ENEMY UNITS (1):\n  #140 e1@(44,26) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Likely enemy base near (95,11); two harvesters, two riflemen forward. Power plant ready to place; power deficit.", "raw": "{\"thoughts\":\"Place the ready power plant and keep the tank production queue running. The forward rifleman is near an enemy infantry unit, so bring the rocket soldier forward and attack-move both toward the enemy contact.\",\"notes\":\"Likely enemy base near (95,11). Two harvesters are mining; tank is 62% complete. Rally the small forward force toward the enemy, but build up before committing deep.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[161,175],\"x\":44,\"y\":26}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1445, "completion_tokens": 320, "total_tokens": 1765, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1443, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003746325, "upstream_inference_prompt_cost": 0.0001986325, "upstream_inference_completions_cost": 0.000176}, "completion_tokens_details": {"reasoning_tokens": 197, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.99, "thoughts": "Place the ready power plant and keep the tank production queue running. The forward rifleman is near an enemy infantry unit, so bring the rocket soldier forward and attack-move both toward the enemy contact.", "notes": "Likely enemy base near (95,11). Two harvesters are mining; tank is 62% complete. Rally the small forward force toward the enemy, but build up before committing deep.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": [161, 175], "x": 44, "y": 26}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 1800, "units_killed": 1, "units_lost": 8, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10500, "army_value": 400, "income": 3500, "experience": 7, "order_count": 25}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1131 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $13500, army $5900, killed $1800 (8 units, 0 bldgs), lost $700 (1 units, 2 bldgs). Map explored 16.1%.\nPRODUCTION: Building: powr READY TO PLACE; Building: fix 0%; Infantry: e3 23%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #137@(45,28)88% #138@(45,26)43% #140@(44,26) #143@(44,27) #144@(45,27) #146@(45,26) #147@(46,28)95%\n  e3 (Rocket Soldier) x10: #149@(47,28)66% #153@(45,26)98% #155@(45,26) #160@(45,28) #162@(45,26) #163@(47,28) #166@(45,26) #167@(51,28) #171@(69,23) #174@(95,9)*\n  harv (Ore Truck (harvester)) x2: #132@(95,16) #151@(100,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\nYOUR NOTES FROM LAST TURN: Army pushing toward enemy base at (12,16), currently ~(60,25). Building fix depot + powr. After fix done, build weap tanks (3tnk). Keep e3 production going.", "raw": "{\"thoughts\":\"Place ready power plant to fix low power. Continue army push toward enemy base with attack_move. Keep training going.\",\"notes\":\"Army pushing toward enemy base at (12,16), around (45-60,25-28). Need fix depot done to build 3tnk. Keep training e3, then switch to tanks once fix ready. Watch power.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2448, "completion_tokens": 218, "total_tokens": 2666, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007076, "upstream_inference_prompt_cost": 0.004896, "upstream_inference_completions_cost": 0.00218}, "completion_tokens_details": {"reasoning_tokens": 52, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.68, "thoughts": "Place ready power plant to fix low power. Continue army push toward enemy base with attack_move. Keep training going.", "notes": "Army pushing toward enemy base at (12,16), around (45-60,25-28). Need fix depot done to build 3tnk. Keep training e3, then switch to tanks once fix ready. Watch power.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 17 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 700, "units_killed": 8, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 13500, "army_value": 3700, "income": 5000, "experience": 18, "order_count": 50}}
{"tick": 6801, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $400 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $11400, army $3200, killed $700 (1 units, 2 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 20.6%.\nPRODUCTION: all queues idle\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #176 powr@(8,16) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #179@(16,14)\n  e3 (Rocket Soldier) x1: #175@(21,14)\n  harv (Ore Truck (harvester)) x2: #135@(17,16) #170@(8,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Likely enemy base near (95,11). Two harvesters are mining; tank is 62% complete. Rally the small forward force toward the enemy, but build up before committing deep.", "raw": "{\"thoughts\":\"Cash is depleted, so I can\u2019t meaningfully expand production this turn. I\u2019ll keep both harvesters mining and send the tank and rocket soldier together to scout toward the likely enemy base without splitting them.\",\"notes\":\"Enemy likely near (95,11). Two harvesters; preserve them and build up before a deep attack. Scout with tank #179 and rocket #175 as a group.\",\"commands\":[{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":170},{\"do\":\"attack_move\",\"units\":[179,175],\"x\":55,\"y\":13}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1437, "completion_tokens": 376, "total_tokens": 1813, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1435, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004043325, "upstream_inference_prompt_cost": 0.0001975325, "upstream_inference_completions_cost": 0.0002068}, "completion_tokens_details": {"reasoning_tokens": 247, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Cash is depleted, so I can\u2019t meaningfully expand production this turn. I\u2019ll keep both harvesters mining and send the tank and rocket soldier together to scout toward the likely enemy base without splitting them.", "notes": "Enemy likely near (95,11). Two harvesters; preserve them and build up before a deep attack. Scout with tank #179 and rocket #175 as a group.", "commands": [{"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 170}, {"do": "attack_move", "units": [179, 175], "x": 55, "y": 13}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 11400, "army_value": 1000, "income": 3500, "experience": 7, "order_count": 26}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $488 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $14100, army $6200, killed $1900 (9 units, 0 bldgs), lost $700 (1 units, 2 bldgs). Map explored 17.6%.\nPRODUCTION: Building: fix 26%; Infantry: e3 31%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%, #177 powr@(97,8) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #137@(37,22)88% #138@(36,21)43% #140@(36,21)71% #143@(37,22) #144@(38,22) #146@(36,21) #147@(37,22)95%\n  e3 (Rocket Soldier) x11: #149@(38,23)66% #153@(37,22)97% #155@(36,20) #160@(37,21) #162@(36,21) #163@(38,22) #166@(36,22) #167@(42,24) #171@(61,27) #174@(87,13) #178@(94,9)*\n  harv (Ore Truck (harvester)) x2: #132@(104,24) #151@(95,16)\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: 17 units\nYOUR NOTES FROM LAST TURN: Army pushing toward enemy base at (12,16), around (45-60,25-28). Need fix depot done to build 3tnk. Keep training e3, then switch to tanks once fix ready. Watch power.", "raw": "{\"thoughts\":\"Army is pushing toward enemy base. Continue attack move with main force, keep training rocket soldiers, wait for fix depot to finish for tanks. Economy stable, add harvester for growth.\",\"notes\":\"Army pushing toward enemy base at (12,16), around (36-60,20-28). fix depot at 26%, once done start 3tnk production. Keep training e3. Consider extra harvester.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":20,\"y\":18},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2465, "completion_tokens": 258, "total_tokens": 2723, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00751, "upstream_inference_prompt_cost": 0.00493, "upstream_inference_completions_cost": 0.00258}, "completion_tokens_details": {"reasoning_tokens": 50, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.95, "thoughts": "Army is pushing toward enemy base. Continue attack move with main force, keep training rocket soldiers, wait for fix depot to finish for tanks. Economy stable, add harvester for growth.", "notes": "Army pushing toward enemy base at (12,16), around (36-60,20-28). fix depot at 26%, once done start 3tnk production. Keep training e3. Consider extra harvester.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 20, "y": 18}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 1 units", "train 4x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 700, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 14100, "army_value": 4000, "income": 4500, "experience": 19, "order_count": 51}}
{"tick": 7001, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1400 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $11400, army $3200, killed $700 (1 units, 2 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 20.6%.\nPRODUCTION: all queues idle\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #176 powr@(8,16) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #179@(17,15)*\n  e3 (Rocket Soldier) x1: #175@(22,14)*\n  harv (Ore Truck (harvester)) x2: #135@(20,12) #170@(7,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Two harvesters; preserve them and build up before a deep attack. Scout with tank #179 and rocket #175 as a group.", "raw": "{\"thoughts\":\"Power is healthy, but cash is depleted despite ore still being stored. Keep the existing harvesters mining, scout toward the likely enemy start with the small escort, and queue affordable tank production as funds arrive.\",\"notes\":\"Enemy likely near (95,11). Scout east-northeast with #179 and #175 together; protect both harvesters. Two refineries and one War Factory are active.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[179,175],\"x\":55,\"y\":13},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1417, "completion_tokens": 306, "total_tokens": 1723, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1415, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003630825, "upstream_inference_prompt_cost": 0.0001947825, "upstream_inference_completions_cost": 0.0001683}, "completion_tokens_details": {"reasoning_tokens": 180, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.84, "thoughts": "Power is healthy, but cash is depleted despite ore still being stored. Keep the existing harvesters mining, scout toward the likely enemy start with the small escort, and queue affordable tank production as funds arrive.", "notes": "Enemy likely near (95,11). Scout east-northeast with #179 and #175 together; protect both harvesters. Two refineries and one War Factory are active.", "commands": [{"do": "attack_move", "units": [179, 175], "x": 55, "y": 13}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["attack_move: 2 units", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 1900, "units_killed": 1, "units_lost": 9, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 11400, "army_value": 1000, "income": 4000, "experience": 7, "order_count": 26}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $14400, army $6500, killed $1900 (9 units, 0 bldgs), lost $700 (1 units, 2 bldgs). Map explored 19%.\nPRODUCTION: Building: fix 54%; Vehicle: harv 29%; Infantry: e3 41%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%, #177 powr@(97,8) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #137@(29,14)88% #138@(28,14)43% #140@(28,14)71% #143@(30,15) #144@(31,15) #146@(28,14) #147@(30,15)95%\n  e3 (Rocket Soldier) x12: #149@(31,16)66% #153@(30,15)97% #155@(28,14) #160@(29,14) #162@(28,14) #163@(30,15) #166@(28,14) #167@(33,18) #171@(51,26) #174@(77,16) #178@(86,14) #180@(95,9)*\n  harv (Ore Truck (harvester)) x2: #132@(103,25) #151@(101,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - train 4x e3: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Army pushing toward enemy base at (12,16), around (36-60,20-28). fix depot at 26%, once done start 3tnk production. Keep training e3. Consider extra harvester.", "raw": "{\"thoughts\":\"Army is grouped near (28-33,14-18), continue pushing toward enemy base at (12,16). Keep training e3 and building economy.\",\"notes\":\"Army pushing toward enemy base at (12,16). fix depot building for 3tnk later. Keep training e3, add harv. Main group around (28-33,14-18).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[\"137\",\"138\",\"140\",\"143\",\"144\",\"146\",\"147\",\"149\",\"153\",\"155\",\"160\",\"162\",\"163\",\"166\",\"167\"],\"x\":15,\"y\":18},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2507, "completion_tokens": 246, "total_tokens": 2753, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007474, "upstream_inference_prompt_cost": 0.005014, "upstream_inference_completions_cost": 0.00246}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.73, "thoughts": "Army is grouped near (28-33,14-18), continue pushing toward enemy base at (12,16). Keep training e3 and building economy.", "notes": "Army pushing toward enemy base at (12,16). fix depot building for 3tnk later. Keep training e3, add harv. Main group around (28-33,14-18).", "commands": [{"do": "attack_move", "units": ["137", "138", "140", "143", "144", "146", "147", "149", "153", "155", "160", "162", "163", "166", "167"], "x": 15, "y": 18}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 15 units", "train 4x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 700, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 14400, "army_value": 4300, "income": 5000, "experience": 19, "order_count": 56}}
{"tick": 7201, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1076 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $11100, army $2900, killed $700 (1 units, 2 bldgs), lost $2200 (10 units, 0 bldgs). Map explored 20.8%.\nPRODUCTION: Vehicle: 1tnk 46%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 100%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #176 powr@(8,16) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #179@(18,15)8%\n  harv (Ore Truck (harvester)) x2: #135@(23,7) #170@(6,27)\nVISIBLE ENEMY UNITS (14):\n  #137 e1@(22,15) 88%, #138 e1@(21,16) 21%, #140 e1@(21,16) 70%, #143 e1@(22,15) 100%, #144 e1@(23,15) 99%, #146 e1@(21,16) 97%, #147 e1@(23,15) 95%, #149 e3@(23,15) 66%, #153 e3@(22,15) 97%, #155 e3@(21,16) 87%, #160 e3@(22,15) 100%, #162 e3@(21,16) 95%, #163 e3@(23,15) 100%, #166 e3@(22,15) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Scout east-northeast with #179 and #175 together; protect both harvesters. Two refineries and one War Factory are active.", "raw": "{\"thoughts\":\"The only combat unit is an almost-destroyed light tank, while a large enemy infantry and rocket-soldier group is threatening the refinery area. Pull the tank back, keep both harvesters mining, and let the queued tanks finish before engaging.\",\"notes\":\"Enemy infantry/rocket force near (21,15), close to base; retreat damaged tank #179. Three light tanks queued at War Factory. Protect harvesters and rebuild army.\",\"commands\":[{\"do\":\"move\",\"units\":[179],\"x\":12,\"y\":17},{\"do\":\"harvest\",\"unit\":135},{\"do\":\"harvest\",\"unit\":170}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1603, "completion_tokens": 284, "total_tokens": 1887, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1601, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003765575, "upstream_inference_prompt_cost": 0.0002203575, "upstream_inference_completions_cost": 0.0001562}, "completion_tokens_details": {"reasoning_tokens": 148, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.01, "thoughts": "The only combat unit is an almost-destroyed light tank, while a large enemy infantry and rocket-soldier group is threatening the refinery area. Pull the tank back, keep both harvesters mining, and let the queued tanks finish before engaging.", "notes": "Enemy infantry/rocket force near (21,15), close to base; retreat damaged tank #179. Three light tanks queued at War Factory. Protect harvesters and rebuild army.", "commands": [{"do": "move", "units": [179], "x": 12, "y": 17}, {"do": "harvest", "unit": 135}, {"do": "harvest", "unit": 170}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 2200, "units_killed": 1, "units_lost": 10, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 11100, "army_value": 700, "income": 4000, "experience": 7, "order_count": 29}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $14400, army $6500, killed $2200 (10 units, 0 bldgs), lost $700 (1 units, 2 bldgs). Map explored 20.5%.\nPRODUCTION: Building: fix 54%; Vehicle: harv 29%; Vehicle: harv 0%; Infantry: e3 41%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%, #177 powr@(97,8) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #137@(22,15)88% #138@(21,16)21% #140@(21,16)70% #143@(22,15) #144@(23,15) #146@(21,16)97% #147@(23,15)95%\n  e3 (Rocket Soldier) x12: #149@(23,15)66% #153@(22,15)97% #155@(21,16)87% #160@(22,15) #162@(21,16)95% #163@(23,15) #166@(22,15) #167@(23,18) #171@(42,23) #174@(70,23) #178@(76,17) #180@(95,9)*\n  harv (Ore Truck (harvester)) x2: #132@(97,20) #151@(103,26)\nVISIBLE ENEMY UNITS (1):\n  #179 1tnk@(18,15) 8%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - train 4x e3: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Army pushing toward enemy base at (12,16). fix depot building for 3tnk later. Keep training e3, add harv. Main group around (28-33,14-18).", "raw": "{\"thoughts\":\"Army is near enemy base at (12,16), engaging weak tank. Push forward to destroy enemy structures.\",\"notes\":\"Main army near (21-23,15-18) close to enemy base (12,16). Keep pushing attack_move west. Continue training e3, harv building. Idle e3 #180@(95,9) send to join front.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":13,\"y\":16},{\"do\":\"attack_move\",\"units\":[137,138,140,143,144,146,147,149,153,155,160,162,163,166,167],\"x\":13,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2578, "completion_tokens": 221, "total_tokens": 2799, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007366, "upstream_inference_prompt_cost": 0.005156, "upstream_inference_completions_cost": 0.00221}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.91, "thoughts": "Army is near enemy base at (12,16), engaging weak tank. Push forward to destroy enemy structures.", "notes": "Main army near (21-23,15-18) close to enemy base (12,16). Keep pushing attack_move west. Continue training e3, harv building. Idle e3 #180@(95,9) send to join front.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 13, "y": 16}, {"do": "attack_move", "units": [137, 138, 140, 143, 144, 146, 147, 149, 153, 155, 160, 162, 163, 166, 167], "x": 13, "y": 16}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 1 units", "attack_move: 15 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 700, "units_killed": 10, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 14400, "army_value": 4300, "income": 4500, "experience": 22, "order_count": 61}}
{"tick": 7401, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1143 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $10400, army $2200, killed $700 (1 units, 2 bldgs), lost $2900 (11 units, 0 bldgs). Map explored 20.9%.\nPRODUCTION: Vehicle: 1tnk 94%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\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@(10,16) 100%, #126 fact@(12,16) 100%, #133 proc@(15,16) 87%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #176 powr@(8,16) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #135@(18,14)73% #170@(10,20)\nVISIBLE ENEMY UNITS (15):\n  #137 e1@(15,14) 88%, #138 e1@(14,15) 21%, #140 e1@(14,15) 70%, #143 e1@(15,14) 100%, #144 e1@(15,14) 99%, #146 e1@(14,15) 97%, #147 e1@(16,14) 95%, #149 e3@(16,14) 66%, #153 e3@(16,14) 97%, #155 e3@(14,15) 87%, #160 e3@(14,15) 100%, #162 e3@(14,15) 95%, #163 e3@(15,14) 100%, #166 e3@(15,14) 99%, #167 e3@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry/rocket force near (21,15), close to base; retreat damaged tank #179. Three light tanks queued at War Factory. Protect harvesters and rebuild army.", "raw": "{\"thoughts\":\"The enemy infantry and rocket soldiers are on top of the base, while I have no combat units currently fielded. Keep the nearly finished light tank in production, cancel the extra queued tanks to avoid draining scarce funds, and keep the safer harvester mining.\",\"notes\":\"Enemy infantry/rocket force at (14\u201319,14\u201316), threatening base and harvesters. Keep one light tank queued; prioritize defending the base when it emerges.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"harvest\",\"unit\":170}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1582, "completion_tokens": 352, "total_tokens": 1934, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1580, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00041107, "upstream_inference_prompt_cost": 0.00021747, "upstream_inference_completions_cost": 0.0001936}, "completion_tokens_details": {"reasoning_tokens": 221, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "The enemy infantry and rocket soldiers are on top of the base, while I have no combat units currently fielded. Keep the nearly finished light tank in production, cancel the extra queued tanks to avoid draining scarce funds, and keep the safer harvester mining.", "notes": "Enemy infantry/rocket force at (14\u201319,14\u201316), threatening base and harvesters. Keep one light tank queued; prioritize defending the base when it emerges.", "commands": [{"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "harvest", "unit": 170}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 2900, "units_killed": 1, "units_lost": 11, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10400, "army_value": 0, "income": 4375, "experience": 7, "order_count": 29}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $14400, army $6500, killed $2900 (11 units, 0 bldgs), lost $700 (1 units, 2 bldgs). Map explored 22.3%.\nPRODUCTION: Building: fix 68%; Vehicle: harv 44%; Vehicle: harv 0%; Infantry: e3 97%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%, #177 powr@(97,8) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #137@(15,14)88% #138@(14,15)21% #140@(14,15)70% #143@(15,14) #144@(15,14) #146@(14,15)97% #147@(16,14)95%\n  e3 (Rocket Soldier) x12: #149@(16,14)66% #153@(16,14)97% #155@(14,15)87% #160@(14,15)* #162@(14,15)95% #163@(15,14) #166@(15,14) #167@(19,16) #171@(31,23) #174@(61,27) #178@(68,23) #180@(87,13)\n  harv (Ore Truck (harvester)) x2: #132@(97,20) #151@(95,17)\nVISIBLE ENEMY UNITS (1):\n  #135 harv@(18,14) 73%\nVISIBLE ENEMY BUILDINGS (4):\n  #126 fact@(12,16) 100%, #133 proc@(15,16) 87%, #139 tent@(12,13) 100%, #159 weap@(14,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 15 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Main army near (21-23,15-18) close to enemy base (12,16). Keep pushing attack_move west. Continue training e3, harv building. Idle e3 #180@(95,9) send to join front.", "raw": "{\"thoughts\":\"Army is at enemy base already with buildings visible. Push attack into their base to destroy remaining structures. Keep training reinforcements and building economy.\",\"notes\":\"Army at enemy base (12-16,13-16). Enemy buildings: fact#126, proc#133, tent#139, weap#159. Push attack_move to finish them off. Keep training e3 and harv.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":13,\"y\":14},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2668, "completion_tokens": 221, "total_tokens": 2889, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007546, "upstream_inference_prompt_cost": 0.005336, "upstream_inference_completions_cost": 0.00221}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.63, "thoughts": "Army is at enemy base already with buildings visible. Push attack into their base to destroy remaining structures. Keep training reinforcements and building economy.", "notes": "Army at enemy base (12-16,13-16). Enemy buildings: fact#126, proc#133, tent#139, weap#159. Push attack_move to finish them off. Keep training e3 and harv.", "commands": [{"do": "attack_move", "units": "all_army", "x": 13, "y": 14}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 19 units", "train 4x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2900, "deaths_cost": 700, "units_killed": 11, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 14400, "army_value": 4300, "income": 4500, "experience": 29, "order_count": 63}}
{"tick": 7601, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1175 (storage 4000), power 300 made / 110 used, harvesters 1.\nSCORE: assets $9300, army $1100, killed $700 (1 units, 2 bldgs), lost $4700 (13 units, 0 bldgs). Map explored 21%.\nPRODUCTION: all queues idle\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  #124 powr@(10,16) 100%, #126 fact@(12,16) 99%, #133 proc@(15,16) 72%, #139 tent@(12,13) 99%, #159 weap@(14,13) 99%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #176 powr@(8,16) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #170@(6,27)\n  harv.fullhusk (harv.fullhusk) x1: #182@(16,17)67%*\nVISIBLE ENEMY UNITS (15):\n  #137 e1@(14,14) 79%, #138 e1@(13,14) 5%, #140 e1@(13,14) 65%, #143 e1@(14,14) 73%, #144 e1@(14,14) 95%, #146 e1@(13,14) 88%, #147 e1@(15,14) 95%, #149 e3@(13,11) 65%, #153 e3@(13,11) 96%, #155 e3@(13,14) 69%, #160 e3@(13,14) 94%, #162 e3@(13,14) 84%, #163 e3@(14,14) 71%, #166 e3@(14,14) 92%, #167 e3@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy infantry/rocket force at (14\u201319,14\u201316), threatening base and harvesters. Keep one light tank queued; prioritize defending the base when it emerges.", "raw": "{\"thoughts\":\"The enemy force is already on top of my base, and I have no combat units left. Queue emergency tanks and rocket soldiers as funds arrive, and get the damaged full harvester mining if it can move.\",\"notes\":\"Enemy infantry and rocket soldiers at (13\u201319,11\u201316), adjacent to base. Defend immediately with newly produced units; harvester #170 is at (6,27), full harvester #182 at (16,17).\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"harvest\",\"unit\":170},{\"do\":\"harvest\",\"unit\":182}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1557, "completion_tokens": 384, "total_tokens": 1941, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1555, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004252325, "upstream_inference_prompt_cost": 0.0002140325, "upstream_inference_completions_cost": 0.0002112}, "completion_tokens_details": {"reasoning_tokens": 231, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.48, "thoughts": "The enemy force is already on top of my base, and I have no combat units left. Queue emergency tanks and rocket soldiers as funds arrive, and get the damaged full harvester mining if it can move.", "notes": "Enemy infantry and rocket soldiers at (13\u201319,11\u201316), adjacent to base. Defend immediately with newly produced units; harvester #170 is at (6,27), full harvester #182 at (16,17).", "commands": [{"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e3", "count": 5}, {"do": "harvest", "unit": 170}, {"do": "harvest", "unit": 182}], "feedback": ["train 3x 1tnk: queued", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 4700, "units_killed": 1, "units_lost": 13, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9300, "army_value": 0, "income": 3975, "experience": 7, "order_count": 31}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $14700, army $6800, killed $4700 (13 units, 0 bldgs), lost $700 (1 units, 2 bldgs). Map explored 23%.\nPRODUCTION: Building: fix 82%; Vehicle: harv 59%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 52%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%, #177 powr@(97,8) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #137@(14,14)79%* #138@(13,14)5%* #140@(13,14)65%* #143@(14,14)73%* #144@(14,14)95%* #146@(13,14)88%* #147@(15,14)95%*\n  e3 (Rocket Soldier) x13: #149@(13,11)65% #153@(13,11)96% #155@(13,14)69%* #160@(13,14)94%* #162@(13,14)84%* #163@(14,14)71%* #166@(14,14)92%* #167@(19,16) #171@(22,17) #174@(51,26) #178@(60,27) #180@(77,16) #183@(94,9)*\n  harv (Ore Truck (harvester)) x2: #132@(103,25) #151@(100,22)\nVISIBLE ENEMY UNITS (1):\n  #182 harv.fullhusk@(16,17) 67%\nVISIBLE ENEMY BUILDINGS (6):\n  #124 powr@(10,16) 100%, #126 fact@(12,16) 99%, #133 proc@(15,16) 72%, #139 tent@(12,13) 99%, #159 weap@(14,13) 99%, #173 powr@(10,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 19 units\n  - train 4x e3: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Army at enemy base (12-16,13-16). Enemy buildings: fact#126, proc#133, tent#139, weap#159. Push attack_move to finish them off. Keep training e3 and harv.", "raw": "{\"thoughts\":\"My army is already at enemy base, deal massive damage. Push all idle units to attack enemy buildings directly to finish them off. Keep production going.\",\"notes\":\"Army at enemy base (12-16,13-16), finishing off fact#126, proc#133, tent#139, weap#159. Keep training e3/harv, reinforce.\",\"commands\":[\n{\"do\":\"attack\",\"units\":[137,138,140,143,144,146,147,155,160,162,163,166],\"target\":126},\n{\"do\":\"attack\",\"units\":[149,153,167,171],\"target\":133},\n{\"do\":\"attack_move\",\"units\":[174,178,180],\"x\":13,\"y\":15},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4},\n{\"do\":\"train\",\"item\":\"harv\",\"count\":1}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2778, "completion_tokens": 280, "total_tokens": 3058, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008356, "upstream_inference_prompt_cost": 0.005556, "upstream_inference_completions_cost": 0.0028}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.62, "thoughts": "My army is already at enemy base, deal massive damage. Push all idle units to attack enemy buildings directly to finish them off. Keep production going.", "notes": "Army at enemy base (12-16,13-16), finishing off fact#126, proc#133, tent#139, weap#159. Keep training e3/harv, reinforce.", "commands": [{"do": "attack", "units": [137, 138, 140, 143, 144, 146, 147, 155, 160, 162, 163, 166], "target": 126}, {"do": "attack", "units": [149, 153, 167, 171], "target": 133}, {"do": "attack_move", "units": [174, 178, 180], "x": 13, "y": 15}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack: 12 units", "attack: 4 units", "attack_move: 3 units", "train 4x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 4700, "deaths_cost": 700, "units_killed": 13, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 14700, "army_value": 4600, "income": 5000, "experience": 47, "order_count": 68}}
{"tick": 7801, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $529 (storage 4000), power 300 made / 110 used, harvesters 1.\nSCORE: assets $9600, army $1400, killed $700 (1 units, 2 bldgs), lost $4700 (13 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Vehicle: 1tnk 46%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 7%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 33%, #133 proc@(15,16) 9%, #139 tent@(12,13) 99%, #159 weap@(14,13) 99%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #176 powr@(8,16) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #186@(12,14)\n  harv (Ore Truck (harvester)) x1: #170@(9,22)\n  harv.fullhusk (harv.fullhusk) x1: #182@(16,17)49%*\nVISIBLE ENEMY UNITS (16):\n  #137 e1@(14,14) 79%, #138 e1@(13,14) 5%, #140 e1@(13,14) 65%, #143 e1@(14,14) 73%, #144 e1@(14,14) 95%, #146 e1@(13,14) 88%, #147 e1@(15,14) 95%, #149 e3@(13,11) 65%, #153 e3@(13,11) 96%, #155 e3@(13,14) 69%, #160 e3@(13,14) 94%, #162 e3@(13,14) 84%, #163 e3@(14,14) 71%, #166 e3@(14,14) 92%, #167 e3@(19,16) 100%, #171 e3@(20,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x 1tnk: queued\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry and rocket soldiers at (13\u201319,11\u201316), adjacent to base. Defend immediately with newly produced units; harvester #170 is at (6,27), full harvester #182 at (16,17).", "raw": "{\"thoughts\":\"The enemy infantry and rocket soldiers are already inside the base perimeter, so the lone rocket soldier needs to engage while staying near our production buildings. Keep the surviving harvester mining; existing tank and rocket queues should resume as ore arrives.\",\"notes\":\"Enemy force at (13\u201320,11\u201316), immediate base threat. Keep producing tanks and e3; protect harvester #170.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[186],\"x\":14,\"y\":14},{\"do\":\"harvest\",\"unit\":170},{\"do\":\"rally\",\"building\":159,\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":139,\"x\":12,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1682, "completion_tokens": 407, "total_tokens": 2089, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1680, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00045507, "upstream_inference_prompt_cost": 0.00023122, "upstream_inference_completions_cost": 0.00022385}, "completion_tokens_details": {"reasoning_tokens": 256, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.62, "thoughts": "The enemy infantry and rocket soldiers are already inside the base perimeter, so the lone rocket soldier needs to engage while staying near our production buildings. Keep the surviving harvester mining; existing tank and rocket queues should resume as ore arrives.", "notes": "Enemy force at (13\u201320,11\u201316), immediate base threat. Keep producing tanks and e3; protect harvester #170.", "commands": [{"do": "attack_move", "units": [186], "x": 14, "y": 14}, {"do": "harvest", "unit": 170}, {"do": "rally", "building": 159, "x": 12, "y": 16}, {"do": "rally", "building": 139, "x": 12, "y": 16}], "feedback": ["attack_move: 1 units", "rally #159: ordered", "rally #139: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 4700, "units_killed": 1, "units_lost": 13, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9600, "army_value": 300, "income": 3975, "experience": 7, "order_count": 39}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $14700, army $6800, killed $4700 (13 units, 0 bldgs), lost $700 (1 units, 2 bldgs). Map explored 23.1%.\nPRODUCTION: Building: fix 82%; Vehicle: harv 59%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 52%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%, #177 powr@(97,8) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #137@(14,14)79% #138@(13,14)5% #140@(13,14)65% #143@(14,14)73% #144@(14,14)95% #146@(13,14)88% #147@(15,14)95%\n  e3 (Rocket Soldier) x13: #149@(13,11)65% #153@(13,11)96% #155@(13,14)69% #160@(13,14)94% #162@(13,14)84% #163@(14,14)71% #166@(14,14)92% #167@(19,16) #171@(20,16) #174@(41,24) #178@(50,28) #180@(70,23) #183@(94,9)*\n  harv (Ore Truck (harvester)) x2: #132@(106,24) #151@(103,25)\nVISIBLE ENEMY UNITS (2):\n  #182 harv.fullhusk@(16,17) 49%, #186 e3@(12,14) 100%\nVISIBLE ENEMY BUILDINGS (6):\n  #124 powr@(10,16) 100%, #126 fact@(12,16) 33%, #133 proc@(15,16) 9%, #139 tent@(12,13) 99%, #159 weap@(14,13) 99%, #173 powr@(10,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 12 units\n  - attack: 4 units\n  - attack_move: 3 units\n  - train 4x e3: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Army at enemy base (12-16,13-16), finishing off fact#126, proc#133, tent#139, weap#159. Keep training e3/harv, reinforce.", "raw": "{\"thoughts\":\"Enemy base buildings are critically low HP. Push all attackers to finish them off; continue training reinforcements.\",\"notes\":\"Enemy base at (12,16) nearly destroyed - fact 33%, proc 9%, tent 99%, weap 99%. Keep attacking with all_army to finish. Continue training e3/harv, build more power/harv as needed.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":13,\"y\":15},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2847, "completion_tokens": 229, "total_tokens": 3076, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007984, "upstream_inference_prompt_cost": 0.005694, "upstream_inference_completions_cost": 0.00229}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.72, "thoughts": "Enemy base buildings are critically low HP. Push all attackers to finish them off; continue training reinforcements.", "notes": "Enemy base at (12,16) nearly destroyed - fact 33%, proc 9%, tent 99%, weap 99%. Keep attacking with all_army to finish. Continue training e3/harv, build more power/harv as needed.", "commands": [{"do": "attack_move", "units": "all_army", "x": 13, "y": 15}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 20 units", "train 4x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 4700, "deaths_cost": 700, "units_killed": 13, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 14700, "army_value": 4600, "income": 4500, "experience": 47, "order_count": 73}}
{"tick": 8001, "slot": "Multi0", "model": "openai/gpt-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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $181 (storage 2000), power 300 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1100, killed $800 (2 units, 2 bldgs), lost $6700 (15 units, 1 bldgs). Map explored 21.2%.\nPRODUCTION: Vehicle: 1tnk 94%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 18%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 20%, #139 tent@(12,13) 64%, #159 weap@(14,13) 84%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #176 powr@(8,16) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #170@(9,26)\n  harv.fullhusk (harv.fullhusk) x1: #182@(16,17)31%*\nVISIBLE ENEMY UNITS (15):\n  #137 e1@(13,14) 79%, #140 e1@(13,14) 65%, #143 e1@(14,14) 73%, #144 e1@(14,14) 95%, #146 e1@(13,14) 88%, #147 e1@(14,14) 95%, #149 e3@(15,14) 65%, #153 e3@(15,14) 95%, #155 e3@(13,14) 68%, #160 e3@(13,14) 94%, #162 e3@(13,14) 83%, #163 e3@(14,14) 71%, #166 e3@(14,14) 92%, #167 e3@(17,16) 100%, #171 e3@(18,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #159: ordered\n  - rally #139: ordered\nYOUR NOTES FROM LAST TURN: Enemy force at (13\u201320,11\u201316), immediate base threat. Keep producing tanks and e3; protect harvester #170.", "raw": "{\"thoughts\":\"The enemy is inside the base and we have no combat units yet. Keep the existing tank and rocket-soldier queues running, get the harvester back to mining, and rally reinforcements toward the immediate threat.\",\"notes\":\"Enemy infantry and rocket soldiers at (13\u201320,11\u201316), threatening the base. Send newly produced units to defend; protect harvester #170.\",\"commands\":[{\"do\":\"harvest\",\"unit\":170},{\"do\":\"rally\",\"building\":159,\"x\":16,\"y\":16},{\"do\":\"rally\",\"building\":139,\"x\":16,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1618, "completion_tokens": 390, "total_tokens": 2008, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1616, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00043692, "upstream_inference_prompt_cost": 0.00022242, "upstream_inference_completions_cost": 0.0002145}, "completion_tokens_details": {"reasoning_tokens": 255, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.72, "thoughts": "The enemy is inside the base and we have no combat units yet. Keep the existing tank and rocket-soldier queues running, get the harvester back to mining, and rally reinforcements toward the immediate threat.", "notes": "Enemy infantry and rocket soldiers at (13\u201320,11\u201316), threatening the base. Send newly produced units to defend; protect harvester #170.", "commands": [{"do": "harvest", "unit": 170}, {"do": "rally", "building": 159, "x": 16, "y": 16}, {"do": "rally", "building": 139, "x": 16, "y": 16}], "feedback": ["rally #159: ordered", "rally #139: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 6700, "units_killed": 2, "units_lost": 15, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 7900, "army_value": 0, "income": 4475, "experience": 8, "order_count": 39}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $14600, army $6700, killed $6700 (15 units, 1 bldgs), lost $800 (2 units, 2 bldgs). Map explored 23.1%.\nPRODUCTION: Building: fix 82%; Vehicle: harv 59%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 52%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%, #177 powr@(97,8) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #137@(13,14)79%* #140@(13,14)65%* #143@(14,14)73%* #144@(14,14)95%* #146@(13,14)88%* #147@(14,14)95%*\n  e3 (Rocket Soldier) x13: #149@(15,14)65%* #153@(15,14)95%* #155@(13,14)68%* #160@(13,14)94%* #162@(13,14)83%* #163@(14,14)71%* #166@(14,14)92%* #167@(17,16) #171@(18,16) #174@(33,18) #178@(40,24) #180@(61,27) #183@(86,14)\n  harv (Ore Truck (harvester)) x2: #132@(97,17) #151@(98,22)\nVISIBLE ENEMY UNITS (1):\n  #182 harv.fullhusk@(16,17) 31%\nVISIBLE ENEMY BUILDINGS (5):\n  #124 powr@(10,16) 100%, #126 fact@(12,16) 20%, #139 tent@(12,13) 64%, #159 weap@(14,13) 84%, #173 powr@(10,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 20 units\n  - train 4x e3: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16) nearly destroyed - fact 33%, proc 9%, tent 99%, weap 99%. Keep attacking with all_army to finish. Continue training e3/harv, build more power/harv as needed.", "raw": "{\"thoughts\":\"Enemy base near destruction. Push remaining army into their base to finish off buildings.\",\"notes\":\"Enemy base at (12,16) very weak - fact 20%, keep attacking with all units near there to destroy remaining buildings. Continue training e3/harv.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2877, "completion_tokens": 145, "total_tokens": 3022, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007204, "upstream_inference_prompt_cost": 0.005754, "upstream_inference_completions_cost": 0.00145}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.67, "thoughts": "Enemy base near destruction. Push remaining army into their base to finish off buildings.", "notes": "Enemy base at (12,16) very weak - fact 20%, keep attacking with all units near there to destroy remaining buildings. Continue training e3/harv.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 13 units", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6700, "deaths_cost": 800, "units_killed": 15, "units_lost": 2, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 14600, "army_value": 4500, "income": 4000, "experience": 67, "order_count": 78}}
{"tick": 8201, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 300 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1100, killed $800 (2 units, 2 bldgs), lost $7400 (16 units, 1 bldgs). Map explored 21.3%.\nPRODUCTION: Vehicle: 1tnk 6%; Vehicle: 1tnk 0%; Infantry: e3 48%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 20%, #139 tent@(12,13) 64%, #159 weap@(14,13) 59%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #176 powr@(8,16) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #170@(7,27)\n  harv.fullhusk (harv.fullhusk) x1: #182@(16,17)14%*\nVISIBLE ENEMY UNITS (15):\n  #137 e1@(12,14) 79%, #140 e1@(12,14) 64%, #143 e1@(13,14) 67%, #144 e1@(13,14) 95%, #146 e1@(12,14) 88%, #147 e1@(13,14) 95%, #149 e3@(13,14) 65%, #153 e3@(14,14) 93%, #155 e3@(12,14) 67%, #160 e3@(12,14) 94%, #162 e3@(12,14) 83%, #163 e3@(13,14) 52%, #166 e3@(14,14) 91%, #167 e3@(17,16) 100%, #171 e3@(18,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #159: ordered\n  - rally #139: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry and rocket soldiers at (13\u201320,11\u201316), threatening the base. Send newly produced units to defend; protect harvester #170.", "raw": "{\"thoughts\":\"Enemy infantry and rocket soldiers are at the base, while I have no combat units in the field and no cash. Keep the harvester mining so income can resume; the queued tanks and rocket soldiers should rally to the base as they complete.\",\"notes\":\"Enemy infantry/rockets remain around (12\u201320,14\u201316). Harvester #170 is at (7,27); #182 is a damaged full husk. Preserve #170 and rely on existing production queues.\",\"commands\":[{\"do\":\"harvest\",\"unit\":170},{\"do\":\"rally\",\"building\":159,\"x\":14,\"y\":16},{\"do\":\"rally\",\"building\":139,\"x\":14,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1603, "completion_tokens": 406, "total_tokens": 2009, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1601, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004436575, "upstream_inference_prompt_cost": 0.0002203575, "upstream_inference_completions_cost": 0.0002233}, "completion_tokens_details": {"reasoning_tokens": 253, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.27, "thoughts": "Enemy infantry and rocket soldiers are at the base, while I have no combat units in the field and no cash. Keep the harvester mining so income can resume; the queued tanks and rocket soldiers should rally to the base as they complete.", "notes": "Enemy infantry/rockets remain around (12\u201320,14\u201316). Harvester #170 is at (7,27); #182 is a damaged full husk. Preserve #170 and rely on existing production queues.", "commands": [{"do": "harvest", "unit": 170}, {"do": "rally", "building": 159, "x": 14, "y": 16}, {"do": "rally", "building": 139, "x": 14, "y": 16}], "feedback": ["rally #159: ordered", "rally #139: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 7400, "units_killed": 2, "units_lost": 16, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 7900, "army_value": 0, "income": 3975, "experience": 8, "order_count": 39}}
{"tick": 8201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $287 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $14900, army $7000, killed $7400 (16 units, 1 bldgs), lost $800 (2 units, 2 bldgs). Map explored 23.3%.\nPRODUCTION: Building: fix READY TO PLACE; Vehicle: harv 82%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 35%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\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@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%, #177 powr@(97,8) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #137@(12,14)79%* #140@(12,14)64%* #143@(13,14)67%* #144@(13,14)95%* #146@(12,14)88%* #147@(13,14)95%*\n  e3 (Rocket Soldier) x14: #149@(13,14)65%* #153@(14,14)93%* #155@(12,14)67%* #160@(12,14)94%* #162@(12,14)83%* #163@(13,14)52%* #166@(14,14)91%* #167@(17,16) #171@(18,16) #174@(24,14) #178@(32,17) #180@(51,26) #183@(76,17) #189@(95,9)*\n  harv (Ore Truck (harvester)) x2: #132@(101,19) #151@(95,17)\nVISIBLE ENEMY UNITS (1):\n  #182 harv.fullhusk@(16,17) 14%\nVISIBLE ENEMY BUILDINGS (5):\n  #124 powr@(10,16) 100%, #126 fact@(12,16) 20%, #139 tent@(12,13) 64%, #159 weap@(14,13) 59%, #173 powr@(10,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16) very weak - fact 20%, keep attacking with all units near there to destroy remaining buildings. Continue training e3/harv.", "raw": "{\"thoughts\":\"My army is right at the enemy base with weak buildings remaining. Push attack on all buildings to finish them off, place fix, keep training.\",\"notes\":\"Enemy base at (12,16) nearly dead - fact 20%. Push all units near there to destroy remaining buildings: powr(10,16), fact(12,16), tent(12,13), weap(14,13), powr(10,13). Continue training e3, place fix depot, keep harvesters mining.\",\"commands\":[{\"do\":\"place\",\"item\":\"fix\"},{\"do\":\"attack_move\",\"units\":[137,140,143,144,146,147,149,153,155,160,162,163,166],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[167,171,174,178,180,183],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2887, "completion_tokens": 305, "total_tokens": 3192, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008824, "upstream_inference_prompt_cost": 0.005774, "upstream_inference_completions_cost": 0.00305}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.69, "thoughts": "My army is right at the enemy base with weak buildings remaining. Push attack on all buildings to finish them off, place fix, keep training.", "notes": "Enemy base at (12,16) nearly dead - fact 20%. Push all units near there to destroy remaining buildings: powr(10,16), fact(12,16), tent(12,13), weap(14,13), powr(10,13). Continue training e3, place fix depot, keep harvesters mining.", "commands": [{"do": "place", "item": "fix"}, {"do": "attack_move", "units": [137, 140, 143, 144, 146, 147, 149, 153, 155, 160, 162, 163, 166], "x": 12, "y": 16}, {"do": "attack_move", "units": [167, 171, 174, 178, 180, 183], "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 4}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 13 units", "attack_move: 6 units", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7400, "deaths_cost": 800, "units_killed": 16, "units_lost": 2, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 14900, "army_value": 4800, "income": 5000, "experience": 74, "order_count": 82}}
{"tick": 8401, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $420 (storage 2000), power 300 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1100, killed $800 (2 units, 2 bldgs), lost $7400 (16 units, 1 bldgs). Map explored 21.3%.\nPRODUCTION: Vehicle: 1tnk 12%; Vehicle: 1tnk 0%; Infantry: e3 62%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, 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  #124 powr@(10,16) 100%, #126 fact@(12,16) 20%, #139 tent@(12,13) 64%, #159 weap@(14,13) 31%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #176 powr@(8,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #170@(10,20)\nVISIBLE ENEMY UNITS (16):\n  #137 e1@(12,14) 79%, #140 e1@(12,14) 64%, #143 e1@(13,14) 67%, #144 e1@(13,14) 95%, #146 e1@(12,14) 88%, #147 e1@(13,14) 95%, #149 e3@(13,14) 65%, #153 e3@(14,14) 93%, #155 e3@(12,14) 67%, #160 e3@(12,14) 94%, #162 e3@(12,14) 83%, #163 e3@(13,14) 52%, #166 e3@(14,14) 91%, #167 e3@(17,16) 100%, #171 e3@(18,16) 100%, #174 e3@(18,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #159: ordered\n  - rally #139: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/rockets remain around (12\u201320,14\u201316). Harvester #170 is at (7,27); #182 is a damaged full husk. Preserve #170 and rely on existing production queues.", "raw": "{\"thoughts\":\"Enemy infantry and rocket soldiers are inside the base while I have no combat units deployed yet and no cash to respond immediately. I\u2019ll pull the harvester away from the fighting and rally any newly produced units to a safer point near the base.\",\"notes\":\"Enemy infantry/rockets at (12\u201320,14\u201316), threatening the damaged barracks and war factory. Harvester #170 is at (10,20); retreat it southwest. Cash is $0; existing tank and rocket queues are still running.\",\"commands\":[{\"do\":\"move\",\"units\":[170],\"x\":4,\"y\":28},{\"do\":\"rally\",\"building\":159,\"x\":5,\"y\":25},{\"do\":\"rally\",\"building\":139,\"x\":5,\"y\":25}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1603, "completion_tokens": 461, "total_tokens": 2064, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1601, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004739075, "upstream_inference_prompt_cost": 0.0002203575, "upstream_inference_completions_cost": 0.00025355}, "completion_tokens_details": {"reasoning_tokens": 294, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.95, "thoughts": "Enemy infantry and rocket soldiers are inside the base while I have no combat units deployed yet and no cash to respond immediately. I\u2019ll pull the harvester away from the fighting and rally any newly produced units to a safer point near the base.", "notes": "Enemy infantry/rockets at (12\u201320,14\u201316), threatening the damaged barracks and war factory. Harvester #170 is at (10,20); retreat it southwest. Cash is $0; existing tank and rocket queues are still running.", "commands": [{"do": "move", "units": [170], "x": 4, "y": 28}, {"do": "rally", "building": 159, "x": 5, "y": 25}, {"do": "rally", "building": 139, "x": 5, "y": 25}], "feedback": ["move: 1 units", "rally #159: ordered", "rally #139: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 7400, "units_killed": 2, "units_lost": 16, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 7900, "army_value": 0, "income": 4475, "experience": 8, "order_count": 39}}
{"tick": 8401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $16100, army $7000, killed $7400 (16 units, 1 bldgs), lost $800 (2 units, 2 bldgs). Map explored 23.4%.\nPRODUCTION: Vehicle: harv 95%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 82%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%, #177 powr@(97,8) 100%, #190 fix@(92,8) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #137@(12,14)79%* #140@(12,14)64%* #143@(13,14)67%* #144@(13,14)95%* #146@(12,14)88%* #147@(13,14)95%*\n  e3 (Rocket Soldier) x14: #149@(13,14)65%* #153@(14,14)93%* #155@(12,14)67%* #160@(12,14)94%* #162@(12,14)83%* #163@(13,14)52%* #166@(14,14)91%* #167@(17,16) #171@(18,16) #174@(18,14) #178@(22,16) #180@(42,24) #183@(69,24) #189@(95,9)*\n  harv (Ore Truck (harvester)) x2: #132@(103,24) #151@(103,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (5):\n  #124 powr@(10,16) 100%, #126 fact@(12,16) 20%, #139 tent@(12,13) 64%, #159 weap@(14,13) 31%, #173 powr@(10,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 13 units\n  - attack_move: 6 units\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16) nearly dead - fact 20%. Push all units near there to destroy remaining buildings: powr(10,16), fact(12,16), tent(12,13), weap(14,13), powr(10,13). Continue training e3, place fix depot, keep harvesters mining.", "raw": "{\"thoughts\":\"Continue final push on enemy base - fact at 20% hp, keep attacking all remaining buildings with grouped units near enemy base.\",\"notes\":\"Enemy base at (12,16) nearly dead. Keep attacking buildings: powr(10,16), fact(12,16), tent(12,13), weap(14,13), powr(10,13). Continue training e3, keep harvesters mining, build more army.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":12,\"y\":15},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3047, "completion_tokens": 219, "total_tokens": 3266, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008284, "upstream_inference_prompt_cost": 0.006094, "upstream_inference_completions_cost": 0.00219}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.5, "thoughts": "Continue final push on enemy base - fact at 20% hp, keep attacking all remaining buildings with grouped units near enemy base.", "notes": "Enemy base at (12,16) nearly dead. Keep attacking buildings: powr(10,16), fact(12,16), tent(12,13), weap(14,13), powr(10,13). Continue training e3, keep harvesters mining, build more army.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 12, "y": 15}, {"do": "train", "item": "e3", "count": 4}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}], "feedback": ["attack_move: 14 units", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7400, "deaths_cost": 800, "units_killed": 16, "units_lost": 2, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 16100, "army_value": 4800, "income": 4500, "experience": 74, "order_count": 87}}
{"tick": 8601, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $260 (storage 2000), power 297 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1100, killed $800 (2 units, 2 bldgs), lost $9700 (17 units, 2 bldgs). Map explored 21.4%.\nPRODUCTION: Infantry: e3 44%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 100%, #126 fact@(12,16) 20%, #139 tent@(12,13) 41%, #168 proc@(10,19) 100%, #173 powr@(10,13) 97%, #176 powr@(8,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #170@(4,28)*\nVISIBLE ENEMY UNITS (17):\n  #137 e1@(12,14) 79%, #140 e1@(12,14) 64%, #143 e1@(13,14) 67%, #144 e1@(13,14) 95%, #146 e1@(12,14) 88%, #147 e1@(13,14) 95%, #149 e3@(13,14) 65%, #153 e3@(14,14) 93%, #155 e3@(12,14) 67%, #160 e3@(12,14) 94%, #162 e3@(12,14) 83%, #163 e3@(13,14) 52%, #166 e3@(14,14) 91%, #167 e3@(17,16) 100%, #171 e3@(16,16) 100%, #174 e3@(17,14) 100%, #178 e3@(17,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #159: ordered\n  - rally #139: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/rockets at (12\u201320,14\u201316), threatening the damaged barracks and war factory. Harvester #170 is at (10,20); retreat it southwest. Cash is $0; existing tank and rocket queues are still running.", "raw": "{\"thoughts\":\"Enemy infantry and rocket soldiers are inside the base while I have no combat units available, so keep the harvester mining and repair the damaged production buildings. The queued rocket soldiers should rally near the base to defend as they emerge.\",\"notes\":\"Enemy infantry/rockets at (12\u201320,14\u201316). Harvester #170 is at (4,28); keep mining. Barracks #139 has e3 queued; rally defenders near (10,18). Factory #126 is critically damaged.\",\"commands\":[{\"do\":\"harvest\",\"unit\":170},{\"do\":\"repair\",\"building\":126},{\"do\":\"repair\",\"building\":139},{\"do\":\"rally\",\"building\":139,\"x\":10,\"y\":18}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1551, "completion_tokens": 391, "total_tokens": 1942, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1549, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004282575, "upstream_inference_prompt_cost": 0.0002132075, "upstream_inference_completions_cost": 0.00021505}, "completion_tokens_details": {"reasoning_tokens": 235, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.56, "thoughts": "Enemy infantry and rocket soldiers are inside the base while I have no combat units available, so keep the harvester mining and repair the damaged production buildings. The queued rocket soldiers should rally near the base to defend as they emerge.", "notes": "Enemy infantry/rockets at (12\u201320,14\u201316). Harvester #170 is at (4,28); keep mining. Barracks #139 has e3 queued; rally defenders near (10,18). Factory #126 is critically damaged.", "commands": [{"do": "harvest", "unit": 170}, {"do": "repair", "building": 126}, {"do": "repair", "building": 139}, {"do": "rally", "building": 139, "x": 10, "y": 18}], "feedback": ["repair #126: ordered", "repair #139: ordered", "rally #139: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 9700, "units_killed": 2, "units_lost": 17, "buildings_killed": 2, "buildings_lost": 2, "assets_value": 5900, "army_value": 0, "income": 4475, "experience": 8, "order_count": 39}}
{"tick": 8601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $16100, army $7000, killed $9700 (17 units, 2 bldgs), lost $800 (2 units, 2 bldgs). Map explored 23.5%.\nPRODUCTION: Vehicle: harv 95%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 82%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%, #177 powr@(97,8) 100%, #190 fix@(92,8) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #137@(12,14)79%* #140@(12,14)64%* #143@(13,14)67%* #144@(13,14)95%* #146@(12,14)88%* #147@(13,14)95%*\n  e3 (Rocket Soldier) x14: #149@(13,14)65%* #153@(14,14)93%* #155@(12,14)67%* #160@(12,14)94%* #162@(12,14)83%* #163@(13,14)52%* #166@(14,14)91%* #167@(17,16) #171@(16,16) #174@(17,14) #178@(17,16) #180@(33,18) #183@(60,28) #189@(87,13)\n  harv (Ore Truck (harvester)) x2: #132@(100,26) #151@(104,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (4):\n  #124 powr@(10,16) 100%, #126 fact@(12,16) 20%, #139 tent@(12,13) 41%, #173 powr@(10,13) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16) nearly dead. Keep attacking buildings: powr(10,16), fact(12,16), tent(12,13), weap(14,13), powr(10,13). Continue training e3, keep harvesters mining, build more army.", "raw": "{\"thoughts\":\"Enemy base near death; push idle e1/e3 group to finish off remaining buildings. Keep production going.\",\"notes\":\"Enemy base at (12,16) nearly dead. Attack remaining buildings: powr(10,16), fact(12,16), tent(12,13), powr(10,13). Continue training e3, keep harvesters mining, build army, consider more proc/harv.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[137,140,143,144,146,147,149,153,155,160,162,163,166,167,171,174,178],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3020, "completion_tokens": 255, "total_tokens": 3275, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00859, "upstream_inference_prompt_cost": 0.00604, "upstream_inference_completions_cost": 0.00255}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.54, "thoughts": "Enemy base near death; push idle e1/e3 group to finish off remaining buildings. Keep production going.", "notes": "Enemy base at (12,16) nearly dead. Attack remaining buildings: powr(10,16), fact(12,16), tent(12,13), powr(10,13). Continue training e3, keep harvesters mining, build army, consider more proc/harv.", "commands": [{"do": "attack_move", "units": [137, 140, 143, 144, 146, 147, 149, 153, 155, 160, 162, 163, 166, 167, 171, 174, 178], "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 17 units", "train 4x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 9700, "deaths_cost": 800, "units_killed": 17, "units_lost": 2, "buildings_killed": 2, "buildings_lost": 2, "assets_value": 16100, "army_value": 4800, "income": 4000, "experience": 97, "order_count": 91}}
{"tick": 8801, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 5:52 (tick 8801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $92 (storage 2000), power 253 made / 30 used, harvesters 1.\nSCORE: assets $3400, army $1100, killed $800 (2 units, 2 bldgs), lost $12500 (18 units, 4 bldgs). Map explored 21.4%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #124 powr@(10,16) 59%, #168 proc@(10,19) 100%, #173 powr@(10,13) 94%, #176 powr@(8,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #170@(7,24)\nVISIBLE ENEMY UNITS (14):\n  #137 e1@(12,14) 79%, #140 e1@(12,14) 64%, #143 e1@(14,13) 67%, #144 e1@(12,15) 95%, #146 e1@(12,14) 88%, #147 e1@(14,13) 95%, #149 e3@(13,13) 65%, #155 e3@(12,14) 67%, #160 e3@(12,14) 94%, #162 e3@(12,14) 83%, #163 e3@(14,15) 52%, #167 e3@(14,16) 100%, #171 e3@(14,16) 100%, #178 e3@(14,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #126: ordered\n  - repair #139: ordered\n  - rally #139: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/rockets at (12\u201320,14\u201316). Harvester #170 is at (4,28); keep mining. Barracks #139 has e3 queued; rally defenders near (10,18). Factory #126 is critically damaged.", "raw": "{\"thoughts\":\"The enemy infantry and rocket soldiers are inside the base, while I have no combat units and almost no cash. Keep the harvester mining and start rebuilding barracks as soon as funds permit; repair the damaged power plant to preserve the remaining base.\",\"notes\":\"Enemy infantry/rockets at (12\u201314,13\u201316). Only listed buildings are power plants and refinery; previous factory/barracks appear lost. Harvester #170 should mine. Rebuild barracks and produce defenders when affordable.\",\"commands\":[{\"do\":\"harvest\",\"unit\":170},{\"do\":\"repair\",\"building\":124},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1359, "completion_tokens": 335, "total_tokens": 1694, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1357, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003710575, "upstream_inference_prompt_cost": 0.0001868075, "upstream_inference_completions_cost": 0.00018425}, "completion_tokens_details": {"reasoning_tokens": 195, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "The enemy infantry and rocket soldiers are inside the base, while I have no combat units and almost no cash. Keep the harvester mining and start rebuilding barracks as soon as funds permit; repair the damaged power plant to preserve the remaining base.", "notes": "Enemy infantry/rockets at (12\u201314,13\u201316). Only listed buildings are power plants and refinery; previous factory/barracks appear lost. Harvester #170 should mine. Rebuild barracks and produce defenders when affordable.", "commands": [{"do": "harvest", "unit": 170}, {"do": "repair", "building": 124}, {"do": "build", "item": "barr"}], "feedback": ["repair #124: ordered", "build barr: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 12500, "units_killed": 2, "units_lost": 18, "buildings_killed": 2, "buildings_lost": 4, "assets_value": 3400, "army_value": 0, "income": 3975, "experience": 8, "order_count": 39}}
{"tick": 8801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:52 (tick 8801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $16100, army $7000, killed $12500 (18 units, 4 bldgs), lost $800 (2 units, 2 bldgs). Map explored 23.6%.\nPRODUCTION: Vehicle: harv 95%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 82%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%, #177 powr@(97,8) 100%, #190 fix@(92,8) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #137@(12,14)79%* #140@(12,14)64%* #143@(14,13)67%* #144@(12,15)95%* #146@(12,14)88%* #147@(14,13)95%*\n  e3 (Rocket Soldier) x14: #149@(13,13)65%* #153@(14,14)93%* #155@(12,14)67%* #160@(12,14)94%* #162@(12,14)83%* #163@(14,15)52%* #166@(14,14)91%* #167@(14,16) #171@(14,16) #174@(14,14) #178@(14,16) #180@(24,14) #183@(50,26) #189@(77,16)\n  harv (Ore Truck (harvester)) x2: #132@(95,16) #151@(101,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #124 powr@(10,16) 59%, #173 powr@(10,13) 94%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - train 4x e3: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16) nearly dead. Attack remaining buildings: powr(10,16), fact(12,16), tent(12,13), powr(10,13). Continue training e3, keep harvesters mining, build army, consider more proc/harv.", "raw": "{\"thoughts\":\"My army is near enemy base with two power plants remaining visible. Push attack to destroy them and finish off the base. Keep production going.\",\"notes\":\"Enemy base almost dead - only 2 powr buildings visible at (10,16) and (10,13). Push all army there to finish destroying base. Keep training e3 and harv, maintain economy.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":10,\"y\":15},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3059, "completion_tokens": 187, "total_tokens": 3246, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007988, "upstream_inference_prompt_cost": 0.006118, "upstream_inference_completions_cost": 0.00187}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.38, "thoughts": "My army is near enemy base with two power plants remaining visible. Push attack to destroy them and finish off the base. Keep production going.", "notes": "Enemy base almost dead - only 2 powr buildings visible at (10,16) and (10,13). Push all army there to finish destroying base. Keep training e3 and harv, maintain economy.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 10, "y": 15}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 13 units", "train 4x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 12500, "deaths_cost": 800, "units_killed": 18, "units_lost": 2, "buildings_killed": 4, "buildings_lost": 2, "assets_value": 16100, "army_value": 4800, "income": 4000, "experience": 125, "order_count": 96}}
{"tick": 9001, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:00 (tick 9001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $592 (storage 2000), power 153 made / 30 used, harvesters 1.\nSCORE: assets $3100, army $1100, killed $800 (2 units, 2 bldgs), lost $12800 (18 units, 5 bldgs). Map explored 21.4%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #168 proc@(10,19) 76%, #173 powr@(10,13) 53%, #176 powr@(8,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #170@(9,22)\nVISIBLE ENEMY UNITS (16):\n  #137 e1@(10,14) 79%, #140 e1@(10,14) 64%, #143 e1@(11,13) 67%, #144 e1@(11,15) 95%, #146 e1@(10,14) 88%, #147 e1@(11,13) 95%, #149 e3@(11,13) 65%, #153 e3@(11,13) 93%, #155 e3@(10,14) 67%, #160 e3@(10,14) 94%, #162 e3@(10,14) 83%, #163 e3@(11,15) 52%, #166 e3@(11,13) 91%, #167 e3@(14,16) 100%, #171 e3@(13,15) 100%, #178 e3@(14,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #124: ordered\n  - build barr: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy infantry/rockets at (12\u201314,13\u201316). Only listed buildings are power plants and refinery; previous factory/barracks appear lost. Harvester #170 should mine. Rebuild barracks and produce defenders when affordable.", "raw": "{\"thoughts\":\"The Construction Yard and all production buildings appear to be gone, leaving no way to rebuild or train defenders. Keep the harvester mining and repair the damaged refinery to preserve the remaining economy.\",\"notes\":\"No Construction Yard or production building visible; enemy infantry and rockets are inside the base. Repair refinery and keep harvester mining.\",\"commands\":[{\"do\":\"repair\",\"building\":168},{\"do\":\"harvest\",\"unit\":170}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1366, "completion_tokens": 265, "total_tokens": 1631, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1364, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00033352, "upstream_inference_prompt_cost": 0.00018777, "upstream_inference_completions_cost": 0.00014575}, "completion_tokens_details": {"reasoning_tokens": 170, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.92, "thoughts": "The Construction Yard and all production buildings appear to be gone, leaving no way to rebuild or train defenders. Keep the harvester mining and repair the damaged refinery to preserve the remaining economy.", "notes": "No Construction Yard or production building visible; enemy infantry and rockets are inside the base. Repair refinery and keep harvester mining.", "commands": [{"do": "repair", "building": 168}, {"do": "harvest", "unit": 170}], "feedback": ["repair #168: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 12800, "units_killed": 2, "units_lost": 18, "buildings_killed": 2, "buildings_lost": 5, "assets_value": 3100, "army_value": 0, "income": 3975, "experience": 8, "order_count": 39}}
{"tick": 9001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:00 (tick 9001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $391 (storage 4000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $17500, army $8400, killed $12800 (18 units, 5 bldgs), lost $800 (2 units, 2 bldgs). Map explored 24.3%.\nPRODUCTION: Vehicle: harv 23%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 84%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%, #177 powr@(97,8) 100%, #190 fix@(92,8) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #137@(10,14)79%* #140@(10,14)64%* #143@(11,13)67%* #144@(11,15)95%* #146@(10,14)88%* #147@(11,13)95%*\n  e3 (Rocket Soldier) x15: #149@(11,13)65%* #153@(11,13)93%* #155@(10,14)67%* #160@(10,14)94%* #162@(10,14)83%* #163@(11,15)52%* #166@(11,13)91%* #167@(14,16) #171@(13,15) #174@(14,14) #178@(14,16) #180@(14,14) #183@(40,24) #189@(70,23) #194@(94,9)*\n  harv (Ore Truck (harvester)) x3: #132@(99,25) #151@(95,16) #193@(86,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #173 powr@(10,13) 53%, #176 powr@(8,16) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - train 4x e3: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Enemy base almost dead - only 2 powr buildings visible at (10,16) and (10,13). Push all army there to finish destroying base. Keep training e3 and harv, maintain economy.", "raw": "{\"thoughts\":\"Push remaining army to finish off enemy base; keep training more units and harvester for economy.\",\"notes\":\"Enemy base near (10,14) mostly destroyed - only 2 powr left. Finish them off, then scout for remaining buildings. Keep training e3 and harv.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":10,\"y\":14},{\"do\":\"attack_move\",\"units\":[183,189,194],\"x\":10,\"y\":14},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3089, "completion_tokens": 195, "total_tokens": 3284, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008128, "upstream_inference_prompt_cost": 0.006178, "upstream_inference_completions_cost": 0.00195}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.66, "thoughts": "Push remaining army to finish off enemy base; keep training more units and harvester for economy.", "notes": "Enemy base near (10,14) mostly destroyed - only 2 powr left. Finish them off, then scout for remaining buildings. Keep training e3 and harv.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 10, "y": 14}, {"do": "attack_move", "units": [183, 189, 194], "x": 10, "y": 14}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 14 units", "attack_move: 3 units", "train 4x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 12800, "deaths_cost": 800, "units_killed": 18, "units_lost": 2, "buildings_killed": 5, "buildings_lost": 2, "assets_value": 17500, "army_value": 5100, "income": 4500, "experience": 128, "order_count": 101}}
{"tick": 9201, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:08 (tick 9201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $592 (storage 2000), power 59 made / 30 used, harvesters 1.\nSCORE: assets $2800, army $1100, killed $800 (2 units, 2 bldgs), lost $13100 (18 units, 6 bldgs). Map explored 21.4%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #168 proc@(10,19) 35%, #176 powr@(8,16) 59%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #170@(5,28)\nVISIBLE ENEMY UNITS (18):\n  #137 e1@(10,14) 79%, #140 e1@(10,14) 64%, #143 e1@(11,13) 67%, #144 e1@(11,15) 95%, #146 e1@(10,14) 88%, #147 e1@(11,13) 95%, #149 e3@(11,13) 65%, #153 e3@(11,13) 93%, #155 e3@(10,14) 67%, #160 e3@(10,14) 94%, #162 e3@(10,14) 83%, #163 e3@(11,15) 52%, #166 e3@(11,13) 91%, #167 e3@(14,16) 100%, #171 e3@(12,14) 100%, #174 e3@(12,14) 100%, #178 e3@(14,16) 100%, #180 e3@(12,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #168: ordered\nYOUR NOTES FROM LAST TURN: No Construction Yard or production building visible; enemy infantry and rockets are inside the base. Repair refinery and keep harvester mining.", "raw": "{\"thoughts\":\"The Construction Yard and all combat production are gone, leaving the base exposed to a large enemy infantry force. Keep the refinery and power plant repairing while the harvester returns to mining; there are no combat units available to defend them.\",\"notes\":\"No Construction Yard or production building; enemy infantry and rockets are at home. Repair proc and powr, keep harvester mining.\",\"commands\":[{\"do\":\"repair\",\"building\":168},{\"do\":\"repair\",\"building\":176},{\"do\":\"harvest\",\"unit\":170}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1339, "completion_tokens": 244, "total_tokens": 1583, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1337, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003182575, "upstream_inference_prompt_cost": 0.0001840575, "upstream_inference_completions_cost": 0.0001342}, "completion_tokens_details": {"reasoning_tokens": 131, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.47, "thoughts": "The Construction Yard and all combat production are gone, leaving the base exposed to a large enemy infantry force. Keep the refinery and power plant repairing while the harvester returns to mining; there are no combat units available to defend them.", "notes": "No Construction Yard or production building; enemy infantry and rockets are at home. Repair proc and powr, keep harvester mining.", "commands": [{"do": "repair", "building": 168}, {"do": "repair", "building": 176}, {"do": "harvest", "unit": 170}], "feedback": ["repair #168: ordered", "repair #176: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 13100, "units_killed": 2, "units_lost": 18, "buildings_killed": 2, "buildings_lost": 6, "assets_value": 2800, "army_value": 0, "income": 3975, "experience": 8, "order_count": 39}}
{"tick": 9201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:08 (tick 9201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $17800, army $8700, killed $13100 (18 units, 6 bldgs), lost $800 (2 units, 2 bldgs). Map explored 24.5%.\nPRODUCTION: Vehicle: harv 41%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%, #177 powr@(97,8) 100%, #190 fix@(92,8) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #137@(10,14)79%* #140@(10,14)64%* #143@(11,13)67%* #144@(11,15)95%* #146@(10,14)88%* #147@(11,13)95%*\n  e3 (Rocket Soldier) x16: #149@(11,13)65%* #153@(11,13)93%* #155@(10,14)67%* #160@(10,14)94%* #162@(10,14)83%* #163@(11,15)52%* #166@(11,13)91%* #167@(14,16) #171@(12,14)* #174@(12,14) #178@(14,16) #180@(12,14) #183@(32,17) #189@(61,27) #194@(86,14) #195@(95,9)*\n  harv (Ore Truck (harvester)) x3: #132@(98,27) #151@(106,24) #193@(86,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #176 powr@(8,16) 59%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - attack_move: 3 units\n  - train 4x e3: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (10,14) mostly destroyed - only 2 powr left. Finish them off, then scout for remaining buildings. Keep training e3 and harv.", "raw": "{\"thoughts\":\"Enemy base near (10,14) nearly destroyed, one power plant visible. Push remaining army to finish it off and keep production going.\",\"notes\":\"Enemy base near (8,16) - finishing off last power plant. Keep training e3/harv, scout for remaining buildings after this.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":8,\"y\":16},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4},\n{\"do\":\"train\",\"item\":\"harv\",\"count\":1}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3132, "completion_tokens": 199, "total_tokens": 3331, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008254, "upstream_inference_prompt_cost": 0.006264, "upstream_inference_completions_cost": 0.00199}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.45, "thoughts": "Enemy base near (10,14) nearly destroyed, one power plant visible. Push remaining army to finish it off and keep production going.", "notes": "Enemy base near (8,16) - finishing off last power plant. Keep training e3/harv, scout for remaining buildings after this.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 8, "y": 16}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 15 units", "train 4x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 13100, "deaths_cost": 800, "units_killed": 18, "units_lost": 2, "buildings_killed": 6, "buildings_lost": 2, "assets_value": 17800, "army_value": 5400, "income": 4500, "experience": 131, "order_count": 106}}
{"tick": 9401, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:16 (tick 9401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $0, army $0, killed $800 (2 units, 2 bldgs), lost $14800 (18 units, 8 bldgs). Map explored 23.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (25):\n  #132 harv@(95,16) 100%, #137 e1@(8,17) 79%, #140 e1@(8,17) 64%, #143 e1@(8,16) 67%, #144 e1@(8,17) 95%, #146 e1@(8,17) 88%, #147 e1@(9,17) 95%, #149 e3@(10,16) 65%, #151 harv@(104,26) 100%, #153 e3@(8,15) 93%, #155 e3@(10,16) 67%, #160 e3@(10,16) 94%, #162 e3@(8,17) 83%, #163 e3@(8,17) 52%, #166 e3@(9,17) 91%, #167 e3@(13,14) 100%, #171 e3@(10,16) 100%, #174 e3@(12,14) 100%, #178 e3@(12,15) 100%, #180 e3@(12,14) 100%, #183 e3@(23,14) 100%, #189 e3@(51,26) 100%, #193 harv@(93,16) 100%, #194 e3@(76,17) 100%, #195 e3@(87,13) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #150 proc@(95,15) 100%, #172 powr@(93,14) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #168: ordered\n  - repair #176: ordered\nYOUR NOTES FROM LAST TURN: No Construction Yard or production building; enemy infantry and rockets are at home. Repair proc and powr, keep harvester mining.", "raw": "{\"thoughts\":\"I have no buildings, units, or cash, so I cannot rebuild or defend. The enemy army is at my former base and its production remains intact; there are no useful orders available.\",\"notes\":\"Base eliminated; no assets or production remain. Enemy base likely near (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1412, "completion_tokens": 131, "total_tokens": 1543, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1410, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000266145, "upstream_inference_prompt_cost": 0.000194095, "upstream_inference_completions_cost": 7.205e-05}, "completion_tokens_details": {"reasoning_tokens": 59, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.61, "thoughts": "I have no buildings, units, or cash, so I cannot rebuild or defend. The enemy army is at my former base and its production remains intact; there are no useful orders available.", "notes": "Base eliminated; no assets or production remain. Enemy base likely near (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Lost", "faction": "france", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 14800, "units_killed": 2, "units_lost": 18, "buildings_killed": 2, "buildings_lost": 8, "assets_value": 0, "army_value": 0, "income": 3475, "experience": 8, "order_count": 39}}
{"tick": 9401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:16 (tick 9401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $17800, army $8700, killed $14800 (18 units, 8 bldgs), lost $800 (2 units, 2 bldgs). Map explored 25.2%.\nPRODUCTION: Vehicle: harv 41%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #131 proc@(98,11) 100%, #134 barr@(95,8) 100%, #150 proc@(95,15) 100%, #169 weap@(92,11) 100%, #172 powr@(93,14) 100%, #177 powr@(97,8) 100%, #190 fix@(92,8) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #137@(8,17)79%* #140@(8,17)64%* #143@(8,16)67%* #144@(8,17)95%* #146@(8,17)88%* #147@(9,17)95%*\n  e3 (Rocket Soldier) x16: #149@(10,16)65%* #153@(8,15)93% #155@(10,16)67%* #160@(10,16)94%* #162@(8,17)83%* #163@(8,17)52%* #166@(9,17)91% #167@(13,14) #171@(10,16) #174@(12,14)* #178@(12,15) #180@(12,14)* #183@(23,14) #189@(51,26) #194@(76,17) #195@(87,13)\n  harv (Ore Truck (harvester)) x3: #132@(95,16) #151@(104,26) #193@(93,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - train 4x e3: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (8,16) - finishing off last power plant. Keep training e3/harv, scout for remaining buildings after this.", "raw": "{\"thoughts\":\"No visible enemy buildings/units remain near their base - likely destroyed. Push army to explore and mop up remaining structures, keep training reinforcements and harvesters for economy.\",\"notes\":\"Enemy base near (8,16) mostly destroyed. Continue sweeping west side for remaining buildings. Keep training e3/harv, build more power/proc if needed.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":8,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3149, "completion_tokens": 268, "total_tokens": 3417, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008978, "upstream_inference_prompt_cost": 0.006298, "upstream_inference_completions_cost": 0.00268}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.58, "thoughts": "No visible enemy buildings/units remain near their base - likely destroyed. Push army to explore and mop up remaining structures, keep training reinforcements and harvesters for economy.", "notes": "Enemy base near (8,16) mostly destroyed. Continue sweeping west side for remaining buildings. Keep training e3/harv, build more power/proc if needed.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 8, "y": 16}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 13 units", "train 4x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Won", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 14800, "deaths_cost": 800, "units_killed": 18, "units_lost": 2, "buildings_killed": 8, "buildings_lost": 2, "assets_value": 17800, "army_value": 5400, "income": 4000, "experience": 148, "order_count": 111}}
