{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #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, then start the power plant so the base can begin expanding. I\u2019ll follow with a refinery and barracks, then build a Soviet armor force toward the enemy\u2019s likely start at (95,11).\",\"notes\":\"Enemy likely starts near (95,11). Opening: deploy MCV, power plant, refinery, barracks, then war factory and tanks.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1098, "completion_tokens": 166, "total_tokens": 1264, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1096, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00024222, "upstream_inference_prompt_cost": 0.00015092, "upstream_inference_completions_cost": 9.13e-05}, "completion_tokens_details": {"reasoning_tokens": 57, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.86, "thoughts": "Deploy the MCV immediately, then start the power plant so the base can begin expanding. I\u2019ll follow with a refinery and barracks, then build a Soviet armor force toward the enemy\u2019s likely start at (95,11).", "notes": "Enemy likely starts near (95,11). Opening: deploy MCV, power plant, refinery, barracks, then war factory and tanks.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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\": \"Starting the match. Deploying MCV at start location and starting power plant production immediately.\", \"notes\": \"Deployed MCV at (95,11). Opening: powr -> proc -> barr -> weap. Enemy likely at (12,16).\", \"commands\": [{\"do\": \"deploy\", \"unit\": 120}, {\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1153, "completion_tokens": 151, "total_tokens": 1304, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002862, "upstream_inference_prompt_cost": 0.0017295, "upstream_inference_completions_cost": 0.0011325}, "completion_tokens_details": {"reasoning_tokens": 62, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.27, "thoughts": "Starting the match. Deploying MCV at start location and starting power plant production immediately.", "notes": "Deployed MCV at (95,11). Opening: powr -> proc -> barr -> weap. Enemy likely at (12,16).", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (95,11). Opening: deploy MCV, power plant, refinery, barracks, then war factory and tanks.", "raw": "{\"thoughts\":\"The MCV has deployed into a Construction Yard, and the first Power Plant is underway. I\u2019ll let it finish before starting the Ore Refinery.\",\"notes\":\"Enemy likely near (95,11). Opening: powr, refinery, barracks, war factory, then tanks.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1134, "completion_tokens": 251, "total_tokens": 1385, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1132, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00029392, "upstream_inference_prompt_cost": 0.00015587, "upstream_inference_completions_cost": 0.00013805}, "completion_tokens_details": {"reasoning_tokens": 182, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.91, "thoughts": "The MCV has deployed into a Construction Yard, and the first Power Plant is underway. I\u2019ll let it finish before starting the Ore Refinery.", "notes": "Enemy likely near (95,11). Opening: powr, refinery, barracks, war factory, then tanks.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Deployed MCV at (95,11). Opening: powr -> proc -> barr -> weap. Enemy likely at (12,16).", "raw": "{\"thoughts\": \"Opening is underway: MCV deployed, power plant building at (95,11). Next step is the ore refinery for income, then barracks and war factory. Nothing to attack yet.\", \"notes\": \"Opening powr->proc->barr->weap. Enemy likely at (12,16), far west. Base at (95,11).\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1180, "completion_tokens": 323, "total_tokens": 1503, "cost": 0.0007416, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0007416, "upstream_inference_prompt_cost": 0.000354, "upstream_inference_completions_cost": 0.0003876}, "completion_tokens_details": {"reasoning_tokens": 229, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.7, "thoughts": "Opening is underway: MCV deployed, power plant building at (95,11). Next step is the ore refinery for income, then barracks and war factory. Nothing to attack yet.", "notes": "Opening powr->proc->barr->weap. Enemy likely at (12,16), far west. Base at (95,11).", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Opening: powr, refinery, barracks, war factory, then tanks.", "raw": "{\"thoughts\":\"Deploy the MCV immediately, then start the power plant. Once it is ready, place it and begin the refinery to establish income.\",\"notes\":\"Enemy likely near (95,11). Opening: power plant, refinery, barracks, war factory, then tanks.\",\"commands\":[{\"do\":\"deploy\",\"unit\":121},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1105, "completion_tokens": 137, "total_tokens": 1242, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1103, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002272325, "upstream_inference_prompt_cost": 0.0001518825, "upstream_inference_completions_cost": 7.535e-05}, "completion_tokens_details": {"reasoning_tokens": 53, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.58, "thoughts": "Deploy the MCV immediately, then start the power plant. Once it is ready, place it and begin the refinery to establish income.", "notes": "Enemy likely near (95,11). Opening: power plant, refinery, barracks, war factory, then tanks.", "commands": [{"do": "deploy", "unit": 121}, {"do": "build", "item": "powr"}], "feedback": ["deploy #121: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening powr->proc->barr->weap. Enemy likely at (12,16), far west. Base at (95,11).", "raw": "{\"thoughts\": \"Only powr is available to build; my earlier proc attempt failed because I need power/first building first. Start with a Power Plant, then queue Refinery.\", \"notes\": \"Opening powr->proc->barr->weap. Enemy likely at (12,16) far west. Base at (95,11). Building powr now.\", \"commands\": [{\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1182, "completion_tokens": 197, "total_tokens": 1379, "cost": 0.000365208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000365208, "upstream_inference_prompt_cost": 0.000128808, "upstream_inference_completions_cost": 0.0002364}, "completion_tokens_details": {"reasoning_tokens": 99, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.89, "thoughts": "Only powr is available to build; my earlier proc attempt failed because I need power/first building first. Start with a Power Plant, then queue Refinery.", "notes": "Opening powr->proc->barr->weap. Enemy likely at (12,16) far west. Base at (95,11). Building powr now.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #123@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #121: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Opening: power plant, refinery, barracks, war factory, then tanks.", "raw": "{\"thoughts\":\"There are no buildings yet, so deploy the MCV to establish the Construction Yard. The power plant order may already be in progress; check that it is placed, then start the refinery as soon as the building queue is free.\",\"notes\":\"Enemy likely near (95,11). Establish CY, then power plant and refinery; continue standard Soviet opening.\",\"commands\":[{\"do\":\"deploy\",\"unit\":123}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1115, "completion_tokens": 135, "total_tokens": 1250, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1113, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002275075, "upstream_inference_prompt_cost": 0.0001532575, "upstream_inference_completions_cost": 7.425e-05}, "completion_tokens_details": {"reasoning_tokens": 43, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.82, "thoughts": "There are no buildings yet, so deploy the MCV to establish the Construction Yard. The power plant order may already be in progress; check that it is placed, then start the refinery as soon as the building queue is free.", "notes": "Enemy likely near (95,11). Establish CY, then power plant and refinery; continue standard Soviet opening.", "commands": [{"do": "deploy", "unit": 123}], "feedback": ["deploy #123: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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: Opening powr->proc->barr->weap. Enemy likely at (12,16) far west. Base at (95,11). Building powr now.", "raw": "{\"thoughts\": \"Power plant is ready to place; place it near the conyard, then start the refinery to get economy going.\", \"notes\": \"Opening powr->proc->barr->weap. Enemy likely at (12,16) far west. Base cell (95,11). Placing powr now, queueing proc next.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":93,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1184, "completion_tokens": 119, "total_tokens": 1303, "cost": 0.000272208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000272208, "upstream_inference_prompt_cost": 0.000129408, "upstream_inference_completions_cost": 0.0001428}, "completion_tokens_details": {"reasoning_tokens": 12, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.79, "thoughts": "Power plant is ready to place; place it near the conyard, then start the refinery to get economy going.", "notes": "Opening powr->proc->barr->weap. Enemy likely at (12,16) far west. Base cell (95,11). Placing powr now, queueing proc next.", "commands": [{"do": "place", "item": "powr", "x": 93, "y": 11}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 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 #123: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Establish CY, then power plant and refinery; continue standard Soviet opening.", "raw": "{\"thoughts\":\"The Construction Yard is deployed and the opening economy is not established yet. Start a Power Plant, then build an Ore Refinery as soon as the plant is placed; follow with a Barracks and another Refinery or War Factory.\",\"notes\":\"Enemy likely near (95,11). Soviet opening: power -> refinery -> barracks -> expand economy/War Factory.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1119, "completion_tokens": 155, "total_tokens": 1274, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1117, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002390575, "upstream_inference_prompt_cost": 0.0001538075, "upstream_inference_completions_cost": 8.525e-05}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.87, "thoughts": "The Construction Yard is deployed and the opening economy is not established yet. Start a Power Plant, then build an Ore Refinery as soon as the plant is placed; follow with a Barracks and another Refinery or War Factory.", "notes": "Enemy likely near (95,11). Soviet opening: power -> refinery -> barracks -> expand economy/War Factory.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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%, #124 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: Opening powr->proc->barr->weap. Enemy likely at (12,16) far west. Base cell (95,11). Placing powr now, queueing proc next.", "raw": "{\"thoughts\": \"Power plant is up. Now start the Ore Refinery to get income flowing, then a barracks/war factory. MCV is already deployed.\", \"notes\": \"Opening: powr done -> proc -> barr -> weap. Enemy likely far west at (12,16). Base at (95,11).\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1254, "completion_tokens": 136, "total_tokens": 1390, "cost": 0.000313608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000313608, "upstream_inference_prompt_cost": 0.000150408, "upstream_inference_completions_cost": 0.0001632}, "completion_tokens_details": {"reasoning_tokens": 51, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.97, "thoughts": "Power plant is up. Now start the Ore Refinery to get income flowing, then a barracks/war factory. MCV is already deployed.", "notes": "Opening: powr done -> proc -> barr -> weap. Enemy likely far west at (12,16). Base at (95,11).", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #125 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Soviet opening: power -> refinery -> barracks -> expand economy/War Factory.", "raw": "{\"thoughts\":\"Deploy the MCV, place the ready Power Plant, and start an Ore Refinery immediately to establish income. Keep the opening focused on economy before adding production.\",\"notes\":\"Enemy likely near (95,11). Soviet opening: power -> refinery -> barracks -> second refinery/War Factory.\",\"commands\":[{\"do\":\"deploy\",\"unit\":125},{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1126, "completion_tokens": 152, "total_tokens": 1278, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1124, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00023837, "upstream_inference_prompt_cost": 0.00015477, "upstream_inference_completions_cost": 8.36e-05}, "completion_tokens_details": {"reasoning_tokens": 55, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.64, "thoughts": "Deploy the MCV, place the ready Power Plant, and start an Ore Refinery immediately to establish income. Keep the opening focused on economy before adding production.", "notes": "Enemy likely near (95,11). Soviet opening: power -> refinery -> barracks -> second refinery/War Factory.", "commands": [{"do": "deploy", "unit": 125}, {"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["deploy #125: 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": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 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: Opening: powr done -> proc -> barr -> weap. Enemy likely far west at (12,16). Base at (95,11).", "raw": "{\"thoughts\": \"Opening is on track: power is up and the first refinery is building. Nothing else to queue until the refinery finishes and can be placed, then I'll add barracks and second refinery/war factory.\", \"notes\": \"Opening: powr done, proc building (23%). Next: barr, then proc#2 or weap. Base at (95,11), enemy likely far west ~(12,16).\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1216, "completion_tokens": 249, "total_tokens": 1465, "cost": 0.000437808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000437808, "upstream_inference_prompt_cost": 0.000139008, "upstream_inference_completions_cost": 0.0002988}, "completion_tokens_details": {"reasoning_tokens": 153, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.63, "thoughts": "Opening is on track: power is up and the first refinery is building. Nothing else to queue until the refinery finishes and can be placed, then I'll add barracks and second refinery/war factory.", "notes": "Opening: powr done, proc building (23%). Next: barr, then proc#2 or weap. Base at (95,11), enemy likely far west ~(12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $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  #126 powr@(10,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #127@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #125: 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: Enemy likely near (95,11). Soviet opening: power -> refinery -> barracks -> second refinery/War Factory.", "raw": "{\"thoughts\":\"Deploy the MCV to establish the Construction Yard; once it is available, start the refinery immediately.\",\"notes\":\"Enemy likely near (95,11). Soviet opening: power -> refinery -> barracks -> second refinery/War Factory.\",\"commands\":[{\"do\":\"deploy\",\"unit\":127}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1152, "completion_tokens": 133, "total_tokens": 1285, "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": 0.000231495, "upstream_inference_prompt_cost": 0.000158345, "upstream_inference_completions_cost": 7.315e-05}, "completion_tokens_details": {"reasoning_tokens": 65, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.18, "thoughts": "Deploy the MCV to establish the Construction Yard; once it is available, start the refinery immediately.", "notes": "Enemy likely near (95,11). Soviet opening: power -> refinery -> barracks -> second refinery/War Factory.", "commands": [{"do": "deploy", "unit": 127}], "feedback": ["deploy #127: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 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: Opening: powr done, proc building (23%). Next: barr, then proc#2 or weap. Base at (95,11), enemy likely far west ~(12,16).", "raw": "{\"thoughts\": \"Opening proceeding: proc at 47%, cash healthy at $4041. Nothing actionable until proc completes since the Building queue is busy. Next I'll add a barracks then a war factory.\", \"notes\": \"Base (95,11), enemy likely west ~(12,16). Queue: proc finishing -> build barr -> then weap. Save enough for barr $500 + weap.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1212, "completion_tokens": 515, "total_tokens": 1727, "cost": 0.000755808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000755808, "upstream_inference_prompt_cost": 0.000137808, "upstream_inference_completions_cost": 0.000618}, "completion_tokens_details": {"reasoning_tokens": 426, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.1, "thoughts": "Opening proceeding: proc at 47%, cash healthy at $4041. Nothing actionable until proc completes since the Building queue is busy. Next I'll add a barracks then a war factory.", "notes": "Base (95,11), enemy likely west ~(12,16). Queue: proc finishing -> build barr -> then weap. Save enough for barr $500 + weap.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 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 #127: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Soviet opening: power -> refinery -> barracks -> second refinery/War Factory.", "raw": "{\"thoughts\":\"The Construction Yard and Power Plant are established, with ample power and $4,700 available. Start a Refinery to gain income and a free harvester, then follow with a Barracks and War Factory as they become available.\",\"notes\":\"Enemy likely near (95,11). Soviet opening: deploy complete; Power Plant built. Refinery next, then Barracks and War Factory.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1162, "completion_tokens": 151, "total_tokens": 1313, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1160, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00024277, "upstream_inference_prompt_cost": 0.00015972, "upstream_inference_completions_cost": 8.305e-05}, "completion_tokens_details": {"reasoning_tokens": 52, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.05, "thoughts": "The Construction Yard and Power Plant are established, with ample power and $4,700 available. Start a Refinery to gain income and a free harvester, then follow with a Barracks and War Factory as they become available.", "notes": "Enemy likely near (95,11). Soviet opening: deploy complete; Power Plant built. Refinery next, then Barracks and War Factory.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (95,11), enemy likely west ~(12,16). Queue: proc finishing -> build barr -> then weap. Save enough for barr $500 + weap.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.17, "thoughts": "(no valid response)", "notes": "Base (95,11), enemy likely west ~(12,16). Queue: proc finishing -> build barr -> then weap. Save enough for barr $500 + weap.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 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: Enemy likely near (95,11). Soviet opening: deploy complete; Power Plant built. Refinery next, then Barracks and War Factory.", "raw": "{\"thoughts\":\"The refinery is already under construction, and there are no units or other useful production orders available yet. Let it finish so I can place it and start generating income.\",\"notes\":\"Enemy likely near (95,11). Deploy complete; power plant placed. Refinery in progress; place when ready, then build barracks and War Factory.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1168, "completion_tokens": 228, "total_tokens": 1396, "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": 0.000285945, "upstream_inference_prompt_cost": 0.000160545, "upstream_inference_completions_cost": 0.0001254}, "completion_tokens_details": {"reasoning_tokens": 148, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.55, "thoughts": "The refinery is already under construction, and there are no units or other useful production orders available yet. Let it finish so I can place it and start generating income.", "notes": "Enemy likely near (95,11). Deploy complete; power plant placed. Refinery in progress; place when ready, then build barracks and War Factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (95,11), enemy likely west ~(12,16). Queue: proc finishing -> build barr -> then weap. Save enough for barr $500 + weap.", "raw": "{\"thoughts\": \"Refinery nearly done; next step is a barracks to get infantry out for early map presence, then a war factory. Cash is healthy so I can afford barr now.\", \"notes\": \"Base (95,11), enemy likely west ~(12,16). proc finishing -> barr -> weap. Queue a few e1 after barr ready.\", \"commands\": [{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1208, "completion_tokens": 166, "total_tokens": 1374, "cost": 0.000335808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000335808, "upstream_inference_prompt_cost": 0.000136608, "upstream_inference_completions_cost": 0.0001992}, "completion_tokens_details": {"reasoning_tokens": 74, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.44, "thoughts": "Refinery nearly done; next step is a barracks to get infantry out for early map presence, then a war factory. Cash is healthy so I can afford barr now.", "notes": "Base (95,11), enemy likely west ~(12,16). proc finishing -> barr -> weap. Queue a few e1 after barr ready.", "commands": [{"do": "build", "item": "barr"}], "feedback": ["build barr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Deploy complete; power plant placed. Refinery in progress; place when ready, then build barracks and War Factory.", "raw": "{\"thoughts\":\"The refinery is already 47% complete and power is ample. Let it finish so I can place it, gain a harvester, and then start infantry and vehicle production.\",\"notes\":\"Enemy likely near (95,11). Refinery building; place when ready, then build barracks and War Factory.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1156, "completion_tokens": 159, "total_tokens": 1315, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1154, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000246345, "upstream_inference_prompt_cost": 0.000158895, "upstream_inference_completions_cost": 8.745e-05}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.43, "thoughts": "The refinery is already 47% complete and power is ample. Let it finish so I can place it, gain a harvester, and then start infantry and vehicle production.", "notes": "Enemy likely near (95,11). Refinery building; place when ready, then build barracks and War Factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 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 barr: started\nYOUR NOTES FROM LAST TURN: Base (95,11), enemy likely west ~(12,16). proc finishing -> barr -> weap. Queue a few e1 after barr ready.", "raw": "{\"thoughts\": \"Opening is underway; place the free refinery to get income, keep the barracks building, and add power to support future production. No army yet.\", \"notes\": \"Base (95,11), enemy likely west ~(12,16). proc must be placed; barr in queue -> then powr, weap. Build e1 after barr.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":88,\"y\":14},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1227, "completion_tokens": 242, "total_tokens": 1469, "cost": 0.000432708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000432708, "upstream_inference_prompt_cost": 0.000142308, "upstream_inference_completions_cost": 0.0002904}, "completion_tokens_details": {"reasoning_tokens": 134, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.5, "thoughts": "Opening is underway; place the free refinery to get income, keep the barracks building, and add power to support future production. No army yet.", "notes": "Base (95,11), enemy likely west ~(12,16). proc must be placed; barr in queue -> then powr, weap. Build e1 after barr.", "commands": [{"do": "place", "item": "proc", "x": 88, "y": 14}, {"do": "build", "item": "powr"}], "feedback": ["place proc: 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": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Refinery building; place when ready, then build barracks and War Factory.", "raw": "{\"thoughts\":\"The refinery is already 70% complete; let it finish so it can be placed and provide our first harvester. Power is ample, and I\u2019ll start the barracks after placing the refinery.\",\"notes\":\"Enemy likely near (95,11). Refinery building; place when ready, then build barracks and War Factory.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1148, "completion_tokens": 200, "total_tokens": 1348, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1146, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000267795, "upstream_inference_prompt_cost": 0.000157795, "upstream_inference_completions_cost": 0.00011}, "completion_tokens_details": {"reasoning_tokens": 121, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.23, "thoughts": "The refinery is already 70% complete; let it finish so it can be placed and provide our first harvester. Power is ample, and I\u2019ll start the barracks after placing the refinery.", "notes": "Enemy likely near (95,11). Refinery building; place when ready, then build barracks and War Factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 2001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3000 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: powr READY TO PLACE; Building: barr 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(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 powr: started\nYOUR NOTES FROM LAST TURN: Base (95,11), enemy likely west ~(12,16). proc must be placed; barr in queue -> then powr, weap. Build e1 after barr.", "raw": "{\"thoughts\": \"Power plant ready to place; barracks already queued. Place power, send harvester mining, and set up to build war factory next. Enemy is far west, so I have time to build economy.\", \"notes\": \"Base (95,11) east side; enemy likely west (12,16). powr placing -> barr next -> weap -> proc#2. Train e1 once barr up, keep 2-3 harvesters.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":91,\"y\":11},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1307, "completion_tokens": 305, "total_tokens": 1612, "cost": 0.000532308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000532308, "upstream_inference_prompt_cost": 0.000166308, "upstream_inference_completions_cost": 0.000366}, "completion_tokens_details": {"reasoning_tokens": 166, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.76, "thoughts": "Power plant ready to place; barracks already queued. Place power, send harvester mining, and set up to build war factory next. Enemy is far west, so I have time to build economy.", "notes": "Base (95,11) east side; enemy likely west (12,16). powr placing -> barr next -> weap -> proc#2. Train e1 once barr up, keep 2-3 harvesters.", "commands": [{"do": "place", "item": "powr", "x": 91, "y": 11}, {"do": "harvest", "unit": 134}, {"do": "build", "item": "weap"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Refinery building; place when ready, then build barracks and War Factory.", "raw": "{\"thoughts\":\"The refinery is nearly complete, so let it finish and place it to gain my first harvester. Then I\u2019ll build a barracks and move toward a War Factory while keeping enough power online.\",\"notes\":\"Enemy likely near (95,11). Power plant and Construction Yard are at home; refinery is 94% complete. Place it when ready, then build barracks and War Factory.\",\"commands\":[]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1148, "completion_tokens": 177, "total_tokens": 1325, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1146, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000255145, "upstream_inference_prompt_cost": 0.000157795, "upstream_inference_completions_cost": 9.735e-05}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.96, "thoughts": "The refinery is nearly complete, so let it finish and place it to gain my first harvester. Then I\u2019ll build a barracks and move toward a War Factory while keeping enough power online.", "notes": "Enemy likely near (95,11). Power plant and Construction Yard are at home; refinery is 94% complete. Place it when ready, then build barracks and War Factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 2201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2676 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.4%.\nPRODUCTION: Building: weap 16%; Building: barr 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Base (95,11) east side; enemy likely west (12,16). powr placing -> barr next -> weap -> proc#2. Train e1 once barr up, keep 2-3 harvesters.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Early game: weap is building (16%) with barr queued behind it, and powr just went up. Cash is healthy at $2676 but storage may be capping, so a silo will matter soon. No combat units yet, so nothing to attack with; keep the harvester mining and let production run.\", \"notes\": \"Base (95,11) east side; enemy likely west (12,16). weap building -> barr (queued) -> proc#2 then silo. Once barr up: train e1 x5 then e3. Once weap up: rally to (88,15) and train 3tnk. Keep harvester #134 mining south (103,19).\", \"commands\": [{\"do\": \"harvest\", \"unit\": 134}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1325, "completion_tokens": 592, "total_tokens": 1917, "cost": 0.000882108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000882108, "upstream_inference_prompt_cost": 0.000171708, "upstream_inference_completions_cost": 0.0007104}, "completion_tokens_details": {"reasoning_tokens": 420, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.35, "thoughts": "Early game: weap is building (16%) with barr queued behind it, and powr just went up. Cash is healthy at $2676 but storage may be capping, so a silo will matter soon. No combat units yet, so nothing to attack with; keep the harvester mining and let production run.", "notes": "Base (95,11) east side; enemy likely west (12,16). weap building -> barr (queued) -> proc#2 then silo. Once barr up: train e1 x5 then e3. Once weap up: rally to (88,15) and train 3tnk. Keep harvester #134 mining south (103,19).", "commands": [{"do": "harvest", "unit": 134}], "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": 5100, "army_value": 0, "income": 0, "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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Power plant and Construction Yard are at home; refinery is 94% complete. Place it when ready, then build barracks and War Factory.", "raw": "{\"thoughts\":\"Place the ready refinery to establish income, then start a barracks for infantry production. Once the refinery is placed, build a War Factory next and keep power available as the base expands.\",\"notes\":\"Enemy likely near (95,11). Refinery ready to place; no army yet. Build barracks, then War Factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":14,\"y\":16},{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1162, "completion_tokens": 202, "total_tokens": 1364, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1160, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00027082, "upstream_inference_prompt_cost": 0.00015972, "upstream_inference_completions_cost": 0.0001111}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.06, "thoughts": "Place the ready refinery to establish income, then start a barracks for infantry production. Once the refinery is placed, build a War Factory next and keep power available as the base expands.", "notes": "Enemy likely near (95,11). Refinery ready to place; no army yet. Build barracks, then War Factory.", "commands": [{"do": "place", "item": "proc", "x": 14, "y": 16}, {"do": "build", "item": "barr"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build barr: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 2401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2373 + stored ore $445 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: weap 32%; Building: barr 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (95,11) east side; enemy likely west (12,16). weap building -> barr (queued) -> proc#2 then silo. Once barr up: train e1 x5 then e3. Once weap up: rally to (88,15) and train 3tnk. Keep harvester #134 mining south (103,19).", "raw": "{\"thoughts\": \"War Factory is currently building at 32% with Barracks queued next. Cash is healthy at $2373, power is strong, and Harvester #134 is actively gathering ore.\", \"notes\": \"Base at (95,11), enemy likely (12,16). Awaiting War Factory completion; place it when ready, then place Barracks. Plan to train 3tnk from weap and scout dog/infantry from barr.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1379, "completion_tokens": 513, "total_tokens": 1892, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005916, "upstream_inference_prompt_cost": 0.0020685, "upstream_inference_completions_cost": 0.0038475}, "completion_tokens_details": {"reasoning_tokens": 406, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.31, "thoughts": "War Factory is currently building at 32% with Barracks queued next. Cash is healthy at $2373, power is strong, and Harvester #134 is actively gathering ore.", "notes": "Base at (95,11), enemy likely (12,16). Awaiting War Factory completion; place it when ready, then place Barracks. Plan to train 3tnk from weap and scout dog/infantry from barr.", "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": 5100, "army_value": 0, "income": 450, "experience": 0, "order_count": 9}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.8%.\nPRODUCTION: Building: barr 64%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build barr: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Refinery ready to place; no army yet. Build barracks, then War Factory.", "raw": "{\"thoughts\":\"The first refinery is operating and the barracks is well underway; power is ample. Queue a War Factory behind the barracks so vehicle production can begin as soon as the barracks is placed, then build tanks continuously.\",\"notes\":\"Enemy likely near (95,11); unexplored. One harvester. Barracks building; queue War Factory next, then produce Soviet heavy tanks when available.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1251, "completion_tokens": 204, "total_tokens": 1455, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1249, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002841575, "upstream_inference_prompt_cost": 0.0001719575, "upstream_inference_completions_cost": 0.0001122}, "completion_tokens_details": {"reasoning_tokens": 103, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.33, "thoughts": "The first refinery is operating and the barracks is well underway; power is ample. Queue a War Factory behind the barracks so vehicle production can begin as soon as the barracks is placed, then build tanks continuously.", "notes": "Enemy likely near (95,11); unexplored. One harvester. Barracks building; queue War Factory next, then produce Soviet heavy tanks when available.", "commands": [{"do": "build", "item": "weap"}], "feedback": ["build weap: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2373 + stored ore $137 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: weap 49%; Building: barr 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(104,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at (95,11), enemy likely (12,16). Awaiting War Factory completion; place it when ready, then place Barracks. Plan to train 3tnk from weap and scout dog/infantry from barr.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Early game; War Factory nearly done and Barracks queued. Nothing to fight yet and economy is fine. I'll just let production continue and prep rally points.\", \"notes\": \"Base (95,11). Enemy likely (12,16). weap ~half done, barr queued next. When weap ready place it, then train 3tnk. When barr done place it and train dogs/e1 to scout toward (12,16).\", \"commands\": [{\"do\":\"rally\",\"building\":122,\"x\":88,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1296, "completion_tokens": 660, "total_tokens": 1956, "cost": 0.000955008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000955008, "upstream_inference_prompt_cost": 0.000163008, "upstream_inference_completions_cost": 0.000792}, "completion_tokens_details": {"reasoning_tokens": 539, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.95, "thoughts": "Early game; War Factory nearly done and Barracks queued. Nothing to fight yet and economy is fine. I'll just let production continue and prep rally points.", "notes": "Base (95,11). Enemy likely (12,16). weap ~half done, barr queued next. When weap ready place it, then train 3tnk. When barr done place it and train dogs/e1 to scout toward (12,16).", "commands": [{"do": "rally", "building": 122, "x": 88, "y": 14}], "feedback": ["rally #122: 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": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4%.\nPRODUCTION: Building: barr READY TO PLACE; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(18,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); unexplored. One harvester. Barracks building; queue War Factory next, then produce Soviet heavy tanks when available.", "raw": "{\"thoughts\":\"Place the ready barracks and set its rally toward the likely enemy base. The War Factory is already building; once available, start producing tanks and keep the barracks producing infantry in the meantime.\",\"notes\":\"Enemy likely near (95,11), not yet explored. One harvester; barracks ready to place, War Factory under construction. Rally production east toward enemy.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"rally\",\"building\":0,\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1230, "completion_tokens": 207, "total_tokens": 1437, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1228, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00028292, "upstream_inference_prompt_cost": 0.00016907, "upstream_inference_completions_cost": 0.00011385}, "completion_tokens_details": {"reasoning_tokens": 80, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.36, "thoughts": "Place the ready barracks and set its rally toward the likely enemy base. The War Factory is already building; once available, start producing tanks and keep the barracks producing infantry in the meantime.", "notes": "Enemy likely near (95,11), not yet explored. One harvester; barracks ready to place, War Factory under construction. Rally production east toward enemy.", "commands": [{"do": "place", "item": "barr"}, {"do": "rally", "building": 0, "x": 95, "y": 11}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "rally: #0 is not your building", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 2801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2176 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: weap 66%; Building: barr 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(102,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #122: ordered\nYOUR NOTES FROM LAST TURN: Base (95,11). Enemy likely (12,16). weap ~half done, barr queued next. When weap ready place it, then train 3tnk. When barr done place it and train dogs/e1 to scout toward (12,16).", "raw": "{\"thoughts\": \"War Factory is 66% complete and Barracks is queued behind it. Queuing a second Refinery to boost economy once Barracks finishes, and attempting to place the War Factory as soon as it completes.\", \"notes\": \"Base at (95,11). Enemy likely at (12,16). War factory almost done, barracks queued, refinery queued next. Once War Factory and Barracks are placed, produce Heavy Tanks (3tnk) and scout infantry.\", \"commands\": [{\"do\": \"place\", \"item\": \"weap\"}, {\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1372, "completion_tokens": 1114, "total_tokens": 2486, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.010413, "upstream_inference_prompt_cost": 0.002058, "upstream_inference_completions_cost": 0.008355}, "completion_tokens_details": {"reasoning_tokens": 983, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.79, "thoughts": "War Factory is 66% complete and Barracks is queued behind it. Queuing a second Refinery to boost economy once Barracks finishes, and attempting to place the War Factory as soon as it completes.", "notes": "Base at (95,11). Enemy likely at (12,16). War factory almost done, barracks queued, refinery queued next. Once War Factory and Barracks are placed, produce Heavy Tanks (3tnk) and scout infantry.", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "proc"}], "feedback": ["place weap: nothing READY TO PLACE with that type", "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": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2491 + stored ore $212 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(15,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - rally: #0 is not your building\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11), not yet explored. One harvester; barracks ready to place, War Factory under construction. Rally production east toward enemy.", "raw": "{\"thoughts\":\"The War Factory is progressing and power is healthy. Place the completed Barracks, start a small infantry force to scout east, and save cash for a second Refinery once the Building queue clears.\",\"notes\":\"Enemy likely near (95,11); map mostly unexplored. One harvester. Rally new infantry east; War Factory still building.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":138,\"x\":40,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1311, "completion_tokens": 257, "total_tokens": 1568, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1309, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003215575, "upstream_inference_prompt_cost": 0.0001802075, "upstream_inference_completions_cost": 0.00014135}, "completion_tokens_details": {"reasoning_tokens": 136, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.54, "thoughts": "The War Factory is progressing and power is healthy. Place the completed Barracks, start a small infantry force to scout east, and save cash for a second Refinery once the Building queue clears.", "notes": "Enemy likely near (95,11); map mostly unexplored. One harvester. Rally new infantry east; War Factory still building.", "commands": [{"do": "place", "item": "barr"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 138, "x": 40, "y": 16}], "feedback": ["place barr: nothing READY TO PLACE with that type", "train 5x e1: queued", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 200, "experience": 0, "order_count": 9}}
{"tick": 3001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1863 + stored ore $305 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Building: barr 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Enemy likely at (12,16). War factory almost done, barracks queued, refinery queued next. Once War Factory and Barracks are placed, produce Heavy Tanks (3tnk) and scout infantry.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.17, "thoughts": "(no valid response)", "notes": "Base at (95,11). Enemy likely at (12,16). War factory almost done, barracks queued, refinery queued next. Once War Factory and Barracks are placed, produce Heavy Tanks (3tnk) and scout infantry.", "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": 5100, "army_value": 0, "income": 800, "experience": 0, "order_count": 10}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2328 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.4%.\nPRODUCTION: Building: weap 32%; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #139@(18,14) #140@(15,14) #141@(12,14)\n  harv (Ore Truck (harvester)) x1: #137@(19,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: nothing READY TO PLACE with that type\n  - train 5x e1: queued\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); map mostly unexplored. One harvester. Rally new infantry east; War Factory still building.", "raw": "{\"thoughts\":\"The War Factory is already in progress, and power is healthy. Keep infantry production moving, scout east toward the likely enemy base, and start a second refinery after the War Factory is placed to grow income.\",\"notes\":\"Enemy likely near (95,11); barely explored. Rally infantry east. One harvester; War Factory building queue at 32%.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"attack_move\",\"units\":[139,140,141],\"x\":35,\"y\":13},{\"do\":\"harvest\",\"unit\":137}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1338, "completion_tokens": 280, "total_tokens": 1618, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1336, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00033792, "upstream_inference_prompt_cost": 0.00018392, "upstream_inference_completions_cost": 0.000154}, "completion_tokens_details": {"reasoning_tokens": 152, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.8, "thoughts": "The War Factory is already in progress, and power is healthy. Keep infantry production moving, scout east toward the likely enemy base, and start a second refinery after the War Factory is placed to grow income.", "notes": "Enemy likely near (95,11); barely explored. Rally infantry east. One harvester; War Factory building queue at 32%.", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "attack_move", "units": [139, 140, 141], "x": 35, "y": 13}, {"do": "harvest", "unit": 137}], "feedback": ["train 3x e3: queued", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 14}}
{"tick": 3201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1863 + stored ore $147 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Building: barr 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(104,22)\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). War factory almost done, barracks queued, refinery queued next. Once War Factory and Barracks are placed, produce Heavy Tanks (3tnk) and scout infantry.", "raw": "{\"thoughts\": \"War Factory is at 99% and will complete momentarily; auto-place it. Next in queue are the second Refinery and Barracks to expand economy and tech.\", \"notes\": \"War Factory finishing, next Refinery and Barracks. Once War Factory is down, start pumping tanks and queue a Service Depot if required for Heavy Tanks.\", \"commands\": [{\"do\": \"place\", \"item\": \"weap\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1354, "completion_tokens": 983, "total_tokens": 2337, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0094035, "upstream_inference_prompt_cost": 0.002031, "upstream_inference_completions_cost": 0.0073725}, "completion_tokens_details": {"reasoning_tokens": 894, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.27, "thoughts": "War Factory is at 99% and will complete momentarily; auto-place it. Next in queue are the second Refinery and Barracks to expand economy and tech.", "notes": "War Factory finishing, next Refinery and Barracks. Once War Factory is down, start pumping tanks and queue a Service Depot if required for Heavy Tanks.", "commands": [{"do": "place", "item": "weap"}], "feedback": ["place weap: nothing READY TO PLACE with that type"], "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": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 10}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1662 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.1%.\nPRODUCTION: Building: weap 49%; Infantry: e3 83%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #139@(29,14) #140@(25,14) #141@(22,14) #142@(19,14)\n  harv (Ore Truck (harvester)) x1: #137@(23,8)\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: 3 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); barely explored. Rally infantry east. One harvester; War Factory building queue at 32%.", "raw": "{\"thoughts\":\"The War Factory is nearly complete, and power is healthy. Keep the infantry queue producing while adding a second Refinery for income; once the War Factory is placed, shift production toward tanks and push east to scout the enemy start.\",\"notes\":\"Enemy likely near (95,11), not yet found. Infantry rallying/moving east. One harvester. War Factory building queue at 49%; place when ready, then prioritize tanks and more income.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1347, "completion_tokens": 349, "total_tokens": 1696, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1345, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003771075, "upstream_inference_prompt_cost": 0.0001851575, "upstream_inference_completions_cost": 0.00019195}, "completion_tokens_details": {"reasoning_tokens": 205, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.57, "thoughts": "The War Factory is nearly complete, and power is healthy. Keep the infantry queue producing while adding a second Refinery for income; once the War Factory is placed, shift production toward tanks and push east to scout the enemy start.", "notes": "Enemy likely near (95,11), not yet found. Infantry rallying/moving east. One harvester. War Factory building queue at 49%; place when ready, then prioritize tanks and more income.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "e3", "count": 3}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["build proc: started", "train 3x e3: queued", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 17}}
{"tick": 3401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1863 + stored ore $137 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Building: barr 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(103,23)\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\nYOUR NOTES FROM LAST TURN: War Factory finishing, next Refinery and Barracks. Once War Factory is down, start pumping tanks and queue a Service Depot if required for Heavy Tanks.", "raw": "{\"thoughts\": \"War Factory is ready to place \u2014 my earlier auto-place failed, so I'll place it explicitly. Then start a second Refinery for economy and queue tanks once the factory is up.\", \"notes\": \"Placing weap at (92,14). Building proc next. Then pump Heavy Tanks and get a Service Depot.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\",\"x\":92,\"y\":14},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1308, "completion_tokens": 383, "total_tokens": 1691, "cost": 0.000626208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000626208, "upstream_inference_prompt_cost": 0.000166608, "upstream_inference_completions_cost": 0.0004596}, "completion_tokens_details": {"reasoning_tokens": 255, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.53, "thoughts": "War Factory is ready to place \u2014 my earlier auto-place failed, so I'll place it explicitly. Then start a second Refinery for economy and queue tanks once the factory is up.", "notes": "Placing weap at (92,14). Building proc next. Then pump Heavy Tanks and get a Service Depot.", "commands": [{"do": "place", "item": "weap", "x": 92, "y": 14}, {"do": "build", "item": "proc"}, {"do": "build", "item": "barr"}, {"do": "train", "item": "3tnk", "count": 2}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "build barr: started", "train 3tnk: 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": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 10}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $998 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.4%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Infantry: e3 93%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #139@(37,20) #140@(33,21) #141@(30,21) #142@(27,20)\n  e3 (Rocket Soldier) x1: #144@(20,14)\n  harv (Ore Truck (harvester)) x1: #137@(16,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train 3x e3: queued\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11), not yet found. Infantry rallying/moving east. One harvester. War Factory building queue at 49%; place when ready, then prioritize tanks and more income.", "raw": "{\"thoughts\":\"The War Factory is nearly ready, and the queued Refinery should improve income; power is ample for now. Keep the infantry scouting toward the likely enemy start while the Rocket Soldiers finish, then switch vehicle production to tanks once the factory is placed.\",\"notes\":\"Enemy likely near (95,11), not found yet. War Factory at 66%, Refinery queued next. One harvester; power 100/50. Infantry scouting east; train tanks when War Factory is ready and placed.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[139,140,141,142],\"x\":60,\"y\":14},{\"do\":\"attack_move\",\"units\":[144],\"x\":45,\"y\":14}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1405, "completion_tokens": 369, "total_tokens": 1774, "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": 0.0003960825, "upstream_inference_prompt_cost": 0.0001931325, "upstream_inference_completions_cost": 0.00020295}, "completion_tokens_details": {"reasoning_tokens": 217, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.92, "thoughts": "The War Factory is nearly ready, and the queued Refinery should improve income; power is ample for now. Keep the infantry scouting toward the likely enemy start while the Rocket Soldiers finish, then switch vehicle production to tanks once the factory is placed.", "notes": "Enemy likely near (95,11), not found yet. War Factory at 66%, Refinery queued next. One harvester; power 100/50. Infantry scouting east; train tanks when War Factory is ready and placed.", "commands": [{"do": "attack_move", "units": [139, 140, 141, 142], "x": 60, "y": 14}, {"do": "attack_move", "units": [144], "x": 45, "y": 14}], "feedback": ["attack_move: 4 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 500, "experience": 0, "order_count": 21}}
{"tick": 3601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1678 + stored ore $0 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.6%.\nPRODUCTION: Building: barr 64%; Building: proc 0%; Building: proc 0%; Building: barr 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, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(99,13)\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  - build proc: started\n  - build barr: started\n  - train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Placing weap at (92,14). Building proc next. Then pump Heavy Tanks and get a Service Depot.", "raw": "{\"thoughts\": \"War Factory is up. Barracks is almost done, which will unlock infantry. I will train a Flak Truck to scout towards the enemy base at (12, 16) and plan for a Service Depot after the next Refinery to unlock Heavy Tanks.\", \"notes\": \"Barracks finishing -> place it. Next building is proc for eco, then fix for 3tnk. Scouting with ftrk.\", \"commands\": [{\"do\": \"train\", \"item\": \"ftrk\", \"count\": 1}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1470, "completion_tokens": 953, "total_tokens": 2423, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0093525, "upstream_inference_prompt_cost": 0.002205, "upstream_inference_completions_cost": 0.0071475}, "completion_tokens_details": {"reasoning_tokens": 843, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.1, "thoughts": "War Factory is up. Barracks is almost done, which will unlock infantry. I will train a Flak Truck to scout towards the enemy base at (12, 16) and plan for a Service Depot after the next Refinery to unlock Heavy Tanks.", "notes": "Barracks finishing -> place it. Next building is proc for eco, then fix for 3tnk. Scouting with ftrk.", "commands": [{"do": "train", "item": "ftrk", "count": 1}], "feedback": ["train 1x ftrk: 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": 7100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 13}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $835 + 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 10.7%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Infantry: e3 3%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #139@(47,24) #140@(43,24) #141@(39,24) #142@(36,24)\n  e3 (Rocket Soldier) x3: #144@(31,14) #145@(21,14) #146@(12,14)\n  harv (Ore Truck (harvester)) x1: #137@(19,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11), not found yet. War Factory at 66%, Refinery queued next. One harvester; power 100/50. Infantry scouting east; train tanks when War Factory is ready and placed.", "raw": "{\"thoughts\":\"The War Factory is nearly ready, and the queued Refinery should secure a second harvester. Scout toward the likely enemy start while keeping the current infantry moving east; once the factory is placed, begin producing tanks as cash allows.\",\"notes\":\"Enemy likely near (95,11), still undiscovered. War Factory 82%, Refinery queued; place both when ready. One harvester, power 100/50. Scout east; transition production to tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1401, "completion_tokens": 249, "total_tokens": 1650, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1399, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003295325, "upstream_inference_prompt_cost": 0.0001925825, "upstream_inference_completions_cost": 0.00013695}, "completion_tokens_details": {"reasoning_tokens": 115, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.44, "thoughts": "The War Factory is nearly ready, and the queued Refinery should secure a second harvester. Scout toward the likely enemy start while keeping the current infantry moving east; once the factory is placed, begin producing tanks as cash allows.", "notes": "Enemy likely near (95,11), still undiscovered. War Factory 82%, Refinery queued; place both when ready. One harvester, power 100/50. Scout east; transition production to tanks.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["place weap: nothing READY TO PLACE with that type", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 21}}
{"tick": 3801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1529 + stored ore $149 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.6%.\nPRODUCTION: Building: barr READY TO PLACE; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 53%\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, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #134@(100,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x ftrk: queued\nYOUR NOTES FROM LAST TURN: Barracks finishing -> place it. Next building is proc for eco, then fix for 3tnk. Scouting with ftrk.", "raw": "{\"thoughts\": \"Barracks is ready to place and I have a War Factory up. Need to place barracks, keep economy growing with another harvester, and tech to Service Depot so I can build Heavy Tanks. Scouting ftrk is already queued.\", \"notes\": \"Place barr now. Build fix (Service Depot) for 3tnk. Train harv + e1. Enemy likely at (12,16); send ftrk to scout west.\", \"commands\": [{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1384, "completion_tokens": 723, "total_tokens": 2107, "cost": 0.001057008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001057008, "upstream_inference_prompt_cost": 0.000189408, "upstream_inference_completions_cost": 0.0008676}, "completion_tokens_details": {"reasoning_tokens": 572, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.18, "thoughts": "Barracks is ready to place and I have a War Factory up. Need to place barracks, keep economy growing with another harvester, and tech to Service Depot so I can build Heavy Tanks. Scouting ftrk is already queued.", "notes": "Place barr now. Build fix (Service Depot) for 3tnk. Train harv + e1. Enemy likely at (12,16); send ftrk to scout west.", "commands": [{"do": "place", "item": "barr"}, {"do": "build", "item": "fix"}, {"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "build fix: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 1x harv: 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": 7100, "army_value": 0, "income": 1500, "experience": 0, "order_count": 14}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $169 + 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 12.3%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Infantry: e3 14%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #139@(55,28) #140@(52,27) #141@(49,26) #142@(47,24)\n  e3 (Rocket Soldier) x4: #144@(38,21) #145@(29,21) #146@(21,17) #149@(12,14)\n  harv (Ore Truck (harvester)) x1: #137@(24,8)\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: 7 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11), still undiscovered. War Factory 82%, Refinery queued; place both when ready. One harvester, power 100/50. Scout east; transition production to tanks.", "raw": "{\"thoughts\":\"The War Factory should be ready imminently, and the Refinery is next in the building queue. Place both as they become ready, then use the factory to start tank production; keep the infantry scouting toward the likely enemy start.\",\"notes\":\"Enemy likely near (95,11), not yet seen. Scout east with infantry. One harvester; power 100/50. War Factory nearly complete, Refinery queued.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":3}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1403, "completion_tokens": 246, "total_tokens": 1649, "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": 0.0003281575, "upstream_inference_prompt_cost": 0.0001928575, "upstream_inference_completions_cost": 0.0001353}, "completion_tokens_details": {"reasoning_tokens": 98, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.38, "thoughts": "The War Factory should be ready imminently, and the Refinery is next in the building queue. Place both as they become ready, then use the factory to start tank production; keep the infantry scouting toward the likely enemy start.", "notes": "Enemy likely near (95,11), not yet seen. Scout east with infantry. One harvester; power 100/50. War Factory nearly complete, Refinery queued.", "commands": [{"do": "place", "item": "weap"}, {"do": "place", "item": "proc"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "3tnk", "count": 3}], "feedback": ["place weap: nothing READY TO PLACE with that type", "place proc: nothing READY TO PLACE with that type", "attack_move: 8 units", "train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 21}}
{"tick": 4001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1022 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $1700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.1%.\nPRODUCTION: Building: fix 27%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: harv 5%\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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  ftrk (Mobile Flak) x1: #148@(93,16)*\n  harv (Ore Truck (harvester)) x1: #134@(105,22)\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 fix: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Place barr now. Build fix (Service Depot) for 3tnk. Train harv + e1. Enemy likely at (12,16); send ftrk to scout west.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Economy is running with 1 harvester; building queue is deep (fix + 2 procs + barr). Need to start producing army from the barracks and scout west with the Mobile Flak toward the likely enemy base. Vehicle queue is busy making a harvester.\", \"notes\": \"Building queue: fix@27% then 2x proc, barr. Enemies at unknown; ftrk scouting west toward (12,16). Once fix done, produce 3tnk. Keep e1 flowing from barr.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack_move\",\"units\":[148],\"x\":35,\"y\":16},{\"do\":\"rally\",\"building\":143,\"x\":88,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1502, "completion_tokens": 719, "total_tokens": 2221, "cost": 0.001087608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001087608, "upstream_inference_prompt_cost": 0.000224808, "upstream_inference_completions_cost": 0.0008628}, "completion_tokens_details": {"reasoning_tokens": 552, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.08, "thoughts": "Economy is running with 1 harvester; building queue is deep (fix + 2 procs + barr). Need to start producing army from the barracks and scout west with the Mobile Flak toward the likely enemy base. Vehicle queue is busy making a harvester.", "notes": "Building queue: fix@27% then 2x proc, barr. Enemies at unknown; ftrk scouting west toward (12,16). Once fix done, produce 3tnk. Keep e1 flowing from barr.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": [148], "x": 35, "y": 16}, {"do": "rally", "building": 143, "x": 88, "y": 16}], "feedback": ["train 5x e1: queued", "attack_move: 1 units", "rally #143: 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": 8200, "army_value": 600, "income": 1500, "experience": 0, "order_count": 17}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 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 13.8%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e3 67%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #139@(65,24) #140@(62,27) #141@(59,28) #142@(56,28)\n  e3 (Rocket Soldier) x4: #144@(48,25) #145@(38,24) #146@(30,23) #149@(22,18)\n  harv (Ore Truck (harvester)) x1: #137@(18,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - place proc: nothing READY TO PLACE with that type\n  - attack_move: 8 units\n  - train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11), not yet seen. Scout east with infantry. One harvester; power 100/50. War Factory nearly complete, Refinery queued.", "raw": "{\"thoughts\":\"Place the ready War Factory so vehicle production can start once ore income arrives. Keep the scouting force advancing toward the likely enemy start and let the queued infantry finish while the refinery builds.\",\"notes\":\"Enemy likely near (95,11), still unseen. Scout east with the existing infantry; War Factory ready to place. One harvester, low cash; keep expanding production when income permits.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1427, "completion_tokens": 201, "total_tokens": 1628, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1425, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003067075, "upstream_inference_prompt_cost": 0.0001961575, "upstream_inference_completions_cost": 0.00011055}, "completion_tokens_details": {"reasoning_tokens": 83, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.41, "thoughts": "Place the ready War Factory so vehicle production can start once ore income arrives. Keep the scouting force advancing toward the likely enemy start and let the queued infantry finish while the refinery builds.", "notes": "Enemy likely near (95,11), still unseen. Scout east with the existing infantry; War Factory ready to place. One harvester, low cash; keep expanding production when income permits.", "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": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 21}}
{"tick": 4201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $37 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.4%.\nPRODUCTION: Building: fix 54%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: harv 35%; Infantry: e1 19%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #150@(97,10)* #151@(95,9) #152@(96,9)\n  ftrk (Mobile Flak) x1: #148@(75,17)\n  harv (Ore Truck (harvester)) x1: #134@(100,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - attack_move: 1 units\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Building queue: fix@27% then 2x proc, barr. Enemies at unknown; ftrk scouting west toward (12,16). Once fix done, produce 3tnk. Keep e1 flowing from barr.", "raw": "{\"thoughts\": \"Economy is thin ($37, 1 harvester), so I'll keep queues busy and scout west with the flak truck toward the likely enemy base. Continue fix then add refineries/tanks once income arrives.\", \"notes\": \"Building: fix then procs. Vehicle: harv. Infantry: e1 spam. ftrk scouting west to (12,16). Next: after fix, build 3tnk and 2nd harv.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[148],\"x\":40,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":147,\"x\":93,\"y\":14},{\"do\":\"rally\",\"building\":143,\"x\":95,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1534, "completion_tokens": 585, "total_tokens": 2119, "cost": 0.000936408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000936408, "upstream_inference_prompt_cost": 0.000234408, "upstream_inference_completions_cost": 0.000702}, "completion_tokens_details": {"reasoning_tokens": 415, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.87, "thoughts": "Economy is thin ($37, 1 harvester), so I'll keep queues busy and scout west with the flak truck toward the likely enemy base. Continue fix then add refineries/tanks once income arrives.", "notes": "Building: fix then procs. Vehicle: harv. Infantry: e1 spam. ftrk scouting west to (12,16). Next: after fix, build 3tnk and 2nd harv.", "commands": [{"do": "attack_move", "units": [148], "x": 40, "y": 16}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 147, "x": 93, "y": 14}, {"do": "rally", "building": 143, "x": 95, "y": 16}], "feedback": ["attack_move: 1 units", "train 5x e1: queued", "rally #147: ordered", "rally #143: 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": 8500, "army_value": 900, "income": 1500, "experience": 0, "order_count": 22}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $258 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 14.2%.\nPRODUCTION: Building: proc 8%; Infantry: e3 7%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%, #153 weap@(15,14) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(67,22)60% #141@(67,22)98% #142@(65,24)\n  e3 (Rocket Soldier) x5: #144@(57,28) #145@(48,25) #146@(40,24) #149@(31,24) #155@(12,14)\n  harv (Ore Truck (harvester)) x1: #137@(16,18)\nVISIBLE ENEMY UNITS (1):\n  #148 ftrk@(70,20) 81%\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), still unseen. Scout east with the existing infantry; War Factory ready to place. One harvester, low cash; keep expanding production when income permits.", "raw": "{\"thoughts\":\"Cash is exhausted and the refinery is still building, so preserve income and keep the army pressing toward the enemy. The enemy flak truck is visible ahead; send the scattered infantry east to engage and scout toward the likely base.\",\"notes\":\"Enemy likely near (95,11); one enemy flak truck spotted at (70,20). Proc is under construction; cash low. Advance infantry east toward enemy base.\",\"commands\":[{\"do\":\"harvest\",\"unit\":137},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1465, "completion_tokens": 359, "total_tokens": 1824, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1463, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003988325, "upstream_inference_prompt_cost": 0.0002013825, "upstream_inference_completions_cost": 0.00019745}, "completion_tokens_details": {"reasoning_tokens": 235, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.32, "thoughts": "Cash is exhausted and the refinery is still building, so preserve income and keep the army pressing toward the enemy. The enemy flak truck is visible ahead; send the scattered infantry east to engage and scout toward the likely base.", "notes": "Enemy likely near (95,11); one enemy flak truck spotted at (70,20). Proc is under construction; cash low. Advance infantry east toward enemy base.", "commands": [{"do": "harvest", "unit": 137}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 1500, "experience": 0, "order_count": 22}}
{"tick": 4401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $40 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8600, army $2100, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.3%.\nPRODUCTION: Building: fix 68%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: harv 50%; Infantry: e1 83%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #150@(97,10)* #151@(95,9)* #152@(97,10)* #154@(94,9)\n  ftrk (Mobile Flak) x1: #148@(70,20)81%\n  harv (Ore Truck (harvester)) x1: #134@(100,15)\nVISIBLE ENEMY UNITS (2):\n  #140 e1@(67,22) 60%, #141 e1@(67,22) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - train 5x e1: queued\n  - rally #147: ordered\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Building: fix then procs. Vehicle: harv. Infantry: e1 spam. ftrk scouting west to (12,16). Next: after fix, build 3tnk and 2nd harv.", "raw": "{\"thoughts\": \"Our flak truck encountered enemy infantry at (67, 22); engaging them while pushing towards the enemy base. Base production of Service Depot and second harvester is progressing steadily.\", \"notes\": \"ftrk pushing west towards (12,16). fix will unlock 3tnk. 2nd harvester in production to fix income.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [148], \"x\": 67, \"y\": 22}, {\"do\": \"attack_move\", \"units\": [150, 151, 152, 154], \"x\": 90, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1710, "completion_tokens": 650, "total_tokens": 2360, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00744, "upstream_inference_prompt_cost": 0.002565, "upstream_inference_completions_cost": 0.004875}, "completion_tokens_details": {"reasoning_tokens": 497, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.15, "thoughts": "Our flak truck encountered enemy infantry at (67, 22); engaging them while pushing towards the enemy base. Base production of Service Depot and second harvester is progressing steadily.", "notes": "ftrk pushing west towards (12,16). fix will unlock 3tnk. 2nd harvester in production to fix income.", "commands": [{"do": "attack_move", "units": [148], "x": 67, "y": 22}, {"do": "attack_move", "units": [150, 151, 152, 154], "x": 90, "y": 16}], "feedback": ["attack_move: 1 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8600, "army_value": 1000, "income": 2000, "experience": 1, "order_count": 27}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2700, killed $0 (0 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 14.3%.\nPRODUCTION: Building: proc 17%; Infantry: e3 50%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%, #153 weap@(15,14) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(66,23)76%\n  e3 (Rocket Soldier) x5: #144@(65,23)98% #145@(58,28) #146@(50,26) #149@(41,24) #155@(22,18)\n  harv (Ore Truck (harvester)) x1: #137@(17,7)\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); one enemy flak truck spotted at (70,20). Proc is under construction; cash low. Advance infantry east toward enemy base.", "raw": "{\"thoughts\":\"The second refinery is already in progress, and cash is exhausted, so I\u2019ll let it finish and avoid starting another expense. The infantry are spread across the eastern approach; regroup them into one force and advance toward the likely enemy base, where a flak truck was spotted.\",\"notes\":\"Enemy likely near (95,11); flak truck last seen at (70,20). Proc construction 17%; e3 production queued. Advance army east as a group.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1419, "completion_tokens": 257, "total_tokens": 1676, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1417, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003364075, "upstream_inference_prompt_cost": 0.0001950575, "upstream_inference_completions_cost": 0.00014135}, "completion_tokens_details": {"reasoning_tokens": 131, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.74, "thoughts": "The second refinery is already in progress, and cash is exhausted, so I\u2019ll let it finish and avoid starting another expense. The infantry are spread across the eastern approach; regroup them into one force and advance toward the likely enemy base, where a flak truck was spotted.", "notes": "Enemy likely near (95,11); flak truck last seen at (70,20). Proc construction 17%; e3 production queued. Advance army east as a group.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 300, "units_killed": 0, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1600, "income": 1500, "experience": 0, "order_count": 22}}
{"tick": 4601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8600, army $2100, killed $300 (3 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.3%.\nPRODUCTION: Building: fix 69%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: harv 51%; Infantry: e1 96%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #150@(90,13) #151@(90,15) #152@(90,13) #154@(90,16)*\n  ftrk (Mobile Flak) x1: #148@(70,20)25%\n  harv (Ore Truck (harvester)) x1: #134@(106,22)\nVISIBLE ENEMY UNITS (2):\n  #142 e1@(66,23) 76%, #144 e3@(65,23) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: ftrk pushing west towards (12,16). fix will unlock 3tnk. 2nd harvester in production to fix income.", "raw": "{\"thoughts\":\"Flak truck is low on HP (25%) facing an enemy rocket soldier; pulling it back while advancing rifle infantry to intercept. Waiting for Service Depot and second Harvester to complete so we can produce Heavy Tanks.\",\"notes\":\"ftrk retreating to base for repairs once fix is done. Infantry pushing to (75,20). Harv #2 finishing soon. Unlock 3tnk next.\",\"commands\":[{\"do\":\"move\",\"units\":[148],\"x\":85,\"y\":16},{\"do\":\"attack_move\",\"units\":[150,151,152,154],\"x\":72,\"y\":21}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1673, "completion_tokens": 620, "total_tokens": 2293, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0071595, "upstream_inference_prompt_cost": 0.0025095, "upstream_inference_completions_cost": 0.00465}, "completion_tokens_details": {"reasoning_tokens": 478, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.48, "thoughts": "Flak truck is low on HP (25%) facing an enemy rocket soldier; pulling it back while advancing rifle infantry to intercept. Waiting for Service Depot and second Harvester to complete so we can produce Heavy Tanks.", "notes": "ftrk retreating to base for repairs once fix is done. Infantry pushing to (75,20). Harv #2 finishing soon. Unlock 3tnk next.", "commands": [{"do": "move", "units": [148], "x": 85, "y": 16}, {"do": "attack_move", "units": [150, 151, 152, 154], "x": 72, "y": 21}], "feedback": ["move: 1 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 0, "units_killed": 3, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8600, "army_value": 1000, "income": 2000, "experience": 3, "order_count": 27}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2700, killed $0 (0 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 15.9%.\nPRODUCTION: Building: proc 17%; Infantry: e3 50%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%, #153 weap@(15,14) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #142@(73,20)52%\n  e3 (Rocket Soldier) x5: #144@(71,17)95% #145@(66,23) #146@(60,28) #149@(51,26) #155@(30,23)\n  harv (Ore Truck (harvester)) x1: #137@(17,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); flak truck last seen at (70,20). Proc construction 17%; e3 production queued. Advance army east as a group.", "raw": "{\"thoughts\":\"Cash is exhausted, but the refinery is still under construction and infantry queues are active. Regroup the scattered combat units into a single force and push toward the likely enemy start at (95,11).\",\"notes\":\"Enemy likely near (95,11); last flak truck sighting at (70,20). Army ordered east as one group; conserve cash until refinery completes.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1420, "completion_tokens": 211, "total_tokens": 1631, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1418, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000311245, "upstream_inference_prompt_cost": 0.000195195, "upstream_inference_completions_cost": 0.00011605}, "completion_tokens_details": {"reasoning_tokens": 102, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.14, "thoughts": "Cash is exhausted, but the refinery is still under construction and infantry queues are active. Regroup the scattered combat units into a single force and push toward the likely enemy start at (95,11).", "notes": "Enemy likely near (95,11); last flak truck sighting at (70,20). Army ordered east as one group; conserve cash until refinery completes.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 300, "units_killed": 0, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1600, "income": 1500, "experience": 0, "order_count": 22}}
{"tick": 4801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8600, army $2100, killed $300 (3 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.6%.\nPRODUCTION: Building: fix 69%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: harv 51%; Infantry: e1 96%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #150@(83,14) #151@(80,14) #152@(82,14) #154@(81,14)\n  ftrk (Mobile Flak) x1: #148@(83,15)25%\n  harv (Ore Truck (harvester)) x1: #134@(104,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: ftrk retreating to base for repairs once fix is done. Infantry pushing to (75,20). Harv #2 finishing soon. Unlock 3tnk next.", "raw": "{\"thoughts\": \"Cash is at $0 and I only have one harvester, so the economy is the bottleneck. A second harvester is already 51% done and fix is nearly ready. I'll keep the harvester mining, pull the damaged flak truck home, and hold the rifle infantry back as base defense while I wait for income to finish the harvester and service depot.\", \"notes\": \"Enemy likely at (12,16), unexplored. Priority: finish harv + fix, then build heavy tanks. ftrk #148 damaged (25%) retreating home. Infantry #150-154 on defense near base.\", \"commands\": [{\"do\":\"harvest\",\"unit\":134},{\"do\":\"move\",\"units\":[148],\"x\":93,\"y\":14},{\"do\":\"stance\",\"units\":[150,151,152,154],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":143,\"x\":90,\"y\":16},{\"do\":\"rally\",\"building\":147,\"x\":92,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1548, "completion_tokens": 1603, "total_tokens": 3151, "cost": 0.002162208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002162208, "upstream_inference_prompt_cost": 0.000238608, "upstream_inference_completions_cost": 0.0019236}, "completion_tokens_details": {"reasoning_tokens": 1386, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.89, "thoughts": "Cash is at $0 and I only have one harvester, so the economy is the bottleneck. A second harvester is already 51% done and fix is nearly ready. I'll keep the harvester mining, pull the damaged flak truck home, and hold the rifle infantry back as base defense while I wait for income to finish the harvester and service depot.", "notes": "Enemy likely at (12,16), unexplored. Priority: finish harv + fix, then build heavy tanks. ftrk #148 damaged (25%) retreating home. Infantry #150-154 on defense near base.", "commands": [{"do": "harvest", "unit": 134}, {"do": "move", "units": [148], "x": 93, "y": 14}, {"do": "stance", "units": [150, 151, 152, 154], "stance": "defend"}, {"do": "rally", "building": 143, "x": 90, "y": 16}, {"do": "rally", "building": 147, "x": 92, "y": 12}], "feedback": ["move: 1 units", "stance: 4 units", "rally #143: ordered", "rally #147: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 0, "units_killed": 3, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8600, "army_value": 1000, "income": 2000, "experience": 3, "order_count": 27}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $386 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $2000, killed $0 (0 units, 0 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 16.4%.\nPRODUCTION: Building: proc 22%; Infantry: e3 69%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%, #153 weap@(15,14) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #146@(68,21) #149@(61,27) #155@(41,24)\n  harv (Ore Truck (harvester)) x1: #137@(15,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); last flak truck sighting at (70,20). Army ordered east as one group; conserve cash until refinery completes.", "raw": "{\"thoughts\":\"The refinery is already in progress and should expand income once placed; power is healthy, so avoid starting another building while cash is nearly exhausted. Keep infantry production queued and continue scouting toward the likely enemy start with the rocket soldiers.\",\"notes\":\"Enemy likely near (95,11); flak truck last seen near (70,20). Refinery in progress; place when ready. Rocket soldiers are advancing east.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1382, "completion_tokens": 289, "total_tokens": 1671, "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": 0.00034892, "upstream_inference_prompt_cost": 0.00018997, "upstream_inference_completions_cost": 0.00015895}, "completion_tokens_details": {"reasoning_tokens": 175, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "The refinery is already in progress and should expand income once placed; power is healthy, so avoid starting another building while cash is nearly exhausted. Keep infantry production queued and continue scouting toward the likely enemy start with the rocket soldiers.", "notes": "Enemy likely near (95,11); flak truck last seen near (70,20). Refinery in progress; place when ready. Rocket soldiers are advancing east.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1000, "units_killed": 0, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 900, "income": 2000, "experience": 0, "order_count": 22}}
{"tick": 5001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $373 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8700, army $2200, killed $1000 (6 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.9%.\nPRODUCTION: Building: fix 73%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: harv 55%; Infantry: e1 38%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #150@(76,17)98% #151@(75,17)89% #152@(75,18)90% #154@(75,18) #158@(96,9)\n  ftrk (Mobile Flak) x1: #148@(93,13)25%*\n  harv (Ore Truck (harvester)) x1: #134@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - stance: 4 units\n  - rally #143: ordered\n  - rally #147: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16), unexplored. Priority: finish harv + fix, then build heavy tanks. ftrk #148 damaged (25%) retreating home. Infantry #150-154 on defense near base.", "raw": "{\"thoughts\": \"Low cash ($0) with only one harvester, so income is the bottleneck. Finish the service depot and spare harvester, keep infantry scouting west toward the likely enemy base at (12,16). No enemy sighted yet.\", \"notes\": \"fix ~73%, harv ~55%. Enemy likely (12,16). e1 group #150-154 scouting west. ftrk #148 damaged, stay home. Save for heavy tanks once fix done.\", \"commands\": [{\"do\":\"harvest\",\"unit\":134},{\"do\":\"attack_move\",\"units\":[150,151,152,154],\"x\":45,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1582, "completion_tokens": 653, "total_tokens": 2235, "cost": 0.001032408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001032408, "upstream_inference_prompt_cost": 0.000248808, "upstream_inference_completions_cost": 0.0007836}, "completion_tokens_details": {"reasoning_tokens": 498, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.47, "thoughts": "Low cash ($0) with only one harvester, so income is the bottleneck. Finish the service depot and spare harvester, keep infantry scouting west toward the likely enemy base at (12,16). No enemy sighted yet.", "notes": "fix ~73%, harv ~55%. Enemy likely (12,16). e1 group #150-154 scouting west. ftrk #148 damaged, stay home. Save for heavy tanks once fix done.", "commands": [{"do": "harvest", "unit": 134}, {"do": "attack_move", "units": [150, 151, 152, 154], "x": 45, "y": 16}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 4 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1000, "deaths_cost": 0, "units_killed": 6, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 1100, "income": 2500, "experience": 10, "order_count": 27}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8000, army $1800, killed $0 (0 units, 0 bldgs), lost $1600 (8 units, 0 bldgs). Map explored 16.4%.\nPRODUCTION: Building: proc 35%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%, #153 weap@(15,14) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #161@(15,15)\n  e3 (Rocket Soldier) x2: #155@(51,26) #160@(18,14)\n  harv (Ore Truck (harvester)) x1: #137@(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); flak truck last seen near (70,20). Refinery in progress; place when ready. Rocket soldiers are advancing east.", "raw": "{\"thoughts\":\"The refinery is still building and cash is exhausted, so preserve the harvester and keep the advancing force moving toward the suspected enemy. Set production rallies east so new units head toward the front once income returns.\",\"notes\":\"Enemy likely near (95,11); flak truck last seen near (70,20). Proc building at 35%; harvester mining. Send units east and rally production toward enemy.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":85,\"y\":16},{\"do\":\"rally\",\"building\":138,\"x\":75,\"y\":16},{\"do\":\"rally\",\"building\":153,\"x\":75,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1380, "completion_tokens": 372, "total_tokens": 1752, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1378, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000394295, "upstream_inference_prompt_cost": 0.000189695, "upstream_inference_completions_cost": 0.0002046}, "completion_tokens_details": {"reasoning_tokens": 224, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.18, "thoughts": "The refinery is still building and cash is exhausted, so preserve the harvester and keep the advancing force moving toward the suspected enemy. Set production rallies east so new units head toward the front once income returns.", "notes": "Enemy likely near (95,11); flak truck last seen near (70,20). Proc building at 35%; harvester mining. Send units east and rally production toward enemy.", "commands": [{"do": "attack_move", "units": "all_army", "x": 85, "y": 16}, {"do": "rally", "building": 138, "x": 75, "y": 16}, {"do": "rally", "building": 153, "x": 75, "y": 16}], "feedback": ["attack_move: 3 units", "rally #138: ordered", "rally #153: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1600, "units_killed": 0, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8000, "army_value": 700, "income": 2000, "experience": 0, "order_count": 22}}
{"tick": 5201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $1600 (8 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.3%.\nPRODUCTION: Building: fix 83%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: harv 66%; Infantry: e1 61%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #150@(70,23)98% #151@(69,23)89% #152@(70,23)90% #154@(70,23)89% #158@(92,12)* #159@(92,12)*\n  ftrk (Mobile Flak) x1: #148@(93,13)25%*\n  harv (Ore Truck (harvester)) x1: #134@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: fix ~73%, harv ~55%. Enemy likely (12,16). e1 group #150-154 scouting west. ftrk #148 damaged, stay home. Save for heavy tanks once fix done.", "raw": "{\"thoughts\": \"Economy is thin ($0) with only one harvester, so priority is finishing the Service Depot and getting the second Ore Truck plus refinery online. Keep the 4-man Rifle scout group pushing west toward the likely enemy base to find targets.\", \"notes\": \"fix ~83%, harv ~66%. Scout group #150-154 heading west toward (12,16). ftrk #148 damaged, stay home. Need more income: place proc #2 once fix done, queue more e1/e3.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[150,151,152,154],\"x\":45,\"y\":20},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"rally\",\"building\":143,\"x\":95,\"y\":14},{\"do\":\"rally\",\"building\":147,\"x\":93,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1594, "completion_tokens": 438, "total_tokens": 2032, "cost": 0.000778008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000778008, "upstream_inference_prompt_cost": 0.000252408, "upstream_inference_completions_cost": 0.0005256}, "completion_tokens_details": {"reasoning_tokens": 256, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.0, "thoughts": "Economy is thin ($0) with only one harvester, so priority is finishing the Service Depot and getting the second Ore Truck plus refinery online. Keep the 4-man Rifle scout group pushing west toward the likely enemy base to find targets.", "notes": "fix ~83%, harv ~66%. Scout group #150-154 heading west toward (12,16). ftrk #148 damaged, stay home. Need more income: place proc #2 once fix done, queue more e1/e3.", "commands": [{"do": "attack_move", "units": [150, 151, 152, 154], "x": 45, "y": 20}, {"do": "harvest", "unit": 134}, {"do": "rally", "building": 143, "x": 95, "y": 14}, {"do": "rally", "building": 147, "x": 93, "y": 13}], "feedback": ["attack_move: 4 units", "rally #143: ordered", "rally #147: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 0, "units_killed": 8, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 2500, "experience": 16, "order_count": 30}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7700, army $1500, killed $0 (0 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 16.6%.\nPRODUCTION: Building: proc 35%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%, #153 weap@(15,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #161@(24,20)\n  e3 (Rocket Soldier) x1: #160@(27,20)\n  harv (Ore Truck (harvester)) x1: #137@(16,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - rally #138: ordered\n  - rally #153: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); flak truck last seen near (70,20). Proc building at 35%; harvester mining. Send units east and rally production toward enemy.", "raw": "{\"thoughts\":\"Cash is exhausted, so let the refinery finish and restore income before queuing more units. Send the remaining infantry east toward the suspected enemy approach while keeping the harvester mining.\",\"notes\":\"Refinery is building at 35%; cash $0. Enemy likely near (95,11), flak truck last seen near (70,20). Scout east with surviving infantry; prioritize economy on next turn.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[160,161],\"x\":70,\"y\":16},{\"do\":\"harvest\",\"unit\":137}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1393, "completion_tokens": 365, "total_tokens": 1758, "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": 0.0003922325, "upstream_inference_prompt_cost": 0.0001914825, "upstream_inference_completions_cost": 0.00020075}, "completion_tokens_details": {"reasoning_tokens": 243, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.74, "thoughts": "Cash is exhausted, so let the refinery finish and restore income before queuing more units. Send the remaining infantry east toward the suspected enemy approach while keeping the harvester mining.", "notes": "Refinery is building at 35%; cash $0. Enemy likely near (95,11), flak truck last seen near (70,20). Scout east with surviving infantry; prioritize economy on next turn.", "commands": [{"do": "attack_move", "units": [160, 161], "x": 70, "y": 16}, {"do": "harvest", "unit": 137}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1900, "units_killed": 0, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7700, "army_value": 400, "income": 2000, "experience": 0, "order_count": 22}}
{"tick": 5401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $1900 (9 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.6%.\nPRODUCTION: Building: fix 83%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: harv 66%; Infantry: e1 61%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #150@(61,27)92% #151@(61,27)89% #152@(61,27)90% #154@(61,27)89% #158@(92,12)* #159@(92,12)*\n  ftrk (Mobile Flak) x1: #148@(93,13)25%*\n  harv (Ore Truck (harvester)) x1: #134@(101,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - rally #143: ordered\n  - rally #147: ordered\nYOUR NOTES FROM LAST TURN: fix ~83%, harv ~66%. Scout group #150-154 heading west toward (12,16). ftrk #148 damaged, stay home. Need more income: place proc #2 once fix done, queue more e1/e3.", "raw": "{\"thoughts\": \"Cash is $0 so I can't start anything new until the harvester delivers ore. My 4 rifle scouts are pushing west toward the likely enemy base at (12,16); keep them moving and bringing the 2 idle rifles to help guard the base. Service Depot nearly done, then I'll place it and add a second refinery.\", \"notes\": \"fix ~83% (place when ready), harv mining at (101,22). Scouts #150-154 attacking west toward (12,16). #158/#159 stay home. ftrk #148 at 25% keep home. Cash $0 - wait for ore. Next: place fix, then build proc.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[150,151,152,154],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[158,159],\"x\":94,\"y\":13},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"stance\",\"units\":[148],\"stance\":\"hold_fire\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1605, "completion_tokens": 614, "total_tokens": 2219, "cost": 0.000992508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000992508, "upstream_inference_prompt_cost": 0.000255708, "upstream_inference_completions_cost": 0.0007368}, "completion_tokens_details": {"reasoning_tokens": 396, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.99, "thoughts": "Cash is $0 so I can't start anything new until the harvester delivers ore. My 4 rifle scouts are pushing west toward the likely enemy base at (12,16); keep them moving and bringing the 2 idle rifles to help guard the base. Service Depot nearly done, then I'll place it and add a second refinery.", "notes": "fix ~83% (place when ready), harv mining at (101,22). Scouts #150-154 attacking west toward (12,16). #158/#159 stay home. ftrk #148 at 25% keep home. Cash $0 - wait for ore. Next: place fix, then build proc.", "commands": [{"do": "attack_move", "units": [150, 151, 152, 154], "x": 12, "y": 16}, {"do": "move", "units": [158, 159], "x": 94, "y": 13}, {"do": "harvest", "unit": 134}, {"do": "stance", "units": [148], "stance": "hold_fire"}], "feedback": ["attack_move: 4 units", "move: 2 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 0, "units_killed": 9, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 2050, "experience": 19, "order_count": 30}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7700, army $1500, killed $0 (0 units, 0 bldgs), lost $1900 (9 units, 0 bldgs). Map explored 16.6%.\nPRODUCTION: Building: proc 35%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%, #153 weap@(15,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #161@(34,24)\n  e3 (Rocket Soldier) x1: #160@(36,24)\n  harv (Ore Truck (harvester)) x1: #137@(17,17)\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: Refinery is building at 35%; cash $0. Enemy likely near (95,11), flak truck last seen near (70,20). Scout east with surviving infantry; prioritize economy on next turn.", "raw": "{\"thoughts\":\"The refinery is still building and cash is depleted, so preserve the current economy and scout toward the likely enemy base with the surviving infantry. Keep the harvester mining and avoid committing to new production until ore comes in.\",\"notes\":\"Refinery in progress at 35%; cash $0. Scout east toward enemy start (95,11).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[160,161],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":137}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1382, "completion_tokens": 183, "total_tokens": 1565, "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": 0.00029062, "upstream_inference_prompt_cost": 0.00018997, "upstream_inference_completions_cost": 0.00010065}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.89, "thoughts": "The refinery is still building and cash is depleted, so preserve the current economy and scout toward the likely enemy base with the surviving infantry. Keep the harvester mining and avoid committing to new production until ore comes in.", "notes": "Refinery in progress at 35%; cash $0. Scout east toward enemy start (95,11).", "commands": [{"do": "attack_move", "units": [160, 161], "x": 95, "y": 11}, {"do": "harvest", "unit": 137}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1900, "units_killed": 0, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7700, "army_value": 400, "income": 2000, "experience": 0, "order_count": 22}}
{"tick": 5601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $1900 (9 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.2%.\nPRODUCTION: Building: fix 83%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: harv 66%; Infantry: e1 61%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #150@(49,28)92% #151@(50,28)89% #152@(51,28)90% #154@(51,28)89% #158@(94,13)* #159@(94,13)*\n  ftrk (Mobile Flak) x1: #148@(93,13)25%*\n  harv (Ore Truck (harvester)) x1: #134@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 2 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: fix ~83% (place when ready), harv mining at (101,22). Scouts #150-154 attacking west toward (12,16). #158/#159 stay home. ftrk #148 at 25% keep home. Cash $0 - wait for ore. Next: place fix, then build proc.", "raw": "{\"thoughts\": \"Economy stalled at $0 - waiting on harvester and fix to finish. Keep scouts pushing west toward the likely enemy base at (12,16) to find them, keep the damaged flak home, and let production queues run.\", \"notes\": \"fix ~83% place ASAP. proc queued next. harv #134 mining. Scouts #150-154 heading west to find enemy. Home guards #158/#159 + ftrk #148 (25%). Build more proc/power once cash flows.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[150,151,152,154],\"x\":30,\"y\":22},{\"do\":\"move\",\"units\":[158,159],\"x\":94,\"y\":13},{\"do\":\"harvest\",\"unit\":134}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1620, "completion_tokens": 507, "total_tokens": 2127, "cost": 0.000868608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000868608, "upstream_inference_prompt_cost": 0.000260208, "upstream_inference_completions_cost": 0.0006084}, "completion_tokens_details": {"reasoning_tokens": 339, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.46, "thoughts": "Economy stalled at $0 - waiting on harvester and fix to finish. Keep scouts pushing west toward the likely enemy base at (12,16) to find them, keep the damaged flak home, and let production queues run.", "notes": "fix ~83% place ASAP. proc queued next. harv #134 mining. Scouts #150-154 heading west to find enemy. Home guards #158/#159 + ftrk #148 (25%). Build more proc/power once cash flows.", "commands": [{"do": "attack_move", "units": [150, 151, 152, 154], "x": 30, "y": 22}, {"do": "move", "units": [158, 159], "x": 94, "y": 13}, {"do": "harvest", "unit": 134}], "feedback": ["attack_move: 4 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 0, "units_killed": 9, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 2000, "experience": 19, "order_count": 30}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $276 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $0 (0 units, 0 bldgs), lost $2300 (11 units, 0 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 51%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%, #153 weap@(15,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(10,23)\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: Refinery in progress at 35%; cash $0. Scout east toward enemy start (95,11).", "raw": "{\"thoughts\":\"The refinery is halfway built, but cash is exhausted and the lone harvester is our only income. Keep it mining; once the refinery is placed, prioritize another harvester and then rebuild a tank force to scout east.\",\"notes\":\"Enemy likely starts near (95,11). Current refinery is 51% complete; one harvester at (10,23). Rally production east when affordable.\",\"commands\":[{\"do\":\"harvest\",\"unit\":137},{\"do\":\"rally\",\"building\":153,\"x\":30,\"y\":16},{\"do\":\"rally\",\"building\":138,\"x\":25,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1326, "completion_tokens": 304, "total_tokens": 1630, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1324, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00034947, "upstream_inference_prompt_cost": 0.00018227, "upstream_inference_completions_cost": 0.0001672}, "completion_tokens_details": {"reasoning_tokens": 169, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.99, "thoughts": "The refinery is halfway built, but cash is exhausted and the lone harvester is our only income. Keep it mining; once the refinery is placed, prioritize another harvester and then rebuild a tank force to scout east.", "notes": "Enemy likely starts near (95,11). Current refinery is 51% complete; one harvester at (10,23). Rally production east when affordable.", "commands": [{"do": "harvest", "unit": 137}, {"do": "rally", "building": 153, "x": 30, "y": 16}, {"do": "rally", "building": 138, "x": 25, "y": 16}], "feedback": ["rally #153: ordered", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2300, "units_killed": 0, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 0, "order_count": 22}}
{"tick": 5801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2500, killed $2300 (11 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 16.5%.\nPRODUCTION: Building: fix 97%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: harv 82%; Infantry: e1 25%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(42,24)45% #151@(43,24)89% #152@(43,24)90% #154@(43,24)89% #158@(94,13)* #159@(94,13)* #162@(91,11) #163@(93,9)\n  ftrk (Mobile Flak) x1: #148@(93,13)25%*\n  harv (Ore Truck (harvester)) x1: #134@(101,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: fix ~83% place ASAP. proc queued next. harv #134 mining. Scouts #150-154 heading west to find enemy. Home guards #158/#159 + ftrk #148 (25%). Build more proc/power once cash flows.", "raw": "{\"thoughts\": \"Cash is $0 so I must rely on the harvester income; service depot is nearly done, place it. Scouts #150-154 continue west toward the likely enemy start at (12,16) to locate the base. Keep queues flowing.\", \"notes\": \"fix at 97% -> place near weap. harv #134 mining. Scouts #150-154 pushing west to (12,16). Guards #158/#159 near base. Need cash before more builds.\", \"commands\": [{\"do\":\"place\",\"item\":\"fix\",\"x\":90,\"y\":15}, {\"do\":\"attack_move\",\"units\":[150,151,152,154],\"x\":20,\"y\":18}, {\"do\":\"train\",\"item\":\"harv\",\"count\":1}, {\"do\":\"train\",\"item\":\"e1\",\"count\":2}, {\"do\":\"rally\",\"building\":147,\"x\":94,\"y\":13}, {\"do\":\"rally\",\"building\":143,\"x\":92,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1599, "completion_tokens": 469, "total_tokens": 2068, "cost": 0.000816708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000816708, "upstream_inference_prompt_cost": 0.000253908, "upstream_inference_completions_cost": 0.0005628}, "completion_tokens_details": {"reasoning_tokens": 257, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "Cash is $0 so I must rely on the harvester income; service depot is nearly done, place it. Scouts #150-154 continue west toward the likely enemy start at (12,16) to locate the base. Keep queues flowing.", "notes": "fix at 97% -> place near weap. harv #134 mining. Scouts #150-154 pushing west to (12,16). Guards #158/#159 near base. Need cash before more builds.", "commands": [{"do": "place", "item": "fix", "x": 90, "y": 15}, {"do": "attack_move", "units": [150, 151, 152, 154], "x": 20, "y": 18}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e1", "count": 2}, {"do": "rally", "building": 147, "x": 94, "y": 13}, {"do": "rally", "building": 143, "x": 92, "y": 14}], "feedback": ["place fix: nothing READY TO PLACE with that type", "attack_move: 4 units", "train 1x harv: queued", "train 2x e1: queued", "rally #147: ordered", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 0, "units_killed": 11, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 1400, "income": 2500, "experience": 23, "order_count": 30}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $0 (0 units, 0 bldgs), lost $2300 (11 units, 0 bldgs). Map explored 18.1%.\nPRODUCTION: Building: proc 71%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%, #153 weap@(15,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(8,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #153: ordered\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (95,11). Current refinery is 51% complete; one harvester at (10,23). Rally production east when affordable.", "raw": "{\"thoughts\":\"Cash is exhausted, but the refinery is 71% complete and the harvester can resume generating income once it is placed. I\u2019ll avoid starting anything we can\u2019t afford and keep the existing production rallies pointed east toward the likely enemy base.\",\"notes\":\"Enemy likely starts near (95,11). Finish and place the current refinery; preserve the lone harvester and spend new income on economy/power, then tanks.\",\"commands\":[{\"do\":\"harvest\",\"unit\":137}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1343, "completion_tokens": 198, "total_tokens": 1541, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1341, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0002935075, "upstream_inference_prompt_cost": 0.0001846075, "upstream_inference_completions_cost": 0.0001089}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.46, "thoughts": "Cash is exhausted, but the refinery is 71% complete and the harvester can resume generating income once it is placed. I\u2019ll avoid starting anything we can\u2019t afford and keep the existing production rallies pointed east toward the likely enemy base.", "notes": "Enemy likely starts near (95,11). Finish and place the current refinery; preserve the lone harvester and spend new income on economy/power, then tanks.", "commands": [{"do": "harvest", "unit": 137}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2300, "units_killed": 0, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2300, "experience": 0, "order_count": 22}}
{"tick": 6001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2500, killed $2300 (11 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.2%.\nPRODUCTION: Building: fix 97%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: harv 82%; Vehicle: harv 0%; Infantry: e1 25%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(32,18)45% #151@(32,24)89% #152@(32,24)90% #154@(33,18)89% #158@(94,13)* #159@(94,13)* #162@(93,13)* #163@(93,13)*\n  ftrk (Mobile Flak) x1: #148@(93,12)25%*\n  harv (Ore Truck (harvester)) x1: #134@(105,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: nothing READY TO PLACE with that type\n  - attack_move: 4 units\n  - train 1x harv: queued\n  - train 2x e1: queued\n  - rally #147: ordered\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: fix at 97% -> place near weap. harv #134 mining. Scouts #150-154 pushing west to (12,16). Guards #158/#159 near base. Need cash before more builds.", "raw": "{\"thoughts\": \"Cash is $0 so I can't start new production; my queues are already full and the harvester is mining to rebuild funds. I'll push the healthy scouts west toward the likely enemy base (12,16) for intel while pulling the damaged rifleman back, and keep guards home.\", \"notes\": \"fix ~ready next turn -> place near weap. harv #134 mining. Scouts #151/#152/#154 pushing to (16,16); #150 (45%) retreating to base. Guards #158-163 defend home. Need cash before new builds.\", \"commands\": [{\"do\":\"move\",\"units\":[150],\"x\":90,\"y\":12},{\"do\":\"attack_move\",\"units\":[151,152,154],\"x\":16,\"y\":16},{\"do\":\"stop\",\"units\":[158,159,162,163]}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1658, "completion_tokens": 898, "total_tokens": 2556, "cost": 0.001349208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001349208, "upstream_inference_prompt_cost": 0.000271608, "upstream_inference_completions_cost": 0.0010776}, "completion_tokens_details": {"reasoning_tokens": 715, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.71, "thoughts": "Cash is $0 so I can't start new production; my queues are already full and the harvester is mining to rebuild funds. I'll push the healthy scouts west toward the likely enemy base (12,16) for intel while pulling the damaged rifleman back, and keep guards home.", "notes": "fix ~ready next turn -> place near weap. harv #134 mining. Scouts #151/#152/#154 pushing to (16,16); #150 (45%) retreating to base. Guards #158-163 defend home. Need cash before new builds.", "commands": [{"do": "move", "units": [150], "x": 90, "y": 12}, {"do": "attack_move", "units": [151, 152, 154], "x": 16, "y": 16}, {"do": "stop", "units": [158, 159, 162, 163]}], "feedback": ["move: 1 units", "attack_move: 3 units", "stop: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 0, "units_killed": 11, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 1400, "income": 2200, "experience": 23, "order_count": 33}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $0 (0 units, 0 bldgs), lost $2300 (11 units, 0 bldgs). Map explored 18.3%.\nPRODUCTION: Building: proc 71%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 100%, #138 barr@(12,13) 100%, #153 weap@(15,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(12,23)\nVISIBLE ENEMY UNITS (1):\n  #154 e1@(21,17) 89%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (95,11). Finish and place the current refinery; preserve the lone harvester and spend new income on economy/power, then tanks.", "raw": "{\"thoughts\":\"The refinery is already 71% complete, so let it finish; cash is currently exhausted and no useful new production can start. Send the lone harvester back to mining and keep the existing queues running.\",\"notes\":\"Finish and place the refinery, then build economy and power as needed before scaling into tanks. Enemy likely starts near (95,11); a lone enemy rifleman is visible at (21,17).\",\"commands\":[{\"do\":\"harvest\",\"unit\":137}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1330, "completion_tokens": 213, "total_tokens": 1543, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1328, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00029997, "upstream_inference_prompt_cost": 0.00018282, "upstream_inference_completions_cost": 0.00011715}, "completion_tokens_details": {"reasoning_tokens": 106, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.79, "thoughts": "The refinery is already 71% complete, so let it finish; cash is currently exhausted and no useful new production can start. Send the lone harvester back to mining and keep the existing queues running.", "notes": "Finish and place the refinery, then build economy and power as needed before scaling into tanks. Enemy likely starts near (95,11); a lone enemy rifleman is visible at (21,17).", "commands": [{"do": "harvest", "unit": 137}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2300, "units_killed": 0, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2000, "experience": 0, "order_count": 22}}
{"tick": 6201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2500, killed $2300 (11 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: fix 97%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: harv 82%; Vehicle: harv 0%; Infantry: e1 25%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #150@(40,26)45% #151@(22,17)89% #152@(23,19)90% #154@(21,17)89% #158@(94,13)* #159@(94,13)* #162@(93,13)* #163@(93,13)*\n  ftrk (Mobile Flak) x1: #148@(93,12)25%*\n  harv (Ore Truck (harvester)) x1: #134@(100,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 3 units\n  - stop: 4 units\nYOUR NOTES FROM LAST TURN: fix ~ready next turn -> place near weap. harv #134 mining. Scouts #151/#152/#154 pushing to (16,16); #150 (45%) retreating to base. Guards #158-163 defend home. Need cash before new builds.", "raw": "{\"thoughts\": \"Economy is thin ($0) but the first harvester is mining and a second is at 82%. Service Depot nearly done, so I'll place it. Keep scouts probing the enemy start and defend home with the idle infantry.\", \"notes\": \"Placing fix near weap. Harv #134 mining; harv #136 building. Scouts #151/#152/#154 probing enemy start (12,16). Guards #158-163 + ftrk at home. Save cash for next harv/proc.\", \"commands\": [{\"do\":\"place\",\"item\":\"fix\",\"x\":91,\"y\":17},{\"do\":\"attack_move\",\"units\":[151,152,154],\"x\":14,\"y\":16},{\"do\":\"stop\",\"units\":[158,159,162,163]},{\"do\":\"harvest\",\"unit\":134}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1628, "completion_tokens": 700, "total_tokens": 2328, "cost": 0.001102608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001102608, "upstream_inference_prompt_cost": 0.000262608, "upstream_inference_completions_cost": 0.00084}, "completion_tokens_details": {"reasoning_tokens": 521, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.22, "thoughts": "Economy is thin ($0) but the first harvester is mining and a second is at 82%. Service Depot nearly done, so I'll place it. Keep scouts probing the enemy start and defend home with the idle infantry.", "notes": "Placing fix near weap. Harv #134 mining; harv #136 building. Scouts #151/#152/#154 probing enemy start (12,16). Guards #158-163 + ftrk at home. Save cash for next harv/proc.", "commands": [{"do": "place", "item": "fix", "x": 91, "y": 17}, {"do": "attack_move", "units": [151, 152, 154], "x": 14, "y": 16}, {"do": "stop", "units": [158, 159, 162, 163]}, {"do": "harvest", "unit": 134}], "feedback": ["place fix: nothing READY TO PLACE with that type", "attack_move: 3 units", "stop: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 0, "units_killed": 11, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 1400, "income": 2000, "experience": 23, "order_count": 33}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $395 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $0 (0 units, 0 bldgs), lost $2300 (11 units, 0 bldgs). Map explored 18.3%.\nPRODUCTION: Building: proc 79%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 99%, #138 barr@(12,13) 100%, #153 weap@(15,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(16,18)96%\nVISIBLE ENEMY UNITS (3):\n  #151 e1@(17,16) 89%, #152 e1@(19,16) 90%, #154 e1@(16,16) 89%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Finish and place the refinery, then build economy and power as needed before scaling into tanks. Enemy likely starts near (95,11); a lone enemy rifleman is visible at (21,17).", "raw": "{\"thoughts\":\"The refinery is nearly complete, but cash is too low to start anything else. Keep the harvester mining and set production rally points so new units can move toward the likely enemy approach.\",\"notes\":\"Finish and place the queued refinery; then prioritize another harvester and expand production. Enemy likely starts near (95,11); three enemy riflemen are near the base.\",\"commands\":[{\"do\":\"harvest\",\"unit\":137},{\"do\":\"rally\",\"building\":153,\"x\":25,\"y\":16},{\"do\":\"rally\",\"building\":138,\"x\":25,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1363, "completion_tokens": 232, "total_tokens": 1595, "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": 0.0003149575, "upstream_inference_prompt_cost": 0.0001873575, "upstream_inference_completions_cost": 0.0001276}, "completion_tokens_details": {"reasoning_tokens": 102, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.2, "thoughts": "The refinery is nearly complete, but cash is too low to start anything else. Keep the harvester mining and set production rally points so new units can move toward the likely enemy approach.", "notes": "Finish and place the queued refinery; then prioritize another harvester and expand production. Enemy likely starts near (95,11); three enemy riflemen are near the base.", "commands": [{"do": "harvest", "unit": 137}, {"do": "rally", "building": 153, "x": 25, "y": 16}, {"do": "rally", "building": 138, "x": 25, "y": 16}], "feedback": ["rally #153: ordered", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 2300, "units_killed": 0, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 0, "order_count": 22}}
{"tick": 6401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $216 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2600, killed $2300 (11 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 21.9%.\nPRODUCTION: Building: fix READY TO PLACE; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: harv 93%; Vehicle: harv 0%; Infantry: e1 53%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #150@(52,27)45% #151@(17,16)89% #152@(19,16)90% #154@(16,16)89% #158@(94,13)* #159@(94,13)* #162@(93,13)* #163@(93,13)* #164@(95,9)\n  ftrk (Mobile Flak) x1: #148@(93,12)25%*\n  harv (Ore Truck (harvester)) x1: #134@(98,15)\nVISIBLE ENEMY UNITS (1):\n  #137 harv@(16,18) 96%\nVISIBLE ENEMY BUILDINGS (3):\n  #128 fact@(12,16) 100%, #136 proc@(15,17) 99%, #153 weap@(15,14) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: nothing READY TO PLACE with that type\n  - attack_move: 3 units\n  - stop: 4 units\nYOUR NOTES FROM LAST TURN: Placing fix near weap. Harv #134 mining; harv #136 building. Scouts #151/#152/#154 probing enemy start (12,16). Guards #158-163 + ftrk at home. Save cash for next harv/proc.", "raw": "{\"thoughts\": \"Cash is dry ($0, 216 stored) so economy is the bottleneck. The fix is READY but placement failed last turn, so I'll retry. My 3 rifle scouts near the enemy base can harass their harvester #137 to slow their economy while my harv queue (93%) finishes for a second miner.\", \"notes\": \"Retry placing fix near weap(93,15). 3 scouts #151/#152/#154 harassing enemy harv #137. Harv #134 mining. Keep e1 production; save for harv/proc. Home guards #158-163+ftrk.\", \"commands\": [{\"do\":\"place\",\"item\":\"fix\",\"x\":91,\"y\":17},{\"do\":\"attack\",\"units\":[151,152,154],\"target\":137},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"rally\",\"building\":147,\"x\":93,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1685, "completion_tokens": 752, "total_tokens": 2437, "cost": 0.001182108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001182108, "upstream_inference_prompt_cost": 0.000279708, "upstream_inference_completions_cost": 0.0009024}, "completion_tokens_details": {"reasoning_tokens": 542, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.97, "thoughts": "Cash is dry ($0, 216 stored) so economy is the bottleneck. The fix is READY but placement failed last turn, so I'll retry. My 3 rifle scouts near the enemy base can harass their harvester #137 to slow their economy while my harv queue (93%) finishes for a second miner.", "notes": "Retry placing fix near weap(93,15). 3 scouts #151/#152/#154 harassing enemy harv #137. Harv #134 mining. Keep e1 production; save for harv/proc. Home guards #158-163+ftrk.", "commands": [{"do": "place", "item": "fix", "x": 91, "y": 17}, {"do": "attack", "units": [151, 152, 154], "target": 137}, {"do": "train", "item": "e1", "count": 3}, {"do": "harvest", "unit": 134}, {"do": "rally", "building": 147, "x": 93, "y": 18}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "attack: 3 units", "train 3x e1: queued", "rally #147: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 0, "units_killed": 11, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1500, "income": 2500, "experience": 23, "order_count": 33}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $100 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $100 (1 units, 0 bldgs), lost $2300 (11 units, 0 bldgs). Map explored 18.3%.\nPRODUCTION: Building: proc READY TO PLACE\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 99%, #138 barr@(12,13) 100%, #153 weap@(15,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #137@(18,7)94%\nVISIBLE ENEMY UNITS (2):\n  #152 e1@(19,11) 90%, #154 e1@(18,12) 89%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #153: ordered\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Finish and place the queued refinery; then prioritize another harvester and expand production. Enemy likely starts near (95,11); three enemy riflemen are near the base.", "raw": "{\"thoughts\":\"Place the ready refinery to increase income; cash is currently too low to start production. The two enemy riflemen near our base are a threat, so rally new units toward home before advancing.\",\"notes\":\"Refinery placed; save for a harvester and combat units. Enemy likely starts near (95,11); riflemen spotted near (18,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":153,\"x\":18,\"y\":12},{\"do\":\"rally\",\"building\":138,\"x\":18,\"y\":12}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1370, "completion_tokens": 251, "total_tokens": 1621, "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": 0.00032637, "upstream_inference_prompt_cost": 0.00018832, "upstream_inference_completions_cost": 0.00013805}, "completion_tokens_details": {"reasoning_tokens": 123, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.9, "thoughts": "Place the ready refinery to increase income; cash is currently too low to start production. The two enemy riflemen near our base are a threat, so rally new units toward home before advancing.", "notes": "Refinery placed; save for a harvester and combat units. Enemy likely starts near (95,11); riflemen spotted near (18,11).", "commands": [{"do": "place", "item": "proc"}, {"do": "rally", "building": 153, "x": 18, "y": 12}, {"do": "rally", "building": 138, "x": 18, "y": 12}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "rally #153: ordered", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 2300, "units_killed": 1, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 1, "order_count": 22}}
{"tick": 6601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11400, army $3700, killed $2300 (11 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 22.8%.\nPRODUCTION: Building: proc 4%; Building: proc 0%; Building: barr 0%; Vehicle: harv 0%; Infantry: e1 28%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #150@(63,26)45% #152@(19,11)90% #154@(18,12)89% #158@(94,13)* #159@(94,13)* #162@(93,13)* #163@(93,13)* #164@(94,13)* #166@(91,13)\n  ftrk (Mobile Flak) x1: #148@(93,12)25%*\n  harv (Ore Truck (harvester)) x2: #134@(105,23) #167@(88,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #153 weap@(15,14) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 3 units\n  - train 3x e1: queued\n  - rally #147: ordered\nYOUR NOTES FROM LAST TURN: Retry placing fix near weap(93,15). 3 scouts #151/#152/#154 harassing enemy harv #137. Harv #134 mining. Keep e1 production; save for harv/proc. Home guards #158-163+ftrk.", "raw": "{\"thoughts\": \"Cash is $0 so nothing can be produced until harvesters bring in ore; both harvesters are already mining so I mostly need to consolidate. My Mobile Flak is at 25% HP\u2014send it to the Service Depot. Keep home infantry as a defensive cluster and let the forward scouts keep eyes on the enemy base.\", \"notes\": \"Econ stalled at $0; waiting on 2 harvesters. ftrk #148 sent to fix@(92,18). Idle e1 grouped at base. Scouts #152/#154 near enemy (15,14) weap. Resume harv/proc builds once cash allows.\", \"commands\": [{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":167},{\"do\":\"move\",\"units\":[148],\"x\":92,\"y\":18},{\"do\":\"attack_move\",\"units\":[158,159,162,163,164,166],\"x\":78,\"y\":16},{\"do\":\"rally\",\"building\":143,\"x\":85,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1716, "completion_tokens": 1192, "total_tokens": 2908, "cost": 0.001719408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001719408, "upstream_inference_prompt_cost": 0.000289008, "upstream_inference_completions_cost": 0.0014304}, "completion_tokens_details": {"reasoning_tokens": 972, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.53, "thoughts": "Cash is $0 so nothing can be produced until harvesters bring in ore; both harvesters are already mining so I mostly need to consolidate. My Mobile Flak is at 25% HP\u2014send it to the Service Depot. Keep home infantry as a defensive cluster and let the forward scouts keep eyes on the enemy base.", "notes": "Econ stalled at $0; waiting on 2 harvesters. ftrk #148 sent to fix@(92,18). Idle e1 grouped at base. Scouts #152/#154 near enemy (15,14) weap. Resume harv/proc builds once cash allows.", "commands": [{"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 167}, {"do": "move", "units": [148], "x": 92, "y": 18}, {"do": "attack_move", "units": [158, 159, 162, 163, 164, 166], "x": 78, "y": 16}, {"do": "rally", "building": 143, "x": 85, "y": 16}], "feedback": ["move: 1 units", "attack_move: 6 units", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 100, "units_killed": 11, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11400, "army_value": 1500, "income": 2500, "experience": 23, "order_count": 37}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $100 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9800, army $2200, killed $100 (1 units, 0 bldgs), lost $2300 (11 units, 0 bldgs). Map explored 18.7%.\nPRODUCTION: all queues idle\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 99%, #138 barr@(12,13) 100%, #153 weap@(15,14) 100%, #168 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #137@(18,11)90% #169@(3,25)\nVISIBLE ENEMY UNITS (2):\n  #152 e1@(19,11) 90%, #154 e1@(18,11) 66%\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  - rally #153: ordered\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Refinery placed; save for a harvester and combat units. Enemy likely starts near (95,11); riflemen spotted near (18,11).", "raw": "{\"thoughts\":\"Power is low and cash is exhausted, so prioritize a Power Plant as soon as ore arrives. The nearby riflemen threaten the harvester at (18,11); send both harvesters back to mining while avoiding a fight until we can produce defenders.\",\"notes\":\"Enemy infantry spotted near (18,11); likely base at (95,11). Power deficit: 10. Build powr when affordable, then produce combat units.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1408, "completion_tokens": 253, "total_tokens": 1661, "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": 0.000332695, "upstream_inference_prompt_cost": 0.000193545, "upstream_inference_completions_cost": 0.00013915}, "completion_tokens_details": {"reasoning_tokens": 126, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.55, "thoughts": "Power is low and cash is exhausted, so prioritize a Power Plant as soon as ore arrives. The nearby riflemen threaten the harvester at (18,11); send both harvesters back to mining while avoiding a fight until we can produce defenders.", "notes": "Enemy infantry spotted near (18,11); likely base at (95,11). Power deficit: 10. Build powr when affordable, then produce combat units.", "commands": [{"do": "build", "item": "powr"}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 2300, "units_killed": 1, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 0, "income": 2000, "experience": 1, "order_count": 23}}
{"tick": 6801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11400, army $3700, killed $2300 (11 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Building: proc 4%; Building: proc 0%; Building: barr 0%; Vehicle: harv 0%; Infantry: e1 28%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #150@(72,17)45% #152@(19,11)90% #154@(18,11)66% #158@(84,13) #159@(84,13) #162@(83,13) #163@(82,13) #164@(84,13) #166@(82,14)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x2: #134@(102,19) #167@(85,5)\nVISIBLE ENEMY UNITS (1):\n  #137 harv@(18,11) 90%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 6 units\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Econ stalled at $0; waiting on 2 harvesters. ftrk #148 sent to fix@(92,18). Idle e1 grouped at base. Scouts #152/#154 near enemy (15,14) weap. Resume harv/proc builds once cash allows.", "raw": "{\"thoughts\": \"Economy is stalled at $0 \u2014 everything depends on the two harvesters, so I'll keep the queued builds and not spend on new ones. The enemy harvester is exposed at (18,11): my two scouts there can kill it to cripple their income. The idle e1s at (84,13) can push toward the enemy start to scout/fight, and I'll pull the damaged ftrk and the 45% e1 back toward the Service Depot.\", \"notes\": \"Cash $0, waiting on 2 harvesters. Scouts #152/#154 attacking enemy harv #137 at (18,11). e1 group pushing to enemy start (12,16). Damaged ftrk #148 and e1 #150 heading to fix@(92,18). Resume harv/proc when cash returns; place proc when ready.\", \"commands\": [{\"do\":\"attack\",\"units\":[152,154],\"target\":137},{\"do\":\"attack_move\",\"units\":[158,159,162,163,164,166],\"x\":20,\"y\":15},{\"do\":\"move\",\"units\":[148],\"x\":92,\"y\":18},{\"do\":\"move\",\"units\":[150],\"x\":90,\"y\":17},{\"do\":\"harvest\",\"unit\":167},{\"do\":\"harvest\",\"unit\":134}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1699, "completion_tokens": 940, "total_tokens": 2639, "cost": 0.001411908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001411908, "upstream_inference_prompt_cost": 0.000283908, "upstream_inference_completions_cost": 0.001128}, "completion_tokens_details": {"reasoning_tokens": 657, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.74, "thoughts": "Economy is stalled at $0 \u2014 everything depends on the two harvesters, so I'll keep the queued builds and not spend on new ones. The enemy harvester is exposed at (18,11): my two scouts there can kill it to cripple their income. The idle e1s at (84,13) can push toward the enemy start to scout/fight, and I'll pull the damaged ftrk and the 45% e1 back toward the Service Depot.", "notes": "Cash $0, waiting on 2 harvesters. Scouts #152/#154 attacking enemy harv #137 at (18,11). e1 group pushing to enemy start (12,16). Damaged ftrk #148 and e1 #150 heading to fix@(92,18). Resume harv/proc when cash returns; place proc when ready.", "commands": [{"do": "attack", "units": [152, 154], "target": 137}, {"do": "attack_move", "units": [158, 159, 162, 163, 164, 166], "x": 20, "y": 15}, {"do": "move", "units": [148], "x": 92, "y": 18}, {"do": "move", "units": [150], "x": 90, "y": 17}, {"do": "harvest", "unit": 167}, {"do": "harvest", "unit": 134}], "feedback": ["attack: 2 units", "attack_move: 6 units", "move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 100, "units_killed": 11, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11400, "army_value": 1500, "income": 2000, "experience": 23, "order_count": 37}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $491 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9800, army $2200, killed $100 (1 units, 0 bldgs), lost $2300 (11 units, 0 bldgs). Map explored 18.8%.\nPRODUCTION: Building: powr 36%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 98%, #138 barr@(12,13) 100%, #153 weap@(15,14) 100%, #168 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #137@(15,18)87% #169@(10,20)\nVISIBLE ENEMY UNITS (2):\n  #152 e1@(19,15) 90%, #154 e1@(17,14) 66%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy infantry spotted near (18,11); likely base at (95,11). Power deficit: 10. Build powr when affordable, then produce combat units.", "raw": "{\"thoughts\":\"The Power Plant is already under construction and will address the deficit. With no cash on hand, keep both harvesters mining; queue rocket soldiers as funds arrive to defend against the nearby enemy infantry and prepare a force.\",\"notes\":\"Power Plant under construction; power deficit is 10 until it completes. Enemy infantry near (17\u201319,14\u201315); likely enemy base at (95,11).\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"rally\",\"building\":153,\"x\":20,\"y\":15}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1388, "completion_tokens": 308, "total_tokens": 1696, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1386, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000360195, "upstream_inference_prompt_cost": 0.000190795, "upstream_inference_completions_cost": 0.0001694}, "completion_tokens_details": {"reasoning_tokens": 183, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.17, "thoughts": "The Power Plant is already under construction and will address the deficit. With no cash on hand, keep both harvesters mining; queue rocket soldiers as funds arrive to defend against the nearby enemy infantry and prepare a force.", "notes": "Power Plant under construction; power deficit is 10 until it completes. Enemy infantry near (17\u201319,14\u201315); likely enemy base at (95,11).", "commands": [{"do": "train", "item": "e3", "count": 5}, {"do": "rally", "building": 153, "x": 20, "y": 15}], "feedback": ["train 5x e3: queued", "rally #153: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 2300, "units_killed": 1, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 0, "income": 2500, "experience": 1, "order_count": 24}}
{"tick": 7001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $326 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11400, army $3700, killed $2300 (11 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 8%; Building: proc 0%; Building: barr 0%; Vehicle: harv 6%; Infantry: e1 86%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #150@(83,14)45% #152@(19,15)90% #154@(17,14)66% #158@(75,18) #159@(75,18) #162@(74,19) #163@(75,18) #164@(75,17) #166@(73,19)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x2: #134@(98,12) #167@(93,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #136 proc@(15,17) 98%, #153 weap@(15,14) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - attack_move: 6 units\n  - move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Cash $0, waiting on 2 harvesters. Scouts #152/#154 attacking enemy harv #137 at (18,11). e1 group pushing to enemy start (12,16). Damaged ftrk #148 and e1 #150 heading to fix@(92,18). Resume harv/proc when cash returns; place proc when ready.", "raw": "{\"thoughts\": \"Cash is $0 so no new production is possible; rely on the 2 harvesters and keep the queued procs/harv progressing. Push my idle e1 squad west and use the two forward scouts to harass the enemy war factory while keeping harvesters safe.\", \"notes\": \"Enemy base around (15,14)-(15,17) proc+weap. 2 scouts #152/#154 near enemy. Main e1 group ~(74,18) pushing west. ftrk #148 badly hurt. Cash tight - prioritize harvesters/procs.\", \"commands\": [{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":167},{\"do\":\"attack_move\",\"units\":[158,159,162,163,164,166],\"x\":40,\"y\":16},{\"do\":\"attack\",\"units\":[152,154],\"target\":153},{\"do\":\"rally\",\"building\":143,\"x\":60,\"y\":16},{\"do\":\"rally\",\"building\":147,\"x\":60,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1734, "completion_tokens": 728, "total_tokens": 2462, "cost": 0.001168008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001168008, "upstream_inference_prompt_cost": 0.000294408, "upstream_inference_completions_cost": 0.0008736}, "completion_tokens_details": {"reasoning_tokens": 508, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.68, "thoughts": "Cash is $0 so no new production is possible; rely on the 2 harvesters and keep the queued procs/harv progressing. Push my idle e1 squad west and use the two forward scouts to harass the enemy war factory while keeping harvesters safe.", "notes": "Enemy base around (15,14)-(15,17) proc+weap. 2 scouts #152/#154 near enemy. Main e1 group ~(74,18) pushing west. ftrk #148 badly hurt. Cash tight - prioritize harvesters/procs.", "commands": [{"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 167}, {"do": "attack_move", "units": [158, 159, 162, 163, 164, 166], "x": 40, "y": 16}, {"do": "attack", "units": [152, 154], "target": 153}, {"do": "rally", "building": 143, "x": 60, "y": 16}, {"do": "rally", "building": 147, "x": 60, "y": 16}], "feedback": ["attack_move: 6 units", "attack: 2 units", "rally #143: ordered", "rally #147: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 100, "units_killed": 11, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11400, "army_value": 1500, "income": 2500, "experience": 23, "order_count": 37}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $774 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9800, army $2200, killed $200 (2 units, 0 bldgs), lost $2300 (11 units, 0 bldgs). Map explored 18.8%.\nPRODUCTION: Building: powr 73%; Infantry: e3 36%; 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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 98%, #138 barr@(12,13) 100%, #153 weap@(15,14) 97%, #168 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #137@(18,7)87% #169@(3,25)\nVISIBLE ENEMY UNITS (1):\n  #152 e1@(19,15) 90%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e3: queued\n  - rally #153: ordered\nYOUR NOTES FROM LAST TURN: Power Plant under construction; power deficit is 10 until it completes. Enemy infantry near (17\u201319,14\u201315); likely enemy base at (95,11).", "raw": "{\"thoughts\":\"The power plant is still building, and the ore reserve is tied up with no spendable cash, so keep both harvesters working and let production finish. Rocket soldiers are already queued; rally the barracks toward the likely enemy base once they deploy.\",\"notes\":\"Likely enemy start (95,11); enemy rifleman spotted near (19,15). Power plant at 73%; cash $0, stored ore $774. Two harvesters; five e3 queued.\",\"commands\":[{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1423, "completion_tokens": 340, "total_tokens": 1763, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1421, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003826075, "upstream_inference_prompt_cost": 0.0001956075, "upstream_inference_completions_cost": 0.000187}, "completion_tokens_details": {"reasoning_tokens": 213, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.09, "thoughts": "The power plant is still building, and the ore reserve is tied up with no spendable cash, so keep both harvesters working and let production finish. Rocket soldiers are already queued; rally the barracks toward the likely enemy base once they deploy.", "notes": "Likely enemy start (95,11); enemy rifleman spotted near (19,15). Power plant at 73%; cash $0, stored ore $774. Two harvesters; five e3 queued.", "commands": [{"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 2300, "units_killed": 2, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 0, "income": 3000, "experience": 2, "order_count": 29}}
{"tick": 7201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $192 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3800, killed $2300 (11 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 24%; Building: proc 0%; Building: barr 0%; Vehicle: harv 25%; Infantry: e1 95%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #150@(90,17)45%* #152@(19,15)90% #158@(67,24) #159@(67,24) #162@(66,24) #163@(66,24) #164@(67,24) #166@(65,24) #170@(87,9) #171@(94,9)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x2: #134@(103,23)79% #167@(98,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack: 2 units\n  - rally #143: ordered\n  - rally #147: ordered\nYOUR NOTES FROM LAST TURN: Enemy base around (15,14)-(15,17) proc+weap. 2 scouts #152/#154 near enemy. Main e1 group ~(74,18) pushing west. ftrk #148 badly hurt. Cash tight - prioritize harvesters/procs.", "raw": "{\"thoughts\": \"Economy is very tight ($0 cash, 2 harvesters). My barracks pushed rifle infantry west and a scout is already near the enemy base at ~(15,15). I'll keep the building queue on the refinery, continue infantry production, and push the western group onto the enemy base.\", \"notes\": \"Enemy base ~(12,16). Main e1 group ~(67,24) heading west; scout #152 at (19,15). Building proc 24%, need harvesters bad. ftrk #148 hurt (25%).\", \"commands\": [{\"do\":\"attack_move\",\"units\":[158,159,162,163,164,166],\"x\":18,\"y\":16},{\"do\":\"attack_move\",\"units\":[152],\"x\":15,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"rally\",\"building\":143,\"x\":30,\"y\":20},{\"do\":\"rally\",\"building\":147,\"x\":30,\"y\":20},{\"do\":\"repair\",\"building\":143}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1689, "completion_tokens": 443, "total_tokens": 2132, "cost": 0.000812508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000812508, "upstream_inference_prompt_cost": 0.000280908, "upstream_inference_completions_cost": 0.0005316}, "completion_tokens_details": {"reasoning_tokens": 217, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.09, "thoughts": "Economy is very tight ($0 cash, 2 harvesters). My barracks pushed rifle infantry west and a scout is already near the enemy base at ~(15,15). I'll keep the building queue on the refinery, continue infantry production, and push the western group onto the enemy base.", "notes": "Enemy base ~(12,16). Main e1 group ~(67,24) heading west; scout #152 at (19,15). Building proc 24%, need harvesters bad. ftrk #148 hurt (25%).", "commands": [{"do": "attack_move", "units": [158, 159, 162, 163, 164, 166], "x": 18, "y": 16}, {"do": "attack_move", "units": [152], "x": 15, "y": 16}, {"do": "train", "item": "e1", "count": 2}, {"do": "rally", "building": 143, "x": 30, "y": 20}, {"do": "rally", "building": 147, "x": 30, "y": 20}, {"do": "repair", "building": 143}], "feedback": ["attack_move: 6 units", "attack_move: 1 units", "train 2x e1: queued", "rally #143: ordered", "rally #147: ordered", "repair #143: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 200, "units_killed": 11, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11500, "army_value": 1600, "income": 3000, "experience": 23, "order_count": 37}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $581 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9800, army $2200, killed $200 (2 units, 0 bldgs), lost $2300 (11 units, 0 bldgs). Map explored 18.8%.\nPRODUCTION: Building: powr READY TO PLACE; Infantry: e3 73%; 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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 98%, #138 barr@(12,13) 100%, #153 weap@(15,14) 96%, #168 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #137@(17,10)87% #169@(3,26)\nVISIBLE ENEMY UNITS (1):\n  #152 e1@(14,16) 90%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Likely enemy start (95,11); enemy rifleman spotted near (19,15). Power plant at 73%; cash $0, stored ore $774. Two harvesters; five e3 queued.", "raw": "{\"thoughts\":\"Place the ready power plant immediately to clear the power deficit. Keep the existing rocket-soldier queue running while the harvesters replenish cash; then prioritize another power plant if power remains low.\",\"notes\":\"Enemy start likely (95,11); rifleman was spotted near (19,15). Two harvesters; five e3 queued. Power is below demand until ready plant is placed.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1405, "completion_tokens": 219, "total_tokens": 1624, "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": 0.0003135825, "upstream_inference_prompt_cost": 0.0001931325, "upstream_inference_completions_cost": 0.00012045}, "completion_tokens_details": {"reasoning_tokens": 110, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.45, "thoughts": "Place the ready power plant immediately to clear the power deficit. Keep the existing rocket-soldier queue running while the harvesters replenish cash; then prioritize another power plant if power remains low.", "notes": "Enemy start likely (95,11); rifleman was spotted near (19,15). Two harvesters; five e3 queued. Power is below demand until ready plant is placed.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "powr"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 2300, "units_killed": 2, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 0, "income": 2500, "experience": 2, "order_count": 29}}
{"tick": 7401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11600, army $3900, killed $2300 (11 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 24.2%.\nPRODUCTION: Building: proc 28%; Building: proc 0%; Building: barr 0%; Vehicle: harv 31%; Infantry: e1 56%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #150@(90,17)45%* #152@(14,16)90%* #158@(58,28) #159@(58,28) #162@(57,28) #163@(57,28) #164@(58,28) #166@(56,28) #170@(77,9) #171@(84,9) #172@(87,9)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x2: #134@(108,22)79% #167@(103,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (5):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 98%, #138 barr@(12,13) 100%, #153 weap@(15,14) 96%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 1 units\n  - train 2x e1: queued\n  - rally #143: ordered\n  - rally #147: ordered\n  - repair #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Main e1 group ~(67,24) heading west; scout #152 at (19,15). Building proc 24%, need harvesters bad. ftrk #148 hurt (25%).", "raw": "{\"thoughts\": \"Cash is $0 so I can't start new construction; economy is the bottleneck. I have 6 rifle infantry around (58,28) heading west plus a scout at (14,16) with the enemy base visible at (12,16). I'll push the idle/available infantry toward the enemy base to pressure while queues keep producing.\", \"notes\": \"Enemy base at (12,16) confirmed. Main e1 group ~(58,28) attacking west. Scout #152 at (14,16). #150 and ftrk #148 repairing/recovering. Need cash - get harvesters working.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[158,159,162,163,164,166],\"x\":20,\"y\":16},{\"do\":\"attack_move\",\"units\":[152],\"x\":15,\"y\":15},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":167},{\"do\":\"rally\",\"building\":147,\"x\":60,\"y\":24},{\"do\":\"rally\",\"building\":143,\"x\":60,\"y\":24}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1777, "completion_tokens": 448, "total_tokens": 2225, "cost": 0.000844908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000844908, "upstream_inference_prompt_cost": 0.000307308, "upstream_inference_completions_cost": 0.0005376}, "completion_tokens_details": {"reasoning_tokens": 214, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "Cash is $0 so I can't start new construction; economy is the bottleneck. I have 6 rifle infantry around (58,28) heading west plus a scout at (14,16) with the enemy base visible at (12,16). I'll push the idle/available infantry toward the enemy base to pressure while queues keep producing.", "notes": "Enemy base at (12,16) confirmed. Main e1 group ~(58,28) attacking west. Scout #152 at (14,16). #150 and ftrk #148 repairing/recovering. Need cash - get harvesters working.", "commands": [{"do": "attack_move", "units": [158, 159, 162, 163, 164, 166], "x": 20, "y": 16}, {"do": "attack_move", "units": [152], "x": 15, "y": 15}, {"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 167}, {"do": "rally", "building": 147, "x": 60, "y": 24}, {"do": "rally", "building": 143, "x": 60, "y": 24}], "feedback": ["attack_move: 6 units", "attack_move: 1 units", "rally #147: ordered", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 200, "units_killed": 11, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11600, "army_value": 1700, "income": 2500, "experience": 23, "order_count": 39}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $455 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10400, army $2500, killed $200 (2 units, 0 bldgs), lost $2300 (11 units, 0 bldgs). Map explored 18.9%.\nPRODUCTION: Building: powr READY TO PLACE; Infantry: e3 82%; 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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 96%, #138 barr@(12,13) 100%, #153 weap@(15,14) 96%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #174@(12,14)\n  harv (Ore Truck (harvester)) x2: #137@(15,18)86% #169@(10,20)\nVISIBLE ENEMY UNITS (1):\n  #152 e1@(15,15) 60%\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\nYOUR NOTES FROM LAST TURN: Enemy start likely (95,11); rifleman was spotted near (19,15). Two harvesters; five e3 queued. Power is below demand until ready plant is placed.", "raw": "{\"thoughts\":\"Place the ready power plant, then start another refinery as soon as the Building queue clears. Keep the rocket infantry gathering near the base for protection; the enemy rifleman is close, and the queued rockets can reinforce before we scout or push.\",\"notes\":\"Enemy rifleman last spotted near (19,15); likely base at (95,11). Two harvesters, one damaged. Place ready powr, then expand ore income; keep e3 production running and rally near base.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":138,\"x\":15,\"y\":15},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1448, "completion_tokens": 371, "total_tokens": 1819, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1446, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000403095, "upstream_inference_prompt_cost": 0.000199045, "upstream_inference_completions_cost": 0.00020405}, "completion_tokens_details": {"reasoning_tokens": 194, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.55, "thoughts": "Place the ready power plant, then start another refinery as soon as the Building queue clears. Keep the rocket infantry gathering near the base for protection; the enemy rifleman is close, and the queued rockets can reinforce before we scout or push.", "notes": "Enemy rifleman last spotted near (19,15); likely base at (95,11). Two harvesters, one damaged. Place ready powr, then expand ore income; keep e3 production running and rally near base.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 138, "x": 15, "y": 15}, {"do": "stance", "units": "all_army", "stance": "defend"}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "rally #138: ordered", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 2300, "units_killed": 2, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 300, "income": 3000, "experience": 2, "order_count": 31}}
{"tick": 7601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11600, army $3900, killed $2300 (11 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 25.1%.\nPRODUCTION: Building: proc 28%; Building: proc 0%; Building: barr 0%; Vehicle: harv 31%; Infantry: e1 56%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #150@(90,17)45%* #152@(15,15)60% #158@(48,28) #159@(48,28) #162@(47,28) #163@(47,28) #164@(48,28) #166@(45,28) #170@(69,14) #171@(74,9) #172@(77,9)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x2: #134@(101,17)79% #167@(100,20)\nVISIBLE ENEMY UNITS (2):\n  #137 harv@(15,18) 86%, #174 e3@(12,14) 100%\nVISIBLE ENEMY BUILDINGS (4):\n  #128 fact@(12,16) 100%, #136 proc@(15,17) 96%, #138 barr@(12,13) 100%, #153 weap@(15,14) 96%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 1 units\n  - rally #147: ordered\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16) confirmed. Main e1 group ~(58,28) attacking west. Scout #152 at (14,16). #150 and ftrk #148 repairing/recovering. Need cash - get harvesters working.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.11, "thoughts": "(no valid response)", "notes": "Enemy base at (12,16) confirmed. Main e1 group ~(58,28) attacking west. Scout #152 at (14,16). #150 and ftrk #148 repairing/recovering. Need cash - get harvesters working.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 200, "units_killed": 11, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11600, "army_value": 1700, "income": 2500, "experience": 23, "order_count": 39}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $301 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $10700, army $2500, killed $200 (2 units, 0 bldgs), lost $2600 (12 units, 0 bldgs). Map explored 19%.\nPRODUCTION: Building: proc 23%; Infantry: e3 92%; 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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 92%, #138 barr@(12,13) 99%, #153 weap@(15,14) 96%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #180@(12,14)49%\n  harv (Ore Truck (harvester)) x2: #137@(6,27)85% #169@(5,26)\nVISIBLE ENEMY UNITS (1):\n  #152 e1@(15,15) 25%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\n  - rally #138: ordered\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy rifleman last spotted near (19,15); likely base at (95,11). Two harvesters, one damaged. Place ready powr, then expand ore income; keep e3 production running and rally near base.", "raw": "{\"thoughts\":\"Cash is exhausted while the second refinery is under construction, so let the harvesters restore income and keep infantry production moving. The visible enemy rifleman is badly damaged; finish it with our nearby rocket soldier, but avoid sending the lone damaged soldier toward the enemy base.\",\"notes\":\"Enemy base likely near (95,11). Two harvesters; one is damaged. Second refinery building is 23% complete. Continue rocket-soldier production and expand the army once income allows.\",\"commands\":[{\"do\":\"attack\",\"units\":[180],\"target\":152}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1475, "completion_tokens": 312, "total_tokens": 1787, "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": 0.0003743575, "upstream_inference_prompt_cost": 0.0002027575, "upstream_inference_completions_cost": 0.0001716}, "completion_tokens_details": {"reasoning_tokens": 191, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.55, "thoughts": "Cash is exhausted while the second refinery is under construction, so let the harvesters restore income and keep infantry production moving. The visible enemy rifleman is badly damaged; finish it with our nearby rocket soldier, but avoid sending the lone damaged soldier toward the enemy base.", "notes": "Enemy base likely near (95,11). Two harvesters; one is damaged. Second refinery building is 23% complete. Continue rocket-soldier production and expand the army once income allows.", "commands": [{"do": "attack", "units": [180], "target": 152}], "feedback": ["attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 2600, "units_killed": 2, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 300, "income": 3500, "experience": 2, "order_count": 33}}
{"tick": 7801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $97 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11700, army $4000, killed $2600 (12 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 25.9%.\nPRODUCTION: Building: proc 38%; Building: proc 0%; Building: barr 0%; Vehicle: harv 43%; Infantry: e1 90%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #150@(90,17)45%* #152@(15,15)25% #158@(38,27) #159@(37,27) #162@(37,27) #163@(37,26) #164@(38,27) #166@(35,25) #170@(63,18)* #171@(66,17) #172@(69,14) #181@(94,9)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x2: #134@(99,14)79% #167@(98,12)\nVISIBLE ENEMY UNITS (1):\n  #180 e3@(12,14) 49%\nVISIBLE ENEMY BUILDINGS (4):\n  #128 fact@(12,16) 100%, #136 proc@(15,17) 92%, #138 barr@(12,13) 99%, #153 weap@(15,14) 96%\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16) confirmed. Main e1 group ~(58,28) attacking west. Scout #152 at (14,16). #150 and ftrk #148 repairing/recovering. Need cash - get harvesters working.", "raw": "{\"thoughts\": \"Cash is $0, so priority is getting both harvesters mining to fund production. My scattered e1s near (37,27) and (63-69) are my only offensive force - consolidate them and push west toward the enemy base at (12,16). Keep the damaged scout #152 alive by pulling it back.\", \"notes\": \"Enemy base (12,16): fact/proc/barr/weap. Main e1 group pushing west to 14,16. Harvesters #134,#167 mining. Home defense: #150,#181,#148. Need cash then Heavy Tanks.\", \"commands\": [{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":167},{\"do\":\"attack_move\",\"units\":[158,159,162,163,164,166],\"x\":16,\"y\":16},{\"do\":\"attack_move\",\"units\":[170,171,172],\"x\":18,\"y\":18},{\"do\":\"move\",\"units\":[152],\"x\":28,\"y\":22},{\"do\":\"rally\",\"building\":143,\"x\":90,\"y\":16},{\"do\":\"rally\",\"building\":147,\"x\":92,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1717, "completion_tokens": 1165, "total_tokens": 2882, "cost": 0.0019131, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0019131, "upstream_inference_prompt_cost": 0.0005151, "upstream_inference_completions_cost": 0.001398}, "completion_tokens_details": {"reasoning_tokens": 913, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.08, "thoughts": "Cash is $0, so priority is getting both harvesters mining to fund production. My scattered e1s near (37,27) and (63-69) are my only offensive force - consolidate them and push west toward the enemy base at (12,16). Keep the damaged scout #152 alive by pulling it back.", "notes": "Enemy base (12,16): fact/proc/barr/weap. Main e1 group pushing west to 14,16. Harvesters #134,#167 mining. Home defense: #150,#181,#148. Need cash then Heavy Tanks.", "commands": [{"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 167}, {"do": "attack_move", "units": [158, 159, 162, 163, 164, 166], "x": 16, "y": 16}, {"do": "attack_move", "units": [170, 171, 172], "x": 18, "y": 18}, {"do": "move", "units": [152], "x": 28, "y": 22}, {"do": "rally", "building": 143, "x": 90, "y": 16}, {"do": "rally", "building": 147, "x": 92, "y": 12}], "feedback": ["attack_move: 6 units", "attack_move: 3 units", "move: 1 units", "rally #143: ordered", "rally #147: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 200, "units_killed": 12, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11700, "army_value": 1800, "income": 3000, "experience": 26, "order_count": 39}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $11000, army $2800, killed $300 (3 units, 0 bldgs), lost $2600 (12 units, 0 bldgs). Map explored 19%.\nPRODUCTION: Building: proc 34%; Infantry: e3 42%; 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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 90%, #138 barr@(12,13) 99%, #153 weap@(15,14) 96%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #180@(14,15)49%* #183@(15,15)*\n  harv (Ore Truck (harvester)) x2: #137@(9,25)85% #169@(7,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base likely near (95,11). Two harvesters; one is damaged. Second refinery building is 23% complete. Continue rocket-soldier production and expand the army once income allows.", "raw": "{\"thoughts\":\"Cash is exhausted, but the second refinery and both rocket-soldier queues are progressing. Keep the small force safe while production and income recover; direct new infantry toward the likely enemy start.\",\"notes\":\"Enemy likely near (95,11). Two harvesters; one damaged. Second refinery is building; two barracks queues producing e3. Scout/attack once the army is larger.\",\"commands\":[{\"do\":\"rally\",\"building\":138,\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":153,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1427, "completion_tokens": 324, "total_tokens": 1751, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1425, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003743575, "upstream_inference_prompt_cost": 0.0001961575, "upstream_inference_completions_cost": 0.0001782}, "completion_tokens_details": {"reasoning_tokens": 199, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.94, "thoughts": "Cash is exhausted, but the second refinery and both rocket-soldier queues are progressing. Keep the small force safe while production and income recover; direct new infantry toward the likely enemy start.", "notes": "Enemy likely near (95,11). Two harvesters; one damaged. Second refinery is building; two barracks queues producing e3. Scout/attack once the army is larger.", "commands": [{"do": "rally", "building": 138, "x": 95, "y": 11}, {"do": "rally", "building": 153, "x": 95, "y": 11}], "feedback": ["rally #138: ordered", "rally #153: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2600, "units_killed": 3, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11000, "army_value": 600, "income": 3000, "experience": 3, "order_count": 33}}
{"tick": 8001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11800, army $4100, killed $2600 (12 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 26%.\nPRODUCTION: Building: proc 52%; Building: proc 0%; Building: barr 0%; Vehicle: harv 61%; Infantry: e1 86%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #150@(90,17)45%* #158@(30,20) #159@(30,20) #162@(29,19) #163@(29,19) #164@(30,20) #166@(28,18) #170@(62,27) #171@(63,26) #172@(64,23) #181@(84,9) #182@(92,12)* #184@(91,10)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x2: #134@(103,24)79% #167@(100,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 3 units\n  - move: 1 units\n  - rally #143: ordered\n  - rally #147: ordered\nYOUR NOTES FROM LAST TURN: Enemy base (12,16): fact/proc/barr/weap. Main e1 group pushing west to 14,16. Harvesters #134,#167 mining. Home defense: #150,#181,#148. Need cash then Heavy Tanks.", "raw": "{\"thoughts\": \"Cash is drained at $0, so I need harvesters working and a tank queued for when income flows. Main infantry group is pushing west toward the enemy base at (12,16); no enemies visible right now, so continue the advance and keep home defense in place. Enemy has been mostly cleared of units, so keep the pressure up.\", \"notes\": \"Enemy base (12,16). Main e1 group (158,159,162-164,166) attacking west; second group (170-172) trailing. Home defense: #150,#181,#182,#184,#148. Queued Heavy Tank in weap for when cash arrives. Harvesters #134,#167 mining.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[158,159,162,163,164,166],\"x\":14,\"y\":16},{\"do\":\"attack_move\",\"units\":[170,171,172],\"x\":20,\"y\":19},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":1},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"rally\",\"building\":143,\"x\":80,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1700, "completion_tokens": 971, "total_tokens": 2671, "cost": 0.001449408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001449408, "upstream_inference_prompt_cost": 0.000284208, "upstream_inference_completions_cost": 0.0011652}, "completion_tokens_details": {"reasoning_tokens": 725, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.3, "thoughts": "Cash is drained at $0, so I need harvesters working and a tank queued for when income flows. Main infantry group is pushing west toward the enemy base at (12,16); no enemies visible right now, so continue the advance and keep home defense in place. Enemy has been mostly cleared of units, so keep the pressure up.", "notes": "Enemy base (12,16). Main e1 group (158,159,162-164,166) attacking west; second group (170-172) trailing. Home defense: #150,#181,#182,#184,#148. Queued Heavy Tank in weap for when cash arrives. Harvesters #134,#167 mining.", "commands": [{"do": "attack_move", "units": [158, 159, 162, 163, 164, 166], "x": 14, "y": 16}, {"do": "attack_move", "units": [170, 171, 172], "x": 20, "y": 19}, {"do": "train", "item": "3tnk", "count": 1}, {"do": "train", "item": "e1", "count": 2}, {"do": "rally", "building": 143, "x": 80, "y": 15}], "feedback": ["attack_move: 6 units", "attack_move: 3 units", "train 1x 3tnk: queued", "train 2x e1: queued", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 300, "units_killed": 12, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11800, "army_value": 1900, "income": 3000, "experience": 26, "order_count": 39}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $210 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $11000, army $2800, killed $300 (3 units, 0 bldgs), lost $2600 (12 units, 0 bldgs). Map explored 19%.\nPRODUCTION: Building: proc 44%; Infantry: e3 90%; 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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 89%, #138 barr@(12,13) 99%, #153 weap@(15,14) 96%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #180@(14,15)49%* #183@(15,15)\n  harv (Ore Truck (harvester)) x2: #137@(8,23)85% #169@(10,20)\nVISIBLE ENEMY UNITS (6):\n  #158 e1@(20,17) 100%, #159 e1@(20,16) 100%, #162 e1@(20,16) 99%, #163 e1@(20,16) 98%, #164 e1@(20,16) 100%, #166 e1@(20,16) 90%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #138: ordered\n  - rally #153: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11). Two harvesters; one damaged. Second refinery is building; two barracks queues producing e3. Scout/attack once the army is larger.", "raw": "{\"thoughts\":\"The enemy infantry is close to our base, so send the two rocket soldiers to engage them while the refinery finishes. Keep both infantry queues producing; cash is too low to start anything else.\",\"notes\":\"Enemy infantry near (20,16); likely base near (95,11). Second refinery is building. Protect harvesters and build a larger force when funds arrive.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[180,183],\"x\":20,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1501, "completion_tokens": 263, "total_tokens": 1764, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1499, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003509825, "upstream_inference_prompt_cost": 0.0002063325, "upstream_inference_completions_cost": 0.00014465}, "completion_tokens_details": {"reasoning_tokens": 157, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.85, "thoughts": "The enemy infantry is close to our base, so send the two rocket soldiers to engage them while the refinery finishes. Keep both infantry queues producing; cash is too low to start anything else.", "notes": "Enemy infantry near (20,16); likely base near (95,11). Second refinery is building. Protect harvesters and build a larger force when funds arrive.", "commands": [{"do": "attack_move", "units": [180, 183], "x": 20, "y": 16}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2600, "units_killed": 3, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11000, "army_value": 600, "income": 3500, "experience": 3, "order_count": 33}}
{"tick": 8201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11800, army $4100, killed $2600 (12 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 26.3%.\nPRODUCTION: Building: proc 52%; Building: proc 0%; Building: barr 0%; Vehicle: harv 61%; Vehicle: 3tnk 0%; Infantry: e1 86%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #150@(90,17)45%* #158@(20,17) #159@(20,16) #162@(20,16) #163@(20,16)98% #164@(20,16) #166@(20,16)90% #170@(52,27) #171@(54,28) #172@(57,28) #181@(74,11) #182@(92,12)* #184@(92,12)*\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x2: #134@(104,23)79% #167@(101,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 3 units\n  - train 1x 3tnk: queued\n  - train 2x e1: queued\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy base (12,16). Main e1 group (158,159,162-164,166) attacking west; second group (170-172) trailing. Home defense: #150,#181,#182,#184,#148. Queued Heavy Tank in weap for when cash arrives. Harvesters #134,#167 mining.", "raw": "{\"thoughts\": \"Main e1 group is near the enemy base (20,16); push them in. Second group trailing should join. Economy low on cash so just keep production queued; harvesters keep mining.\", \"notes\": \"Enemy base (12,16). Main e1 group (158,159,162-164,166) at (20,16) -> attack base. Second group (170-172) heading west to join. Home defense #150,#181,#182,#184,#148. Cash tight.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[158,159,162,163,164,166],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[170,171,172],\"x\":16,\"y\":18},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":1},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":167}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1754, "completion_tokens": 412, "total_tokens": 2166, "cost": 0.000794808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000794808, "upstream_inference_prompt_cost": 0.000300408, "upstream_inference_completions_cost": 0.0004944}, "completion_tokens_details": {"reasoning_tokens": 201, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.09, "thoughts": "Main e1 group is near the enemy base (20,16); push them in. Second group trailing should join. Economy low on cash so just keep production queued; harvesters keep mining.", "notes": "Enemy base (12,16). Main e1 group (158,159,162-164,166) at (20,16) -> attack base. Second group (170-172) heading west to join. Home defense #150,#181,#182,#184,#148. Cash tight.", "commands": [{"do": "attack_move", "units": [158, 159, 162, 163, 164, 166], "x": 12, "y": 16}, {"do": "attack_move", "units": [170, 171, 172], "x": 16, "y": 18}, {"do": "train", "item": "3tnk", "count": 1}, {"do": "train", "item": "e1", "count": 3}, {"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 167}], "feedback": ["attack_move: 6 units", "attack_move: 3 units", "train 1x 3tnk: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 300, "units_killed": 12, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11800, "army_value": 1900, "income": 3000, "experience": 26, "order_count": 42}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $46 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $11600, army $3400, killed $300 (3 units, 0 bldgs), lost $2600 (12 units, 0 bldgs). Map explored 19%.\nPRODUCTION: Building: proc 68%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 70%, #138 barr@(12,13) 99%, #153 weap@(15,14) 96%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #180@(15,15)49% #183@(15,15) #185@(14,15) #186@(11,13)\n  harv (Ore Truck (harvester)) x2: #137@(7,27)85% #169@(5,27)\nVISIBLE ENEMY UNITS (6):\n  #158 e1@(20,16) 100%, #159 e1@(19,16) 93%, #162 e1@(19,16) 73%, #163 e1@(19,16) 74%, #164 e1@(19,16) 87%, #166 e1@(20,16) 87%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy infantry near (20,16); likely base near (95,11). Second refinery is building. Protect harvesters and build a larger force when funds arrive.", "raw": "{\"thoughts\":\"The second refinery is still building and cash is nearly exhausted. Keep both harvesters mining; hold the damaged rocket soldiers near the base rather than charging enemy infantry.\",\"notes\":\"Second proc building; cash-starved. Enemy infantry near (20,16), likely base near (95,11). Protect harvesters and build a larger force when funds arrive.\",\"commands\":[{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"stance\",\"units\":[180,183,185,186],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1489, "completion_tokens": 297, "total_tokens": 1786, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1487, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003680325, "upstream_inference_prompt_cost": 0.0002046825, "upstream_inference_completions_cost": 0.00016335}, "completion_tokens_details": {"reasoning_tokens": 176, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.06, "thoughts": "The second refinery is still building and cash is nearly exhausted. Keep both harvesters mining; hold the damaged rocket soldiers near the base rather than charging enemy infantry.", "notes": "Second proc building; cash-starved. Enemy infantry near (20,16), likely base near (95,11). Protect harvesters and build a larger force when funds arrive.", "commands": [{"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "stance", "units": [180, 183, 185, 186], "stance": "defend"}], "feedback": ["stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2600, "units_killed": 3, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11600, "army_value": 1200, "income": 4000, "experience": 3, "order_count": 33}}
{"tick": 8401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11800, army $4100, killed $2600 (12 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 26.3%.\nPRODUCTION: Building: proc 52%; Building: proc 0%; Building: barr 0%; Vehicle: harv 61%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e1 86%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #150@(90,17)45%* #158@(20,16) #159@(19,16)93% #162@(19,16)73% #163@(19,16)74% #164@(19,16)87% #166@(20,16)87% #170@(43,27) #171@(44,27) #172@(46,28) #181@(67,18) #182@(92,12)* #184@(92,12)*\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x2: #134@(99,13)79% #167@(99,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 3 units\n  - train 1x 3tnk: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base (12,16). Main e1 group (158,159,162-164,166) at (20,16) -> attack base. Second group (170-172) heading west to join. Home defense #150,#181,#182,#184,#148. Cash tight.", "raw": "{\"thoughts\": \"Cash is at $0 so economy is the bottleneck, but I can't afford a new harvester right now. Keep production queued and push the infantry group near the enemy base while consolidating the western group.\", \"notes\": \"Enemy base ~(12,16). Main e1 group (158,159,162-166) at (20,16) pushing in. Second group (170-172) heading west. Keep infantry/vehicle queues full; prioritize harvester/proc when cash allows.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[158,159,162,163,164,166],\"x\":14,\"y\":16},{\"do\":\"attack_move\",\"units\":[170,171,172],\"x\":25,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":1},{\"do\":\"rally\",\"building\":147,\"x\":30,\"y\":16},{\"do\":\"rally\",\"building\":143,\"x\":30,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1775, "completion_tokens": 489, "total_tokens": 2264, "cost": 0.000893508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000893508, "upstream_inference_prompt_cost": 0.000306708, "upstream_inference_completions_cost": 0.0005868}, "completion_tokens_details": {"reasoning_tokens": 265, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.14, "thoughts": "Cash is at $0 so economy is the bottleneck, but I can't afford a new harvester right now. Keep production queued and push the infantry group near the enemy base while consolidating the western group.", "notes": "Enemy base ~(12,16). Main e1 group (158,159,162-166) at (20,16) pushing in. Second group (170-172) heading west. Keep infantry/vehicle queues full; prioritize harvester/proc when cash allows.", "commands": [{"do": "attack_move", "units": [158, 159, 162, 163, 164, 166], "x": 14, "y": 16}, {"do": "attack_move", "units": [170, 171, 172], "x": 25, "y": 16}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "3tnk", "count": 1}, {"do": "rally", "building": 147, "x": 30, "y": 16}, {"do": "rally", "building": 143, "x": 30, "y": 16}], "feedback": ["attack_move: 6 units", "attack_move: 3 units", "train 5x e1: queued", "train 1x 3tnk: queued", "rally #147: ordered", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 300, "units_killed": 12, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11800, "army_value": 1900, "income": 3000, "experience": 26, "order_count": 46}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $11600, army $3400, killed $300 (3 units, 0 bldgs), lost $2600 (12 units, 0 bldgs). Map explored 19.1%.\nPRODUCTION: Building: proc 71%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 50%, #138 barr@(12,13) 99%, #153 weap@(15,14) 96%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #180@(15,15)49% #183@(15,15) #185@(14,15) #186@(15,15)\n  harv (Ore Truck (harvester)) x2: #137@(9,24)85% #169@(8,23)\nVISIBLE ENEMY UNITS (6):\n  #158 e1@(20,16) 99%, #159 e1@(19,16) 87%, #162 e1@(19,16) 46%, #163 e1@(19,16) 52%, #164 e1@(19,16) 55%, #166 e1@(20,16) 80%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Second proc building; cash-starved. Enemy infantry near (20,16), likely base near (95,11). Protect harvesters and build a larger force when funds arrive.", "raw": "{\"thoughts\":\"Cash is exhausted and the refinery is still building, so I can\u2019t start production yet. Send the rocket soldiers to clear the enemy infantry near our base while keeping the harvesters mining.\",\"notes\":\"Enemy infantry spotted around (19\u201320,16); likely enemy base near (95,11). Protect the base and build up once the refinery completes and cash returns.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[180,183,185,186],\"x\":20,\"y\":16},{\"do\":\"stance\",\"units\":[180,183,185,186],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1493, "completion_tokens": 253, "total_tokens": 1746, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1491, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003443825, "upstream_inference_prompt_cost": 0.0002052325, "upstream_inference_completions_cost": 0.00013915}, "completion_tokens_details": {"reasoning_tokens": 105, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.65, "thoughts": "Cash is exhausted and the refinery is still building, so I can\u2019t start production yet. Send the rocket soldiers to clear the enemy infantry near our base while keeping the harvesters mining.", "notes": "Enemy infantry spotted around (19\u201320,16); likely enemy base near (95,11). Protect the base and build up once the refinery completes and cash returns.", "commands": [{"do": "attack_move", "units": [180, 183, 185, 186], "x": 20, "y": 16}, {"do": "stance", "units": [180, 183, 185, 186], "stance": "attack_anything"}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}], "feedback": ["attack_move: 4 units", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2600, "units_killed": 3, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11600, "army_value": 1200, "income": 4000, "experience": 3, "order_count": 33}}
{"tick": 8601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $395 (storage 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12000, army $4300, killed $2600 (12 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 26.4%.\nPRODUCTION: Building: proc 67%; Building: proc 0%; Building: barr 0%; Vehicle: harv 80%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e1 86%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #150@(90,17)45%* #158@(20,16) #159@(19,16)87% #162@(19,16)46% #163@(19,16)52% #164@(19,16)55% #166@(20,16)80% #170@(33,24) #171@(35,24) #172@(36,25) #181@(61,22)* #182@(92,12)* #184@(92,12)* #187@(90,11) #188@(92,9)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x2: #134@(99,19)79% #167@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 3 units\n  - train 5x e1: queued\n  - train 1x 3tnk: queued\n  - rally #147: ordered\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Main e1 group (158,159,162-166) at (20,16) pushing in. Second group (170-172) heading west. Keep infantry/vehicle queues full; prioritize harvester/proc when cash allows.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.18, "thoughts": "(no valid response)", "notes": "Enemy base ~(12,16). Main e1 group (158,159,162-166) at (20,16) pushing in. Second group (170-172) heading west. Keep infantry/vehicle queues full; prioritize harvester/proc when cash allows.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 300, "units_killed": 12, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12000, "army_value": 2100, "income": 4000, "experience": 26, "order_count": 52}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $341 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $11600, army $3400, killed $400 (4 units, 0 bldgs), lost $2600 (12 units, 0 bldgs). Map explored 19.1%.\nPRODUCTION: Building: proc 82%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 31%, #138 barr@(12,13) 99%, #153 weap@(15,14) 96%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #180@(15,15)49% #183@(15,15) #185@(15,15) #186@(15,15)\n  harv (Ore Truck (harvester)) x2: #137@(9,24)85% #169@(10,20)\nVISIBLE ENEMY UNITS (5):\n  #158 e1@(20,16) 99%, #159 e1@(19,16) 84%, #162 e1@(19,16) 22%, #163 e1@(19,16) 47%, #166 e1@(20,16) 80%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Enemy infantry spotted around (19\u201320,16); likely enemy base near (95,11). Protect the base and build up once the refinery completes and cash returns.", "raw": "{\"thoughts\":\"The refinery is nearly complete, but cash is too low to start additional production. Keep the rocket squad engaged with the nearby enemy infantry while both harvesters continue mining.\",\"notes\":\"Enemy infantry near (19\u201320,16); likely enemy base at (95,11). Proc at 82%; expand vehicle production when cash allows.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[180,183,185,186],\"x\":20,\"y\":16},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1488, "completion_tokens": 323, "total_tokens": 1811, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1486, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000382195, "upstream_inference_prompt_cost": 0.000204545, "upstream_inference_completions_cost": 0.00017765}, "completion_tokens_details": {"reasoning_tokens": 202, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.33, "thoughts": "The refinery is nearly complete, but cash is too low to start additional production. Keep the rocket squad engaged with the nearby enemy infantry while both harvesters continue mining.", "notes": "Enemy infantry near (19\u201320,16); likely enemy base at (95,11). Proc at 82%; expand vehicle production when cash allows.", "commands": [{"do": "attack_move", "units": [180, 183, 185, 186], "x": 20, "y": 16}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}], "feedback": ["attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 2600, "units_killed": 4, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11600, "army_value": 1200, "income": 4000, "experience": 4, "order_count": 33}}
{"tick": 8801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:52 (tick 8801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12100, army $4400, killed $2600 (12 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 26.5%.\nPRODUCTION: Building: proc 76%; Building: proc 0%; Building: barr 0%; Vehicle: harv 92%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e1 14%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #150@(90,17)45%* #158@(20,16) #159@(19,16)84% #162@(19,16)22% #163@(19,16)47% #166@(20,16)80% #170@(26,17) #171@(27,18) #172@(28,19) #181@(61,22)* #182@(92,12)* #184@(92,12)* #187@(80,9) #188@(83,11) #189@(88,11) #190@(91,10)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x2: #134@(101,25)79% #167@(100,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Main e1 group (158,159,162-166) at (20,16) pushing in. Second group (170-172) heading west. Keep infantry/vehicle queues full; prioritize harvester/proc when cash allows.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.26, "thoughts": "(no valid response)", "notes": "Enemy base ~(12,16). Main e1 group (158,159,162-166) at (20,16) pushing in. Second group (170-172) heading west. Keep infantry/vehicle queues full; prioritize harvester/proc when cash allows.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 400, "units_killed": 12, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12100, "army_value": 2200, "income": 3500, "experience": 26, "order_count": 52}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $600 (storage 4000), power 300 made / 110 used, harvesters 2.\nSCORE: assets $11600, army $3400, killed $600 (6 units, 0 bldgs), lost $2600 (12 units, 0 bldgs). Map explored 19.3%.\nPRODUCTION: Building: proc READY TO PLACE\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 17%, #138 barr@(12,13) 99%, #153 weap@(15,14) 96%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #180@(15,15)49% #183@(15,15) #185@(15,15) #186@(15,15)\n  harv (Ore Truck (harvester)) x2: #137@(7,29)85% #169@(9,28)\nVISIBLE ENEMY UNITS (3):\n  #158 e1@(20,16) 98%, #159 e1@(19,16) 73%, #166 e1@(20,16) 75%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Enemy infantry near (19\u201320,16); likely enemy base at (95,11). Proc at 82%; expand vehicle production when cash allows.", "raw": "{\"thoughts\":\"Place the ready refinery to expand income, and keep both harvesters mining. The enemy infantry is close to my base; keep the rocket soldiers together and engage them rather than sending the group toward the distant enemy start.\",\"notes\":\"Enemy infantry last seen near (19\u201320,16); likely enemy base at (95,11). Newly placed refinery should improve cash flow; protect the base and add vehicle production when affordable.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"attack_move\",\"units\":[180,183,185,186],\"x\":20,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1454, "completion_tokens": 307, "total_tokens": 1761, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1452, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00036872, "upstream_inference_prompt_cost": 0.00019987, "upstream_inference_completions_cost": 0.00016885}, "completion_tokens_details": {"reasoning_tokens": 160, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.35, "thoughts": "Place the ready refinery to expand income, and keep both harvesters mining. The enemy infantry is close to my base; keep the rocket soldiers together and engage them rather than sending the group toward the distant enemy start.", "notes": "Enemy infantry last seen near (19\u201320,16); likely enemy base at (95,11). Newly placed refinery should improve cash flow; protect the base and add vehicle production when affordable.", "commands": [{"do": "place", "item": "proc"}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "attack_move", "units": [180, 183, 185, 186], "x": 20, "y": 16}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 2600, "units_killed": 6, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11600, "army_value": 1200, "income": 4500, "experience": 6, "order_count": 33}}
{"tick": 9001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:00 (tick 9001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11900, army $4200, killed $2600 (12 units, 0 bldgs), lost $600 (6 units, 0 bldgs). Map explored 26.8%.\nPRODUCTION: Building: proc 76%; Building: proc 0%; Building: barr 0%; Vehicle: harv 92%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e1 14%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #150@(90,17)45%* #158@(20,16)98% #159@(19,16)73% #166@(20,16)75% #170@(25,16)* #171@(25,16)* #172@(25,16)* #181@(61,22)* #182@(92,12)* #184@(92,12)* #187@(73,16) #188@(75,14) #189@(79,10) #190@(81,10)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x2: #134@(100,27)79% #167@(100,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Main e1 group (158,159,162-166) at (20,16) pushing in. Second group (170-172) heading west. Keep infantry/vehicle queues full; prioritize harvester/proc when cash allows.", "raw": "{\"thoughts\": \"Cash is $0 so production is stalled; economy is the bottleneck. I'll keep the forward infantry pushing toward the enemy base at (12,16), consolidate idle units, and keep queues primed (adding rocket soldiers and a tank) so they fire as soon as ore comes in.\", \"notes\": \"Main e1 group (~158,159,166,170,171,172,181) pushing to enemy base ~(12,16). Base defense: 182,184. Need cash: let harv/proc finish. Add e3 anti-tank + 3tnk.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[158,159,166,170,171,172,181],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":147,\"x\":30,\"y\":16},{\"do\":\"rally\",\"building\":143,\"x\":30,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1739, "completion_tokens": 1483, "total_tokens": 3222, "cost": 0.002075508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002075508, "upstream_inference_prompt_cost": 0.000295908, "upstream_inference_completions_cost": 0.0017796}, "completion_tokens_details": {"reasoning_tokens": 1248, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.67, "thoughts": "Cash is $0 so production is stalled; economy is the bottleneck. I'll keep the forward infantry pushing toward the enemy base at (12,16), consolidate idle units, and keep queues primed (adding rocket soldiers and a tank) so they fire as soon as ore comes in.", "notes": "Main e1 group (~158,159,166,170,171,172,181) pushing to enemy base ~(12,16). Base defense: 182,184. Need cash: let harv/proc finish. Add e3 anti-tank + 3tnk.", "commands": [{"do": "attack_move", "units": [158, 159, 166, 170, 171, 172, 181], "x": 12, "y": 16}, {"do": "rally", "building": 147, "x": 30, "y": 16}, {"do": "rally", "building": 143, "x": 30, "y": 16}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 7 units", "rally #147: ordered", "rally #143: ordered", "train 3x e3: queued", "train 2x 3tnk: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 600, "units_killed": 12, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11900, "army_value": 2000, "income": 3500, "experience": 26, "order_count": 52}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $600 (storage 6000), power 300 made / 140 used, harvesters 3.\nSCORE: assets $14100, army $4500, killed $600 (6 units, 0 bldgs), lost $2600 (12 units, 0 bldgs). Map explored 19.8%.\nPRODUCTION: all queues idle\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #136 proc@(15,17) 2%, #138 barr@(12,13) 99%, #153 weap@(15,14) 96%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #180@(15,15)49% #183@(15,15) #185@(15,15) #186@(15,15)\n  harv (Ore Truck (harvester)) x3: #137@(10,20)85% #169@(13,28) #192@(11,30)\nVISIBLE ENEMY UNITS (6):\n  #158 e1@(20,16) 89%, #159 e1@(19,16) 3%, #166 e1@(20,16) 74%, #170 e1@(19,16) 96%, #171 e1@(19,16) 98%, #172 e1@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Enemy infantry last seen near (19\u201320,16); likely enemy base at (95,11). Newly placed refinery should improve cash flow; protect the base and add vehicle production when affordable.", "raw": "{\"thoughts\":\"The refinery at 2% is in immediate danger, and enemy infantry are pressing the base. I\u2019ll repair it and send the rocket soldiers to clear the attackers; cash is currently unavailable, so production may have to wait for ore income.\",\"notes\":\"Enemy infantry near (19\u201320,16); likely base at (95,11). Protect damaged refinery #136 and resume vehicle production when cash returns.\",\"commands\":[{\"do\":\"repair\",\"building\":136},{\"do\":\"attack_move\",\"units\":[180,183,185,186],\"x\":20,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1531, "completion_tokens": 310, "total_tokens": 1841, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1529, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003809575, "upstream_inference_prompt_cost": 0.0002104575, "upstream_inference_completions_cost": 0.0001705}, "completion_tokens_details": {"reasoning_tokens": 184, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.34, "thoughts": "The refinery at 2% is in immediate danger, and enemy infantry are pressing the base. I\u2019ll repair it and send the rocket soldiers to clear the attackers; cash is currently unavailable, so production may have to wait for ore income.", "notes": "Enemy infantry near (19\u201320,16); likely base at (95,11). Protect damaged refinery #136 and resume vehicle production when cash returns.", "commands": [{"do": "repair", "building": 136}, {"do": "attack_move", "units": [180, 183, 185, 186], "x": 20, "y": 16}], "feedback": ["repair #136: ordered", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 2600, "units_killed": 6, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14100, "army_value": 1200, "income": 4500, "experience": 6, "order_count": 34}}
{"tick": 9201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:08 (tick 9201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 2000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11900, army $4200, killed $2600 (12 units, 0 bldgs), lost $600 (6 units, 0 bldgs). Map explored 26.9%.\nPRODUCTION: Building: proc 76%; Building: proc 0%; Building: barr 0%; Vehicle: harv 92%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e1 14%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #150@(90,17)45%* #158@(20,16)89% #159@(19,16)3% #166@(20,16)74% #170@(19,16)96% #171@(19,16)98% #172@(19,16) #181@(59,28) #182@(92,12)* #184@(92,12)* #187@(65,24) #188@(68,21) #189@(71,18) #190@(73,16)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x2: #134@(99,17)79% #167@(99,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - rally #147: ordered\n  - rally #143: ordered\n  - train 3x e3: queued\n  - train 2x 3tnk: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Main e1 group (~158,159,166,170,171,172,181) pushing to enemy base ~(12,16). Base defense: 182,184. Need cash: let harv/proc finish. Add e3 anti-tank + 3tnk.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.11, "thoughts": "(no valid response)", "notes": "Main e1 group (~158,159,166,170,171,172,181) pushing to enemy base ~(12,16). Base defense: 182,184. Need cash: let harv/proc finish. Add e3 anti-tank + 3tnk.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 600, "units_killed": 12, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11900, "army_value": 2000, "income": 3500, "experience": 26, "order_count": 60}}
{"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 russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1325 (storage 4000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $12400, army $4200, killed $700 (7 units, 0 bldgs), lost $4300 (13 units, 1 bldgs). Map explored 20%.\nPRODUCTION: all queues idle\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 90%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #180@(15,15)40% #183@(15,15)47% #185@(15,15)92%\n  harv (Ore Truck (harvester)) x3: #137@(7,28)85% #169@(13,21) #192@(11,28)\nVISIBLE ENEMY UNITS (5):\n  #158 e1@(19,16) 85%, #166 e1@(18,16) 74%, #170 e1@(19,16) 82%, #171 e1@(19,16) 95%, #172 e1@(19,16) 20%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #136: ordered\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Enemy infantry near (19\u201320,16); likely base at (95,11). Protect damaged refinery #136 and resume vehicle production when cash returns.", "raw": "{\"thoughts\":\"Enemy infantry are dangerously close to the base, while my three rocket soldiers are badly outnumbered and two are damaged. I\u2019ll focus them on the weakest visible enemy and keep the harvesters mining; with no cash available, production must wait for ore sales.\",\"notes\":\"Enemy infantry near (18\u201319,16); likely base at (95,11). Three rocket soldiers defending base; protect harvesters and resume vehicle production when cash returns.\",\"commands\":[{\"do\":\"attack\",\"units\":[180,183,185],\"target\":172},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"harvest\",\"unit\":192}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1486, "completion_tokens": 329, "total_tokens": 1815, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1484, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00038522, "upstream_inference_prompt_cost": 0.00020427, "upstream_inference_completions_cost": 0.00018095}, "completion_tokens_details": {"reasoning_tokens": 183, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.38, "thoughts": "Enemy infantry are dangerously close to the base, while my three rocket soldiers are badly outnumbered and two are damaged. I\u2019ll focus them on the weakest visible enemy and keep the harvesters mining; with no cash available, production must wait for ore sales.", "notes": "Enemy infantry near (18\u201319,16); likely base at (95,11). Three rocket soldiers defending base; protect harvesters and resume vehicle production when cash returns.", "commands": [{"do": "attack", "units": [180, 183, 185], "target": 172}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "harvest", "unit": 192}], "feedback": ["attack: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 4300, "units_killed": 7, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 12400, "army_value": 900, "income": 5000, "experience": 7, "order_count": 34}}
{"tick": 9401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:16 (tick 9401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $64 (storage 2000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $13000, army $5300, killed $4300 (13 units, 1 bldgs), lost $700 (7 units, 0 bldgs). Map explored 26.9%.\nPRODUCTION: Building: proc 87%; Building: proc 0%; Building: barr 0%; Vehicle: 3tnk 5%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e1 60%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #150@(90,17)45%* #158@(19,16)85% #166@(18,16)74% #170@(19,16)82% #171@(19,16)95% #172@(19,16)20% #181@(49,26) #182@(92,12)* #184@(92,12)* #187@(57,28) #188@(60,28) #189@(64,25) #190@(66,23) #193@(95,9)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x3: #134@(98,15)79% #167@(98,12) #194@(93,16)\nVISIBLE ENEMY UNITS (3):\n  #180 e3@(15,15) 40%, #183 e3@(15,15) 47%, #185 e3@(15,15) 92%\nVISIBLE ENEMY BUILDINGS (1):\n  #153 weap@(15,14) 90%\nYOUR NOTES FROM LAST TURN: Main e1 group (~158,159,166,170,171,172,181) pushing to enemy base ~(12,16). Base defense: 182,184. Need cash: let harv/proc finish. Add e3 anti-tank + 3tnk.", "raw": "{\"thoughts\": \"Cash is at $0 so economy is the bottleneck; keep harvesters mining and let production finish. My forward rifle group is right next to the enemy War Factory at (15,14) with 3 rocket soldiers defending it \u2014 push and kill it, then the e3s.\", \"notes\": \"Forward e1 group (158,166,170,171,172,181) attacking enemy weap@(15,14). Enemy base ~(12,16). Base defense 182,184. Cash $0 - prioritize harvesters/proc. Reinforce with 3tnk + e3.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[158,166,170,171,172,181],\"x\":14,\"y\":15},{\"do\":\"attack\",\"units\":[158,166,170,171,172],\"target\":153},{\"do\":\"harvest\",\"unit\":167},{\"do\":\"rally\",\"building\":143,\"x\":90,\"y\":18},{\"do\":\"rally\",\"building\":147,\"x\":92,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1847, "completion_tokens": 580, "total_tokens": 2427, "cost": 0.001024308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001024308, "upstream_inference_prompt_cost": 0.000328308, "upstream_inference_completions_cost": 0.000696}, "completion_tokens_details": {"reasoning_tokens": 356, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.17, "thoughts": "Cash is at $0 so economy is the bottleneck; keep harvesters mining and let production finish. My forward rifle group is right next to the enemy War Factory at (15,14) with 3 rocket soldiers defending it \u2014 push and kill it, then the e3s.", "notes": "Forward e1 group (158,166,170,171,172,181) attacking enemy weap@(15,14). Enemy base ~(12,16). Base defense 182,184. Cash $0 - prioritize harvesters/proc. Reinforce with 3tnk + e3.", "commands": [{"do": "attack_move", "units": [158, 166, 170, 171, 172, 181], "x": 14, "y": 15}, {"do": "attack", "units": [158, 166, 170, 171, 172], "target": 153}, {"do": "harvest", "unit": 167}, {"do": "rally", "building": 143, "x": 90, "y": 18}, {"do": "rally", "building": 147, "x": 92, "y": 18}], "feedback": ["attack_move: 6 units", "attack: 5 units", "rally #143: ordered", "rally #147: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 700, "units_killed": 13, "units_lost": 7, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 13000, "army_value": 2000, "income": 3500, "experience": 43, "order_count": 60}}
{"tick": 9601, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:24 (tick 9601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1325 (storage 4000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $12400, army $4200, killed $800 (8 units, 0 bldgs), lost $4300 (13 units, 1 bldgs). Map explored 20.1%.\nPRODUCTION: all queues idle\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 80%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #180@(15,15)40% #183@(15,15)47% #185@(15,15)92%\n  harv (Ore Truck (harvester)) x3: #137@(4,28)85% #169@(12,31) #192@(13,21)\nVISIBLE ENEMY UNITS (4):\n  #158 e1@(19,16) 79%, #166 e1@(18,16) 43%, #170 e1@(19,16) 77%, #171 e1@(19,16) 94%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\nYOUR NOTES FROM LAST TURN: Enemy infantry near (18\u201319,16); likely base at (95,11). Three rocket soldiers defending base; protect harvesters and resume vehicle production when cash returns.", "raw": "{\"thoughts\":\"Cash is exhausted, so I can\u2019t start production yet; keep the harvesters mining to convert stored ore into spendable cash. Focus the rocket soldiers on the nearby enemy infantry and hold them near the base.\",\"notes\":\"Enemy infantry at (18\u201319,16); likely enemy base at (95,11). Three harvesters, two proc, weap and barracks; resume vehicle production once cash arrives.\",\"commands\":[{\"do\":\"attack\",\"units\":[180,183,185],\"target\":158},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"harvest\",\"unit\":192}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1471, "completion_tokens": 273, "total_tokens": 1744, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1469, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003523575, "upstream_inference_prompt_cost": 0.0002022075, "upstream_inference_completions_cost": 0.00015015}, "completion_tokens_details": {"reasoning_tokens": 133, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.61, "thoughts": "Cash is exhausted, so I can\u2019t start production yet; keep the harvesters mining to convert stored ore into spendable cash. Focus the rocket soldiers on the nearby enemy infantry and hold them near the base.", "notes": "Enemy infantry at (18\u201319,16); likely enemy base at (95,11). Three harvesters, two proc, weap and barracks; resume vehicle production once cash arrives.", "commands": [{"do": "attack", "units": [180, 183, 185], "target": 158}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "harvest", "unit": 192}], "feedback": ["attack: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 4300, "units_killed": 8, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 12400, "army_value": 900, "income": 5000, "experience": 8, "order_count": 34}}
{"tick": 9601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:24 (tick 9601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 2000), power 200 made / 110 used, harvesters 3.\nSCORE: assets $13100, army $5400, killed $4300 (13 units, 1 bldgs), lost $800 (8 units, 0 bldgs). Map explored 26.9%.\nPRODUCTION: Building: proc READY TO PLACE; Building: proc 0%; Building: barr 0%; Vehicle: 3tnk 22%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e1 48%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #150@(90,17)45%* #158@(19,16)79% #166@(18,16)43% #170@(19,16)77% #171@(19,16)94% #181@(39,26) #182@(92,12)* #184@(92,12)* #187@(48,25) #188@(50,26) #189@(54,28) #190@(57,28) #193@(85,11) #195@(91,12) #196@(92,9)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x3: #134@(100,27)79% #167@(101,21) #194@(79,14)\nVISIBLE ENEMY UNITS (3):\n  #180 e3@(15,15) 40%, #183 e3@(15,15) 47%, #185 e3@(15,15) 92%\nVISIBLE ENEMY BUILDINGS (1):\n  #153 weap@(15,14) 80%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack: 5 units\n  - rally #143: ordered\n  - rally #147: ordered\nYOUR NOTES FROM LAST TURN: Forward e1 group (158,166,170,171,172,181) attacking enemy weap@(15,14). Enemy base ~(12,16). Base defense 182,184. Cash $0 - prioritize harvesters/proc. Reinforce with 3tnk + e3.", "raw": "{\"thoughts\": \"Cash is $0 and a refinery is ready to place - get it down immediately to boost income. Forward rifle group is already near the enemy base at (15,14); push them onto the enemy weap while reinforcing queues.\", \"notes\": \"Placed proc #new near base. Forward e1s (158,166,170,171,181) attacking enemy weap@(15,14). Enemy base ~(12,16). Keep 182,184 defending base. Cash low - prioritize economy, queue harv/tanks.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"attack_move\",\"units\":[158,166,170,171,181,187,188],\"x\":15,\"y\":14},{\"do\":\"rally\",\"building\":143,\"x\":60,\"y\":20},{\"do\":\"rally\",\"building\":147,\"x\":60,\"y\":20},{\"do\":\"harvest\",\"unit\":194}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1885, "completion_tokens": 616, "total_tokens": 2501, "cost": 0.001078908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001078908, "upstream_inference_prompt_cost": 0.000339708, "upstream_inference_completions_cost": 0.0007392}, "completion_tokens_details": {"reasoning_tokens": 378, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.01, "thoughts": "Cash is $0 and a refinery is ready to place - get it down immediately to boost income. Forward rifle group is already near the enemy base at (15,14); push them onto the enemy weap while reinforcing queues.", "notes": "Placed proc #new near base. Forward e1s (158,166,170,171,181) attacking enemy weap@(15,14). Enemy base ~(12,16). Keep 182,184 defending base. Cash low - prioritize economy, queue harv/tanks.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "powr"}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "e3", "count": 4}, {"do": "attack_move", "units": [158, 166, 170, 171, 181, 187, 188], "x": 15, "y": 14}, {"do": "rally", "building": 143, "x": 60, "y": 20}, {"do": "rally", "building": 147, "x": 60, "y": 20}, {"do": "harvest", "unit": 194}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "train 2x 3tnk: queued", "train 4x e3: queued", "attack_move: 7 units", "rally #143: ordered", "rally #147: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 800, "units_killed": 13, "units_lost": 8, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 13100, "army_value": 2100, "income": 4000, "experience": 43, "order_count": 60}}
{"tick": 9801, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:32 (tick 9801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1975 (storage 4000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $11500, army $3300, killed $800 (8 units, 0 bldgs), lost $5200 (16 units, 1 bldgs). Map explored 20.2%.\nPRODUCTION: all queues idle\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 71%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #137@(10,20)85% #169@(10,29) #192@(6,28)\nVISIBLE ENEMY UNITS (4):\n  #158 e1@(19,16) 74%, #166 e1@(18,16) 43%, #170 e1@(19,16) 77%, #171 e1@(19,16) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\nYOUR NOTES FROM LAST TURN: Enemy infantry at (18\u201319,16); likely enemy base at (95,11). Three harvesters, two proc, weap and barracks; resume vehicle production once cash arrives.", "raw": "{\"thoughts\":\"I have no combat units and no cash available, so I can\u2019t start production this turn. Keep all three harvesters mining to bring in funds; once the economy recovers, prioritize a War Factory army.\",\"notes\":\"Enemy infantry visible near (18\u201319,16); likely enemy base at (95,11). Three harvesters, two refineries, damaged War Factory; no combat units and $0 cash.\",\"commands\":[{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"harvest\",\"unit\":192}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1438, "completion_tokens": 285, "total_tokens": 1723, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1436, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00035442, "upstream_inference_prompt_cost": 0.00019767, "upstream_inference_completions_cost": 0.00015675}, "completion_tokens_details": {"reasoning_tokens": 160, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.53, "thoughts": "I have no combat units and no cash available, so I can\u2019t start production this turn. Keep all three harvesters mining to bring in funds; once the economy recovers, prioritize a War Factory army.", "notes": "Enemy infantry visible near (18\u201319,16); likely enemy base at (95,11). Three harvesters, two refineries, damaged War Factory; no combat units and $0 cash.", "commands": [{"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "harvest", "unit": 192}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 5200, "units_killed": 8, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11500, "army_value": 0, "income": 5625, "experience": 8, "order_count": 34}}
{"tick": 9801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:32 (tick 9801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 4.\nSCORE: assets $15600, army $6500, killed $5200 (16 units, 1 bldgs), lost $800 (8 units, 0 bldgs). Map explored 27.1%.\nPRODUCTION: Building: powr 0%; Building: proc 0%; Building: barr 0%; Vehicle: 3tnk 22%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e1 48%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #150@(90,17)45%* #158@(19,16)74% #166@(18,16)43% #170@(19,16)77% #171@(19,16) #181@(30,23) #182@(92,12)* #184@(92,12)* #187@(37,24) #188@(39,26) #189@(45,24) #190@(48,25) #193@(77,12) #195@(91,19)* #196@(91,19)*\n  ftrk (Mobile Flak) x1: #148@(91,20)25%*\n  harv (Ore Truck (harvester)) x4: #134@(100,23)79% #167@(106,24) #194@(78,19) #198@(103,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #153 weap@(15,14) 71%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\n  - train 2x 3tnk: queued\n  - train 4x e3: queued\n  - attack_move: 7 units\n  - rally #143: ordered\n  - rally #147: ordered\nYOUR NOTES FROM LAST TURN: Placed proc #new near base. Forward e1s (158,166,170,171,181) attacking enemy weap@(15,14). Enemy base ~(12,16). Keep 182,184 defending base. Cash low - prioritize economy, queue harv/tanks.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Cash is $0 with lots of production queued, so economy is the bottleneck. My forward e1s are near the enemy base and already hitting their weap; I'll mass them and push the enemy base at ~(12,16). Queue a refinery for more income and keep the base defended.\", \"notes\": \"Enemy base ~(12,16), weap #153 being damaged. Forward e1s (158,166,170,171,181,187,188,189,190) pushing to enemy base. Defenders: 182,184,195,196 + ftrk148. Need economy - queued proc.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}, {\"do\":\"attack_move\",\"units\":[158,166,170,171,181,187,188,189,190],\"x\":14,\"y\":15}, {\"do\":\"attack_move\",\"units\":[193],\"x\":15,\"y\":14}, {\"do\":\"rally\",\"building\":143,\"x\":90,\"y\":20}, {\"do\":\"rally\",\"building\":147,\"x\":90,\"y\":20}, {\"do\":\"train\",\"item\":\"e3\",\"count\":2}, {\"do\":\"train\",\"item\":\"3tnk\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1953, "completion_tokens": 1122, "total_tokens": 3075, "cost": 0.001706508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001706508, "upstream_inference_prompt_cost": 0.000360108, "upstream_inference_completions_cost": 0.0013464}, "completion_tokens_details": {"reasoning_tokens": 854, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.55, "thoughts": "Cash is $0 with lots of production queued, so economy is the bottleneck. My forward e1s are near the enemy base and already hitting their weap; I'll mass them and push the enemy base at ~(12,16). Queue a refinery for more income and keep the base defended.", "notes": "Enemy base ~(12,16), weap #153 being damaged. Forward e1s (158,166,170,171,181,187,188,189,190) pushing to enemy base. Defenders: 182,184,195,196 + ftrk148. Need economy - queued proc.", "commands": [{"do": "build", "item": "proc"}, {"do": "attack_move", "units": [158, 166, 170, 171, 181, 187, 188, 189, 190], "x": 14, "y": 15}, {"do": "attack_move", "units": [193], "x": 15, "y": 14}, {"do": "rally", "building": 143, "x": 90, "y": 20}, {"do": "rally", "building": 147, "x": 90, "y": 20}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "3tnk", "count": 2}], "feedback": ["build proc: started", "attack_move: 9 units", "attack_move: 1 units", "rally #143: ordered", "rally #147: ordered", "train 2x e3: queued", "train 2x 3tnk: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5200, "deaths_cost": 800, "units_killed": 16, "units_lost": 8, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15600, "army_value": 2100, "income": 4000, "experience": 52, "order_count": 68}}
{"tick": 10001, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:40 (tick 10001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $2375 (storage 4000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $11500, army $3300, killed $800 (8 units, 0 bldgs), lost $5200 (16 units, 1 bldgs). Map explored 20.3%.\nPRODUCTION: all queues idle\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 61%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #137@(3,26)85% #169@(10,20) #192@(9,27)\nVISIBLE ENEMY UNITS (4):\n  #158 e1@(19,16) 74%, #166 e1@(18,16) 43%, #170 e1@(19,16) 77%, #171 e1@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy infantry visible near (18\u201319,16); likely enemy base at (95,11). Three harvesters, two refineries, damaged War Factory; no combat units and $0 cash.", "raw": "{\"thoughts\":\"Enemy rifle infantry are near the base, while I have no combat units. Start a Radar Dome for tech, repair the damaged War Factory, and queue infantry to defend as ore returns.\",\"notes\":\"Enemy infantry near (18\u201319,16); likely enemy base at (95,11). Three harvesters and two refineries; prioritize defense and tank production once available.\",\"commands\":[{\"do\":\"build\",\"item\":\"dome\"},{\"do\":\"repair\",\"building\":153},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":138,\"x\":19,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1423, "completion_tokens": 355, "total_tokens": 1778, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1421, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003908575, "upstream_inference_prompt_cost": 0.0001956075, "upstream_inference_completions_cost": 0.00019525}, "completion_tokens_details": {"reasoning_tokens": 220, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.86, "thoughts": "Enemy rifle infantry are near the base, while I have no combat units. Start a Radar Dome for tech, repair the damaged War Factory, and queue infantry to defend as ore returns.", "notes": "Enemy infantry near (18\u201319,16); likely enemy base at (95,11). Three harvesters and two refineries; prioritize defense and tank production once available.", "commands": [{"do": "build", "item": "dome"}, {"do": "repair", "building": 153}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 138, "x": 19, "y": 16}], "feedback": ["build dome: started", "repair #153: ordered", "train 5x e1: queued", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 5200, "units_killed": 8, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11500, "army_value": 0, "income": 5525, "experience": 8, "order_count": 34}}
{"tick": 10001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:40 (tick 10001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 / 140 used, harvesters 4.\nSCORE: assets $15700, army $6600, killed $5200 (16 units, 1 bldgs), lost $800 (8 units, 0 bldgs). Map explored 27.2%.\nPRODUCTION: Building: powr 24%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: 3tnk 28%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 6%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #150@(90,17)45%* #158@(19,16)74% #166@(18,16)43% #170@(19,16)77% #171@(19,16) #181@(21,17) #182@(92,12)* #184@(92,12)* #187@(28,21) #188@(30,23) #189@(34,24) #190@(38,24) #193@(69,20) #195@(91,19)* #196@(91,19)* #199@(96,9)\n  ftrk (Mobile Flak) x1: #148@(91,20)25%*\n  harv (Ore Truck (harvester)) x4: #134@(96,16)79% #167@(99,17) #194@(82,15) #198@(101,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #153 weap@(15,14) 61%\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - attack_move: 9 units\n  - attack_move: 1 units\n  - rally #143: ordered\n  - rally #147: ordered\n  - train 2x e3: queued\n  - train 2x 3tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16), weap #153 being damaged. Forward e1s (158,166,170,171,181,187,188,189,190) pushing to enemy base. Defenders: 182,184,195,196 + ftrk148. Need economy - queued proc.", "raw": "{\"thoughts\": \"Economy is stalled at $0 so all production queues are frozen; my 4 harvesters must keep mining to restart income. My forward e1s are already damaging enemy weap #153, so I'll keep them pushing while keeping a small home guard. Enemy is light on visible buildings\u2014likely a small base at (12,16).\", \"notes\": \"Enemy base ~(12,16), weap #153 at 61% under attack by e1s 158/166/170/171/181/187/188/189/190/193. Home guard: e1 182/184/195/196 + ftrk148 (damaged, sent to fix). Cash $0 - income priority; 9x 3tnk queued in weap, e3/e1 queued in barr.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [158, 166, 170, 171, 181, 187, 188, 189, 190, 193], \"x\": 14, \"y\": 15}, {\"do\": \"attack\", \"units\": [193, 190, 189], \"target\": 153}, {\"do\": \"harvest\", \"unit\": 194}, {\"do\": \"harvest\", \"unit\": 198}, {\"do\": \"harvest\", \"unit\": 167}, {\"do\": \"move\", \"units\": [148], \"x\": 92, \"y\": 18}, {\"do\": \"rally\", \"building\": 143, \"x\": 88, \"y\": 22}, {\"do\": \"rally\", \"building\": 147, \"x\": 88, \"y\": 22}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1987, "completion_tokens": 2097, "total_tokens": 4084, "cost": 0.002886708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002886708, "upstream_inference_prompt_cost": 0.000370308, "upstream_inference_completions_cost": 0.0025164}, "completion_tokens_details": {"reasoning_tokens": 1727, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.41, "thoughts": "Economy is stalled at $0 so all production queues are frozen; my 4 harvesters must keep mining to restart income. My forward e1s are already damaging enemy weap #153, so I'll keep them pushing while keeping a small home guard. Enemy is light on visible buildings\u2014likely a small base at (12,16).", "notes": "Enemy base ~(12,16), weap #153 at 61% under attack by e1s 158/166/170/171/181/187/188/189/190/193. Home guard: e1 182/184/195/196 + ftrk148 (damaged, sent to fix). Cash $0 - income priority; 9x 3tnk queued in weap, e3/e1 queued in barr.", "commands": [{"do": "attack_move", "units": [158, 166, 170, 171, 181, 187, 188, 189, 190, 193], "x": 14, "y": 15}, {"do": "attack", "units": [193, 190, 189], "target": 153}, {"do": "harvest", "unit": 194}, {"do": "harvest", "unit": 198}, {"do": "harvest", "unit": 167}, {"do": "move", "units": [148], "x": 92, "y": 18}, {"do": "rally", "building": 143, "x": 88, "y": 22}, {"do": "rally", "building": 147, "x": 88, "y": 22}], "feedback": ["attack_move: 10 units", "attack: 3 units", "move: 1 units", "rally #143: ordered", "rally #147: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5200, "deaths_cost": 800, "units_killed": 16, "units_lost": 8, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15700, "army_value": 2200, "income": 4000, "experience": 52, "order_count": 73}}
{"tick": 10201, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:48 (tick 10201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $2407 (storage 4000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $11800, army $3600, killed $900 (9 units, 0 bldgs), lost $5200 (16 units, 1 bldgs). Map explored 20.3%.\nPRODUCTION: Building: dome 21%; Infantry: e1 19%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 50%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #200@(14,15) #201@(14,15) #202@(12,14)\n  harv (Ore Truck (harvester)) x3: #137@(9,21)85% #169@(8,30) #192@(10,20)\nVISIBLE ENEMY UNITS (5):\n  #158 e1@(19,16) 68%, #170 e1@(19,16) 73%, #171 e1@(19,16) 99%, #181 e1@(19,16) 70%, #187 e1@(18,16) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build dome: started\n  - repair #153: ordered\n  - train 5x e1: queued\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry near (18\u201319,16); likely enemy base at (95,11). Three harvesters and two refineries; prioritize defense and tank production once available.", "raw": "{\"thoughts\":\"Enemy infantry are close to the base, so send our available riflemen to engage while the queued reinforcements arrive. Keep both ore trucks mining and repair the damaged War Factory; the economy and building queues are already committed.\",\"notes\":\"Enemy infantry at (18\u201319,16); likely enemy base near (95,11). Three harvesters, two refineries. Dome and riflemen are in production; defend base and resume vehicle production when possible.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":19,\"y\":16},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"harvest\",\"unit\":192},{\"do\":\"repair\",\"building\":153}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1520, "completion_tokens": 427, "total_tokens": 1947, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1518, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000443795, "upstream_inference_prompt_cost": 0.000208945, "upstream_inference_completions_cost": 0.00023485}, "completion_tokens_details": {"reasoning_tokens": 268, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.56, "thoughts": "Enemy infantry are close to the base, so send our available riflemen to engage while the queued reinforcements arrive. Keep both ore trucks mining and repair the damaged War Factory; the economy and building queues are already committed.", "notes": "Enemy infantry at (18\u201319,16); likely enemy base near (95,11). Three harvesters, two refineries. Dome and riflemen are in production; defend base and resume vehicle production when possible.", "commands": [{"do": "attack_move", "units": "all_army", "x": 19, "y": 16}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "harvest", "unit": 192}, {"do": "repair", "building": 153}], "feedback": ["attack_move: 3 units", "repair #153: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 900, "deaths_cost": 5200, "units_killed": 9, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11800, "army_value": 300, "income": 5725, "experience": 9, "order_count": 40}}
{"tick": 10201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:48 (tick 10201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 4.\nSCORE: assets $15600, army $6500, killed $5200 (16 units, 1 bldgs), lost $900 (9 units, 0 bldgs). Map explored 27.2%.\nPRODUCTION: Building: powr READY TO PLACE; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: 3tnk 52%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 98%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #150@(90,17)45%* #158@(19,16)68% #170@(19,16)73% #171@(19,16) #181@(19,16)70% #182@(92,12)* #184@(92,12)* #187@(18,16)98% #188@(21,17) #189@(25,20) #190@(28,21) #193@(62,27) #195@(91,19)* #196@(91,19)* #199@(90,14)\n  ftrk (Mobile Flak) x1: #148@(91,20)25%*\n  harv (Ore Truck (harvester)) x4: #134@(102,24)79% #167@(99,20) #194@(94,16) #198@(96,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #153 weap@(15,14) 50%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack: 3 units\n  - move: 1 units\n  - rally #143: ordered\n  - rally #147: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16), weap #153 at 61% under attack by e1s 158/166/170/171/181/187/188/189/190/193. Home guard: e1 182/184/195/196 + ftrk148 (damaged, sent to fix). Cash $0 - income priority; 9x 3tnk queued in weap, e3/e1 queued in barr.", "raw": "{\"thoughts\": \"Cash is $0 so all production is stalled until ore flows; power is fine but I have a free powr to place. My 10 e1s are grinding down the enemy War Factory (#153 at 50%) - keep pushing to find and destroy the enemy base. Send the damaged flak to the repair depot.\", \"notes\": \"Enemy base ~(12,16), weap #153 under attack by e1s 158/170/171/181/187/188/189/190/193 -> pushing to (13,16). Home guard: e1 182/184/195/196/150/199 + ftrk148 (25%, sent to fix at 92,18). Cash $0: economy first, queues full (3tnk x9, e3 x9, e1 x10).\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"attack_move\", \"units\": [158, 170, 171, 181, 187, 188, 189, 190, 193], \"x\": 13, \"y\": 16}, {\"do\": \"move\", \"units\": [148], \"x\": 92, \"y\": 18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1988, "completion_tokens": 1378, "total_tokens": 3366, "cost": 0.002024208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002024208, "upstream_inference_prompt_cost": 0.000370608, "upstream_inference_completions_cost": 0.0016536}, "completion_tokens_details": {"reasoning_tokens": 1105, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.63, "thoughts": "Cash is $0 so all production is stalled until ore flows; power is fine but I have a free powr to place. My 10 e1s are grinding down the enemy War Factory (#153 at 50%) - keep pushing to find and destroy the enemy base. Send the damaged flak to the repair depot.", "notes": "Enemy base ~(12,16), weap #153 under attack by e1s 158/170/171/181/187/188/189/190/193 -> pushing to (13,16). Home guard: e1 182/184/195/196/150/199 + ftrk148 (25%, sent to fix at 92,18). Cash $0: economy first, queues full (3tnk x9, e3 x9, e1 x10).", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": [158, 170, 171, 181, 187, 188, 189, 190, 193], "x": 13, "y": 16}, {"do": "move", "units": [148], "x": 92, "y": 18}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 9 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5200, "deaths_cost": 900, "units_killed": 16, "units_lost": 9, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15600, "army_value": 2100, "income": 4000, "experience": 52, "order_count": 73}}
{"tick": 10401, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 6:56 (tick 10401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $2393 (storage 4000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $11900, army $3700, killed $1300 (13 units, 0 bldgs), lost $5300 (17 units, 1 bldgs). Map explored 20.3%.\nPRODUCTION: Building: dome 43%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 40%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #200@(14,15) #202@(15,16) #205@(14,15) #206@(14,15)\n  harv (Ore Truck (harvester)) x3: #137@(7,23)85% #169@(6,28) #192@(3,27)\nVISIBLE ENEMY UNITS (4):\n  #158 e1@(19,16) 32%, #170 e1@(19,16) 61%, #171 e1@(19,16) 96%, #190 e1@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - repair #153: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry at (18\u201319,16); likely enemy base near (95,11). Three harvesters, two refineries. Dome and riflemen are in production; defend base and resume vehicle production when possible.", "raw": "{\"thoughts\":\"The base has ample power and three harvesters, but cash is exhausted and the War Factory is badly damaged. I\u2019ll repair it and queue anti-vehicle infantry so production can resume as funds arrive; keep the small infantry group defending the base against the visible enemy squad.\",\"notes\":\"Enemy infantry last seen at (19,16); likely enemy base near (95,11). Three harvesters, two refineries. Radar Dome is 43% complete; repair War Factory #153 and build a tank force when cash permits.\",\"commands\":[{\"do\":\"repair\",\"building\":153},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"stance\",\"units\":[200,202,205,206],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1494, "completion_tokens": 364, "total_tokens": 1858, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1492, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00040557, "upstream_inference_prompt_cost": 0.00020537, "upstream_inference_completions_cost": 0.0002002}, "completion_tokens_details": {"reasoning_tokens": 205, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.56, "thoughts": "The base has ample power and three harvesters, but cash is exhausted and the War Factory is badly damaged. I\u2019ll repair it and queue anti-vehicle infantry so production can resume as funds arrive; keep the small infantry group defending the base against the visible enemy squad.", "notes": "Enemy infantry last seen at (19,16); likely enemy base near (95,11). Three harvesters, two refineries. Radar Dome is 43% complete; repair War Factory #153 and build a tank force when cash permits.", "commands": [{"do": "repair", "building": 153}, {"do": "train", "item": "e3", "count": 3}, {"do": "stance", "units": [200, 202, 205, 206], "stance": "defend"}], "feedback": ["repair #153: ordered", "train 3x e3: queued", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 5300, "units_killed": 13, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11900, "army_value": 400, "income": 6225, "experience": 13, "order_count": 40}}
{"tick": 10401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:56 (tick 10401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $401 (storage 4000), power 300 made / 140 used, harvesters 4.\nSCORE: assets $15800, army $6400, killed $5300 (17 units, 1 bldgs), lost $1300 (13 units, 0 bldgs). Map explored 27.3%.\nPRODUCTION: Building: proc 14%; Building: proc 0%; Building: barr 0%; Vehicle: 3tnk 70%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 65%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #150@(90,17)45%* #158@(19,16)32% #170@(19,16)61% #171@(19,16)96% #182@(92,12)* #184@(92,12)* #190@(19,16) #193@(52,27) #195@(91,19)* #196@(91,19)* #199@(90,20)*\n  e3 (Rocket Soldier) x1: #204@(90,12)\n  ftrk (Mobile Flak) x1: #148@(91,20)25%*\n  harv (Ore Truck (harvester)) x4: #134@(104,24)79% #167@(103,26) #194@(96,16) #198@(99,24)\nVISIBLE ENEMY UNITS (1):\n  #202 e1@(15,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 9 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16), weap #153 under attack by e1s 158/170/171/181/187/188/189/190/193 -> pushing to (13,16). Home guard: e1 182/184/195/196/150/199 + ftrk148 (25%, sent to fix at 92,18). Cash $0: economy first, queues full (3tnk x9, e3 x9, e1 x10).", "raw": "{\"thoughts\": \"Cash is $0 so only unit management matters this turn. Keep the strike group pushing the enemy base at ~(12,16), pull stragglers together, and make sure all 4 harvesters are mining to rebuild income. Home guard stays defensive.\", \"notes\": \"Enemy base ~(12,16). Strike group pushing (158/170/171/190 at 19,16; 193 at 52,27) -> attack_move (13,16). Home guard 182/184/195/196/199/150/204/148 defend base. Cash $0, economy critical: 4 harvesters mining. Queues full (3tnk, e3, e1).\", \"commands\": [{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":167},{\"do\":\"harvest\",\"unit\":194},{\"do\":\"harvest\",\"unit\":198},{\"do\":\"attack_move\",\"units\":[158,170,171,190],\"x\":13,\"y\":16},{\"do\":\"move\",\"units\":[193],\"x\":19,\"y\":16},{\"do\":\"stance\",\"units\":[182,184,195,196,199,150,204,148],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":143,\"x\":92,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1974, "completion_tokens": 957, "total_tokens": 2931, "cost": 0.001514808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001514808, "upstream_inference_prompt_cost": 0.000366408, "upstream_inference_completions_cost": 0.0011484}, "completion_tokens_details": {"reasoning_tokens": 678, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.87, "thoughts": "Cash is $0 so only unit management matters this turn. Keep the strike group pushing the enemy base at ~(12,16), pull stragglers together, and make sure all 4 harvesters are mining to rebuild income. Home guard stays defensive.", "notes": "Enemy base ~(12,16). Strike group pushing (158/170/171/190 at 19,16; 193 at 52,27) -> attack_move (13,16). Home guard 182/184/195/196/199/150/204/148 defend base. Cash $0, economy critical: 4 harvesters mining. Queues full (3tnk, e3, e1).", "commands": [{"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 167}, {"do": "harvest", "unit": 194}, {"do": "harvest", "unit": 198}, {"do": "attack_move", "units": [158, 170, 171, 190], "x": 13, "y": 16}, {"do": "move", "units": [193], "x": 19, "y": 16}, {"do": "stance", "units": [182, 184, 195, 196, 199, 150, 204, 148], "stance": "defend"}, {"do": "rally", "building": 143, "x": 92, "y": 20}], "feedback": ["attack_move: 4 units", "move: 1 units", "stance: 8 units", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 1300, "units_killed": 17, "units_lost": 13, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15800, "army_value": 2000, "income": 5000, "experience": 53, "order_count": 74}}
{"tick": 10601, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 7:04 (tick 10601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $2211 (storage 4000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $12000, army $3800, killed $1700 (17 units, 0 bldgs), lost $5500 (19 units, 1 bldgs). Map explored 20.3%.\nPRODUCTION: Building: dome 66%; Infantry: e3 8%; 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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 38%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #200@(16,16) #205@(17,16)\n  e3 (Rocket Soldier) x1: #210@(12,14)\n  harv (Ore Truck (harvester)) x3: #137@(4,28)85% #169@(10,20) #192@(7,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #153: ordered\n  - train 3x e3: queued\n  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Enemy infantry last seen at (19,16); likely enemy base near (95,11). Three harvesters, two refineries. Radar Dome is 43% complete; repair War Factory #153 and build a tank force when cash permits.", "raw": "{\"thoughts\":\"The Radar Dome is already under construction, and the damaged War Factory needs to be repaired before it can support a vehicle push. Keep the infantry queue moving and protect the base while the harvesters replenish spendable cash; then add a Service Depot so we can produce heavy tanks.\",\"notes\":\"Enemy infantry last seen near (19,16); likely enemy base near (95,11). Three harvesters, two refineries. Dome construction underway; War Factory #153 is damaged. Build a Service Depot after the dome and produce heavy tanks when available.\",\"commands\":[{\"do\":\"repair\",\"building\":153},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"rally\",\"building\":153,\"x\":25,\"y\":16},{\"do\":\"stance\",\"units\":[200,205,210],\"stance\":\"defend\"},{\"do\":\"attack_move\",\"units\":[200,205,210],\"x\":19,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1480, "completion_tokens": 392, "total_tokens": 1872, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1478, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000419045, "upstream_inference_prompt_cost": 0.000203445, "upstream_inference_completions_cost": 0.0002156}, "completion_tokens_details": {"reasoning_tokens": 197, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.12, "thoughts": "The Radar Dome is already under construction, and the damaged War Factory needs to be repaired before it can support a vehicle push. Keep the infantry queue moving and protect the base while the harvesters replenish spendable cash; then add a Service Depot so we can produce heavy tanks.", "notes": "Enemy infantry last seen near (19,16); likely enemy base near (95,11). Three harvesters, two refineries. Dome construction underway; War Factory #153 is damaged. Build a Service Depot after the dome and produce heavy tanks when available.", "commands": [{"do": "repair", "building": 153}, {"do": "harvest", "unit": 137}, {"do": "rally", "building": 153, "x": 25, "y": 16}, {"do": "stance", "units": [200, 205, 210], "stance": "defend"}, {"do": "attack_move", "units": [200, 205, 210], "x": 19, "y": 16}], "feedback": ["repair #153: ordered", "rally #153: ordered", "stance: 3 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 5500, "units_killed": 17, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 12000, "army_value": 500, "income": 6175, "experience": 17, "order_count": 43}}
{"tick": 10601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:04 (tick 10601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 300 made / 140 used, harvesters 4.\nSCORE: assets $15700, army $6300, killed $5500 (19 units, 1 bldgs), lost $1700 (17 units, 0 bldgs). Map explored 27.4%.\nPRODUCTION: Building: proc 24%; Building: proc 0%; Building: barr 0%; Vehicle: 3tnk 81%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 8%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #150@(90,17)45%* #182@(92,12)* #184@(92,12)* #193@(42,27) #195@(91,19)* #196@(91,19)* #199@(90,20)*\n  e3 (Rocket Soldier) x2: #204@(88,22) #207@(90,11)\n  ftrk (Mobile Flak) x1: #148@(91,20)25%*\n  harv (Ore Truck (harvester)) x4: #134@(103,22)79% #167@(97,18) #194@(105,24) #198@(103,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 1 units\n  - stance: 8 units\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Strike group pushing (158/170/171/190 at 19,16; 193 at 52,27) -> attack_move (13,16). Home guard 182/184/195/196/199/150/204/148 defend base. Cash $0, economy critical: 4 harvesters mining. Queues full (3tnk, e3, e1).", "raw": "{\"thoughts\": \"Cash is $0 but 4 harvesters are mining and all queues are full, so production will resume as ore flows in. I have no visible enemy, so I'll push my lone forward unit toward the enemy base and keep the home guard defending while harvesters keep mining.\", \"notes\": \"Enemy base ~(12,16). Forward unit 193 at (42,27) advancing. Home guard: 182/184/195/196/199/150/204/207/148 defend base. 4 harvesters mining east (~103,22 etc). Cash $0, queues full (3tnk/e3/e1). Add weap/proc when cash allows.\", \"commands\": [{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":167},{\"do\":\"harvest\",\"unit\":194},{\"do\":\"harvest\",\"unit\":198},{\"do\":\"attack_move\",\"units\":[193],\"x\":13,\"y\":16},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":143,\"x\":90,\"y\":20},{\"do\":\"rally\",\"building\":147,\"x\":90,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1909, "completion_tokens": 828, "total_tokens": 2737, "cost": 0.001340508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001340508, "upstream_inference_prompt_cost": 0.000346908, "upstream_inference_completions_cost": 0.0009936}, "completion_tokens_details": {"reasoning_tokens": 572, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.32, "thoughts": "Cash is $0 but 4 harvesters are mining and all queues are full, so production will resume as ore flows in. I have no visible enemy, so I'll push my lone forward unit toward the enemy base and keep the home guard defending while harvesters keep mining.", "notes": "Enemy base ~(12,16). Forward unit 193 at (42,27) advancing. Home guard: 182/184/195/196/199/150/204/207/148 defend base. 4 harvesters mining east (~103,22 etc). Cash $0, queues full (3tnk/e3/e1). Add weap/proc when cash allows.", "commands": [{"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 167}, {"do": "harvest", "unit": 194}, {"do": "harvest", "unit": 198}, {"do": "attack_move", "units": [193], "x": 13, "y": 16}, {"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "rally", "building": 143, "x": 90, "y": 20}, {"do": "rally", "building": 147, "x": 90, "y": 20}], "feedback": ["attack_move: 1 units", "stance: 7 units", "rally #143: ordered", "rally #147: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5500, "deaths_cost": 1700, "units_killed": 19, "units_lost": 17, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15700, "army_value": 1900, "income": 5000, "experience": 55, "order_count": 74}}
{"tick": 10801, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 7:12 (tick 10801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $2071 (storage 4000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $12300, army $4100, killed $1700 (17 units, 0 bldgs), lost $5500 (19 units, 1 bldgs). Map explored 20.3%.\nPRODUCTION: Building: dome 88%; Infantry: e3 18%\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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 38%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #200@(19,16)* #205@(19,16)*\n  e3 (Rocket Soldier) x2: #210@(19,16)* #211@(13,14)\n  harv (Ore Truck (harvester)) x3: #137@(4,25)85% #169@(5,29) #192@(10,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #153: ordered\n  - rally #153: ordered\n  - stance: 3 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy infantry last seen near (19,16); likely enemy base near (95,11). Three harvesters, two refineries. Dome construction underway; War Factory #153 is damaged. Build a Service Depot after the dome and produce heavy tanks when available.", "raw": "{\"thoughts\":\"The economy is strong on paper but cash is currently empty, so keep infantry production running and let the refineries replenish funds. Finish the Radar Dome, then build a Service Depot to unlock heavy tanks; repair the damaged War Factory and cautiously scout toward the likely enemy base.\",\"notes\":\"Likely enemy base near (95,11); last enemy infantry near (19,16). Three harvesters and two refineries. Dome nearly complete; build Service Depot next, then produce heavy tanks. War Factory #153 damaged.\",\"commands\":[{\"do\":\"repair\",\"building\":153},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"rally\",\"building\":153,\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[200,205,210,211],\"x\":45,\"y\":16},{\"do\":\"harvest\",\"unit\":137}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1490, "completion_tokens": 434, "total_tokens": 1924, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1488, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00044352, "upstream_inference_prompt_cost": 0.00020482, "upstream_inference_completions_cost": 0.0002387}, "completion_tokens_details": {"reasoning_tokens": 247, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.97, "thoughts": "The economy is strong on paper but cash is currently empty, so keep infantry production running and let the refineries replenish funds. Finish the Radar Dome, then build a Service Depot to unlock heavy tanks; repair the damaged War Factory and cautiously scout toward the likely enemy base.", "notes": "Likely enemy base near (95,11); last enemy infantry near (19,16). Three harvesters and two refineries. Dome nearly complete; build Service Depot next, then produce heavy tanks. War Factory #153 damaged.", "commands": [{"do": "repair", "building": 153}, {"do": "train", "item": "e3", "count": 5}, {"do": "rally", "building": 153, "x": 95, "y": 11}, {"do": "attack_move", "units": [200, 205, 210, 211], "x": 45, "y": 16}, {"do": "harvest", "unit": 137}], "feedback": ["repair #153: ordered", "train 5x e3: queued", "rally #153: ordered", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 5500, "units_killed": 17, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 12300, "army_value": 800, "income": 6225, "experience": 17, "order_count": 43}}
{"tick": 10801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:12 (tick 10801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 300 made / 140 used, harvesters 4.\nSCORE: assets $15700, army $6300, killed $5500 (19 units, 1 bldgs), lost $1700 (17 units, 0 bldgs). Map explored 27.4%.\nPRODUCTION: Building: proc 35%; Building: proc 0%; Building: barr 0%; Vehicle: 3tnk 96%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 63%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #150@(90,17)45%* #182@(92,12)* #184@(92,12)* #193@(35,20) #195@(91,19)* #196@(91,19)* #199@(90,20)*\n  e3 (Rocket Soldier) x2: #204@(88,22)* #207@(89,21)\n  ftrk (Mobile Flak) x1: #148@(91,20)25%*\n  harv (Ore Truck (harvester)) x4: #134@(96,16)79% #167@(98,18) #194@(104,26) #198@(97,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - stance: 7 units\n  - rally #143: ordered\n  - rally #147: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Forward unit 193 at (42,27) advancing. Home guard: 182/184/195/196/199/150/204/207/148 defend base. 4 harvesters mining east (~103,22 etc). Cash $0, queues full (3tnk/e3/e1). Add weap/proc when cash allows.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\":\"Scouting unit #193 is approaching the enemy base area at (35,20). Our first Heavy Tank is about to finish; 4 harvesters are bringing in ore. Sending damaged flak truck to the service depot for repair.\",\"notes\":\"Scout 193 advancing to (18,16). 3tnk finishing momentarily. ftrk 148 sent to fix depot (92,18). Keep assembling heavy tanks and rocket soldiers at home before pushing.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[193],\"x\":18,\"y\":16},{\"do\":\"move\",\"units\":[148],\"x\":92,\"y\":18},{\"do\":\"stance\",\"units\":[150,182,184,195,196,199,204,207],\"stance\":\"defend\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 2082, "completion_tokens": 577, "total_tokens": 2659, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0074505, "upstream_inference_prompt_cost": 0.003123, "upstream_inference_completions_cost": 0.0043275}, "completion_tokens_details": {"reasoning_tokens": 379, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.35, "thoughts": "Scouting unit #193 is approaching the enemy base area at (35,20). Our first Heavy Tank is about to finish; 4 harvesters are bringing in ore. Sending damaged flak truck to the service depot for repair.", "notes": "Scout 193 advancing to (18,16). 3tnk finishing momentarily. ftrk 148 sent to fix depot (92,18). Keep assembling heavy tanks and rocket soldiers at home before pushing.", "commands": [{"do": "attack_move", "units": [193], "x": 18, "y": 16}, {"do": "move", "units": [148], "x": 92, "y": 18}, {"do": "stance", "units": [150, 182, 184, 195, 196, 199, 204, 207], "stance": "defend"}], "feedback": ["attack_move: 1 units", "move: 1 units", "stance: 8 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5500, "deaths_cost": 1700, "units_killed": 19, "units_lost": 17, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15700, "army_value": 1900, "income": 5000, "experience": 55, "order_count": 74}}
{"tick": 11001, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 7:20 (tick 11001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $2063 (storage 4000), power 300 made / 110 used, harvesters 3.\nSCORE: assets $12600, army $4400, killed $1800 (18 units, 0 bldgs), lost $5500 (19 units, 1 bldgs). Map explored 20.3%.\nPRODUCTION: Building: dome READY TO PLACE; Infantry: e3 29%; 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  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 38%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #200@(27,16)46% #205@(27,17)89%\n  e3 (Rocket Soldier) x3: #210@(27,17) #211@(23,17) #214@(14,15)\n  harv (Ore Truck (harvester)) x3: #137@(10,20)85% #169@(8,28) #192@(4,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #153: ordered\n  - train 5x e3: queued\n  - rally #153: ordered\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Likely enemy base near (95,11); last enemy infantry near (19,16). Three harvesters and two refineries. Dome nearly complete; build Service Depot next, then produce heavy tanks. War Factory #153 damaged.", "raw": "{\"thoughts\":\"Place the ready Radar Dome and repair the damaged War Factory so vehicle production can resume. Send the small infantry group forward to scout toward the likely enemy start; keep the queued rocket soldiers coming, then prioritize a Service Depot and tanks when funds allow.\",\"notes\":\"Enemy likely near (95,11); no enemy currently visible. Dome ready to place. War Factory #153 is damaged; three harvesters and two refineries. Scout with infantry/rockets while reinforcing.\",\"commands\":[{\"do\":\"place\",\"item\":\"dome\"},{\"do\":\"repair\",\"building\":153},{\"do\":\"attack_move\",\"units\":[200,205,210,211,214],\"x\":65,\"y\":14}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1527, "completion_tokens": 314, "total_tokens": 1841, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1525, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003826075, "upstream_inference_prompt_cost": 0.0002099075, "upstream_inference_completions_cost": 0.0001727}, "completion_tokens_details": {"reasoning_tokens": 165, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Place the ready Radar Dome and repair the damaged War Factory so vehicle production can resume. Send the small infantry group forward to scout toward the likely enemy start; keep the queued rocket soldiers coming, then prioritize a Service Depot and tanks when funds allow.", "notes": "Enemy likely near (95,11); no enemy currently visible. Dome ready to place. War Factory #153 is damaged; three harvesters and two refineries. Scout with infantry/rockets while reinforcing.", "commands": [{"do": "place", "item": "dome"}, {"do": "repair", "building": 153}, {"do": "attack_move", "units": [200, 205, 210, 211, 214], "x": 65, "y": 14}], "feedback": ["place dome: ordered (auto-relocated near base if the spot was invalid)", "repair #153: ordered", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 5500, "units_killed": 18, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 12600, "army_value": 1100, "income": 6725, "experience": 18, "order_count": 48}}
{"tick": 11001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:20 (tick 11001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $188 (storage 4000), power 300 made / 140 used, harvesters 4.\nSCORE: assets $17050, army $7650, killed $5500 (19 units, 1 bldgs), lost $1800 (18 units, 0 bldgs). Map explored 27.5%.\nPRODUCTION: Building: proc 55%; Building: proc 0%; Building: barr 0%; Vehicle: 3tnk 19%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 53%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #212@(90,20)*\n  e1 (Rifle Infantry) x6: #150@(90,17)45%* #182@(92,12)* #184@(92,12)* #195@(90,19)* #196@(89,20)* #199@(89,21)*\n  e3 (Rocket Soldier) x3: #204@(88,22)* #207@(88,22)* #213@(91,10)\n  ftrk (Mobile Flak) x1: #148@(91,20)25%*\n  harv (Ore Truck (harvester)) x4: #134@(103,22)79% #167@(105,24) #194@(97,19) #198@(96,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - move: 1 units\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: Scout 193 advancing to (18,16). 3tnk finishing momentarily. ftrk 148 sent to fix depot (92,18). Keep assembling heavy tanks and rocket soldiers at home before pushing.", "raw": "{\"thoughts\": \"Cash is near zero with lots queued, so I can't add production right now; I'll keep harvesters mining and stage idle units at a rally point near the base's south edge while tanks/soldiers finish. No enemy in sight yet.\", \"notes\": \"Staging point ~ (88,23). War factory and barracks rally there. 4 harvesters mining. Keep pumping 3tnk/e3 when cash allows; push once 8+ units assembled. Scout toward enemy start (12,16).\", \"commands\": [{\"do\":\"rally\",\"building\":143,\"x\":88,\"y\":23},{\"do\":\"rally\",\"building\":147,\"x\":88,\"y\":23},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"harvest\",\"unit\":167},{\"do\":\"harvest\",\"unit\":194},{\"do\":\"harvest\",\"unit\":198},{\"do\":\"move\",\"units\":[\"idle_army\"],\"x\":88,\"y\":23},{\"do\":\"repair\",\"building\":197}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1860, "completion_tokens": 851, "total_tokens": 2711, "cost": 0.001353408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001353408, "upstream_inference_prompt_cost": 0.000332208, "upstream_inference_completions_cost": 0.0010212}, "completion_tokens_details": {"reasoning_tokens": 632, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.55, "thoughts": "Cash is near zero with lots queued, so I can't add production right now; I'll keep harvesters mining and stage idle units at a rally point near the base's south edge while tanks/soldiers finish. No enemy in sight yet.", "notes": "Staging point ~ (88,23). War factory and barracks rally there. 4 harvesters mining. Keep pumping 3tnk/e3 when cash allows; push once 8+ units assembled. Scout toward enemy start (12,16).", "commands": [{"do": "rally", "building": 143, "x": 88, "y": 23}, {"do": "rally", "building": 147, "x": 88, "y": 23}, {"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 167}, {"do": "harvest", "unit": 194}, {"do": "harvest", "unit": 198}, {"do": "move", "units": ["idle_army"], "x": 88, "y": 23}, {"do": "repair", "building": 197}], "feedback": ["rally #143: ordered", "rally #147: ordered", "move: no valid unit ids of yours", "repair #197: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5500, "deaths_cost": 1800, "units_killed": 19, "units_lost": 18, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 17050, "army_value": 3250, "income": 5500, "experience": 55, "order_count": 74}}
{"tick": 11201, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 7:28 (tick 11201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $2231 (storage 4000), power 300 made / 150 used, harvesters 3.\nSCORE: assets $14400, army $4700, killed $1800 (18 units, 0 bldgs), lost $5500 (19 units, 1 bldgs). Map explored 20.6%.\nPRODUCTION: Infantry: e3 39%; 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, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, 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, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 38%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%, #215 dome@(15,17) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #200@(35,24)46% #205@(35,24)89%\n  e3 (Rocket Soldier) x4: #210@(34,24) #211@(31,24) #214@(23,19) #217@(14,15)\n  harv (Ore Truck (harvester)) x3: #137@(2,27)85% #169@(10,20) #192@(6,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place dome: ordered (auto-relocated near base if the spot was invalid)\n  - repair #153: ordered\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); no enemy currently visible. Dome ready to place. War Factory #153 is damaged; three harvesters and two refineries. Scout with infantry/rockets while reinforcing.", "raw": "{\"thoughts\":\"Power is healthy and three harvesters are working, but there\u2019s no spendable cash yet. Place the ready Radar Dome, keep the damaged War Factory under repair, and push the available infantry and rockets toward the likely enemy start to scout and engage.\",\"notes\":\"Enemy likely near (95,11), still unseen. Keep #153 repairing; place Radar Dome. Advance infantry/rockets east toward enemy; spend incoming ore on tanks/production once affordable.\",\"commands\":[{\"do\":\"place\",\"item\":\"dome\"},{\"do\":\"repair\",\"building\":153},{\"do\":\"attack_move\",\"units\":[200,205,210,211,214,217],\"x\":90,\"y\":12},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"harvest\",\"unit\":192}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1572, "completion_tokens": 379, "total_tokens": 1951, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1570, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000424545, "upstream_inference_prompt_cost": 0.000216095, "upstream_inference_completions_cost": 0.00020845}, "completion_tokens_details": {"reasoning_tokens": 203, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "Power is healthy and three harvesters are working, but there\u2019s no spendable cash yet. Place the ready Radar Dome, keep the damaged War Factory under repair, and push the available infantry and rockets toward the likely enemy start to scout and engage.", "notes": "Enemy likely near (95,11), still unseen. Keep #153 repairing; place Radar Dome. Advance infantry/rockets east toward enemy; spend incoming ore on tanks/production once affordable.", "commands": [{"do": "place", "item": "dome"}, {"do": "repair", "building": 153}, {"do": "attack_move", "units": [200, 205, 210, 211, 214, 217], "x": 90, "y": 12}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "harvest", "unit": 192}], "feedback": ["place dome: nothing READY TO PLACE with that type", "repair #153: ordered", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 5500, "units_killed": 18, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 14400, "army_value": 1400, "income": 6725, "experience": 18, "order_count": 49}}
{"tick": 11201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:28 (tick 11201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 300 made / 140 used, harvesters 4.\nSCORE: assets $17350, army $7950, killed $5500 (19 units, 1 bldgs), lost $1800 (18 units, 0 bldgs). Map explored 27.5%.\nPRODUCTION: Building: proc 71%; Building: proc 0%; Building: barr 0%; Vehicle: 3tnk 40%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 28%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #212@(90,20)*\n  e1 (Rifle Infantry) x6: #150@(90,17)45%* #182@(92,12)* #184@(92,12)* #195@(90,19)* #196@(89,20)* #199@(89,21)*\n  e3 (Rocket Soldier) x4: #204@(88,22)* #207@(88,22)* #213@(90,19)* #216@(93,9)\n  ftrk (Mobile Flak) x1: #148@(91,20)25%*\n  harv (Ore Truck (harvester)) x4: #134@(103,26)79% #167@(106,24) #194@(100,21) #198@(104,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #143: ordered\n  - rally #147: ordered\n  - move: no valid unit ids of yours\n  - repair #197: ordered\nYOUR NOTES FROM LAST TURN: Staging point ~ (88,23). War factory and barracks rally there. 4 harvesters mining. Keep pumping 3tnk/e3 when cash allows; push once 8+ units assembled. Scout toward enemy start (12,16).", "raw": "{\"thoughts\": \"No cash and no visible enemy; queues are already deep with 3tnk/e3/e1. I'll push my idle army forward toward the enemy start to find them and keep the damaged units back near the service depot.\", \"notes\": \"4 harvesters mining, cash $0. Queues full (3tnk x many, e3, e1). Enemy likely SW at (12,16). Army advancing to ~(75,20) to scout. Damaged units (ftrk #148, e1 #150) sent to depot area.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":75,\"y\":20},{\"do\":\"move\",\"units\":[148,150],\"x\":92,\"y\":19},{\"do\":\"rally\",\"building\":143,\"x\":80,\"y\":20},{\"do\":\"rally\",\"building\":147,\"x\":80,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1879, "completion_tokens": 893, "total_tokens": 2772, "cost": 0.001409508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001409508, "upstream_inference_prompt_cost": 0.000337908, "upstream_inference_completions_cost": 0.0010716}, "completion_tokens_details": {"reasoning_tokens": 694, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.59, "thoughts": "No cash and no visible enemy; queues are already deep with 3tnk/e3/e1. I'll push my idle army forward toward the enemy start to find them and keep the damaged units back near the service depot.", "notes": "4 harvesters mining, cash $0. Queues full (3tnk x many, e3, e1). Enemy likely SW at (12,16). Army advancing to ~(75,20) to scout. Damaged units (ftrk #148, e1 #150) sent to depot area.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 75, "y": 20}, {"do": "move", "units": [148, 150], "x": 92, "y": 19}, {"do": "rally", "building": 143, "x": 80, "y": 20}, {"do": "rally", "building": 147, "x": 80, "y": 20}], "feedback": ["attack_move: 11 units", "move: 2 units", "rally #143: ordered", "rally #147: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5500, "deaths_cost": 1800, "units_killed": 19, "units_lost": 18, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 17350, "army_value": 3550, "income": 6000, "experience": 55, "order_count": 74}}
{"tick": 11401, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 7:36 (tick 11401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $2400 (storage 4000), power 300 made / 150 used, harvesters 3.\nSCORE: assets $14700, army $5000, killed $1800 (18 units, 0 bldgs), lost $5500 (19 units, 1 bldgs). Map explored 20.6%.\nPRODUCTION: Infantry: e3 50%; 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, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, 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, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 38%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%, #215 dome@(15,17) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #200@(47,24)46% #205@(46,24)89%\n  e3 (Rocket Soldier) x5: #210@(45,24) #211@(41,24) #214@(32,24) #217@(24,20) #218@(15,15)\n  harv (Ore Truck (harvester)) x3: #137@(6,26)85% #169@(6,30) #192@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place dome: nothing READY TO PLACE with that type\n  - repair #153: ordered\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11), still unseen. Keep #153 repairing; place Radar Dome. Advance infantry/rockets east toward enemy; spend incoming ore on tanks/production once affordable.", "raw": "{\"thoughts\":\"The enemy is still unlocated, and my small infantry force is scattered along the eastern approach. Keep the rocket soldiers producing, rally new troops east, and move the current army toward the likely enemy start while the damaged War Factory is repaired.\",\"notes\":\"Enemy likely near (95,11), still unseen. Dome is already placed (#215). Keep #153 repairing; e3 queue active. Advance army east and build vehicles/production when cash allows.\",\"commands\":[{\"do\":\"repair\",\"building\":153},{\"do\":\"rally\",\"building\":138,\"x\":90,\"y\":11},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":90,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1564, "completion_tokens": 360, "total_tokens": 1924, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1562, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000412995, "upstream_inference_prompt_cost": 0.000214995, "upstream_inference_completions_cost": 0.000198}, "completion_tokens_details": {"reasoning_tokens": 212, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.7, "thoughts": "The enemy is still unlocated, and my small infantry force is scattered along the eastern approach. Keep the rocket soldiers producing, rally new troops east, and move the current army toward the likely enemy start while the damaged War Factory is repaired.", "notes": "Enemy likely near (95,11), still unseen. Dome is already placed (#215). Keep #153 repairing; e3 queue active. Advance army east and build vehicles/production when cash allows.", "commands": [{"do": "repair", "building": 153}, {"do": "rally", "building": 138, "x": 90, "y": 11}, {"do": "attack_move", "units": "all_army", "x": 90, "y": 11}], "feedback": ["repair #153: ordered", "rally #138: ordered", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 5500, "units_killed": 18, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 14700, "army_value": 1700, "income": 6725, "experience": 18, "order_count": 49}}
{"tick": 11401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:36 (tick 11401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 300 made / 140 used, harvesters 4.\nSCORE: assets $17350, army $7950, killed $5500 (19 units, 1 bldgs), lost $1800 (18 units, 0 bldgs). Map explored 28.8%.\nPRODUCTION: Building: proc 71%; Building: proc 0%; Building: barr 0%; Vehicle: 3tnk 40%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 28%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #212@(82,15)\n  e1 (Rifle Infantry) x6: #150@(90,18)45%* #182@(82,13) #184@(82,13) #195@(84,17) #196@(81,15) #199@(81,15)\n  e3 (Rocket Soldier) x4: #204@(81,25) #207@(81,25) #213@(84,17) #216@(90,18)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x4: #134@(101,24)79% #167@(104,24) #194@(104,26) #198@(105,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - move: 2 units\n  - rally #143: ordered\n  - rally #147: ordered\nYOUR NOTES FROM LAST TURN: 4 harvesters mining, cash $0. Queues full (3tnk x many, e3, e1). Enemy likely SW at (12,16). Army advancing to ~(75,20) to scout. Damaged units (ftrk #148, e1 #150) sent to depot area.", "raw": "{\"thoughts\": \"Economy is running (4 harvesters) but cash is $0, so production is bottlenecked; queues are already deep with 3tnk/e3/e1, which is fine. Army is staging around (82,15) with no enemy in sight \u2014 push it southwest toward the likely enemy base at (12,16) to scout and engage. Leave damaged units (ftrk #148, e1 #150) back near base to repair.\", \"notes\": \"Army advancing SW toward enemy start (12,16). Keep queues full; cash $0 so add nothing costly. Scouting with 3tnk+e3+e1 group.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":55,\"y\":20},{\"do\":\"move\",\"units\":[148,150],\"x\":91,\"y\":19},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"train\",\"item\":\"e1\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1890, "completion_tokens": 615, "total_tokens": 2505, "cost": 0.001079208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001079208, "upstream_inference_prompt_cost": 0.000341208, "upstream_inference_completions_cost": 0.000738}, "completion_tokens_details": {"reasoning_tokens": 390, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Economy is running (4 harvesters) but cash is $0, so production is bottlenecked; queues are already deep with 3tnk/e3/e1, which is fine. Army is staging around (82,15) with no enemy in sight \u2014 push it southwest toward the likely enemy base at (12,16) to scout and engage. Leave damaged units (ftrk #148, e1 #150) back near base to repair.", "notes": "Army advancing SW toward enemy start (12,16). Keep queues full; cash $0 so add nothing costly. Scouting with 3tnk+e3+e1 group.", "commands": [{"do": "attack_move", "units": "all_army", "x": 55, "y": 20}, {"do": "move", "units": [148, 150], "x": 91, "y": 19}, {"do": "train", "item": "3tnk", "count": 1}, {"do": "train", "item": "e3", "count": 1}, {"do": "train", "item": "e1", "count": 1}], "feedback": ["attack_move: 12 units", "move: 2 units", "train 1x 3tnk: queued", "train 1x e3: queued", "train 1x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5500, "deaths_cost": 1800, "units_killed": 19, "units_lost": 18, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 17350, "army_value": 3550, "income": 6000, "experience": 55, "order_count": 74}}
{"tick": 11601, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 7:44 (tick 11601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $2568 (storage 4000), power 300 made / 150 used, harvesters 3.\nSCORE: assets $15000, army $5300, killed $1800 (18 units, 0 bldgs), lost $5500 (19 units, 1 bldgs). Map explored 20.7%.\nPRODUCTION: Infantry: e3 61%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, 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, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 38%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%, #215 dome@(15,17) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #200@(56,28)46% #205@(55,28)89%\n  e3 (Rocket Soldier) x6: #210@(54,28) #211@(51,26) #214@(43,24) #217@(33,24) #218@(25,20) #219@(16,16)\n  harv (Ore Truck (harvester)) x3: #137@(10,20)85% #169@(2,28) #192@(5,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #153: ordered\n  - rally #138: ordered\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11), still unseen. Dome is already placed (#215). Keep #153 repairing; e3 queue active. Advance army east and build vehicles/production when cash allows.", "raw": "{\"thoughts\":\"The enemy base remains unscouted, so push the available combat force east toward its likely start while continuing to repair the damaged War Factory. Rocket soldiers are already queued; keep them coming and let the harvesters work.\",\"notes\":\"Enemy likely near (95,11); advance army east to scout and attack. Repair War Factory #153; e3 production is active. Three harvesters, no cash currently.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"repair\",\"building\":153},{\"do\":\"harvest\",\"unit\":137}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1560, "completion_tokens": 321, "total_tokens": 1881, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1558, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000390995, "upstream_inference_prompt_cost": 0.000214445, "upstream_inference_completions_cost": 0.00017655}, "completion_tokens_details": {"reasoning_tokens": 189, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.3, "thoughts": "The enemy base remains unscouted, so push the available combat force east toward its likely start while continuing to repair the damaged War Factory. Rocket soldiers are already queued; keep them coming and let the harvesters work.", "notes": "Enemy likely near (95,11); advance army east to scout and attack. Repair War Factory #153; e3 production is active. Three harvesters, no cash currently.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "repair", "building": 153}, {"do": "harvest", "unit": 137}], "feedback": ["attack_move: 8 units", "repair #153: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 5500, "units_killed": 18, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 15000, "army_value": 2000, "income": 7225, "experience": 18, "order_count": 49}}
{"tick": 11601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:44 (tick 11601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $363 (storage 4000), power 300 made / 140 used, harvesters 4.\nSCORE: assets $17350, army $7950, killed $5500 (19 units, 1 bldgs), lost $1800 (18 units, 0 bldgs). Map explored 29.2%.\nPRODUCTION: Building: proc 73%; Building: proc 0%; Building: barr 0%; Vehicle: 3tnk 42%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 38%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #212@(72,18)\n  e1 (Rifle Infantry) x6: #150@(90,18)45%* #182@(74,19) #184@(74,19) #195@(75,16) #196@(73,20) #199@(74,19)\n  e3 (Rocket Soldier) x4: #204@(72,24) #207@(73,24) #213@(75,16) #216@(82,15)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x4: #134@(96,16)79% #167@(97,17) #194@(104,26) #198@(98,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - move: 2 units\n  - train 1x 3tnk: queued\n  - train 1x e3: queued\n  - train 1x e1: queued\nYOUR NOTES FROM LAST TURN: Army advancing SW toward enemy start (12,16). Keep queues full; cash $0 so add nothing costly. Scouting with 3tnk+e3+e1 group.", "raw": "{\"thoughts\": \"Advancing the strike force further west toward the enemy base area (12, 16). Ordering the damaged flak truck to the service depot for repairs while refinery finishes construction.\", \"notes\": \"Army pushing west to (50, 20). 3rd proc finishing soon to boost income. Flak truck repairing at fix depot.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [212, 182, 184, 195, 196, 199, 204, 207, 213, 216], \"x\": 50, \"y\": 20}, {\"do\": \"move\", \"units\": [148], \"x\": 92, \"y\": 18}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 2065, "completion_tokens": 388, "total_tokens": 2453, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0060075, "upstream_inference_prompt_cost": 0.0030975, "upstream_inference_completions_cost": 0.00291}, "completion_tokens_details": {"reasoning_tokens": 207, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.9, "thoughts": "Advancing the strike force further west toward the enemy base area (12, 16). Ordering the damaged flak truck to the service depot for repairs while refinery finishes construction.", "notes": "Army pushing west to (50, 20). 3rd proc finishing soon to boost income. Flak truck repairing at fix depot.", "commands": [{"do": "attack_move", "units": [212, 182, 184, 195, 196, 199, 204, 207, 213, 216], "x": 50, "y": 20}, {"do": "move", "units": [148], "x": 92, "y": 18}], "feedback": ["attack_move: 10 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5500, "deaths_cost": 1800, "units_killed": 19, "units_lost": 18, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 17350, "army_value": 3550, "income": 5425, "experience": 55, "order_count": 77}}
{"tick": 11801, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 7:52 (tick 11801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $2236 (storage 4000), power 300 made / 150 used, harvesters 3.\nSCORE: assets $14900, army $5200, killed $2100 (19 units, 0 bldgs), lost $5900 (21 units, 1 bldgs). Map explored 20.7%.\nPRODUCTION: Infantry: e3 71%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, 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, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 38%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%, #215 dome@(15,17) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #205@(62,27)75%\n  e3 (Rocket Soldier) x6: #211@(61,27) #214@(52,27) #217@(44,24) #218@(34,24) #219@(26,20) #220@(17,16)\n  harv (Ore Truck (harvester)) x3: #137@(9,31)85% #169@(10,20) #192@(8,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - repair #153: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); advance army east to scout and attack. Repair War Factory #153; e3 production is active. Three harvesters, no cash currently.", "raw": "{\"thoughts\":\"The enemy base is still unlocated, so send the scattered combat force east toward the likely start at (95,11) to scout and engage. Keep rocket production running and repair the damaged War Factory when funds permit.\",\"notes\":\"Scout/attack toward enemy start (95,11); 6 e3 and rifle are spread eastward. Keep e3 production active; repair War Factory #153.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"repair\",\"building\":153}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1532, "completion_tokens": 290, "total_tokens": 1822, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1530, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000370095, "upstream_inference_prompt_cost": 0.000210595, "upstream_inference_completions_cost": 0.0001595}, "completion_tokens_details": {"reasoning_tokens": 169, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.42, "thoughts": "The enemy base is still unlocated, so send the scattered combat force east toward the likely start at (95,11) to scout and engage. Keep rocket production running and repair the damaged War Factory when funds permit.", "notes": "Scout/attack toward enemy start (95,11); 6 e3 and rifle are spread eastward. Keep e3 production active; repair War Factory #153.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "repair", "building": 153}], "feedback": ["attack_move: 7 units", "repair #153: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 5900, "units_killed": 19, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 14900, "army_value": 1900, "income": 6725, "experience": 21, "order_count": 49}}
{"tick": 11801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:52 (tick 11801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 300 made / 140 used, harvesters 4.\nSCORE: assets $17450, army $8050, killed $5900 (21 units, 1 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 29.2%.\nPRODUCTION: Building: proc 95%; Building: proc 0%; Building: barr 0%; Vehicle: 3tnk 69%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 5%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #212@(65,23)91%\n  e1 (Rifle Infantry) x7: #150@(90,18)45%* #182@(66,23) #184@(67,23) #195@(68,23) #196@(66,24) #199@(66,24) #222@(95,9)\n  e3 (Rocket Soldier) x4: #207@(66,24)95% #213@(68,23) #216@(74,18) #221@(92,9)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x4: #134@(103,25)79% #167@(97,18) #194@(103,23) #198@(96,16)\nVISIBLE ENEMY UNITS (2):\n  #205 e1@(62,27) 75%, #211 e3@(61,27) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Army pushing west to (50, 20). 3rd proc finishing soon to boost income. Flak truck repairing at fix depot.", "raw": "{\"thoughts\": \"Cash is at $0 with all production stalled, so harvesters must keep delivering ore. My main force is pushing west near (65,23) with two visible enemy infantry at (61,27). Continue the attack and route harvesters back to mining.\", \"notes\": \"Main army attacking toward enemy units at (61,27), then push west to enemy base near (12,16). Cash=0, keep 4 harvesters mining. Flak truck repairing.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[212,182,184,195,196,199,207,213,216],\"x\":58,\"y\":27},{\"do\":\"harvest\",\"unit\":167},{\"do\":\"harvest\",\"unit\":198},{\"do\":\"harvest\",\"unit\":194},{\"do\":\"harvest\",\"unit\":134},{\"do\":\"rally\",\"building\":143,\"x\":70,\"y\":22},{\"do\":\"rally\",\"building\":147,\"x\":85,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1881, "completion_tokens": 825, "total_tokens": 2706, "cost": 0.001328508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001328508, "upstream_inference_prompt_cost": 0.000338508, "upstream_inference_completions_cost": 0.00099}, "completion_tokens_details": {"reasoning_tokens": 615, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.76, "thoughts": "Cash is at $0 with all production stalled, so harvesters must keep delivering ore. My main force is pushing west near (65,23) with two visible enemy infantry at (61,27). Continue the attack and route harvesters back to mining.", "notes": "Main army attacking toward enemy units at (61,27), then push west to enemy base near (12,16). Cash=0, keep 4 harvesters mining. Flak truck repairing.", "commands": [{"do": "attack_move", "units": [212, 182, 184, 195, 196, 199, 207, 213, 216], "x": 58, "y": 27}, {"do": "harvest", "unit": 167}, {"do": "harvest", "unit": 198}, {"do": "harvest", "unit": 194}, {"do": "harvest", "unit": 134}, {"do": "rally", "building": 143, "x": 70, "y": 22}, {"do": "rally", "building": 147, "x": 85, "y": 15}], "feedback": ["attack_move: 9 units", "rally #143: ordered", "rally #147: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5900, "deaths_cost": 2100, "units_killed": 21, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 17450, "army_value": 3650, "income": 6000, "experience": 59, "order_count": 77}}
{"tick": 12001, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:00 (tick 12001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $3075 (storage 4000), power 300 made / 150 used, harvesters 3.\nSCORE: assets $14500, army $4800, killed $2100 (19 units, 0 bldgs), lost $6600 (24 units, 1 bldgs). Map explored 20.7%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, 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, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 38%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%, #215 dome@(15,17) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x5: #217@(53,27) #218@(45,24) #219@(35,24) #220@(27,20) #223@(18,16)\n  harv (Ore Truck (harvester)) x3: #137@(9,24)85% #169@(3,27) #192@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - repair #153: ordered\nYOUR NOTES FROM LAST TURN: Scout/attack toward enemy start (95,11); 6 e3 and rifle are spread eastward. Keep e3 production active; repair War Factory #153.", "raw": "{\"thoughts\":\"Cash is exhausted despite ore in storage, so prioritize getting the damaged War Factory repaired and keep the harvesters mining to resume production. The scattered rocket soldiers should continue advancing toward the likely enemy base at (95,11).\",\"notes\":\"Enemy base likely (95,11); e3 are spread east along the scouting route. Repair War Factory #153; use income to resume vehicle production.\",\"commands\":[{\"do\":\"repair\",\"building\":153},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"harvest\",\"unit\":192},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1500, "completion_tokens": 318, "total_tokens": 1818, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1498, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000381095, "upstream_inference_prompt_cost": 0.000206195, "upstream_inference_completions_cost": 0.0001749}, "completion_tokens_details": {"reasoning_tokens": 172, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.33, "thoughts": "Cash is exhausted despite ore in storage, so prioritize getting the damaged War Factory repaired and keep the harvesters mining to resume production. The scattered rocket soldiers should continue advancing toward the likely enemy base at (95,11).", "notes": "Enemy base likely (95,11); e3 are spread east along the scouting route. Repair War Factory #153; use income to resume vehicle production.", "commands": [{"do": "repair", "building": 153}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "harvest", "unit": 192}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["repair #153: ordered", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 6600, "units_killed": 19, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 14500, "army_value": 1500, "income": 7125, "experience": 21, "order_count": 49}}
{"tick": 12001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:00 (tick 12001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 300 made / 140 used, harvesters 4.\nSCORE: assets $17450, army $8050, killed $6600 (24 units, 1 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 29.6%.\nPRODUCTION: Building: proc READY TO PLACE; Building: proc 0%; Building: barr 0%; Vehicle: 3tnk 88%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 78%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x1: #212@(61,27)66%\n  e1 (Rifle Infantry) x7: #150@(90,18)45%* #182@(62,27) #184@(61,28) #195@(63,26) #196@(62,27) #199@(62,27) #222@(85,10)\n  e3 (Rocket Soldier) x4: #207@(61,27)95% #213@(62,28) #216@(66,23) #221@(82,11)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x4: #134@(105,26)79% #167@(104,24) #194@(97,17) #198@(100,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - rally #143: ordered\n  - rally #147: ordered\nYOUR NOTES FROM LAST TURN: Main army attacking toward enemy units at (61,27), then push west to enemy base near (12,16). Cash=0, keep 4 harvesters mining. Flak truck repairing.", "raw": "{\"thoughts\": \"Place the ready Refinery to expand eco and add another harvester. Repair damaged flak truck at the service depot. Push the main force from (61,27) west toward enemy base around (12,16).\", \"notes\": \"Placing 3rd refinery. Push army toward (12,16). Harvesters returning ore, 3tnk almost ready.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}, {\"do\": \"move\", \"units\": [148], \"x\": 92, \"y\": 18}, {\"do\": \"attack_move\", \"units\": [212, 182, 184, 195, 196, 199, 207, 213, 216, 221, 222], \"x\": 40, \"y\": 20}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 2050, "completion_tokens": 208, "total_tokens": 2258, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004635, "upstream_inference_prompt_cost": 0.003075, "upstream_inference_completions_cost": 0.00156}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.35, "thoughts": "Place the ready Refinery to expand eco and add another harvester. Repair damaged flak truck at the service depot. Push the main force from (61,27) west toward enemy base around (12,16).", "notes": "Placing 3rd refinery. Push army toward (12,16). Harvesters returning ore, 3tnk almost ready.", "commands": [{"do": "place", "item": "proc"}, {"do": "move", "units": [148], "x": 92, "y": 18}, {"do": "attack_move", "units": [212, 182, 184, 195, 196, 199, 207, 213, 216, 221, 222], "x": 40, "y": 20}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "move: 1 units", "attack_move: 11 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6600, "deaths_cost": 2100, "units_killed": 24, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 17450, "army_value": 3650, "income": 6500, "experience": 66, "order_count": 77}}
{"tick": 12201, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:08 (tick 12201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $3650 (storage 4000), power 300 made / 150 used, harvesters 3.\nSCORE: assets $13900, army $4200, killed $2100 (19 units, 0 bldgs), lost $7200 (26 units, 1 bldgs). Map explored 20.7%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, 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, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 38%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%, #215 dome@(15,17) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #219@(46,24) #220@(36,24) #223@(28,21)\n  harv (Ore Truck (harvester)) x3: #137@(10,20)85% #169@(5,29) #192@(5,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #153: ordered\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy base likely (95,11); e3 are spread east along the scouting route. Repair War Factory #153; use income to resume vehicle production.", "raw": "{\"thoughts\":\"The economy is nearly full on stored ore but has no spendable cash, so prioritize restoring the damaged War Factory and let the three harvesters bring in income. The three Rocket Soldiers are spread along the eastern scouting route; push them toward the likely enemy start to reveal targets.\",\"notes\":\"Enemy likely starts near (95,11). Repair War Factory #153; scout east with the three Rocket Soldiers. Three harvesters; cash currently $0.\",\"commands\":[{\"do\":\"repair\",\"building\":153},{\"do\":\"attack_move\",\"units\":[219,220,223],\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1483, "completion_tokens": 303, "total_tokens": 1786, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1481, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003705075, "upstream_inference_prompt_cost": 0.0002038575, "upstream_inference_completions_cost": 0.00016665}, "completion_tokens_details": {"reasoning_tokens": 171, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.79, "thoughts": "The economy is nearly full on stored ore but has no spendable cash, so prioritize restoring the damaged War Factory and let the three harvesters bring in income. The three Rocket Soldiers are spread along the eastern scouting route; push them toward the likely enemy start to reveal targets.", "notes": "Enemy likely starts near (95,11). Repair War Factory #153; scout east with the three Rocket Soldiers. Three harvesters; cash currently $0.", "commands": [{"do": "repair", "building": 153}, {"do": "attack_move", "units": [219, 220, 223], "x": 95, "y": 11}], "feedback": ["repair #153: ordered", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 7200, "units_killed": 19, "units_lost": 26, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 13900, "army_value": 900, "income": 7725, "experience": 21, "order_count": 49}}
{"tick": 12201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:08 (tick 12201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 6000), power 300 made / 170 used, harvesters 5.\nSCORE: assets $21400, army $10600, killed $7200 (26 units, 1 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 30.1%.\nPRODUCTION: Building: proc 12%; Building: barr 0%; Vehicle: 3tnk 2%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%, #224 proc@(90,11) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #212@(53,28)41% #227@(91,16)\n  e1 (Rifle Infantry) x7: #150@(90,18)45%* #182@(55,28) #184@(55,28) #195@(54,29) #196@(54,29) #199@(54,29) #222@(77,16)\n  e3 (Rocket Soldier) x5: #207@(55,28)95% #213@(55,29) #216@(57,28) #221@(75,18) #226@(91,9)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x5: #134@(105,24)79% #167@(103,25) #194@(101,18) #198@(107,24) #225@(87,5)\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: 1 units\n  - attack_move: 11 units\nYOUR NOTES FROM LAST TURN: Placing 3rd refinery. Push army toward (12,16). Harvesters returning ore, 3tnk almost ready.", "raw": "{\"thoughts\": \"Cash at $0 with 5 harvesters and 3 refineries, so income should recover shortly. My main force (~9 units) is grouped around (53-57,28) heading west toward the enemy start. I'll push that group toward the enemy base at (12,16), send the lone damaged Heavy Tank home to repair, and keep the base group ready.\", \"notes\": \"Main force ~9 units moving west toward enemy base (12,16). 3tnk #212 (41%) retreating to base repair. Production queues full; cash low but harvesters active (5 trucks, 3 refs).\", \"commands\": [{\"do\":\"attack_move\",\"units\":[182,184,195,196,199,207,213,216],\"x\":30,\"y\":22},{\"do\":\"move\",\"units\":[212],\"x\":91,\"y\":16},{\"do\":\"attack_move\",\"units\":[222,221,226,227],\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":143,\"x\":90,\"y\":18},{\"do\":\"rally\",\"building\":147,\"x\":90,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1888, "completion_tokens": 989, "total_tokens": 2877, "cost": 0.001527408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001527408, "upstream_inference_prompt_cost": 0.000340608, "upstream_inference_completions_cost": 0.0011868}, "completion_tokens_details": {"reasoning_tokens": 743, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.51, "thoughts": "Cash at $0 with 5 harvesters and 3 refineries, so income should recover shortly. My main force (~9 units) is grouped around (53-57,28) heading west toward the enemy start. I'll push that group toward the enemy base at (12,16), send the lone damaged Heavy Tank home to repair, and keep the base group ready.", "notes": "Main force ~9 units moving west toward enemy base (12,16). 3tnk #212 (41%) retreating to base repair. Production queues full; cash low but harvesters active (5 trucks, 3 refs).", "commands": [{"do": "attack_move", "units": [182, 184, 195, 196, 199, 207, 213, 216], "x": 30, "y": 22}, {"do": "move", "units": [212], "x": 91, "y": 16}, {"do": "attack_move", "units": [222, 221, 226, 227], "x": 70, "y": 18}, {"do": "rally", "building": 143, "x": 90, "y": 18}, {"do": "rally", "building": 147, "x": 90, "y": 16}], "feedback": ["attack_move: 8 units", "move: 1 units", "attack_move: 4 units", "rally #143: ordered", "rally #147: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7200, "deaths_cost": 2100, "units_killed": 26, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 21400, "army_value": 5100, "income": 7000, "experience": 72, "order_count": 78}}
{"tick": 12401, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:16 (tick 12401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $3650 (storage 4000), power 300 made / 150 used, harvesters 3.\nSCORE: assets $13300, army $3600, killed $2100 (19 units, 0 bldgs), lost $7800 (28 units, 1 bldgs). Map explored 20.8%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, 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, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 38%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%, #215 dome@(15,17) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #223@(37,24)\n  harv (Ore Truck (harvester)) x3: #137@(4,29)85% #169@(7,28) #192@(7,31)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #153: ordered\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (95,11). Repair War Factory #153; scout east with the three Rocket Soldiers. Three harvesters; cash currently $0.", "raw": "{\"thoughts\":\"Stored ore is nearly full but cash is empty, so get all three harvesters back to mining/unloading and keep the damaged War Factory under repair. Send the lone Rocket Soldier east to scout toward the likely enemy start; resume production as soon as funds arrive.\",\"notes\":\"Enemy likely near (95,11); scout east. War Factory #153 at 38%\u2014repair it. Three harvesters need income; cash $0, stored ore $3650.\",\"commands\":[{\"do\":\"repair\",\"building\":153},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"harvest\",\"unit\":192},{\"do\":\"attack_move\",\"units\":[223],\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1470, "completion_tokens": 348, "total_tokens": 1818, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1468, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00039347, "upstream_inference_prompt_cost": 0.00020207, "upstream_inference_completions_cost": 0.0001914}, "completion_tokens_details": {"reasoning_tokens": 189, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.86, "thoughts": "Stored ore is nearly full but cash is empty, so get all three harvesters back to mining/unloading and keep the damaged War Factory under repair. Send the lone Rocket Soldier east to scout toward the likely enemy start; resume production as soon as funds arrive.", "notes": "Enemy likely near (95,11); scout east. War Factory #153 at 38%\u2014repair it. Three harvesters need income; cash $0, stored ore $3650.", "commands": [{"do": "repair", "building": 153}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "harvest", "unit": 192}, {"do": "attack_move", "units": [223], "x": 95, "y": 11}], "feedback": ["repair #153: ordered", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 7800, "units_killed": 19, "units_lost": 28, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 13300, "army_value": 300, "income": 6725, "experience": 21, "order_count": 49}}
{"tick": 12401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:16 (tick 12401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 6000), power 300 made / 170 used, harvesters 5.\nSCORE: assets $21400, army $10600, killed $7800 (28 units, 1 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 30.5%.\nPRODUCTION: Building: proc 12%; Building: barr 0%; Vehicle: 3tnk 2%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%, #224 proc@(90,11) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #212@(58,28)41% #227@(79,14)\n  e1 (Rifle Infantry) x7: #150@(90,18)45%* #182@(46,28) #184@(48,27) #195@(44,29) #196@(44,28) #199@(45,28) #222@(70,18)*\n  e3 (Rocket Soldier) x5: #207@(48,27)95% #213@(45,29) #216@(48,27) #221@(70,18)* #226@(81,10)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x5: #134@(107,22)79% #167@(107,25) #194@(108,24) #198@(101,17) #225@(88,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - move: 1 units\n  - attack_move: 4 units\n  - rally #143: ordered\n  - rally #147: ordered\nYOUR NOTES FROM LAST TURN: Main force ~9 units moving west toward enemy base (12,16). 3tnk #212 (41%) retreating to base repair. Production queues full; cash low but harvesters active (5 trucks, 3 refs).", "raw": "{\"thoughts\":\"Cash is at $0 but queues are full, so just keep the army pushing west toward the likely enemy base at (12,16). Consolidate the western infantry/tank cluster and send badly damaged units back to base/depot.\",\"notes\":\"Main western group (e1+e3) attacking toward (22,24). Tank #227 and e3 #226 joining from east. Damaged #212/#148/#150 retreating home. Rally points set to (70,20). Enemy base presumed (12,16).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[182,184,195,196,199,207,213,216],\"x\":22,\"y\":24},{\"do\":\"attack_move\",\"units\":[227,226],\"x\":26,\"y\":22},{\"do\":\"attack_move\",\"units\":[221,222],\"x\":40,\"y\":22},{\"do\":\"move\",\"units\":[212],\"x\":92,\"y\":19},{\"do\":\"move\",\"units\":[148],\"x\":91,\"y\":18},{\"do\":\"move\",\"units\":[150],\"x\":90,\"y\":16},{\"do\":\"rally\",\"building\":143,\"x\":70,\"y\":20},{\"do\":\"rally\",\"building\":147,\"x\":70,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1918, "completion_tokens": 1586, "total_tokens": 3504, "cost": 0.002252808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002252808, "upstream_inference_prompt_cost": 0.000349608, "upstream_inference_completions_cost": 0.0019032}, "completion_tokens_details": {"reasoning_tokens": 1318, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.13, "thoughts": "Cash is at $0 but queues are full, so just keep the army pushing west toward the likely enemy base at (12,16). Consolidate the western infantry/tank cluster and send badly damaged units back to base/depot.", "notes": "Main western group (e1+e3) attacking toward (22,24). Tank #227 and e3 #226 joining from east. Damaged #212/#148/#150 retreating home. Rally points set to (70,20). Enemy base presumed (12,16).", "commands": [{"do": "attack_move", "units": [182, 184, 195, 196, 199, 207, 213, 216], "x": 22, "y": 24}, {"do": "attack_move", "units": [227, 226], "x": 26, "y": 22}, {"do": "attack_move", "units": [221, 222], "x": 40, "y": 22}, {"do": "move", "units": [212], "x": 92, "y": 19}, {"do": "move", "units": [148], "x": 91, "y": 18}, {"do": "move", "units": [150], "x": 90, "y": 16}, {"do": "rally", "building": 143, "x": 70, "y": 20}, {"do": "rally", "building": 147, "x": 70, "y": 20}], "feedback": ["attack_move: 8 units", "attack_move: 2 units", "attack_move: 2 units", "move: 1 units", "move: 1 units", "move: 1 units", "rally #143: ordered", "rally #147: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7800, "deaths_cost": 2100, "units_killed": 28, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 21400, "army_value": 5100, "income": 6500, "experience": 78, "order_count": 78}}
{"tick": 12601, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:24 (tick 12601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $4000 (storage 4000), power 300 made / 150 used, harvesters 3.\nSCORE: assets $13000, army $3300, killed $2100 (19 units, 0 bldgs), lost $8100 (29 units, 1 bldgs). Map explored 20.8%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, 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, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 38%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%, #215 dome@(15,17) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #137@(4,31)85% #169@(10,20) #192@(10,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #153: ordered\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); scout east. War Factory #153 at 38%\u2014repair it. Three harvesters need income; cash $0, stored ore $3650.", "raw": "{\"thoughts\":\"The base has ample power and three harvesters, but no army and the War Factory is badly damaged. Repair it, keep harvesting, and queue another War Factory plus V2 launchers so production can ramp up as ore is processed.\",\"notes\":\"Enemy likely near (95,11); no enemy units/buildings visible. Explore east once combat units are available. Repair War Factory #153; three harvesters are the only units.\",\"commands\":[{\"do\":\"repair\",\"building\":153},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"harvest\",\"unit\":192},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"v2rl\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1460, "completion_tokens": 365, "total_tokens": 1825, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1458, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000401445, "upstream_inference_prompt_cost": 0.000200695, "upstream_inference_completions_cost": 0.00020075}, "completion_tokens_details": {"reasoning_tokens": 207, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.4, "thoughts": "The base has ample power and three harvesters, but no army and the War Factory is badly damaged. Repair it, keep harvesting, and queue another War Factory plus V2 launchers so production can ramp up as ore is processed.", "notes": "Enemy likely near (95,11); no enemy units/buildings visible. Explore east once combat units are available. Repair War Factory #153; three harvesters are the only units.", "commands": [{"do": "repair", "building": 153}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "harvest", "unit": 192}, {"do": "build", "item": "weap"}, {"do": "train", "item": "v2rl", "count": 5}], "feedback": ["repair #153: ordered", "build weap: started", "train 5x v2rl: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 8100, "units_killed": 19, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 13000, "army_value": 0, "income": 7075, "experience": 21, "order_count": 49}}
{"tick": 12601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:24 (tick 12601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $505 (storage 6000), power 300 made / 170 used, harvesters 5.\nSCORE: assets $21400, army $10600, killed $8100 (29 units, 1 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 30.7%.\nPRODUCTION: Building: proc 24%; Building: barr 0%; Vehicle: 3tnk 17%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 88%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%, #224 proc@(90,11) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #212@(70,24)41% #227@(69,20)\n  e1 (Rifle Infantry) x7: #150@(90,16)45%* #182@(36,24) #184@(37,24) #195@(36,24) #196@(36,24)90% #199@(36,24) #222@(63,25)\n  e3 (Rocket Soldier) x5: #207@(38,24)95% #213@(36,24) #216@(39,24) #221@(63,25) #226@(73,17)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x5: #134@(97,17)79% #167@(100,18) #194@(107,24) #198@(98,16) #225@(87,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack_move: 2 units\n  - attack_move: 2 units\n  - move: 1 units\n  - move: 1 units\n  - move: 1 units\n  - rally #143: ordered\n  - rally #147: ordered\nYOUR NOTES FROM LAST TURN: Main western group (e1+e3) attacking toward (22,24). Tank #227 and e3 #226 joining from east. Damaged #212/#148/#150 retreating home. Rally points set to (70,20). Enemy base presumed (12,16).", "raw": "{\"thoughts\": \"Cash is $0 so economy is stalled \u2014 but I have a large western strike group near (36,24) close to the presumed enemy base at (12,16). Push them hard while the eastern tanks/rockets advance to join. Keep damaged units home and harvesters mining.\", \"notes\": \"Western group (e1+e3) pushing toward enemy base (12,16); tanks #227+#226+rockets #221/#222 advancing from east toward (28,22). Damaged #212(41%)/#148(25%)/#150(45%) home for repair. Cash $0 - cannot build, rely on existing production.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [182, 184, 195, 196, 199, 207, 213, 216], \"x\": 14, \"y\": 18}, {\"do\": \"attack_move\", \"units\": [227, 226, 221, 222], \"x\": 30, \"y\": 22}, {\"do\": \"stop\", \"units\": [212, 148, 150]}, {\"do\": \"harvest\", \"unit\": 134}, {\"do\": \"harvest\", \"unit\": 167}, {\"do\": \"harvest\", \"unit\": 194}, {\"do\": \"harvest\", \"unit\": 198}, {\"do\": \"harvest\", \"unit\": 225}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1952, "completion_tokens": 778, "total_tokens": 2730, "cost": 0.001293408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001293408, "upstream_inference_prompt_cost": 0.000359808, "upstream_inference_completions_cost": 0.0009336}, "completion_tokens_details": {"reasoning_tokens": 469, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.71, "thoughts": "Cash is $0 so economy is stalled \u2014 but I have a large western strike group near (36,24) close to the presumed enemy base at (12,16). Push them hard while the eastern tanks/rockets advance to join. Keep damaged units home and harvesters mining.", "notes": "Western group (e1+e3) pushing toward enemy base (12,16); tanks #227+#226+rockets #221/#222 advancing from east toward (28,22). Damaged #212(41%)/#148(25%)/#150(45%) home for repair. Cash $0 - cannot build, rely on existing production.", "commands": [{"do": "attack_move", "units": [182, 184, 195, 196, 199, 207, 213, 216], "x": 14, "y": 18}, {"do": "attack_move", "units": [227, 226, 221, 222], "x": 30, "y": 22}, {"do": "stop", "units": [212, 148, 150]}, {"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 167}, {"do": "harvest", "unit": 194}, {"do": "harvest", "unit": 198}, {"do": "harvest", "unit": 225}], "feedback": ["attack_move: 8 units", "attack_move: 4 units", "stop: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 8100, "deaths_cost": 2100, "units_killed": 29, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 21400, "army_value": 5100, "income": 7000, "experience": 81, "order_count": 78}}
{"tick": 12801, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:32 (tick 12801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $3856 (storage 4000), power 300 made / 150 used, harvesters 3.\nSCORE: assets $13000, army $3300, killed $2100 (19 units, 0 bldgs), lost $8100 (29 units, 1 bldgs). Map explored 20.8%.\nPRODUCTION: Building: weap 16%; Vehicle: v2rl 35%; Vehicle: v2rl 0%; Vehicle: v2rl 0%; Vehicle: v2rl 0%; Vehicle: v2rl 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, 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, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 38%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%, #215 dome@(15,17) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #137@(9,21)85% #169@(4,29) #192@(10,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #153: ordered\n  - build weap: started\n  - train 5x v2rl: queued\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11); no enemy units/buildings visible. Explore east once combat units are available. Repair War Factory #153; three harvesters are the only units.", "raw": "{\"thoughts\":\"Ore storage is nearly full but cash is empty, so get all three harvesters mining and unloading. Keep the damaged War Factory under repair; the queued V2 launchers should provide a force to scout and attack east once available.\",\"notes\":\"Enemy likely near (95,11), still unexplored. Three harvesters; V2 launchers queued. Repair War Factory #153.\",\"commands\":[{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"harvest\",\"unit\":192},{\"do\":\"repair\",\"building\":153}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1512, "completion_tokens": 289, "total_tokens": 1801, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1510, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000366795, "upstream_inference_prompt_cost": 0.000207845, "upstream_inference_completions_cost": 0.00015895}, "completion_tokens_details": {"reasoning_tokens": 164, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.41, "thoughts": "Ore storage is nearly full but cash is empty, so get all three harvesters mining and unloading. Keep the damaged War Factory under repair; the queued V2 launchers should provide a force to scout and attack east once available.", "notes": "Enemy likely near (95,11), still unexplored. Three harvesters; V2 launchers queued. Repair War Factory #153.", "commands": [{"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "harvest", "unit": 192}, {"do": "repair", "building": 153}], "feedback": ["repair #153: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 8100, "units_killed": 19, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 13000, "army_value": 0, "income": 6950, "experience": 21, "order_count": 55}}
{"tick": 12801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:32 (tick 12801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $505 (storage 6000), power 300 made / 170 used, harvesters 5.\nSCORE: assets $21700, army $10900, killed $8100 (29 units, 1 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 30.9%.\nPRODUCTION: Building: proc 47%; Building: barr 0%; Vehicle: 3tnk 46%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 99%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%, #224 proc@(90,11) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #212@(70,24)41%* #227@(61,28)\n  e1 (Rifle Infantry) x7: #150@(90,16)45%* #182@(27,18) #184@(29,18) #195@(28,18) #196@(27,18)90% #199@(27,18) #222@(54,28)\n  e3 (Rocket Soldier) x6: #207@(30,18)95% #213@(28,18) #216@(31,18) #221@(54,28) #226@(66,23) #228@(87,9)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x5: #134@(101,22)79% #167@(96,16) #194@(99,17) #198@(105,25) #225@(86,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack_move: 4 units\n  - stop: 3 units\nYOUR NOTES FROM LAST TURN: Western group (e1+e3) pushing toward enemy base (12,16); tanks #227+#226+rockets #221/#222 advancing from east toward (28,22). Damaged #212(41%)/#148(25%)/#150(45%) home for repair. Cash $0 - cannot build, rely on existing production.", "raw": "{\"thoughts\": \"Cash is $0 so production is stalled waiting on harvester income; my western infantry group is closest to the suspected enemy base (12,16) so I'll keep pushing west to find it. Damaged vehicles go to the Service Depot to repair, and idle harvesters get back to mining.\", \"notes\": \"Western group (~8 inf at 27-31,18) pushing to (18,16) to locate enemy base. #227/#226/#221/#222 advancing from east. #212(41%),#148(25%),#150(45%) heading to fix@(92,18). Cash $0 - queues full, wait for ore.\", \"commands\": [{\"do\":\"move\",\"units\":[212,148,150],\"x\":92,\"y\":18},{\"do\":\"attack_move\",\"units\":[207,213,216,182,184,195,196,199],\"x\":18,\"y\":16},{\"do\":\"attack_move\",\"units\":[222,221,226,227],\"x\":30,\"y\":20},{\"do\":\"harvest\",\"unit\":225},{\"do\":\"harvest\",\"unit\":134}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1927, "completion_tokens": 912, "total_tokens": 2839, "cost": 0.001446708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001446708, "upstream_inference_prompt_cost": 0.000352308, "upstream_inference_completions_cost": 0.0010944}, "completion_tokens_details": {"reasoning_tokens": 671, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.56, "thoughts": "Cash is $0 so production is stalled waiting on harvester income; my western infantry group is closest to the suspected enemy base (12,16) so I'll keep pushing west to find it. Damaged vehicles go to the Service Depot to repair, and idle harvesters get back to mining.", "notes": "Western group (~8 inf at 27-31,18) pushing to (18,16) to locate enemy base. #227/#226/#221/#222 advancing from east. #212(41%),#148(25%),#150(45%) heading to fix@(92,18). Cash $0 - queues full, wait for ore.", "commands": [{"do": "move", "units": [212, 148, 150], "x": 92, "y": 18}, {"do": "attack_move", "units": [207, 213, 216, 182, 184, 195, 196, 199], "x": 18, "y": 16}, {"do": "attack_move", "units": [222, 221, 226, 227], "x": 30, "y": 20}, {"do": "harvest", "unit": 225}, {"do": "harvest", "unit": 134}], "feedback": ["move: 3 units", "attack_move: 8 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 8100, "deaths_cost": 2100, "units_killed": 29, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 21700, "army_value": 5400, "income": 8000, "experience": 81, "order_count": 78}}
{"tick": 13001, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:40 (tick 13001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $3690 (storage 4000), power 300 made / 150 used, harvesters 3.\nSCORE: assets $13000, army $3300, killed $2100 (19 units, 0 bldgs), lost $8100 (29 units, 1 bldgs). Map explored 20.8%.\nPRODUCTION: Building: weap 32%; Vehicle: v2rl 72%; Vehicle: v2rl 0%; Vehicle: v2rl 0%; Vehicle: v2rl 0%; Vehicle: v2rl 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, 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, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 99%, #153 weap@(15,14) 38%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%, #215 dome@(15,17) 96%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #137@(9,24)85% #169@(6,26) #192@(4,29)\nVISIBLE ENEMY UNITS (8):\n  #182 e1@(18,16) 100%, #184 e1@(18,16) 100%, #195 e1@(18,16) 100%, #196 e1@(18,16) 90%, #199 e1@(18,16) 100%, #207 e3@(20,16) 95%, #213 e3@(19,16) 100%, #216 e3@(20,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #153: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely near (95,11), still unexplored. Three harvesters; V2 launchers queued. Repair War Factory #153.", "raw": "{\"thoughts\":\"Enemy infantry and rocket soldiers are already near the base, so prioritize a defensive infantry screen while the War Factory is repaired. The queued V2 launchers are poorly suited to fighting infantry; cancel several and use the production capacity for a harvester and anti-armor units instead.\",\"notes\":\"Enemy infantry/rockets at (18\u201320,16); likely base near (95,11), still unexplored. Three harvesters mining. Defend base and scout/attack enemy once army is ready.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"cancel\",\"item\":\"v2rl\"},{\"do\":\"cancel\",\"item\":\"v2rl\"},{\"do\":\"cancel\",\"item\":\"v2rl\"},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"defend\"},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":19,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1577, "completion_tokens": 447, "total_tokens": 2024, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1575, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004626325, "upstream_inference_prompt_cost": 0.0002167825, "upstream_inference_completions_cost": 0.00024585}, "completion_tokens_details": {"reasoning_tokens": 230, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.8, "thoughts": "Enemy infantry and rocket soldiers are already near the base, so prioritize a defensive infantry screen while the War Factory is repaired. The queued V2 launchers are poorly suited to fighting infantry; cancel several and use the production capacity for a harvester and anti-armor units instead.", "notes": "Enemy infantry/rockets at (18\u201320,16); likely base near (95,11), still unexplored. Three harvesters mining. Defend base and scout/attack enemy once army is ready.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "cancel", "item": "v2rl"}, {"do": "cancel", "item": "v2rl"}, {"do": "cancel", "item": "v2rl"}, {"do": "train", "item": "harv", "count": 1}, {"do": "stance", "units": "all_army", "stance": "defend"}, {"do": "attack_move", "units": "idle_army", "x": 19, "y": 16}], "feedback": ["train 5x e1: queued", "train 3x e3: queued", "train 1x harv: queued", "stance: no valid unit ids of yours", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 8100, "units_killed": 19, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 13000, "army_value": 0, "income": 7050, "experience": 21, "order_count": 55}}
{"tick": 13001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:40 (tick 13001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $9 (storage 6000), power 300 made / 170 used, harvesters 5.\nSCORE: assets $22300, army $11500, killed $8100 (29 units, 1 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 31.2%.\nPRODUCTION: Building: proc 71%; Building: barr 0%; Vehicle: 3tnk 75%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 9%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%, #224 proc@(90,11) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #212@(81,26)41% #227@(49,27)\n  e1 (Rifle Infantry) x7: #150@(90,18)45%* #182@(18,16)* #184@(18,16) #195@(18,16)* #196@(18,16)90%* #199@(18,16)* #222@(44,27)\n  e3 (Rocket Soldier) x8: #207@(20,16)95% #213@(19,16) #216@(20,16) #221@(45,27) #226@(57,28) #228@(78,12) #229@(87,9) #230@(96,9)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x5: #134@(105,26)79% #167@(103,25) #194@(99,18) #198@(105,27) #225@(88,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #153 weap@(15,14) 38%, #215 dome@(15,17) 96%\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 3 units\n  - attack_move: 8 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Western group (~8 inf at 27-31,18) pushing to (18,16) to locate enemy base. #227/#226/#221/#222 advancing from east. #212(41%),#148(25%),#150(45%) heading to fix@(92,18). Cash $0 - queues full, wait for ore.", "raw": "{\"thoughts\": \"Enemy base is located at the SW: weap@(15,14) at 38% and dome@(15,17). My western infantry group (~8 units) is right there and can finish it. Cash is $0 so I must keep harvesters mining and push the attack. Regroup the scattered eastern units toward the enemy base and send damaged units back to repair.\", \"notes\": \"Enemy base found: weap#153@(15,14) 38%, dome#215@(15,17) 96%. Western inf [182,184,195,196,199,207,213,216] attacking (15,15). #227 3tnk + #228/#229/#230 e3 converging from east. #212/#148/#150 -> fix@(92,18). Cash $0, harvesters must keep mining.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [182, 184, 195, 196, 199, 207, 213, 216], \"x\": 15, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [227, 228, 229, 230], \"x\": 20, \"y\": 18}, {\"do\": \"move\", \"units\": [212, 148, 150], \"x\": 92, \"y\": 18}, {\"do\": \"harvest\", \"unit\": 134}, {\"do\": \"harvest\", \"unit\": 167}, {\"do\": \"harvest\", \"unit\": 194}, {\"do\": \"harvest\", \"unit\": 198}, {\"do\": \"harvest\", \"unit\": 225}, {\"do\": \"rally\", \"building\": 143, \"x\": 20, \"y\": 18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1952, "completion_tokens": 1392, "total_tokens": 3344, "cost": 0.002030208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002030208, "upstream_inference_prompt_cost": 0.000359808, "upstream_inference_completions_cost": 0.0016704}, "completion_tokens_details": {"reasoning_tokens": 1002, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.4, "thoughts": "Enemy base is located at the SW: weap@(15,14) at 38% and dome@(15,17). My western infantry group (~8 units) is right there and can finish it. Cash is $0 so I must keep harvesters mining and push the attack. Regroup the scattered eastern units toward the enemy base and send damaged units back to repair.", "notes": "Enemy base found: weap#153@(15,14) 38%, dome#215@(15,17) 96%. Western inf [182,184,195,196,199,207,213,216] attacking (15,15). #227 3tnk + #228/#229/#230 e3 converging from east. #212/#148/#150 -> fix@(92,18). Cash $0, harvesters must keep mining.", "commands": [{"do": "attack_move", "units": [182, 184, 195, 196, 199, 207, 213, 216], "x": 15, "y": 15}, {"do": "attack_move", "units": [227, 228, 229, 230], "x": 20, "y": 18}, {"do": "move", "units": [212, 148, 150], "x": 92, "y": 18}, {"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 167}, {"do": "harvest", "unit": 194}, {"do": "harvest", "unit": 198}, {"do": "harvest", "unit": 225}, {"do": "rally", "building": 143, "x": 20, "y": 18}], "feedback": ["attack_move: 8 units", "attack_move: 4 units", "move: 3 units", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 8100, "deaths_cost": 2100, "units_killed": 29, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 22300, "army_value": 6000, "income": 8000, "experience": 81, "order_count": 78}}
{"tick": 13201, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:48 (tick 13201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $3289 (storage 4000), power 300 made / 150 used, harvesters 3.\nSCORE: assets $13000, army $3300, killed $2100 (19 units, 0 bldgs), lost $8200 (30 units, 1 bldgs). Map explored 20.8%.\nPRODUCTION: Building: weap 49%; Vehicle: v2rl 100%; Vehicle: harv 0%; Vehicle: v2rl 0%; Infantry: e3 74%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, stek Soviet Tech Center $1500, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, sam SAM Site $700, 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, thf Thief $500\n  Vehicle: v2rl V2 Rocket Launcher $900, harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 97%, #153 weap@(15,14) 38%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%, #215 dome@(15,17) 66%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #137@(3,29)85% #169@(10,20) #192@(3,31)\nVISIBLE ENEMY UNITS (8):\n  #182 e1@(15,15) 98%, #184 e1@(15,15) 100%, #195 e1@(15,15) 98%, #196 e1@(15,15) 86%, #199 e1@(15,15) 73%, #207 e3@(16,15) 95%, #213 e3@(19,16) 100%, #216 e3@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - train 1x harv: queued\n  - stance: no valid unit ids of yours\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy infantry/rockets at (18\u201320,16); likely base near (95,11), still unexplored. Three harvesters mining. Defend base and scout/attack enemy once army is ready.", "raw": "{\"thoughts\":\"Enemy infantry and rockets are at our base while we have no combat units yet. Get the damaged War Factory repaired, keep infantry and vehicle production aimed toward the threat, and pull the harvesters away from the enemy cluster.\",\"notes\":\"Enemy infantry/rockets at (15\u201319,15\u201316); likely base near (95,11), unexplored. Three harvesters; no combat units currently. Rally production toward the threat and rebuild the army.\",\"commands\":[{\"do\":\"repair\",\"building\":153},{\"do\":\"rally\",\"building\":138,\"x\":20,\"y\":16},{\"do\":\"rally\",\"building\":153,\"x\":20,\"y\":16},{\"do\":\"move\",\"units\":[137,169,192],\"x\":5,\"y\":34},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"train\",\"item\":\"v2rl\",\"count\":3}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1672, "completion_tokens": 423, "total_tokens": 2095, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1670, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000462495, "upstream_inference_prompt_cost": 0.000229845, "upstream_inference_completions_cost": 0.00023265}, "completion_tokens_details": {"reasoning_tokens": 229, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "Enemy infantry and rockets are at our base while we have no combat units yet. Get the damaged War Factory repaired, keep infantry and vehicle production aimed toward the threat, and pull the harvesters away from the enemy cluster.", "notes": "Enemy infantry/rockets at (15\u201319,15\u201316); likely base near (95,11), unexplored. Three harvesters; no combat units currently. Rally production toward the threat and rebuild the army.", "commands": [{"do": "repair", "building": 153}, {"do": "rally", "building": 138, "x": 20, "y": 16}, {"do": "rally", "building": 153, "x": 20, "y": 16}, {"do": "move", "units": [137, 169, 192], "x": 5, "y": 34}, {"do": "train", "item": "e3", "count": 5}, {"do": "train", "item": "v2rl", "count": 3}], "feedback": ["repair #153: ordered", "rally #138: ordered", "rally #153: ordered", "move: 3 units", "train 5x e3: queued", "train 3x v2rl: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 8200, "units_killed": 19, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 13000, "army_value": 0, "income": 6850, "experience": 21, "order_count": 67}}
{"tick": 13201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:48 (tick 13201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $68 (storage 6000), power 300 made / 170 used, harvesters 5.\nSCORE: assets $22300, army $11500, killed $8200 (30 units, 1 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 31.9%.\nPRODUCTION: Building: proc 82%; Building: barr 0%; Vehicle: 3tnk 87%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 58%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%, #224 proc@(90,11) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #212@(89,21)41% #227@(37,22)\n  e1 (Rifle Infantry) x7: #150@(90,18)45%* #182@(15,15)98%* #184@(15,15)* #195@(15,15)98%* #196@(15,15)86%* #199@(15,15)73%* #222@(35,24)\n  e3 (Rocket Soldier) x8: #207@(16,15)95%* #213@(19,16) #216@(19,16) #221@(35,24) #226@(48,25) #228@(71,19) #229@(78,15) #230@(86,12)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x5: #134@(103,23)79% #167@(101,26) #194@(100,28) #198@(105,28) #225@(87,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (4):\n  #128 fact@(12,16) 100%, #138 barr@(12,13) 97%, #153 weap@(15,14) 38%, #215 dome@(15,17) 66%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack_move: 4 units\n  - move: 3 units\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy base found: weap#153@(15,14) 38%, dome#215@(15,17) 96%. Western inf [182,184,195,196,199,207,213,216] attacking (15,15). #227 3tnk + #228/#229/#230 e3 converging from east. #212/#148/#150 -> fix@(92,18). Cash $0, harvesters must keep mining.", "raw": "{\"thoughts\": \"Focusing fire on enemy War Factory #153 to cripple vehicle production while reinforcements stream across the map. Moving damaged tank to the Service Depot.\", \"notes\": \"Enemy weap#153 low hp, dome#215 and fact#128 located at (12,16). Forward team attacking weap. Reinforcements converging.\", \"commands\": [{\"do\": \"attack\", \"units\": [182, 184, 195, 196, 199, 207, 213, 216], \"target\": 153}, {\"do\": \"attack_move\", \"units\": [221, 222, 226, 227, 228, 229, 230], \"x\": 15, \"y\": 14}, {\"do\": \"move\", \"units\": [212], \"x\": 92, \"y\": 18}, {\"do\": \"harvest\", \"unit\": 225}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 2275, "completion_tokens": 1041, "total_tokens": 3316, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.01122, "upstream_inference_prompt_cost": 0.0034125, "upstream_inference_completions_cost": 0.0078075}, "completion_tokens_details": {"reasoning_tokens": 802, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.28, "thoughts": "Focusing fire on enemy War Factory #153 to cripple vehicle production while reinforcements stream across the map. Moving damaged tank to the Service Depot.", "notes": "Enemy weap#153 low hp, dome#215 and fact#128 located at (12,16). Forward team attacking weap. Reinforcements converging.", "commands": [{"do": "attack", "units": [182, 184, 195, 196, 199, 207, 213, 216], "target": 153}, {"do": "attack_move", "units": [221, 222, 226, 227, 228, 229, 230], "x": 15, "y": 14}, {"do": "move", "units": [212], "x": 92, "y": 18}, {"do": "harvest", "unit": 225}], "feedback": ["attack: 8 units", "attack_move: 7 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 8200, "deaths_cost": 2100, "units_killed": 30, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 22300, "army_value": 6000, "income": 8000, "experience": 82, "order_count": 78}}
{"tick": 13401, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 8:56 (tick 13401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $3524 (storage 4000), power 300 made / 120 used, harvesters 3.\nSCORE: assets $11300, army $3600, killed $2100 (19 units, 0 bldgs), lost $10200 (30 units, 2 bldgs). Map explored 21%.\nPRODUCTION: Building: weap 66%; Infantry: e3 85%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, sam SAM Site $700, 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, thf Thief $500\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 97%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%, #215 dome@(15,17) 66%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #232@(12,14)47%\n  harv (Ore Truck (harvester)) x3: #137@(4,33)85%* #169@(6,32) #192@(5,34)*\nVISIBLE ENEMY UNITS (9):\n  #182 e1@(15,15) 97%, #184 e1@(15,15) 100%, #195 e1@(15,15) 96%, #196 e1@(15,15) 82%, #199 e1@(15,15) 46%, #207 e3@(16,15) 95%, #213 e3@(19,16) 100%, #216 e3@(19,16) 100%, #227 3tnk@(24,20) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #153: ordered\n  - rally #138: ordered\n  - rally #153: ordered\n  - move: 3 units\n  - train 5x e3: queued\n  - train 3x v2rl: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry/rockets at (15\u201319,15\u201316); likely base near (95,11), unexplored. Three harvesters; no combat units currently. Rally production toward the threat and rebuild the army.", "raw": "{\"thoughts\":\"The enemy force is already close, including a heavy tank, while our only combat unit is badly damaged. Keep the rocket soldier out of immediate danger and let the queued rocket soldiers reinforce; the War Factory is nearly ready, so start producing tanks as soon as it completes.\",\"notes\":\"Enemy infantry/rocket group at (15\u201319,15\u201316), heavy tank at (24,20); likely enemy base near (95,11). War Factory building queue 66%; barracks has a long e3 queue. Protect harvesters and rebuild army.\",\"commands\":[{\"do\":\"move\",\"units\":[232],\"x\":11,\"y\":18},{\"do\":\"rally\",\"building\":138,\"x\":12,\"y\":18},{\"do\":\"rally\",\"building\":128,\"x\":17,\"y\":19}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1629, "completion_tokens": 407, "total_tokens": 2036, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1627, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0004477825, "upstream_inference_prompt_cost": 0.0002239325, "upstream_inference_completions_cost": 0.00022385}, "completion_tokens_details": {"reasoning_tokens": 232, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.75, "thoughts": "The enemy force is already close, including a heavy tank, while our only combat unit is badly damaged. Keep the rocket soldier out of immediate danger and let the queued rocket soldiers reinforce; the War Factory is nearly ready, so start producing tanks as soon as it completes.", "notes": "Enemy infantry/rocket group at (15\u201319,15\u201316), heavy tank at (24,20); likely enemy base near (95,11). War Factory building queue 66%; barracks has a long e3 queue. Protect harvesters and rebuild army.", "commands": [{"do": "move", "units": [232], "x": 11, "y": 18}, {"do": "rally", "building": 138, "x": 12, "y": 18}, {"do": "rally", "building": 128, "x": 17, "y": 19}], "feedback": ["move: 1 units", "rally #138: ordered", "rally #128: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 10200, "units_killed": 19, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 11300, "army_value": 300, "income": 6350, "experience": 21, "order_count": 75}}
{"tick": 13401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:56 (tick 13401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $285 (storage 6000), power 300 made / 170 used, harvesters 5.\nSCORE: assets $22300, army $11500, killed $10200 (30 units, 2 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 32.5%.\nPRODUCTION: Building: proc 85%; Building: barr 0%; Vehicle: 3tnk 91%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 72%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%, #224 proc@(90,11) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x2: #212@(90,20)41%* #227@(24,20)\n  e1 (Rifle Infantry) x7: #150@(90,18)45%* #182@(15,15)97% #184@(15,15) #195@(15,15)96% #196@(15,15)82% #199@(15,15)46% #222@(27,20)\n  e3 (Rocket Soldier) x8: #207@(16,15)95% #213@(19,16) #216@(19,16) #221@(27,20) #226@(37,24) #228@(63,26) #229@(70,22) #230@(77,16)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x5: #134@(96,16)79% #167@(95,17) #194@(99,26) #198@(97,20) #225@(83,6)\nVISIBLE ENEMY UNITS (1):\n  #232 e3@(12,14) 47%\nVISIBLE ENEMY BUILDINGS (3):\n  #128 fact@(12,16) 100%, #138 barr@(12,13) 97%, #215 dome@(15,17) 66%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - attack_move: 7 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy weap#153 low hp, dome#215 and fact#128 located at (12,16). Forward team attacking weap. Reinforcements converging.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.13, "thoughts": "(no valid response)", "notes": "Enemy weap#153 low hp, dome#215 and fact#128 located at (12,16). Forward team attacking weap. Reinforcements converging.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 10200, "deaths_cost": 2100, "units_killed": 30, "units_lost": 19, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 22300, "army_value": 6000, "income": 7325, "experience": 102, "order_count": 78}}
{"tick": 13601, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 9:04 (tick 13601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $2860 (storage 4000), power 300 made / 120 used, harvesters 3.\nSCORE: assets $11000, army $3300, killed $2100 (19 units, 0 bldgs), lost $10800 (32 units, 2 bldgs). Map explored 21%.\nPRODUCTION: Building: weap 82%; Infantry: e3 95%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, afld Airfield $500, powr Power Plant $300, apwr Advanced Power Plant $500, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, sam SAM Site $700, 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, thf Thief $500\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 88%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%, #215 dome@(15,17) 35%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #137@(4,33)85%* #169@(6,33)* #192@(5,34)*\nVISIBLE ENEMY UNITS (11):\n  #182 e1@(15,15) 97%, #184 e1@(15,15) 100%, #195 e1@(15,15) 96%, #196 e1@(15,15) 82%, #199 e1@(15,15) 46%, #207 e3@(16,15) 95%, #213 e3@(19,16) 100%, #216 e3@(19,16) 100%, #221 e3@(19,16) 100%, #222 e1@(19,16) 100%, #227 3tnk@(21,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #138: ordered\n  - rally #128: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry/rocket group at (15\u201319,15\u201316), heavy tank at (24,20); likely enemy base near (95,11). War Factory building queue 66%; barracks has a long e3 queue. Protect harvesters and rebuild army.", "raw": "{\"thoughts\":\"Enemy infantry, rocket soldiers, and a heavy tank are already near our base, while we have no combat units on the field. Keep rocket soldiers coming, finish the War Factory, and repair the damaged Radar Dome.\",\"notes\":\"Enemy force near (15\u201321,15\u201316), including a heavy tank; likely base near (95,11). Three harvesters idle near (4\u20136,33). War Factory is 82% complete; defend base with queued e3.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"rally\",\"building\":138,\"x\":20,\"y\":16},{\"do\":\"repair\",\"building\":215}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1606, "completion_tokens": 394, "total_tokens": 2000, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1604, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00043747, "upstream_inference_prompt_cost": 0.00022077, "upstream_inference_completions_cost": 0.0002167}, "completion_tokens_details": {"reasoning_tokens": 245, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.36, "thoughts": "Enemy infantry, rocket soldiers, and a heavy tank are already near our base, while we have no combat units on the field. Keep rocket soldiers coming, finish the War Factory, and repair the damaged Radar Dome.", "notes": "Enemy force near (15\u201321,15\u201316), including a heavy tank; likely base near (95,11). Three harvesters idle near (4\u20136,33). War Factory is 82% complete; defend base with queued e3.", "commands": [{"do": "train", "item": "e3", "count": 5}, {"do": "rally", "building": 138, "x": 20, "y": 16}, {"do": "repair", "building": 215}], "feedback": ["train 5x e3: queued", "rally #138: ordered", "repair #215: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 10800, "units_killed": 19, "units_lost": 32, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 11000, "army_value": 0, "income": 5900, "experience": 21, "order_count": 75}}
{"tick": 13601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:04 (tick 13601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $158 (storage 6000), power 300 made / 170 used, harvesters 5.\nSCORE: assets $23950, army $13150, killed $10800 (32 units, 2 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 32.5%.\nPRODUCTION: Building: proc READY TO PLACE; Building: barr 0%; Vehicle: 3tnk 16%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%, #224 proc@(90,11) 100%\nYOUR UNITS (27) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x3: #212@(90,20)41%* #227@(21,16)* #235@(87,13)\n  e1 (Rifle Infantry) x9: #150@(90,18)45%* #182@(15,15)97%* #184@(15,15)* #195@(15,15)96%* #196@(15,15)82%* #199@(15,15)46%* #222@(19,16) #238@(94,9) #239@(96,8)\n  e3 (Rocket Soldier) x9: #207@(16,15)95%* #213@(19,16) #216@(19,16) #221@(19,16) #226@(28,21) #228@(53,27) #229@(62,27) #230@(70,22) #234@(89,9)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x5: #134@(104,24)79% #167@(96,19) #194@(99,14) #198@(96,16) #225@(88,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #128 fact@(12,16) 100%, #138 barr@(12,13) 88%, #215 dome@(15,17) 35%\nYOUR NOTES FROM LAST TURN: Enemy weap#153 low hp, dome#215 and fact#128 located at (12,16). Forward team attacking weap. Reinforcements converging.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "latency_s": 5.25, "thoughts": "(no valid response)", "notes": "Enemy weap#153 low hp, dome#215 and fact#128 located at (12,16). Forward team attacking weap. Reinforcements converging.", "commands": [], "feedback": ["(auto) placed ready proc near base because you did not place it"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 10800, "deaths_cost": 2100, "units_killed": 32, "units_lost": 19, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 23950, "army_value": 7650, "income": 8000, "experience": 108, "order_count": 78}}
{"tick": 13801, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 9:12 (tick 13801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $2196 (storage 4000), power 300 made / 80 used, harvesters 3.\nSCORE: assets $9500, army $3300, killed $2100 (19 units, 0 bldgs), lost $12900 (34 units, 3 bldgs). Map explored 21%.\nPRODUCTION: Building: weap 99%; Infantry: e3 5%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 100%, #138 barr@(12,13) 76%, #168 proc@(10,19) 100%, #173 powr@(10,13) 100%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #137@(4,33)85%* #169@(6,33)* #192@(5,34)*\nVISIBLE ENEMY UNITS (8):\n  #182 e1@(15,15) 97%, #184 e1@(15,15) 100%, #195 e1@(15,15) 96%, #196 e1@(15,15) 82%, #199 e1@(15,15) 46%, #207 e3@(16,15) 95%, #221 e3@(17,16) 100%, #222 e1@(16,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e3: queued\n  - rally #138: ordered\n  - repair #215: ordered\nYOUR NOTES FROM LAST TURN: Enemy force near (15\u201321,15\u201316), including a heavy tank; likely base near (95,11). Three harvesters idle near (4\u20136,33). War Factory is 82% complete; defend base with queued e3.", "raw": "{\"thoughts\":\"I have no combat units while enemy infantry and rocket soldiers are already at my base. Get all three harvesters mining, finish and place the War Factory, and direct new infantry toward the threat; then start tank production as soon as funds allow.\",\"notes\":\"Enemy force is at (15\u201321,15\u201316); likely base near (95,11). Three harvesters are idle at (4\u20136,33). War Factory building is 99% complete; prioritize defending the home base and producing tanks once it is available.\",\"commands\":[{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"harvest\",\"unit\":192},{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"rally\",\"building\":138,\"x\":17,\"y\":16}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1550, "completion_tokens": 370, "total_tokens": 1920, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1548, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00041657, "upstream_inference_prompt_cost": 0.00021307, "upstream_inference_completions_cost": 0.0002035}, "completion_tokens_details": {"reasoning_tokens": 196, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.1, "thoughts": "I have no combat units while enemy infantry and rocket soldiers are already at my base. Get all three harvesters mining, finish and place the War Factory, and direct new infantry toward the threat; then start tank production as soon as funds allow.", "notes": "Enemy force is at (15\u201321,15\u201316); likely base near (95,11). Three harvesters are idle at (4\u20136,33). War Factory building is 99% complete; prioritize defending the home base and producing tanks once it is available.", "commands": [{"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "harvest", "unit": 192}, {"do": "place", "item": "weap"}, {"do": "rally", "building": 138, "x": 17, "y": 16}], "feedback": ["place weap: nothing READY TO PLACE with that type", "rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 12900, "units_killed": 19, "units_lost": 34, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9500, "army_value": 0, "income": 5350, "experience": 21, "order_count": 80}}
{"tick": 13801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:12 (tick 13801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $676 (storage 8000), power 300 made / 200 used, harvesters 6.\nSCORE: assets $26750, army $14550, killed $12900 (34 units, 3 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 33%.\nPRODUCTION: Building: barr 64%; Vehicle: 3tnk 45%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e1 28%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%, #224 proc@(90,11) 100%, #240 proc@(99,7) 100%\nYOUR UNITS (31) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x3: #212@(90,20)41%* #227@(21,16)* #235@(75,13)\n  e1 (Rifle Infantry) x12: #150@(90,18)45%* #182@(15,15)97%* #184@(15,15)* #195@(15,15)96%* #196@(15,15)82%* #199@(15,15)46%* #222@(16,16) #238@(83,10) #239@(87,9) #243@(90,9) #244@(93,9) #245@(96,9)\n  e3 (Rocket Soldier) x9: #207@(16,15)95%* #213@(19,16)* #216@(19,16)* #221@(17,16) #226@(19,16) #228@(45,23) #229@(52,27) #230@(61,27) #234@(79,11)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x6: #134@(103,24)79% #167@(103,28) #194@(98,18) #198@(101,23) #225@(85,10) #241@(92,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #128 fact@(12,16) 100%, #138 barr@(12,13) 76%\nRESULTS OF YOUR LAST COMMANDS:\n  - (auto) placed ready proc near base because you did not place it\nYOUR NOTES FROM LAST TURN: Enemy weap#153 low hp, dome#215 and fact#128 located at (12,16). Forward team attacking weap. Reinforcements converging.", "raw": "{\"thoughts\": \"Enemy base is exposed with only 2 visible buildings (fact #128, barr #138). I have a forward cluster of infantry/rockets and a heavy tank already at the enemy doorstep \u2014 push them in. Meanwhile pull damaged units back to the service depot to repair.\", \"notes\": \"Attacking enemy base at ~(12,16): fact#128, barr#138. Forward team at (15-21,15-16) attacking. Stragglers #228-230 moving in from east. Damaged 3tnk#212 and ftrk#148 sent to fix#165. Cash is $0 \u2014 harvesters must recover economy.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[182,184,195,196,199,222,207,213,216,221,226,227],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[228,229,230],\"x\":13,\"y\":16},{\"do\":\"move\",\"units\":[212,148],\"x\":92,\"y\":18},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":143,\"x\":30,\"y\":18},{\"do\":\"rally\",\"building\":147,\"x\":30,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1930, "completion_tokens": 1003, "total_tokens": 2933, "cost": 0.001556808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001556808, "upstream_inference_prompt_cost": 0.000353208, "upstream_inference_completions_cost": 0.0012036}, "completion_tokens_details": {"reasoning_tokens": 717, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.7, "thoughts": "Enemy base is exposed with only 2 visible buildings (fact #128, barr #138). I have a forward cluster of infantry/rockets and a heavy tank already at the enemy doorstep \u2014 push them in. Meanwhile pull damaged units back to the service depot to repair.", "notes": "Attacking enemy base at ~(12,16): fact#128, barr#138. Forward team at (15-21,15-16) attacking. Stragglers #228-230 moving in from east. Damaged 3tnk#212 and ftrk#148 sent to fix#165. Cash is $0 \u2014 harvesters must recover economy.", "commands": [{"do": "attack_move", "units": [182, 184, 195, 196, 199, 222, 207, 213, 216, 221, 226, 227], "x": 12, "y": 16}, {"do": "attack_move", "units": [228, 229, 230], "x": 13, "y": 16}, {"do": "move", "units": [212, 148], "x": 92, "y": 18}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 143, "x": 30, "y": 18}, {"do": "rally", "building": 147, "x": 30, "y": 18}], "feedback": ["attack_move: 12 units", "attack_move: 3 units", "move: 2 units", "train 2x 3tnk: queued", "train 3x e3: queued", "rally #143: ordered", "rally #147: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 12900, "deaths_cost": 2100, "units_killed": 34, "units_lost": 19, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 26750, "army_value": 7950, "income": 9000, "experience": 129, "order_count": 79}}
{"tick": 14001, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 9:20 (tick 14001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1853 (storage 4000), power 298 made / 80 used, harvesters 3.\nSCORE: assets $9500, army $3300, killed $2100 (19 units, 0 bldgs), lost $13200 (35 units, 3 bldgs). Map explored 21%.\nPRODUCTION: Building: weap READY TO PLACE; Infantry: e3 16%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 58%, #138 barr@(12,13) 61%, #168 proc@(10,19) 100%, #173 powr@(10,13) 98%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #137@(7,28)85% #169@(7,30) #192@(9,25)\nVISIBLE ENEMY UNITS (12):\n  #182 e1@(12,14) 97%, #184 e1@(12,14) 100%, #195 e1@(12,14) 96%, #196 e1@(12,14) 82%, #199 e1@(12,14) 46%, #207 e3@(13,14) 95%, #213 e3@(16,16) 100%, #216 e3@(16,16) 100%, #221 e3@(17,16) 100%, #222 e1@(16,16) 100%, #226 e3@(16,16) 100%, #227 3tnk@(15,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Enemy force is at (15\u201321,15\u201316); likely base near (95,11). Three harvesters are idle at (4\u20136,33). War Factory building is 99% complete; prioritize defending the home base and producing tanks once it is available.", "raw": "{\"thoughts\":\"The enemy force is already at the base, and I have no combat units available yet. Get the War Factory placed and keep the Rocket Soldier queue producing to counter its tanks; the harvesters need to keep mining so production can continue.\",\"notes\":\"Enemy force at (12\u201317,14\u201316), including a Heavy Tank. Likely enemy base near (95,11). Prioritize defending home and getting armor once the War Factory is placed.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1591, "completion_tokens": 265, "total_tokens": 1856, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1589, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003644575, "upstream_inference_prompt_cost": 0.0002187075, "upstream_inference_completions_cost": 0.00014575}, "completion_tokens_details": {"reasoning_tokens": 139, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.87, "thoughts": "The enemy force is already at the base, and I have no combat units available yet. Get the War Factory placed and keep the Rocket Soldier queue producing to counter its tanks; the harvesters need to keep mining so production can continue.", "notes": "Enemy force at (12\u201317,14\u201316), including a Heavy Tank. Likely enemy base near (95,11). Prioritize defending home and getting armor once the War Factory is placed.", "commands": [{"do": "place", "item": "weap"}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 13200, "units_killed": 19, "units_lost": 35, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9500, "army_value": 0, "income": 4850, "experience": 21, "order_count": 80}}
{"tick": 14001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:20 (tick 14001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 8000), power 300 made / 200 used, harvesters 6.\nSCORE: assets $26850, army $14650, killed $13200 (35 units, 3 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 33.9%.\nPRODUCTION: Building: barr READY TO PLACE; Vehicle: 3tnk 67%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 58%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%, #224 proc@(90,11) 100%, #240 proc@(99,7) 100%\nYOUR UNITS (32) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x3: #212@(90,20)41%* #227@(15,14) #235@(66,21)\n  e1 (Rifle Infantry) x13: #150@(90,18)45%* #182@(12,14)97%* #184@(12,14)* #195@(12,14)96%* #196@(12,14)82%* #199@(12,14)46%* #222@(16,16) #238@(75,15) #239@(77,13) #243@(80,10) #244@(83,10) #245@(86,10) #247@(89,10)\n  e3 (Rocket Soldier) x9: #207@(13,14)95%* #213@(16,16) #216@(16,16) #221@(17,16) #226@(16,16) #228@(37,16) #229@(44,22) #230@(52,27) #234@(72,18)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x6: #134@(104,24)79% #167@(97,24) #194@(101,29) #198@(106,28) #225@(83,5) #241@(88,3)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (4):\n  #126 powr@(10,16) 100%, #128 fact@(12,16) 58%, #138 barr@(12,13) 61%, #173 powr@(10,13) 98%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - attack_move: 3 units\n  - move: 2 units\n  - train 2x 3tnk: queued\n  - train 3x e3: queued\n  - rally #143: ordered\n  - rally #147: ordered\nYOUR NOTES FROM LAST TURN: Attacking enemy base at ~(12,16): fact#128, barr#138. Forward team at (15-21,15-16) attacking. Stragglers #228-230 moving in from east. Damaged 3tnk#212 and ftrk#148 sent to fix#165. Cash is $0 \u2014 harvesters must recover economy.", "raw": "{\"thoughts\": \"Cash is $0 so everything is stalled \u2014 economy recovery is the top priority, so all 6 harvesters must go mine. Place the ready barracks, then keep pressing the attack on the enemy base to finish off the fact#128 (58% hp). Stragglers and forward troops converge on the enemy base.\", \"notes\": \"Enemy base ~(12,16): fact#128 (target), barr#138, powr#126/#173. Forward team at (12-16,14-16) attacking; stragglers #228-230,#235 moving in. Cash $0 \u2014 harvesters sent mining, place barr, resume production next turn.\", \"commands\": [{\"do\": \"place\", \"item\": \"barr\"}, {\"do\": \"harvest\", \"unit\": 134}, {\"do\": \"harvest\", \"unit\": 167}, {\"do\": \"harvest\", \"unit\": 194}, {\"do\": \"harvest\", \"unit\": 198}, {\"do\": \"harvest\", \"unit\": 225}, {\"do\": \"harvest\", \"unit\": 241}, {\"do\": \"attack_move\", \"units\": [182, 184, 195, 196, 199, 207, 222, 213, 216, 221, 226, 227], \"x\": 13, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [228, 229, 230, 235], \"x\": 13, \"y\": 15}, {\"do\": \"attack\", \"units\": [182, 184, 195, 196, 199, 207], \"target\": 128}, {\"do\": \"rally\", \"building\": 143, \"x\": 12, \"y\": 15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2097, "completion_tokens": 1389, "total_tokens": 3486, "cost": 0.002070108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002070108, "upstream_inference_prompt_cost": 0.000403308, "upstream_inference_completions_cost": 0.0016668}, "completion_tokens_details": {"reasoning_tokens": 1000, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.16, "thoughts": "Cash is $0 so everything is stalled \u2014 economy recovery is the top priority, so all 6 harvesters must go mine. Place the ready barracks, then keep pressing the attack on the enemy base to finish off the fact#128 (58% hp). Stragglers and forward troops converge on the enemy base.", "notes": "Enemy base ~(12,16): fact#128 (target), barr#138, powr#126/#173. Forward team at (12-16,14-16) attacking; stragglers #228-230,#235 moving in. Cash $0 \u2014 harvesters sent mining, place barr, resume production next turn.", "commands": [{"do": "place", "item": "barr"}, {"do": "harvest", "unit": 134}, {"do": "harvest", "unit": 167}, {"do": "harvest", "unit": 194}, {"do": "harvest", "unit": 198}, {"do": "harvest", "unit": 225}, {"do": "harvest", "unit": 241}, {"do": "attack_move", "units": [182, 184, 195, 196, 199, 207, 222, 213, 216, 221, 226, 227], "x": 13, "y": 15}, {"do": "attack_move", "units": [228, 229, 230, 235], "x": 13, "y": 15}, {"do": "attack", "units": [182, 184, 195, 196, 199, 207], "target": 128}, {"do": "rally", "building": 143, "x": 12, "y": 15}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 12 units", "attack_move: 4 units", "attack: 6 units", "rally #143: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 13200, "deaths_cost": 2100, "units_killed": 35, "units_lost": 19, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 26850, "army_value": 8050, "income": 8000, "experience": 132, "order_count": 84}}
{"tick": 14201, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 9:28 (tick 14201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $2021 (storage 4000), power 297 made / 110 used, harvesters 3.\nSCORE: assets $9500, army $3300, killed $2100 (19 units, 0 bldgs), lost $15500 (36 units, 4 bldgs). Map explored 21%.\nPRODUCTION: Infantry: e3 26%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  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  #126 powr@(10,16) 100%, #138 barr@(12,13) 58%, #168 proc@(10,19) 100%, #173 powr@(10,13) 97%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%, #249 weap@(15,18) 84%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #137@(10,20)85% #169@(9,22) #192@(8,22)\nVISIBLE ENEMY UNITS (12):\n  #182 e1@(12,14) 97%, #184 e1@(12,14) 100%, #195 e1@(12,14) 96%, #196 e1@(12,14) 82%, #199 e1@(12,14) 51%, #207 e3@(13,14) 95%, #213 e3@(16,16) 100%, #216 e3@(16,16) 100%, #221 e3@(17,16) 100%, #222 e1@(16,16) 100%, #226 e3@(16,16) 100%, #227 3tnk@(15,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy force at (12\u201317,14\u201316), including a Heavy Tank. Likely enemy base near (95,11). Prioritize defending home and getting armor once the War Factory is placed.", "raw": "{\"thoughts\":\"The enemy force, including a Heavy Tank, is dangerously close to my base, and I have no combat units in the field. The queued Rocket Soldiers are my best immediate defense against the tank; rally them to the threatened area and avoid exposing the harvesters.\",\"notes\":\"Enemy force at (12\u201317,14\u201316), including Heavy Tank. Rally new Rocket Soldiers to defend around (17,17); use them against armor when they arrive. Likely enemy base near (95,11).\",\"commands\":[{\"do\":\"rally\",\"building\":138,\"x\":17,\"y\":17},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"harvest\",\"unit\":192}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1557, "completion_tokens": 461, "total_tokens": 2018, "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": 0.0004675825, "upstream_inference_prompt_cost": 0.0002140325, "upstream_inference_completions_cost": 0.00025355}, "completion_tokens_details": {"reasoning_tokens": 302, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.55, "thoughts": "The enemy force, including a Heavy Tank, is dangerously close to my base, and I have no combat units in the field. The queued Rocket Soldiers are my best immediate defense against the tank; rally them to the threatened area and avoid exposing the harvesters.", "notes": "Enemy force at (12\u201317,14\u201316), including Heavy Tank. Rally new Rocket Soldiers to defend around (17,17); use them against armor when they arrive. Likely enemy base near (95,11).", "commands": [{"do": "rally", "building": 138, "x": 17, "y": 17}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "harvest", "unit": 192}], "feedback": ["rally #138: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 15500, "units_killed": 19, "units_lost": 36, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 9500, "army_value": 0, "income": 4850, "experience": 21, "order_count": 86}}
{"tick": 14201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:28 (tick 14201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $402 (storage 8000), power 300 made / 220 used, harvesters 6.\nSCORE: assets $27350, army $14650, killed $15500 (36 units, 4 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 34.2%.\nPRODUCTION: Vehicle: 3tnk 71%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 75%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%, #224 proc@(90,11) 100%, #240 proc@(99,7) 100%, #250 barr@(91,8) 100%\nYOUR UNITS (32) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x3: #212@(90,20)41%* #227@(15,14) #235@(57,28)\n  e1 (Rifle Infantry) x13: #150@(90,18)45%* #182@(12,14)97%* #184@(12,14)* #195@(12,14)96%* #196@(12,14)82%* #199@(12,14)51%* #222@(16,16) #238@(70,20)* #239@(70,20)* #243@(72,18) #244@(74,16) #245@(77,13) #247@(80,14)\n  e3 (Rocket Soldier) x9: #207@(13,14)95%* #213@(16,16) #216@(16,16) #221@(17,16) #226@(16,16) #228@(26,16) #229@(34,21) #230@(41,26) #234@(70,20)*\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x6: #134@(97,17)79% #167@(96,16) #194@(101,25) #198@(99,21) #225@(90,12) #241@(87,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (4):\n  #126 powr@(10,16) 100%, #138 barr@(12,13) 58%, #173 powr@(10,13) 97%, #249 weap@(15,18) 84%\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 12 units\n  - attack_move: 4 units\n  - attack: 6 units\n  - rally #143: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16): fact#128 (target), barr#138, powr#126/#173. Forward team at (12-16,14-16) attacking; stragglers #228-230,#235 moving in. Cash $0 \u2014 harvesters sent mining, place barr, resume production next turn.", "raw": "{\"thoughts\": \"Enemy base is nearly wiped out \u2014 their Construction Yard is gone and only 4 buildings remain. Cash is $0 so production is stalled; harvesters must keep mining. I'll send the forward team to finish off the remaining buildings, pull damaged vehicles to the service depot, and rally new units toward the enemy.\", \"notes\": \"Enemy base ~(12,15): barr#138(58%), weap#249(84%), powr#126, powr#173. Fact already destroyed. Forward team attacking; damaged #212/#148 to fix. Cash $0, harvesters mining. Finish off remaining buildings.\", \"commands\": [{\"do\":\"attack\",\"units\":[182,184,195,196,199,207],\"target\":138},{\"do\":\"attack\",\"units\":[213,216,221,226],\"target\":249},{\"do\":\"attack\",\"units\":[227,228,229,230],\"target\":126},{\"do\":\"move\",\"units\":[212,148],\"x\":92,\"y\":18},{\"do\":\"rally\",\"building\":143,\"x\":20,\"y\":16},{\"do\":\"rally\",\"building\":147,\"x\":20,\"y\":16},{\"do\":\"rally\",\"building\":250,\"x\":20,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2077, "completion_tokens": 1868, "total_tokens": 3945, "cost": 0.002638908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002638908, "upstream_inference_prompt_cost": 0.000397308, "upstream_inference_completions_cost": 0.0022416}, "completion_tokens_details": {"reasoning_tokens": 1603, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.2, "thoughts": "Enemy base is nearly wiped out \u2014 their Construction Yard is gone and only 4 buildings remain. Cash is $0 so production is stalled; harvesters must keep mining. I'll send the forward team to finish off the remaining buildings, pull damaged vehicles to the service depot, and rally new units toward the enemy.", "notes": "Enemy base ~(12,15): barr#138(58%), weap#249(84%), powr#126, powr#173. Fact already destroyed. Forward team attacking; damaged #212/#148 to fix. Cash $0, harvesters mining. Finish off remaining buildings.", "commands": [{"do": "attack", "units": [182, 184, 195, 196, 199, 207], "target": 138}, {"do": "attack", "units": [213, 216, 221, 226], "target": 249}, {"do": "attack", "units": [227, 228, 229, 230], "target": 126}, {"do": "move", "units": [212, 148], "x": 92, "y": 18}, {"do": "rally", "building": 143, "x": 20, "y": 16}, {"do": "rally", "building": 147, "x": 20, "y": 16}, {"do": "rally", "building": 250, "x": 20, "y": 16}], "feedback": ["attack: 6 units", "attack: 4 units", "attack: 4 units", "move: 2 units", "rally #143: ordered", "rally #147: ordered", "rally #250: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 15500, "deaths_cost": 2100, "units_killed": 36, "units_lost": 19, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 27350, "army_value": 8050, "income": 8000, "experience": 155, "order_count": 85}}
{"tick": 14401, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 9:36 (tick 14401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $2800 (storage 4000), power 252 made / 90 used, harvesters 3.\nSCORE: assets $9300, army $3600, killed $2100 (19 units, 0 bldgs), lost $16000 (36 units, 5 bldgs). Map explored 21%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\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  #126 powr@(10,16) 55%, #168 proc@(10,19) 100%, #173 powr@(10,13) 97%, #179 powr@(8,16) 100%, #191 proc@(13,20) 100%, #249 weap@(15,18) 34%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #253@(11,14)65%\n  harv (Ore Truck (harvester)) x3: #137@(5,28)85% #169@(10,20) #192@(3,29)\nVISIBLE ENEMY UNITS (13):\n  #182 e1@(12,14) 96%, #184 e1@(12,14) 100%, #195 e1@(12,14) 96%, #196 e1@(12,14) 80%, #199 e1@(12,14) 53%, #207 e3@(13,14) 95%, #213 e3@(16,16) 100%, #216 e3@(16,16) 100%, #221 e3@(17,16) 100%, #222 e1@(16,16) 100%, #226 e3@(16,16) 100%, #227 3tnk@(14,14) 100%, #228 e3@(15,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #138: ordered\nYOUR NOTES FROM LAST TURN: Enemy force at (12\u201317,14\u201316), including Heavy Tank. Rally new Rocket Soldiers to defend around (17,17); use them against armor when they arrive. Likely enemy base near (95,11).", "raw": "{\"thoughts\":\"The enemy force is directly on the base, while our War Factory is badly damaged and no combat production is available. Focus the Rocket Soldier on the Heavy Tank and pull the exposed harvesters away; keep the existing harvesters mining so cash can recover.\",\"notes\":\"Enemy army is pressing at (12\u201317,14\u201316), including Heavy Tank #227. Three harvesters remain; prioritize restoring combat production once funds allow.\",\"commands\":[{\"do\":\"attack\",\"units\":[253],\"target\":227},{\"do\":\"move\",\"units\":[137,169,192],\"x\":5,\"y\":27},{\"do\":\"repair\",\"building\":249}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1422, "completion_tokens": 355, "total_tokens": 1777, "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": 0.00039072, "upstream_inference_prompt_cost": 0.00019547, "upstream_inference_completions_cost": 0.00019525}, "completion_tokens_details": {"reasoning_tokens": 216, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.21, "thoughts": "The enemy force is directly on the base, while our War Factory is badly damaged and no combat production is available. Focus the Rocket Soldier on the Heavy Tank and pull the exposed harvesters away; keep the existing harvesters mining so cash can recover.", "notes": "Enemy army is pressing at (12\u201317,14\u201316), including Heavy Tank #227. Three harvesters remain; prioritize restoring combat production once funds allow.", "commands": [{"do": "attack", "units": [253], "target": 227}, {"do": "move", "units": [137, 169, 192], "x": 5, "y": 27}, {"do": "repair", "building": 249}], "feedback": ["attack: 1 units", "move: 3 units", "repair #249: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 16000, "units_killed": 19, "units_lost": 36, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 9300, "army_value": 300, "income": 5350, "experience": 21, "order_count": 86}}
{"tick": 14401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:36 (tick 14401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $1645 (storage 8000), power 300 made / 220 used, harvesters 6.\nSCORE: assets $28800, army $16100, killed $16000 (36 units, 5 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 34.4%.\nPRODUCTION: Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 100%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%, #224 proc@(90,11) 100%, #240 proc@(99,7) 100%, #250 barr@(91,8) 100%\nYOUR UNITS (34) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x4: #212@(90,20)41%* #227@(14,14) #235@(45,27) #254@(93,15)\n  e1 (Rifle Infantry) x13: #150@(90,18)45%* #182@(12,14)96% #184@(12,14) #195@(12,14)96% #196@(12,14)80% #199@(12,14)53% #222@(16,16) #238@(69,20)* #239@(69,21)* #243@(71,21)* #244@(70,19)* #245@(70,20)* #247@(72,20)\n  e3 (Rocket Soldier) x10: #207@(13,14)95% #213@(16,16) #216@(16,16) #221@(17,16) #226@(16,16) #228@(15,16) #229@(24,20) #230@(32,24) #234@(71,19)* #252@(85,14)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x6: #134@(100,20)79% #167@(103,26) #194@(99,13) #198@(96,16) #225@(85,10) #241@(90,12)\nVISIBLE ENEMY UNITS (1):\n  #253 e3@(11,14) 65%\nVISIBLE ENEMY BUILDINGS (3):\n  #126 powr@(10,16) 55%, #173 powr@(10,13) 97%, #249 weap@(15,18) 34%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack: 4 units\n  - attack: 4 units\n  - move: 2 units\n  - rally #143: ordered\n  - rally #147: ordered\n  - rally #250: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,15): barr#138(58%), weap#249(84%), powr#126, powr#173. Fact already destroyed. Forward team attacking; damaged #212/#148 to fix. Cash $0, harvesters mining. Finish off remaining buildings.", "raw": "{\"thoughts\": \"Enemy base is nearly broken (weap#249 at 34%, powr#126 55%). Push remaining infantry and tanks into the last buildings to finish them off, and pull damaged units back to the service depot. Queue a few more rocket soldiers to keep pressure.\", \"notes\": \"Enemy base ~(10-15,13-18). Attacking powr#173, powr#126, weap#249. Reinforcements moving from east. Damaged #212/#148 to repair.\", \"commands\": [{\"do\":\"attack\",\"units\":[182,184,195,196,199,207],\"target\":173}, {\"do\":\"attack\",\"units\":[213,216,221,226,228],\"target\":249}, {\"do\":\"attack\",\"units\":[222,227],\"target\":126}, {\"do\":\"attack_move\",\"units\":[229],\"x\":14,\"y\":17}, {\"do\":\"attack_move\",\"units\":[235,254],\"x\":14,\"y\":16}, {\"do\":\"attack_move\",\"units\":[234,238,239,243,244,245,247],\"x\":15,\"y\":16}, {\"do\":\"move\",\"units\":[212,148],\"x\":92,\"y\":18}, {\"do\":\"train\",\"item\":\"e3\",\"count\":5}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2066, "completion_tokens": 1481, "total_tokens": 3547, "cost": 0.002171208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002171208, "upstream_inference_prompt_cost": 0.000394008, "upstream_inference_completions_cost": 0.0017772}, "completion_tokens_details": {"reasoning_tokens": 1204, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.28, "thoughts": "Enemy base is nearly broken (weap#249 at 34%, powr#126 55%). Push remaining infantry and tanks into the last buildings to finish them off, and pull damaged units back to the service depot. Queue a few more rocket soldiers to keep pressure.", "notes": "Enemy base ~(10-15,13-18). Attacking powr#173, powr#126, weap#249. Reinforcements moving from east. Damaged #212/#148 to repair.", "commands": [{"do": "attack", "units": [182, 184, 195, 196, 199, 207], "target": 173}, {"do": "attack", "units": [213, 216, 221, 226, 228], "target": 249}, {"do": "attack", "units": [222, 227], "target": 126}, {"do": "attack_move", "units": [229], "x": 14, "y": 17}, {"do": "attack_move", "units": [235, 254], "x": 14, "y": 16}, {"do": "attack_move", "units": [234, 238, 239, 243, 244, 245, 247], "x": 15, "y": 16}, {"do": "move", "units": [212, 148], "x": 92, "y": 18}, {"do": "train", "item": "e3", "count": 5}], "feedback": ["attack: 6 units", "attack: 5 units", "attack: 2 units", "attack_move: 1 units", "attack_move: 2 units", "attack_move: 7 units", "move: 2 units", "train 5x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 16000, "deaths_cost": 2100, "units_killed": 36, "units_lost": 19, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 28800, "army_value": 9500, "income": 9925, "experience": 160, "order_count": 85}}
{"tick": 14601, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 9:44 (tick 14601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $2800 (storage 4000), power 138 made / 60 used, harvesters 3.\nSCORE: assets $7300, army $3600, killed $2100 (19 units, 0 bldgs), lost $18000 (36 units, 6 bldgs). Map explored 21%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #126 powr@(10,16) 19%, #168 proc@(10,19) 100%, #173 powr@(10,13) 19%, #179 powr@(8,16) 100%, #191 proc@(13,20) 81%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #253@(11,14)19%\n  harv (Ore Truck (harvester)) x3: #137@(5,27)85%* #169@(6,26)* #192@(4,28)*\nVISIBLE ENEMY UNITS (14):\n  #182 e1@(12,14) 96%, #184 e1@(12,14) 100%, #195 e1@(12,14) 96%, #196 e1@(12,14) 79%, #199 e1@(12,14) 55%, #207 e3@(13,14) 95%, #213 e3@(16,16) 100%, #216 e3@(16,16) 100%, #221 e3@(17,16) 100%, #222 e1@(14,16) 100%, #226 e3@(16,16) 100%, #227 3tnk@(14,14) 75%, #228 e3@(15,16) 100%, #229 e3@(15,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - move: 3 units\n  - repair #249: ordered\nYOUR NOTES FROM LAST TURN: Enemy army is pressing at (12\u201317,14\u201316), including Heavy Tank #227. Three harvesters remain; prioritize restoring combat production once funds allow.", "raw": "{\"thoughts\":\"The enemy has a large force in the heart of the base, while my only combat unit is critically damaged. Keep it out of the fight and get all three harvesters back to work so income can restart production.\",\"notes\":\"Enemy force at (12\u201317,14\u201316), including Heavy Tank #227. Three harvesters remain; rebuild combat production as soon as cash arrives.\",\"commands\":[{\"do\":\"move\",\"units\":[253],\"x\":7,\"y\":23},{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"harvest\",\"unit\":192}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1391, "completion_tokens": 321, "total_tokens": 1712, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1389, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0003677575, "upstream_inference_prompt_cost": 0.0001912075, "upstream_inference_completions_cost": 0.00017655}, "completion_tokens_details": {"reasoning_tokens": 187, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.99, "thoughts": "The enemy has a large force in the heart of the base, while my only combat unit is critically damaged. Keep it out of the fight and get all three harvesters back to work so income can restart production.", "notes": "Enemy force at (12\u201317,14\u201316), including Heavy Tank #227. Three harvesters remain; rebuild combat production as soon as cash arrives.", "commands": [{"do": "move", "units": [253], "x": 7, "y": 23}, {"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "harvest", "unit": 192}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 18000, "units_killed": 19, "units_lost": 36, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 7300, "army_value": 300, "income": 4850, "experience": 21, "order_count": 86}}
{"tick": 14601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:44 (tick 14601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $1477 (storage 8000), power 300 made / 220 used, harvesters 6.\nSCORE: assets $29400, army $16700, killed $18000 (36 units, 6 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 34.4%.\nPRODUCTION: Vehicle: 3tnk 29%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 28%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%, #224 proc@(90,11) 100%, #240 proc@(99,7) 100%, #250 barr@(91,8) 100%\nYOUR UNITS (36) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x4: #212@(90,20)41%* #227@(14,14)75% #235@(33,19) #254@(83,16)\n  e1 (Rifle Infantry) x13: #150@(90,18)45%* #182@(12,14)96% #184@(12,14) #195@(12,14)96% #196@(12,14)79% #199@(12,14)55% #222@(14,16) #238@(61,27) #239@(61,27) #243@(63,26) #244@(63,26) #245@(62,27) #247@(64,25)\n  e3 (Rocket Soldier) x12: #207@(13,14)95% #213@(16,16) #216@(16,16) #221@(17,16)* #226@(16,16)* #228@(15,16) #229@(15,16) #230@(23,19) #234@(63,25) #252@(76,17) #255@(84,14) #256@(89,10)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x6: #134@(107,26)79% #167@(107,25) #194@(98,19) #198@(105,24) #225@(84,4) #241@(88,4)\nVISIBLE ENEMY UNITS (1):\n  #253 e3@(11,14) 19%\nVISIBLE ENEMY BUILDINGS (2):\n  #126 powr@(10,16) 19%, #173 powr@(10,13) 19%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack: 5 units\n  - attack: 2 units\n  - attack_move: 1 units\n  - attack_move: 2 units\n  - attack_move: 7 units\n  - move: 2 units\n  - train 5x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base ~(10-15,13-18). Attacking powr#173, powr#126, weap#249. Reinforcements moving from east. Damaged #212/#148 to repair.", "raw": "{\"thoughts\": \"We're ahead on score and pressing the enemy base at ~(10-15,13-18) with only 2 power plants visible. Keep all combat units pushing while producers stay busy; pull the badly damaged tank and flak back to the service depot. Start a new refinery for income and queue a few more tanks/rockets.\", \"notes\": \"Enemy base ~(10-15,13-18), weak (2 powr visible, e3 at 11,14). Main army attacking there. Reinforcing from east. Damaged #212 tank + #148 flak heading to fix@(92,18). Building: proc; keep vehicle+infantry queues full.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":15},{\"do\":\"move\",\"units\":[212,148],\"x\":92,\"y\":18},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"repair\",\"building\":165}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2093, "completion_tokens": 840, "total_tokens": 2933, "cost": 0.001410108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001410108, "upstream_inference_prompt_cost": 0.000402108, "upstream_inference_completions_cost": 0.001008}, "completion_tokens_details": {"reasoning_tokens": 602, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.42, "thoughts": "We're ahead on score and pressing the enemy base at ~(10-15,13-18) with only 2 power plants visible. Keep all combat units pushing while producers stay busy; pull the badly damaged tank and flak back to the service depot. Start a new refinery for income and queue a few more tanks/rockets.", "notes": "Enemy base ~(10-15,13-18), weak (2 powr visible, e3 at 11,14). Main army attacking there. Reinforcing from east. Damaged #212 tank + #148 flak heading to fix@(92,18). Building: proc; keep vehicle+infantry queues full.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 15}, {"do": "move", "units": [212, 148], "x": 92, "y": 18}, {"do": "build", "item": "proc"}, {"do": "train", "item": "3tnk", "count": 3}, {"do": "train", "item": "e3", "count": 5}, {"do": "repair", "building": 165}], "feedback": ["attack_move: 30 units", "move: 2 units", "build proc: started", "train 3x 3tnk: queued", "train 5x e3: queued", "repair #165: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 18000, "deaths_cost": 2100, "units_killed": 36, "units_lost": 19, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 29400, "army_value": 10100, "income": 10075, "experience": 180, "order_count": 90}}
{"tick": 14801, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 9:52 (tick 14801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1400 (storage 2000), power 102 made / 30 used, harvesters 3.\nSCORE: assets $5300, army $3300, killed $2100 (19 units, 0 bldgs), lost $20000 (37 units, 8 bldgs). Map explored 21%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #168 proc@(10,19) 91%, #173 powr@(10,13) 2%, #179 powr@(8,16) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #137@(3,31)85% #169@(4,31) #192@(3,29)\nVISIBLE ENEMY UNITS (14):\n  #182 e1@(12,15) 96%, #184 e1@(12,15) 100%, #195 e1@(12,15) 96%, #196 e1@(12,15) 79%, #199 e1@(12,15) 65%, #207 e3@(13,14) 95%, #213 e3@(14,16) 100%, #216 e3@(13,15) 100%, #221 e3@(13,15) 100%, #222 e1@(13,15) 100%, #226 e3@(14,16) 100%, #228 e3@(14,16) 100%, #229 e3@(13,15) 100%, #230 e3@(13,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy force at (12\u201317,14\u201316), including Heavy Tank #227. Three harvesters remain; rebuild combat production as soon as cash arrives.", "raw": "{\"thoughts\":\"The enemy infantry and rocket soldiers are overwhelming my base, and I have no production buildings or cash to rebuild. Keep the three surviving harvesters mining rather than sending them into the fight.\",\"notes\":\"Enemy force remains at (12\u201317,14\u201316); base appears lost. Three harvesters are near (3,29\u201331).\",\"commands\":[{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"harvest\",\"unit\":192}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1328, "completion_tokens": 300, "total_tokens": 1628, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1326, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000347545, "upstream_inference_prompt_cost": 0.000182545, "upstream_inference_completions_cost": 0.000165}, "completion_tokens_details": {"reasoning_tokens": 190, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.08, "thoughts": "The enemy infantry and rocket soldiers are overwhelming my base, and I have no production buildings or cash to rebuild. Keep the three surviving harvesters mining rather than sending them into the fight.", "notes": "Enemy force remains at (12\u201317,14\u201316); base appears lost. Three harvesters are near (3,29\u201331).", "commands": [{"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "harvest", "unit": 192}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 20000, "units_killed": 19, "units_lost": 37, "buildings_killed": 0, "buildings_lost": 8, "assets_value": 5300, "army_value": 0, "income": 4850, "experience": 21, "order_count": 86}}
{"tick": 14801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:52 (tick 14801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $431 (storage 8000), power 300 made / 220 used, harvesters 6.\nSCORE: assets $29700, army $17000, killed $20000 (37 units, 8 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 34.4%.\nPRODUCTION: Building: proc 23%; Vehicle: 3tnk 58%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 57%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%, #224 proc@(90,11) 100%, #240 proc@(99,7) 100%, #250 barr@(91,8) 100%\nYOUR UNITS (37) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x4: #212@(90,20)41%* #227@(14,14)66% #235@(21,17) #254@(72,18)\n  e1 (Rifle Infantry) x13: #150@(83,27)45% #182@(12,15)96%* #184@(12,15)* #195@(12,15)96%* #196@(12,15)79%* #199@(12,15)65%* #222@(13,15) #238@(52,27) #239@(52,26) #243@(53,28) #244@(54,28) #245@(53,27) #247@(54,28)\n  e3 (Rocket Soldier) x13: #207@(13,14)95%* #213@(14,16) #216@(13,15) #221@(13,15) #226@(14,16) #228@(14,16) #229@(13,15) #230@(13,15) #234@(54,28) #252@(68,24) #255@(75,18) #256@(80,13) #257@(87,12)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x6: #134@(102,21)79% #167@(108,25) #194@(103,29) #198@(108,26) #225@(90,12) #241@(87,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #173 powr@(10,13) 2%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 30 units\n  - move: 2 units\n  - build proc: started\n  - train 3x 3tnk: queued\n  - train 5x e3: queued\n  - repair #165: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(10-15,13-18), weak (2 powr visible, e3 at 11,14). Main army attacking there. Reinforcing from east. Damaged #212 tank + #148 flak heading to fix@(92,18). Building: proc; keep vehicle+infantry queues full.", "raw": "{\"thoughts\": \"Main army is already at the enemy base (~12,15) with only a nearly-dead powr visible. Push them in to finish the base, funnel mid-map reinforcements west, and send the two damaged units (#212, #148) to the service depot. Queue is full so just keep attacking.\", \"notes\": \"Enemy base ~(10-15,13-18), only weak buildings seen. Main group attacking from (12-15). Reinforcements at (52-54) and east home moving west. #212/#148 healing at fix@(92,18). Building: proc. Queues full (tanks+rockets).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [227, 235, 182, 184, 195, 196, 199, 222, 207, 213, 216, 221, 226, 228, 229, 230], \"x\": 11, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [254, 234, 238, 239, 243, 244, 245, 247, 252, 255, 256, 257], \"x\": 30, \"y\": 18}, {\"do\": \"move\", \"units\": [212, 148], \"x\": 92, \"y\": 18}, {\"do\": \"rally\", \"building\": 143, \"x\": 30, \"y\": 18}, {\"do\": \"rally\", \"building\": 147, \"x\": 30, \"y\": 18}, {\"do\": \"rally\", \"building\": 250, \"x\": 30, \"y\": 18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2152, "completion_tokens": 1790, "total_tokens": 3942, "cost": 0.002567808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002567808, "upstream_inference_prompt_cost": 0.000419808, "upstream_inference_completions_cost": 0.002148}, "completion_tokens_details": {"reasoning_tokens": 1415, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.23, "thoughts": "Main army is already at the enemy base (~12,15) with only a nearly-dead powr visible. Push them in to finish the base, funnel mid-map reinforcements west, and send the two damaged units (#212, #148) to the service depot. Queue is full so just keep attacking.", "notes": "Enemy base ~(10-15,13-18), only weak buildings seen. Main group attacking from (12-15). Reinforcements at (52-54) and east home moving west. #212/#148 healing at fix@(92,18). Building: proc. Queues full (tanks+rockets).", "commands": [{"do": "attack_move", "units": [227, 235, 182, 184, 195, 196, 199, 222, 207, 213, 216, 221, 226, 228, 229, 230], "x": 11, "y": 15}, {"do": "attack_move", "units": [254, 234, 238, 239, 243, 244, 245, 247, 252, 255, 256, 257], "x": 30, "y": 18}, {"do": "move", "units": [212, 148], "x": 92, "y": 18}, {"do": "rally", "building": 143, "x": 30, "y": 18}, {"do": "rally", "building": 147, "x": 30, "y": 18}, {"do": "rally", "building": 250, "x": 30, "y": 18}], "feedback": ["attack_move: 16 units", "attack_move: 12 units", "move: 2 units", "rally #143: ordered", "rally #147: ordered", "rally #250: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 20000, "deaths_cost": 2100, "units_killed": 37, "units_lost": 19, "buildings_killed": 8, "buildings_lost": 0, "assets_value": 29700, "army_value": 10400, "income": 9500, "experience": 200, "order_count": 99}}
{"tick": 15001, "slot": "Multi0", "model": "openai/gpt-6-luna", "prompt": "GAME TIME 10:00 (tick 15001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 76 made / 0 used, harvesters 3.\nSCORE: assets $3600, army $3300, killed $2100 (19 units, 0 bldgs), lost $21700 (37 units, 10 bldgs). Map explored 21%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #179 powr@(8,16) 76%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #137@(2,31)85% #169@(6,31) #192@(9,22)\nVISIBLE ENEMY UNITS (10):\n  #182 e1@(11,15) 96%, #184 e1@(11,15) 100%, #195 e1@(11,15) 96%, #196 e1@(11,15) 79%, #199 e1@(11,15) 75%, #216 e3@(12,15) 100%, #221 e3@(12,15) 100%, #222 e1@(12,15) 100%, #229 e3@(12,15) 100%, #230 e3@(12,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy force remains at (12\u201317,14\u201316); base appears lost. Three harvesters are near (3,29\u201331).", "raw": "{\"thoughts\":\"The base is effectively lost: I have no Construction Yard or production buildings, no cash, and no combat units, while enemy infantry are at my starting position. I\u2019ll keep the harvesters mining in hopes of rebuilding if income becomes available.\",\"notes\":\"Enemy infantry cluster at (11\u201312,15); no visible enemy buildings. Three harvesters remain near (2\u20139,22\u201331); only surviving building is damaged power plant #179.\",\"commands\":[{\"do\":\"harvest\",\"unit\":137},{\"do\":\"harvest\",\"unit\":169},{\"do\":\"harvest\",\"unit\":192}]}", "routed_model": "openai/gpt-6-luna", "usage": {"prompt_tokens": 1236, "completion_tokens": 238, "total_tokens": 1474, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1234, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000300795, "upstream_inference_prompt_cost": 0.000169895, "upstream_inference_completions_cost": 0.0001309}, "completion_tokens_details": {"reasoning_tokens": 107, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.92, "thoughts": "The base is effectively lost: I have no Construction Yard or production buildings, no cash, and no combat units, while enemy infantry are at my starting position. I\u2019ll keep the harvesters mining in hopes of rebuilding if income becomes available.", "notes": "Enemy infantry cluster at (11\u201312,15); no visible enemy buildings. Three harvesters remain near (2\u20139,22\u201331); only surviving building is damaged power plant #179.", "commands": [{"do": "harvest", "unit": 137}, {"do": "harvest", "unit": 169}, {"do": "harvest", "unit": 192}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 21700, "units_killed": 19, "units_lost": 37, "buildings_killed": 0, "buildings_lost": 10, "assets_value": 3600, "army_value": 0, "income": 3950, "experience": 21, "order_count": 86}}
{"tick": 15001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:00 (tick 15001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: 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 $876 (storage 8000), power 300 made / 220 used, harvesters 6.\nSCORE: assets $30000, army $17300, killed $21700 (37 units, 10 bldgs), lost $2100 (19 units, 0 bldgs). Map explored 34.9%.\nPRODUCTION: Building: proc 47%; Vehicle: 3tnk 87%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 87%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\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%, #124 powr@(93,11) 100%, #133 proc@(98,11) 100%, #135 powr@(95,8) 100%, #143 weap@(93,15) 100%, #147 barr@(97,8) 100%, #165 fix@(92,18) 100%, #197 proc@(96,15) 100%, #203 powr@(93,8) 100%, #224 proc@(90,11) 100%, #240 proc@(99,7) 100%, #250 barr@(91,8) 100%\nYOUR UNITS (38) (id type @cell hp, * = idle):\n  3tnk (Heavy Tank) x4: #212@(90,20)41%* #227@(13,14)66%* #235@(15,16)* #254@(64,25)\n  e1 (Rifle Infantry) x13: #150@(72,24)45% #182@(11,15)96%* #184@(11,15)* #195@(11,15)96%* #196@(11,15)79%* #199@(11,15)75%* #222@(12,15) #238@(41,26) #239@(42,26) #243@(43,27) #244@(44,27) #245@(43,27) #247@(43,28)\n  e3 (Rocket Soldier) x14: #207@(12,14)95%* #213@(13,15) #216@(12,15) #221@(12,15) #226@(13,15) #228@(13,15) #229@(12,15) #230@(12,15) #234@(44,27) #252@(59,28) #255@(67,22) #256@(72,20) #257@(78,15) #258@(86,13)\n  ftrk (Mobile Flak) x1: #148@(91,19)25%*\n  harv (Ore Truck (harvester)) x6: #134@(96,16)79% #167@(106,25) #194@(104,26) #198@(102,20) #225@(87,9) #241@(90,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #179 powr@(8,16) 76%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 16 units\n  - attack_move: 12 units\n  - move: 2 units\n  - rally #143: ordered\n  - rally #147: ordered\n  - rally #250: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(10-15,13-18), only weak buildings seen. Main group attacking from (12-15). Reinforcements at (52-54) and east home moving west. #212/#148 healing at fix@(92,18). Building: proc. Queues full (tanks+rockets).", "raw": "{\"thoughts\": \"Enemy base is nearly eliminated; only power plant #179 visible at (8,16). Ordering forward forces to destroy it and scout around (6,16) and (10,25) to mop up any remaining enemy structures.\", \"notes\": \"Finishing off enemy at (8,16). Forward group destroying power plant and sweeping west/south. Reinforcements streaming in.\", \"commands\": [{\"do\": \"attack\", \"units\": [227, 235, 182, 184, 195, 196, 199, 222, 207, 213, 216, 221, 226, 228, 229, 230], \"target\": 179}, {\"do\": \"attack_move\", \"units\": [150, 238, 239, 243, 244, 245, 247, 234, 252, 254, 255, 256, 257, 258], \"x\": 10, \"y\": 16}, {\"do\": \"move\", \"units\": [212], \"x\": 92, \"y\": 18}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 2421, "completion_tokens": 744, "total_tokens": 3165, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0092115, "upstream_inference_prompt_cost": 0.0036315, "upstream_inference_completions_cost": 0.00558}, "completion_tokens_details": {"reasoning_tokens": 434, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.32, "thoughts": "Enemy base is nearly eliminated; only power plant #179 visible at (8,16). Ordering forward forces to destroy it and scout around (6,16) and (10,25) to mop up any remaining enemy structures.", "notes": "Finishing off enemy at (8,16). Forward group destroying power plant and sweeping west/south. Reinforcements streaming in.", "commands": [{"do": "attack", "units": [227, 235, 182, 184, 195, 196, 199, 222, 207, 213, 216, 221, 226, 228, 229, 230], "target": 179}, {"do": "attack_move", "units": [150, 238, 239, 243, 244, 245, 247, 234, 252, 254, 255, 256, 257, 258], "x": 10, "y": 16}, {"do": "move", "units": [212], "x": 92, "y": 18}], "feedback": ["attack: 16 units", "attack_move: 14 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 21700, "deaths_cost": 2100, "units_killed": 37, "units_lost": 19, "buildings_killed": 10, "buildings_lost": 0, "assets_value": 30000, "army_value": 10700, "income": 10500, "experience": 217, "order_count": 99}}
