{"tick": 1, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\": \"Opening: deploy MCV to get Construction Yard, then start power plant. Nothing else visible yet.\", \"notes\": \"Deploy at (95,11); build powr then proc; scout toward enemy start (12,16) later.\", \"commands\": [{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 265, "total_tokens": 1410, "cost": 0.000435708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000435708, "upstream_inference_prompt_cost": 0.000117708, "upstream_inference_completions_cost": 0.000318}, "completion_tokens_details": {"reasoning_tokens": 184, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.91, "thoughts": "Opening: deploy MCV to get Construction Yard, then start power plant. Nothing else visible yet.", "notes": "Deploy at (95,11); build powr then proc; scout toward enemy start (12,16) later.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:00 (tick 1 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy immediately and begin the standard Soviet economy opening. Build power first, then refinery while scouting with the MCV-derived base area later.\",\"notes\":\"Enemy likely at (95,11). Opening: deploy, powr, then proc and barracks/weap.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1098, "completion_tokens": 81, "total_tokens": 1179, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 1096, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00131472, "upstream_inference_prompt_cost": 0.00024552, "upstream_inference_completions_cost": 0.0010692}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.48, "thoughts": "Deploy immediately and begin the standard Soviet economy opening. Build power first, then refinery while scouting with the MCV-derived base area later.", "notes": "Enemy likely at (95,11). Opening: deploy, powr, then proc and barracks/weap.", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: 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": 201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (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  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Deploy at (95,11); build powr then proc; scout toward enemy start (12,16) later.", "raw": "{\"thoughts\": \"Opening is underway: Construction Yard deployed and Power Plant building. Nothing else actionable until powr finishes; then I'll queue the Ore Refinery and a barracks.\", \"notes\": \"Home (95,11). powr building now -> next proc, then barr, then weap. Enemy likely at (12,16); scout that way once I have units.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1176, "completion_tokens": 486, "total_tokens": 1662, "cost": 0.000634944, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 1024, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000634944, "upstream_inference_prompt_cost": 5.1744e-05, "upstream_inference_completions_cost": 0.0005832}, "completion_tokens_details": {"reasoning_tokens": 402, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.41, "thoughts": "Opening is underway: Construction Yard deployed and Power Plant building. Nothing else actionable until powr finishes; then I'll queue the Ore Refinery and a barracks.", "notes": "Home (95,11). powr building now -> next proc, then barr, then weap. Enemy likely at (12,16); scout that way once I have units.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:08 (tick 201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11). Opening: deploy, powr, then proc and barracks/weap.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first power plant should be ready. Place it immediately, then begin ore income with a refinery.\",\"notes\":\"Enemy likely at (95,11). Prioritize refinery, barracks, second refinery, then war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1128, "completion_tokens": 149, "total_tokens": 1277, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1126, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0050677, "upstream_inference_prompt_cost": 0.0031009, "upstream_inference_completions_cost": 0.0019668}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.31, "thoughts": "Construction Yard is deployed and the first power plant should be ready. Place it immediately, then begin ore income with a refinery.", "notes": "Enemy likely at (95,11). Prioritize refinery, barracks, second refinery, then war factory.", "commands": [{"do": "place", "item": "powr", "x": 15, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (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  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (95,11). powr building now -> next proc, then barr, then weap. Enemy likely at (12,16); scout that way once I have units.", "raw": "{\"thoughts\": \"Opening is standard: Construction Yard is up, no units yet. Start with a power plant, then ore refinery for income. Enemy is likely at (12,16), far west of my start at (95,11).\", \"notes\": \"Home (95,11). Building queue: powr now -> proc -> barr/tent -> weap. Enemy likely (12,16). Scout west later once units exist.\", \"commands\": [{\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1164, "completion_tokens": 264, "total_tokens": 1428, "cost": 0.000364944, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 1024, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000364944, "upstream_inference_prompt_cost": 4.8144e-05, "upstream_inference_completions_cost": 0.0003168}, "completion_tokens_details": {"reasoning_tokens": 153, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.01, "thoughts": "Opening is standard: Construction Yard is up, no units yet. Start with a power plant, then ore refinery for income. Enemy is likely at (12,16), far west of my start at (95,11).", "notes": "Home (95,11). Building queue: powr now -> proc -> barr/tent -> weap. Enemy likely (12,16). Scout west later once units exist.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:16 (tick 401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11). Prioritize refinery, barracks, second refinery, then war factory.", "raw": "{\"thoughts\":\"Construction Yard is deployed and we need power to unlock the refinery. Start the power plant immediately, then place it next turn and transition into ore income.\",\"notes\":\"Opening: place power when ready, then build proc. Enemy likely at (95,11).\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1140, "completion_tokens": 84, "total_tokens": 1224, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1138, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0042427, "upstream_inference_prompt_cost": 0.0031339, "upstream_inference_completions_cost": 0.0011088}, "completion_tokens_details": {"reasoning_tokens": 9, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.39, "thoughts": "Construction Yard is deployed and we need power to unlock the refinery. Start the power plant immediately, then place it next turn and transition into ore income.", "notes": "Opening: place power when ready, then build proc. Enemy likely at (95,11).", "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": 1}}
{"tick": 601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (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  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home (95,11). Building queue: powr now -> proc -> barr/tent -> weap. Enemy likely (12,16). Scout west later once units exist.", "raw": "{\"thoughts\":\"Power plant is ready; placing it and immediately starting construction on the Ore Refinery to get our economy and first harvester rolling.\",\"notes\":\"Placed powr, building proc. Next: barr -> weap, scout towards (12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1197, "completion_tokens": 179, "total_tokens": 1376, "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": 0.003138, "upstream_inference_prompt_cost": 0.0017955, "upstream_inference_completions_cost": 0.0013425}, "completion_tokens_details": {"reasoning_tokens": 107, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.77, "thoughts": "Power plant is ready; placing it and immediately starting construction on the Ore Refinery to get our economy and first harvester rolling.", "notes": "Placed powr, building proc. Next: barr -> weap, scout towards (12,16).", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:24 (tick 601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: place power when ready, then build proc. Enemy likely at (95,11).", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first power plant is ready. Place it immediately and start an Ore Refinery to establish income.\",\"notes\":\"Opening underway: power placed then refinery. Enemy likely at (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1120, "completion_tokens": 94, "total_tokens": 1214, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1118, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0043197, "upstream_inference_prompt_cost": 0.0030789, "upstream_inference_completions_cost": 0.0012408}, "completion_tokens_details": {"reasoning_tokens": 11, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.36, "thoughts": "Construction Yard is deployed and the first power plant is ready. Place it immediately and start an Ore Refinery to establish income.", "notes": "Opening underway: power placed then refinery. Enemy likely at (95,11).", "commands": [{"do": "place", "item": "powr", "x": 15, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Placed powr, building proc. Next: barr -> weap, scout towards (12,16).", "raw": "{\"thoughts\": \"Economy start: need a refinery for income. Building proc now, then barracks and war factory.\", \"notes\": \"Opening build order: proc, then barr, then weap. Scout toward enemy base (12,16) with units once available.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1234, "completion_tokens": 190, "total_tokens": 1424, "cost": 0.000334776, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000334776, "upstream_inference_prompt_cost": 0.000106776, "upstream_inference_completions_cost": 0.000228}, "completion_tokens_details": {"reasoning_tokens": 118, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.69, "thoughts": "Economy start: need a refinery for income. Building proc now, then barracks and war factory.", "notes": "Opening build order: proc, then barr, then weap. Scout toward enemy base (12,16) with units once available.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:32 (tick 801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 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 underway: power placed then refinery. Enemy likely at (95,11).", "raw": "{\"thoughts\":\"Power is online and we need immediate income. Start the first refinery, then establish barracks and a second refinery while scouting toward the enemy start.\",\"notes\":\"Build proc now; place immediately next turn. Enemy likely northeast at (95,11); begin infantry scouting after barracks.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1179, "completion_tokens": 97, "total_tokens": 1276, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1177, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00452155, "upstream_inference_prompt_cost": 0.00324115, "upstream_inference_completions_cost": 0.0012804}, "completion_tokens_details": {"reasoning_tokens": 19, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.8, "thoughts": "Power is online and we need immediate income. Start the first refinery, then establish barracks and a second refinery while scouting toward the enemy start.", "notes": "Build proc now; place immediately next turn. Enemy likely northeast at (95,11); begin infantry scouting after barracks.", "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": 3}}
{"tick": 1001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Opening build order: proc, then barr, then weap. Scout toward enemy base (12,16) with units once available.", "raw": "{\"thoughts\": \"Refinery is currently building at 23%. Waiting for completion before placing and proceeding to barracks.\", \"notes\": \"Place proc when ready, then build barr -> weap. Scout toward (12, 16).\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1240, "completion_tokens": 193, "total_tokens": 1433, "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": 0.0033075, "upstream_inference_prompt_cost": 0.00186, "upstream_inference_completions_cost": 0.0014475}, "completion_tokens_details": {"reasoning_tokens": 138, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.74, "thoughts": "Refinery is currently building at 23%. Waiting for completion before placing and proceeding to barracks.", "notes": "Place proc when ready, then build barr -> weap. Scout toward (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": 1001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:40 (tick 1001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $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 2.3%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 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: Build proc now; place immediately next turn. Enemy likely northeast at (95,11); begin infantry scouting after barracks.", "raw": "{\"thoughts\":\"The first refinery is still under construction, so I will preserve cash and place it immediately when ready. Then I will add barracks and a second refinery while starting scouts.\",\"notes\":\"First proc at 23%; place as soon as ready. Enemy expected northeast around (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1164, "completion_tokens": 110, "total_tokens": 1274, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1162, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0046519, "upstream_inference_prompt_cost": 0.0031999, "upstream_inference_completions_cost": 0.001452}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.33, "thoughts": "The first refinery is still under construction, so I will preserve cash and place it immediately when ready. Then I will add barracks and a second refinery while starting scouts.", "notes": "First proc at 23%; place as soon as ready. Enemy expected northeast around (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Place proc when ready, then build barr -> weap. Scout toward (12, 16).", "raw": "{\"thoughts\": \"Opening is underway: power plant done, refinery at 47%. No units to command yet. I'll save cash to place the refinery and immediately queue barracks then war factory.\", \"notes\": \"Place proc when ready. Then build barr -> weap -> proc #2. Once barracks done, train e1/e3 and scout toward (12,16).\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1192, "completion_tokens": 357, "total_tokens": 1549, "cost": 0.000522576, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000522576, "upstream_inference_prompt_cost": 9.4176e-05, "upstream_inference_completions_cost": 0.0004284}, "completion_tokens_details": {"reasoning_tokens": 273, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.77, "thoughts": "Opening is underway: power plant done, refinery at 47%. No units to command yet. I'll save cash to place the refinery and immediately queue barracks then war factory.", "notes": "Place proc when ready. Then build barr -> weap -> proc #2. Once barracks done, train e1/e3 and scout toward (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": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:48 (tick 1201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $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 2.3%.\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@(12,16) 100%, #124 powr@(16,17) 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: First proc at 23%; place as soon as ready. Enemy expected northeast around (95,11).", "raw": "{\"thoughts\":\"First refinery is still building; place it immediately when ready, then establish infantry production and a second refinery. Enemy is expected far northeast, so focus on economy and an early scouting force.\",\"notes\":\"Proc #1 47% at 0:48. Place when ready; next barracks, then proc #2/war factory. Enemy likely (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1145, "completion_tokens": 118, "total_tokens": 1263, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1143, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00470525, "upstream_inference_prompt_cost": 0.00314765, "upstream_inference_completions_cost": 0.0015576}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.28, "thoughts": "First refinery is still building; place it immediately when ready, then establish infantry production and a second refinery. Enemy is expected far northeast, so focus on economy and an early scouting force.", "notes": "Proc #1 47% at 0:48. Place when ready; next barracks, then proc #2/war factory. Enemy likely (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Place proc when ready. Then build barr -> weap -> proc #2. Once barracks done, train e1/e3 and scout toward (12,16).", "raw": "{\"thoughts\": \"Refinery is at 70% and the build queue is busy, so nothing new can be queued yet. No units exist and no enemy is visible. I'll just wait for the refinery to finish, then place it and immediately queue the barracks.\", \"notes\": \"Plan: place proc when ready -> build barr -> weap -> proc #2 -> train e1/e3. Scout toward enemy start (12,16) once barracks is up. Cash $3708 banked.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1205, "completion_tokens": 459, "total_tokens": 1664, "cost": 0.000648876, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000648876, "upstream_inference_prompt_cost": 9.8076e-05, "upstream_inference_completions_cost": 0.0005508}, "completion_tokens_details": {"reasoning_tokens": 349, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.89, "thoughts": "Refinery is at 70% and the build queue is busy, so nothing new can be queued yet. No units exist and no enemy is visible. I'll just wait for the refinery to finish, then place it and immediately queue the barracks.", "notes": "Plan: place proc when ready -> build barr -> weap -> proc #2 -> train e1/e3. Scout toward enemy start (12,16) once barracks is up. Cash $3708 banked.", "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": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:56 (tick 1401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $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 2.3%.\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@(12,16) 100%, #124 powr@(16,17) 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: Proc #1 47% at 0:48. Place when ready; next barracks, then proc #2/war factory. Enemy likely (95,11).", "raw": "{\"thoughts\":\"First refinery is nearly complete; place it immediately when ready and transition into infantry production and a second income source.\",\"notes\":\"Place proc #1, then barracks; enemy likely at (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1159, "completion_tokens": 146, "total_tokens": 1305, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1157, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00511335, "upstream_inference_prompt_cost": 0.00318615, "upstream_inference_completions_cost": 0.0019272}, "completion_tokens_details": {"reasoning_tokens": 82, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.9, "thoughts": "First refinery is nearly complete; place it immediately when ready and transition into infantry production and a second income source.", "notes": "Place proc #1, then barracks; enemy likely at (95,11).", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Plan: place proc when ready -> build barr -> weap -> proc #2 -> train e1/e3. Scout toward enemy start (12,16) once barracks is up. Cash $3708 banked.", "raw": "{\"thoughts\": \"Ore Refinery is nearly done; place it to get the free harvester and keep cash flowing, then start barracks to begin infantry production. No military yet, so focus economy.\", \"notes\": \"Placing proc -> free harvester. Next: barr, then weap, then proc #2. Scout toward enemy start (12,16) once barracks up.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"}, {\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1216, "completion_tokens": 448, "total_tokens": 1664, "cost": 0.000638976, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000638976, "upstream_inference_prompt_cost": 0.000101376, "upstream_inference_completions_cost": 0.0005376}, "completion_tokens_details": {"reasoning_tokens": 342, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.68, "thoughts": "Ore Refinery is nearly done; place it to get the free harvester and keep cash flowing, then start barracks to begin infantry production. No military yet, so focus economy.", "notes": "Placing proc -> free harvester. Next: barr, then weap, then proc #2. Scout toward enemy start (12,16) once barracks up.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "barr"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "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": 1601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:04 (tick 1601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $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 2.3%.\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@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Place proc #1, then barracks; enemy likely at (95,11).", "raw": "{\"thoughts\":\"First refinery is nearly complete; place it immediately and begin barracks construction to establish infantry production. Then expand into a second refinery and war factory.\",\"notes\":\"Enemy likely at (95,11). Place proc #1; barracks next.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":14},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1162, "completion_tokens": 129, "total_tokens": 1291, "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": 0.0048972, "upstream_inference_prompt_cost": 0.0031944, "upstream_inference_completions_cost": 0.0017028}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.92, "thoughts": "First refinery is nearly complete; place it immediately and begin barracks construction to establish infantry production. Then expand into a second refinery and war factory.", "notes": "Enemy likely at (95,11). Place proc #1; barracks next.", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 14}, {"do": "build", "item": "barr"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Placing proc -> free harvester. Next: barr, then weap, then proc #2. Scout toward enemy start (12,16) once barracks up.", "raw": "{\"thoughts\": \"Proc is ready but my auto-place failed. I'll place it explicitly near the base to get the free harvester and start income. Barracks is already building.\", \"notes\": \"Placed proc near base for income. Next: finish barr, train e1 to scout toward enemy (12,16), then weap and proc #2.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":97,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1244, "completion_tokens": 581, "total_tokens": 1825, "cost": 0.000844608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000844608, "upstream_inference_prompt_cost": 0.000147408, "upstream_inference_completions_cost": 0.0006972}, "completion_tokens_details": {"reasoning_tokens": 483, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.81, "thoughts": "Proc is ready but my auto-place failed. I'll place it explicitly near the base to get the free harvester and start income. Barracks is already building.", "notes": "Placed proc near base for income. Next: finish barr, train e1 to scout toward enemy (12,16), then weap and proc #2.", "commands": [{"do": "place", "item": "proc", "x": 97, "y": 12}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:12 (tick 1801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\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@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11). Place proc #1; barracks next.", "raw": "{\"thoughts\":\"Place the first refinery immediately to start income while the barracks completes. Then add power for the upcoming war factory/refinery expansion.\",\"notes\":\"Proc #1 placed now; barracks is constructing. Need train infantry once barr is placed, then build power and war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":13}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1176, "completion_tokens": 119, "total_tokens": 1295, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1174, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0048037, "upstream_inference_prompt_cost": 0.0032329, "upstream_inference_completions_cost": 0.0015708}, "completion_tokens_details": {"reasoning_tokens": 35, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.21, "thoughts": "Place the first refinery immediately to start income while the barracks completes. Then add power for the upcoming war factory/refinery expansion.", "notes": "Proc #1 placed now; barracks is constructing. Need train infantry once barr is placed, then build power and war factory.", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 13}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "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": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4%.\nPRODUCTION: Building: barr 64%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(106,20)\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)\nYOUR NOTES FROM LAST TURN: Placed proc near base for income. Next: finish barr, train e1 to scout toward enemy (12,16), then weap and proc #2.", "raw": "{\"thoughts\":\"Barracks still building. Queue more power and a war factory for tanks, plus a second proc for economy. Once barracks completes, train infantry to scout toward enemy base.\",\"notes\":\"Enemy likely at (12,16). Barracks building 64%. Plan: after barr done, train e1 x3 to scout west, build powr, weap, proc#2. Keep harvester mining.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1854, "completion_tokens": 206, "total_tokens": 2060, "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": 0.005768, "upstream_inference_prompt_cost": 0.003708, "upstream_inference_completions_cost": 0.00206}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.5, "thoughts": "Barracks still building. Queue more power and a war factory for tanks, plus a second proc for economy. Once barracks completes, train infantry to scout toward enemy base.", "notes": "Enemy likely at (12,16). Barracks building 64%. Plan: after barr done, train e1 x3 to scout west, build powr, weap, proc#2. Keep harvester mining.", "commands": [{"do": "build", "item": "powr"}, {"do": "build", "item": "weap"}], "feedback": ["build powr: started", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:20 (tick 2001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.1%.\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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(21,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Proc #1 placed now; barracks is constructing. Need train infantry once barr is placed, then build power and war factory.", "raw": "{\"thoughts\":\"Barracks is still constructing while the first refinery provides income. Keep the harvester mining and place the barracks immediately when ready; then begin infantry production and transition toward a war factory.\",\"notes\":\"Barracks 64% at 1:20. First refinery/harvester active. Place barracks next turn, train infantry, then power if needed and War Factory.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1228, "completion_tokens": 149, "total_tokens": 1377, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1226, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0053427, "upstream_inference_prompt_cost": 0.0033759, "upstream_inference_completions_cost": 0.0019668}, "completion_tokens_details": {"reasoning_tokens": 52, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.66, "thoughts": "Barracks is still constructing while the first refinery provides income. Keep the harvester mining and place the barracks immediately when ready; then begin infantry production and transition toward a war factory.", "notes": "Barracks 64% at 1:20. First refinery/harvester active. Place barracks next turn, train infantry, then power if needed and War Factory.", "commands": [{"do": "harvest", "unit": 132}], "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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.1%.\nPRODUCTION: Building: barr READY TO PLACE; Building: weap 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(102,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Barracks building 64%. Plan: after barr done, train e1 x3 to scout west, build powr, weap, proc#2. Keep harvester mining.", "raw": "{\"thoughts\": \"Place the barracks and immediately queue scouts and basic infantry. Start War Factory production to tech towards tanks.\", \"notes\": \"Enemy likely at (12,16). Barracks placed; scouting with e1 scouts towards west (12,16). War factory queued.\", \"commands\": [{\"do\": \"place\", \"item\": \"barr\"}, {\"do\": \"build\", \"item\": \"weap\"}, {\"do\": \"train\", \"item\": \"e1\", \"count\": 3}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1353, "completion_tokens": 420, "total_tokens": 1773, "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": 0.0051795, "upstream_inference_prompt_cost": 0.0020295, "upstream_inference_completions_cost": 0.00315}, "completion_tokens_details": {"reasoning_tokens": 312, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.13, "thoughts": "Place the barracks and immediately queue scouts and basic infantry. Start War Factory production to tech towards tanks.", "notes": "Enemy likely at (12,16). Barracks placed; scouting with e1 scouts towards west (12,16). War factory queued.", "commands": [{"do": "place", "item": "barr"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "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": 8}}
{"tick": 2201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:28 (tick 2201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: barr 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\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(21,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Barracks 64% at 1:20. First refinery/harvester active. Place barracks next turn, train infantry, then power if needed and War Factory.", "raw": "{\"thoughts\":\"Barracks is ready and should be placed immediately. I will add infantry while building the power needed to support a War Factory, then start vehicle production.\",\"notes\":\"Place barracks; train rifle infantry. Build power now, then War Factory as soon as power plant is placed/ready. Enemy likely east-northeast at 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\",\"x\":15,\"y\":20},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"rally\",\"building\":122,\"x\":30,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1212, "completion_tokens": 254, "total_tokens": 1466, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1210, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0066847, "upstream_inference_prompt_cost": 0.0033319, "upstream_inference_completions_cost": 0.0033528}, "completion_tokens_details": {"reasoning_tokens": 115, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.46, "thoughts": "Barracks is ready and should be placed immediately. I will add infantry while building the power needed to support a War Factory, then start vehicle production.", "notes": "Place barracks; train rifle infantry. Build power now, then War Factory as soon as power plant is placed/ready. Enemy likely east-northeast at 95,11.", "commands": [{"do": "place", "item": "barr", "x": 15, "y": 20}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "powr"}, {"do": "rally", "building": 122, "x": 30, "y": 16}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build powr: started", "rally #122: 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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2613 + stored ore $365 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.6%.\nPRODUCTION: Building: weap 16%; Building: weap 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(100,16)\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 weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Barracks placed; scouting with e1 scouts towards west (12,16). War factory queued.", "raw": "{\"thoughts\": \"Opening is progressing: fact/powr/proc/barr up, war factory 16% building. Barracks is now online, so start training infantry for defense/scout. Cash is decent ($2613) so keep production flowing.\", \"notes\": \"Enemy likely at (12,16). Barracks online: train e1/e3. War factory building (~16%). Next building after weap: second proc for economy. Rally barracks units at ~(88,15).\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":15},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1370, "completion_tokens": 643, "total_tokens": 2013, "cost": 0.000919176, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000919176, "upstream_inference_prompt_cost": 0.000147576, "upstream_inference_completions_cost": 0.0007716}, "completion_tokens_details": {"reasoning_tokens": 481, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.04, "thoughts": "Opening is progressing: fact/powr/proc/barr up, war factory 16% building. Barracks is now online, so start training infantry for defense/scout. Cash is decent ($2613) so keep production flowing.", "notes": "Enemy likely at (12,16). Barracks online: train e1/e3. War factory building (~16%). Next building after weap: second proc for economy. Rally barracks units at ~(88,15).", "commands": [{"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 133, "x": 88, "y": 15}, {"do": "harvest", "unit": 131}], "feedback": ["train 4x e1: queued", "train 3x e3: queued", "rally #133: 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": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 10}}
{"tick": 2401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:36 (tick 2401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2681 + stored ore $319 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5%.\nPRODUCTION: Building: powr 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\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(21,11)\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  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build powr: started\n  - rally #122: ordered\nYOUR NOTES FROM LAST TURN: Place barracks; train rifle infantry. Build power now, then War Factory as soon as power plant is placed/ready. Enemy likely east-northeast at 95,11.", "raw": "{\"thoughts\":\"Place the ready power plant and immediately tech into a War Factory while starting an infantry screen. Power will support the factory, and infantry can begin scouting east-northeast.\",\"notes\":\"Enemy expected near 95,11. Place powr, build weap, produce rifles; then add refinery/vehicle production.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":20,\"y\":19},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":35,\"y\":15},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1319, "completion_tokens": 280, "total_tokens": 1599, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1317, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00732215, "upstream_inference_prompt_cost": 0.00362615, "upstream_inference_completions_cost": 0.003696}, "completion_tokens_details": {"reasoning_tokens": 139, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.03, "thoughts": "Place the ready power plant and immediately tech into a War Factory while starting an infantry screen. Power will support the factory, and infantry can begin scouting east-northeast.", "notes": "Enemy expected near 95,11. Place powr, build weap, produce rifles; then add refinery/vehicle production.", "commands": [{"do": "place", "item": "powr", "x": 20, "y": 19}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 134, "x": 35, "y": 15}, {"do": "harvest", "unit": 132}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train 5x e1: queued", "rally #134: 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": 500, "experience": 0, "order_count": 8}}
{"tick": 2601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2325 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.2%.\nPRODUCTION: Building: weap 32%; Building: weap 0%; Building: powr 0%; Infantry: e3 73%; 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\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(90,12)\n  harv (Ore Truck (harvester)) x1: #131@(103,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e1: queued\n  - train 3x e3: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Barracks online: train e1/e3. War factory building (~16%). Next building after weap: second proc for economy. Rally barracks units at ~(88,15).", "raw": "{\"thoughts\": \"Early game: base is set, war factory in progress (32%). Cash is healthy at $2325 which will fund the factory and power plant already queued. Keep the barracks producing and harvester mining; no enemy visible yet.\", \"notes\": \"Enemy likely at (12,16). weap queued (32%) then powr queued. Barracks units: e1x4 + e3x3 queued. Next: 2nd proc after powr. Rally ~(88,15). Watch for harv idleness.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":15},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1435, "completion_tokens": 544, "total_tokens": 1979, "cost": 0.000819876, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000819876, "upstream_inference_prompt_cost": 0.000167076, "upstream_inference_completions_cost": 0.0006528}, "completion_tokens_details": {"reasoning_tokens": 368, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.69, "thoughts": "Early game: base is set, war factory in progress (32%). Cash is healthy at $2325 which will fund the factory and power plant already queued. Keep the barracks producing and harvester mining; no enemy visible yet.", "notes": "Enemy likely at (12,16). weap queued (32%) then powr queued. Barracks units: e1x4 + e3x3 queued. Next: 2nd proc after powr. Rally ~(88,15). Watch for harv idleness.", "commands": [{"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 88, "y": 15}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["rally #133: ordered", "train 2x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 17}}
{"tick": 2601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:44 (tick 2601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2363 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.4%.\nPRODUCTION: Building: weap 16%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #137@(20,18) #138@(18,20) #139@(16,22)\n  harv (Ore Truck (harvester)) x1: #132@(18,7)\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\n  - train 5x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy expected near 95,11. Place powr, build weap, produce rifles; then add refinery/vehicle production.", "raw": "{\"thoughts\":\"War Factory is under construction and the base has ample power. I will keep infantry production running, scout east toward the enemy start, and transition immediately into refinery and armored production once the factory completes.\",\"notes\":\"War Factory 16% at 1:44; enemy expected near 95,11. Rifles scouting east; harvester mining north ore.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"rally\",\"building\":134,\"x\":45,\"y\":15},{\"do\":\"attack_move\",\"units\":[137,138,139],\"x\":55,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1363, "completion_tokens": 309, "total_tokens": 1672, "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": 0.00782595, "upstream_inference_prompt_cost": 0.00374715, "upstream_inference_completions_cost": 0.0040788}, "completion_tokens_details": {"reasoning_tokens": 173, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.99, "thoughts": "War Factory is under construction and the base has ample power. I will keep infantry production running, scout east toward the enemy start, and transition immediately into refinery and armored production once the factory completes.", "notes": "War Factory 16% at 1:44; enemy expected near 95,11. Rifles scouting east; harvester mining north ore.", "commands": [{"do": "train", "item": "e1", "count": 10}, {"do": "rally", "building": 134, "x": 45, "y": 15}, {"do": "attack_move", "units": [137, 138, 139], "x": 55, "y": 15}], "feedback": ["train 10x e1: queued", "rally #134: ordered", "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": 5900, "army_value": 300, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1662 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.6%.\nPRODUCTION: Building: weap 49%; Building: weap 0%; Building: powr 0%; Infantry: e1 50%; 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\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #136@(88,15)* #142@(91,10) #144@(93,9)\n  e3 (Rocket Soldier) x1: #140@(90,13)\n  harv (Ore Truck (harvester)) x1: #131@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - train 2x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). weap queued (32%) then powr queued. Barracks units: e1x4 + e3x3 queued. Next: 2nd proc after powr. Rally ~(88,15). Watch for harv idleness.", "raw": "{\"thoughts\": \"Economy and production are busy; weap is at 49%. Infantry queue is full so nothing more to queue there. I'll keep harvesters mining and set rally points so new units gather safely near base until I have a strike group.\", \"notes\": \"Enemy likely (12,16). weap building ~49%. Infantry queue full (e1x4+e3x4). After weap completes: build proc #2 for income, then spam tanks. Rally units ~(88,15). Watch harv income.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1500, "completion_tokens": 694, "total_tokens": 2194, "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": 0.000224208, "upstream_inference_completions_cost": 0.0008328}, "completion_tokens_details": {"reasoning_tokens": 550, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.3, "thoughts": "Economy and production are busy; weap is at 49%. Infantry queue is full so nothing more to queue there. I'll keep harvesters mining and set rally points so new units gather safely near base until I have a strike group.", "notes": "Enemy likely (12,16). weap building ~49%. Infantry queue full (e1x4+e3x4). After weap completes: build proc #2 for income, then spam tanks. Rally units ~(88,15). Watch harv income.", "commands": [{"do": "harvest", "unit": 131}, {"do": "rally", "building": 133, "x": 88, "y": 15}], "feedback": ["rally #133: 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": 5900, "army_value": 600, "income": 500, "experience": 0, "order_count": 22}}
{"tick": 2801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:52 (tick 2801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1701 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $1700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.4%.\nPRODUCTION: Building: weap 32%; Infantry: e1 46%; 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\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #137@(29,22) #138@(26,25) #139@(24,24) #141@(21,17) #143@(19,19) #145@(16,22)\n  harv (Ore Truck (harvester)) x1: #132@(19,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 10x e1: queued\n  - rally #134: ordered\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: War Factory 16% at 1:44; enemy expected near 95,11. Rifles scouting east; harvester mining north ore.", "raw": "{\"thoughts\":\"War Factory is nearly ready and the rifle screen should keep scouting east toward the expected Allied position. Place it immediately when complete, then prioritize a second refinery for sustained vehicle production.\",\"notes\":\"War Factory 32% at 1:52; six rifles scouting east, enemy likely near 95,11. Place weap next turn, build proc afterward, then produce tanks/scouts.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[137,138,139,141,143,145],\"x\":70,\"y\":16},{\"do\":\"stance\",\"units\":[137,138,139,141,143,145],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1419, "completion_tokens": 242, "total_tokens": 1661, "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": 0.00709555, "upstream_inference_prompt_cost": 0.00390115, "upstream_inference_completions_cost": 0.0031944}, "completion_tokens_details": {"reasoning_tokens": 91, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "War Factory is nearly ready and the rifle screen should keep scouting east toward the expected Allied position. Place it immediately when complete, then prioritize a second refinery for sustained vehicle production.", "notes": "War Factory 32% at 1:52; six rifles scouting east, enemy likely near 95,11. Place weap next turn, build proc afterward, then produce tanks/scouts.", "commands": [{"do": "attack_move", "units": [137, 138, 139, 141, 143, 145], "x": 70, "y": 16}, {"do": "stance", "units": [137, 138, 139, 141, 143, 145], "stance": "attack_anything"}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 6 units", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6200, "army_value": 600, "income": 500, "experience": 0, "order_count": 25}}
{"tick": 3001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1388 + stored ore $110 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.6%.\nPRODUCTION: Building: weap 66%; Building: weap 0%; Building: powr 0%; Infantry: e3 93%; 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\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #136@(88,15)* #142@(88,15)* #144@(88,15)* #146@(89,14)\n  e3 (Rocket Soldier) x1: #140@(88,15)*\n  harv (Ore Truck (harvester)) x1: #131@(101,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely (12,16). weap building ~49%. Infantry queue full (e1x4+e3x4). After weap completes: build proc #2 for income, then spam tanks. Rally units ~(88,15). Watch harv income.", "raw": "{\"thoughts\": \"War factory at 66% and infantry queue full (e3 x4, e1 x4). Cash healthy at $1388 with one harvester. Keep harvester mining and let queues finish; hold infantry near base as defense until the war factory is up so tanks can lead any push.\", \"notes\": \"Enemy likely (12,16), NW. Weap ~66%. Infantry queue full. After weap done: place it, build proc#2 (1400) for income, then spam 3tnk. Rally units ~(88,15). Keep harv mining (#131 at 101,18).\", \"commands\": [{\"do\": \"harvest\", \"unit\": 131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1471, "completion_tokens": 815, "total_tokens": 2286, "cost": 0.001193508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001193508, "upstream_inference_prompt_cost": 0.000215508, "upstream_inference_completions_cost": 0.000978}, "completion_tokens_details": {"reasoning_tokens": 661, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.77, "thoughts": "War factory at 66% and infantry queue full (e3 x4, e1 x4). Cash healthy at $1388 with one harvester. Keep harvester mining and let queues finish; hold infantry near base as defense until the war factory is up so tanks can lead any push.", "notes": "Enemy likely (12,16), NW. Weap ~66%. Infantry queue full. After weap done: place it, build proc#2 (1400) for income, then spam 3tnk. Rally units ~(88,15). Keep harv mining (#131 at 101,18).", "commands": [{"do": "harvest", "unit": 131}], "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": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:00 (tick 3001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1539 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6500, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9%.\nPRODUCTION: Building: weap 49%; Infantry: e1 75%; 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\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #137@(38,24) #138@(36,24) #139@(34,24) #141@(30,23) #143@(27,25) #145@(24,24) #147@(22,17) #148@(19,19) #149@(17,21)\n  harv (Ore Truck (harvester)) x1: #132@(22,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: War Factory 32% at 1:52; six rifles scouting east, enemy likely near 95,11. Place weap next turn, build proc afterward, then produce tanks/scouts.", "raw": "{\"thoughts\":\"War Factory will complete shortly; infantry are scouting east toward the likely enemy base. I will consolidate the rifle screen forward and prepare to place the factory immediately next turn.\",\"notes\":\"Weap 49% at 2:00, likely ready next turn. All 9 rifles advancing/scouting east; enemy start likely 95,11. Next: place weap, build proc, start vehicle production.\",\"commands\":[{\"do\":\"rally\",\"building\":134,\"x\":45,\"y\":20},{\"do\":\"attack_move\",\"units\":[137,138,139,141,143,145,147,148,149],\"x\":70,\"y\":18},{\"do\":\"stance\",\"units\":[137,138,139,141,143,145,147,148,149],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1416, "completion_tokens": 277, "total_tokens": 1693, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1414, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0075493, "upstream_inference_prompt_cost": 0.0038929, "upstream_inference_completions_cost": 0.0036564}, "completion_tokens_details": {"reasoning_tokens": 102, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.56, "thoughts": "War Factory will complete shortly; infantry are scouting east toward the likely enemy base. I will consolidate the rifle screen forward and prepare to place the factory immediately next turn.", "notes": "Weap 49% at 2:00, likely ready next turn. All 9 rifles advancing/scouting east; enemy start likely 95,11. Next: place weap, build proc, start vehicle production.", "commands": [{"do": "rally", "building": 134, "x": 45, "y": 20}, {"do": "attack_move", "units": [137, 138, 139, 141, 143, 145, 147, 148, 149], "x": 70, "y": 18}, {"do": "stance", "units": [137, 138, 139, 141, 143, 145, 147, 148, 149], "stance": "attack_anything"}], "feedback": ["rally #134: ordered", "attack_move: 9 units", "stance: 9 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6500, "army_value": 900, "income": 1000, "experience": 0, "order_count": 25}}
{"tick": 3201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\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 5.9%.\nPRODUCTION: Building: weap 82%; Building: weap 0%; Building: powr 0%; Infantry: e3 3%; 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\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #136@(89,14)* #142@(89,15)* #144@(87,14)* #146@(87,16)*\n  e3 (Rocket Soldier) x3: #140@(87,14)* #150@(88,15) #154@(94,9)\n  harv (Ore Truck (harvester)) x1: #131@(105,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy likely (12,16), NW. Weap ~66%. Infantry queue full. After weap done: place it, build proc#2 (1400) for income, then spam 3tnk. Rally units ~(88,15). Keep harv mining (#131 at 101,18).", "raw": "{\"thoughts\":\"War Factory is almost done (82%). Sending one rifleman to scout west towards enemy base at (12,16). Prepping to place War Factory and start Heavy Tank/Harvester production.\",\"notes\":\"Weap finishing; next turn place weap, start 2nd proc or 3tnk. Scouting enemy at (12,16).\",\"commands\":[{\"do\":\"move\",\"units\":[136],\"x\":50,\"y\":20},{\"do\":\"stance\",\"units\":[136],\"stance\":\"defend\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1555, "completion_tokens": 326, "total_tokens": 1881, "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": 0.0047775, "upstream_inference_prompt_cost": 0.0023325, "upstream_inference_completions_cost": 0.002445}, "completion_tokens_details": {"reasoning_tokens": 209, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.6, "thoughts": "War Factory is almost done (82%). Sending one rifleman to scout west towards enemy base at (12,16). Prepping to place War Factory and start Heavy Tank/Harvester production.", "notes": "Weap finishing; next turn place weap, start 2nd proc or 3tnk. Scouting enemy at (12,16).", "commands": [{"do": "move", "units": [136], "x": 50, "y": 20}, {"do": "stance", "units": [136], "stance": "defend"}], "feedback": ["move: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:08 (tick 3201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $880 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11%.\nPRODUCTION: Building: weap 66%; Infantry: e1 1%; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #137@(48,25) #138@(47,24) #139@(45,24) #141@(40,24) #143@(37,24) #145@(34,24) #147@(30,23) #148@(29,22) #149@(25,25) #151@(24,20) #152@(21,20) #153@(18,20) #155@(15,21)\n  harv (Ore Truck (harvester)) x1: #132@(24,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - attack_move: 9 units\n  - stance: 9 units\nYOUR NOTES FROM LAST TURN: Weap 49% at 2:00, likely ready next turn. All 9 rifles advancing/scouting east; enemy start likely 95,11. Next: place weap, build proc, start vehicle production.", "raw": "{\"thoughts\":\"War Factory is nearly complete while the rifle screen continues scouting east toward the likely enemy base. Save cash for refinery and immediate vehicle production once the factory is placed.\",\"notes\":\"Weap 66% at 2:08; place when ready, then build proc and produce tanks/vehicles. Rifles scouting east toward 95,11; no enemy seen.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1429, "completion_tokens": 254, "total_tokens": 1683, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1427, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00728145, "upstream_inference_prompt_cost": 0.00392865, "upstream_inference_completions_cost": 0.0033528}, "completion_tokens_details": {"reasoning_tokens": 133, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "War Factory is nearly complete while the rifle screen continues scouting east toward the likely enemy base. Save cash for refinery and immediate vehicle production once the factory is placed.", "notes": "Weap 66% at 2:08; place when ready, then build proc and produce tanks/vehicles. Rifles scouting east toward 95,11; no enemy seen.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 13 units", "stance: 13 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": 1300, "income": 1000, "experience": 0, "order_count": 25}}
{"tick": 3401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\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 7.1%.\nPRODUCTION: Building: weap 99%; Building: weap 0%; Building: powr 0%; Infantry: e3 14%; 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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #136@(79,14) #142@(89,15)* #144@(87,14)* #146@(87,16)*\n  e3 (Rocket Soldier) x4: #140@(87,14)* #150@(88,15)* #154@(88,15)* #158@(93,9)\n  harv (Ore Truck (harvester)) x1: #131@(99,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Weap finishing; next turn place weap, start 2nd proc or 3tnk. Scouting enemy at (12,16).", "raw": "{\"thoughts\": \"War factory nearly done \u2014 I'll place it next turn. Cash is tight, so keep barracks busy with cheap infantry and send a scout group toward the enemy start to locate their base while harvesting continues.\", \"notes\": \"Place weap when ready, then build proc #2 for economy. Scout group heading to (12,16).\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"attack_move\",\"units\":[142,144,140,150],\"x\":70,\"y\":15},{\"do\":\"move\",\"units\":[136],\"x\":60,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1457, "completion_tokens": 730, "total_tokens": 2187, "cost": 0.001087308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001087308, "upstream_inference_prompt_cost": 0.000211308, "upstream_inference_completions_cost": 0.000876}, "completion_tokens_details": {"reasoning_tokens": 598, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.35, "thoughts": "War factory nearly done \u2014 I'll place it next turn. Cash is tight, so keep barracks busy with cheap infantry and send a scout group toward the enemy start to locate their base while harvesting continues.", "notes": "Place weap when ready, then build proc #2 for economy. Scout group heading to (12,16).", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": [142, 144, 140, 150], "x": 70, "y": 15}, {"do": "move", "units": [136], "x": 60, "y": 14}], "feedback": ["train 2x e1: queued", "attack_move: 4 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:16 (tick 3401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $430 + stored ore $416 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $7100, army $2600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.3%.\nPRODUCTION: Building: weap 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\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #137@(58,28) #138@(56,28) #139@(54,28) #141@(50,26) #143@(47,24) #145@(45,24) #147@(40,24) #148@(38,24) #149@(35,24) #151@(33,24) #152@(30,24) #153@(26,25) #155@(23,24) #156@(22,20) #157@(18,20)\n  harv (Ore Truck (harvester)) x1: #132@(19,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - stance: 13 units\nYOUR NOTES FROM LAST TURN: Weap 66% at 2:08; place when ready, then build proc and produce tanks/vehicles. Rifles scouting east toward 95,11; no enemy seen.", "raw": "{\"thoughts\":\"War Factory is nearly ready; place it immediately when complete and use it for continuous vehicle production. Rifles will continue scouting toward the likely enemy start while the harvester keeps income flowing for a second refinery.\",\"notes\":\"Place weap as soon as ready, then save/start proc #2. Rifle scout advancing east/northeast toward enemy start 95,11; no contacts.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":14,\"y\":24},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[137,138,139,141,143,145,147,148,149,151,152,153,155,156,157],\"x\":88,\"y\":14},{\"do\":\"stance\",\"units\":[137,138,139,141,143,145,147,148,149,151,152,153,155,156,157],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1415, "completion_tokens": 271, "total_tokens": 1686, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1413, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00746735, "upstream_inference_prompt_cost": 0.00389015, "upstream_inference_completions_cost": 0.0035772}, "completion_tokens_details": {"reasoning_tokens": 68, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.16, "thoughts": "War Factory is nearly ready; place it immediately when complete and use it for continuous vehicle production. Rifles will continue scouting toward the likely enemy start while the harvester keeps income flowing for a second refinery.", "notes": "Place weap as soon as ready, then save/start proc #2. Rifle scout advancing east/northeast toward enemy start 95,11; no contacts.", "commands": [{"do": "place", "item": "weap", "x": 14, "y": 24}, {"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [137, 138, 139, 141, 143, 145, 147, 148, 149, 151, 152, 153, 155, 156, 157], "x": 88, "y": 14}, {"do": "stance", "units": [137, 138, 139, 141, 143, 145, 147, 148, 149, 151, 152, 153, 155, 156, 157], "stance": "attack_anything"}], "feedback": ["place weap: nothing READY TO PLACE with that type", "attack_move: 15 units", "stance: 15 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7100, "army_value": 1500, "income": 1500, "experience": 0, "order_count": 25}}
{"tick": 3601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $325 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $7200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.9%.\nPRODUCTION: Building: weap READY TO PLACE; Building: weap 0%; Building: powr 0%; Infantry: e1 75%; 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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #136@(69,14) #142@(79,14) #144@(77,15) #146@(87,16)*\n  e3 (Rocket Soldier) x5: #140@(77,15) #150@(78,15) #154@(88,15)* #158@(88,15)* #159@(92,9)\n  harv (Ore Truck (harvester)) x1: #131@(100,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - attack_move: 4 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Place weap when ready, then build proc #2 for economy. Scout group heading to (12,16).", "raw": "{\"thoughts\":\"War Factory is ready \u2014 place it near the base to unlock tanks. Economy is thin ($1 + $325 ore) with one harvester, so priority is getting the weap down and continuing infantry while the scout group probes toward the enemy start at (12,16).\",\"notes\":\"weap placed ~(95,14). Scout group (4 inf) pushing west toward (12,16). Need proc #2 and tanks once cash allows.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[136,142,144,146],\"x\":50,\"y\":15},{\"do\":\"rally\",\"building\":121,\"x\":90,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1481, "completion_tokens": 839, "total_tokens": 2320, "cost": 0.001225308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001225308, "upstream_inference_prompt_cost": 0.000218508, "upstream_inference_completions_cost": 0.0010068}, "completion_tokens_details": {"reasoning_tokens": 663, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.53, "thoughts": "War Factory is ready \u2014 place it near the base to unlock tanks. Economy is thin ($1 + $325 ore) with one harvester, so priority is getting the weap down and continuing infantry while the scout group probes toward the enemy start at (12,16).", "notes": "weap placed ~(95,14). Scout group (4 inf) pushing west toward (12,16). Need proc #2 and tanks once cash allows.", "commands": [{"do": "place", "item": "weap"}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [136, 142, 144, 146], "x": 50, "y": 15}, {"do": "rally", "building": 121, "x": 90, "y": 15}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "train 5x e1: queued", "train 2x e3: queued", "attack_move: 4 units", "rally #121: 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": 7200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 24}}
{"tick": 3601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:24 (tick 3601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $430 + stored ore $83 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $7100, army $2600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.8%.\nPRODUCTION: Building: weap 99%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #137@(66,23) #138@(65,24) #139@(64,25) #141@(60,28) #143@(57,28) #145@(54,28) #147@(50,26) #148@(48,26) #149@(46,24) #151@(44,24) #152@(40,24) #153@(36,24) #155@(34,24) #156@(31,24) #157@(27,25)\n  harv (Ore Truck (harvester)) x1: #132@(19,7)\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: 15 units\n  - stance: 15 units\nYOUR NOTES FROM LAST TURN: Place weap as soon as ready, then save/start proc #2. Rifle scout advancing east/northeast toward enemy start 95,11; no contacts.", "raw": "{\"thoughts\":\"War Factory is about to complete; place it and begin vehicle production as income permits. Rifle screen continues scouting directly toward the likely enemy base while we expand to a second refinery.\",\"notes\":\"Place weap now; set rally east. Infantry scout force advancing toward (95,11), no enemy contact. Build proc #2 once cash reaches $1400.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":20,\"y\":21},{\"do\":\"rally\",\"building\":134,\"x\":55,\"y\":24},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack_move\",\"units\":[137,138,139,141,143,145,147,148,149,151,152,153,155,156,157],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1424, "completion_tokens": 281, "total_tokens": 1705, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1422, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0076241, "upstream_inference_prompt_cost": 0.0039149, "upstream_inference_completions_cost": 0.0037092}, "completion_tokens_details": {"reasoning_tokens": 95, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.18, "thoughts": "War Factory is about to complete; place it and begin vehicle production as income permits. Rifle screen continues scouting directly toward the likely enemy base while we expand to a second refinery.", "notes": "Place weap now; set rally east. Infantry scout force advancing toward (95,11), no enemy contact. Build proc #2 once cash reaches $1400.", "commands": [{"do": "place", "item": "weap", "x": 20, "y": 21}, {"do": "rally", "building": 134, "x": 55, "y": 24}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": [137, 138, 139, 141, 143, 145, 147, 148, 149, 151, 152, 153, 155, 156, 157], "x": 95, "y": 11}, {"do": "harvest", "unit": 132}], "feedback": ["place weap: nothing READY TO PLACE with that type", "rally #134: ordered", "train 5x e1: queued", "attack_move: 15 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7100, "army_value": 1500, "income": 1500, "experience": 0, "order_count": 25}}
{"tick": 3801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $100 (1 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 10.6%.\nPRODUCTION: Building: weap 7%; Building: powr 0%; Infantry: e3 47%; 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: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #160 weap@(98,10) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #136@(65,18) #142@(73,20)25% #146@(78,15) #161@(89,14)\n  e3 (Rocket Soldier) x5: #140@(70,15)* #150@(70,15) #154@(88,15)* #158@(88,15)* #159@(88,15)*\n  harv (Ore Truck (harvester)) x1: #131@(103,23)\nVISIBLE ENEMY UNITS (2):\n  #138 e1@(69,20) 63%, #139 e1@(69,20) 50%\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 e1: queued\n  - train 2x e3: queued\n  - attack_move: 4 units\n  - rally #121: ordered\nYOUR NOTES FROM LAST TURN: weap placed ~(95,14). Scout group (4 inf) pushing west toward (12,16). Need proc #2 and tanks once cash allows.", "raw": "{\"thoughts\": \"I'm nearly broke ($1) so economy is the priority: get the harvester mining and rally units. My scattered infantry can push the two weak enemy e1s at (69,20) while the hurt rifle retreats.\", \"notes\": \"weap should be done soon; cash-strapped, need harvester mining and proc #2 next. Enemy scouts at (69,20) weak. Main enemy base likely (12,16).\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"move\",\"units\":[142],\"x\":95,\"y\":14},{\"do\":\"attack_move\",\"units\":[154,158,159,161],\"x\":72,\"y\":19},{\"do\":\"move\",\"units\":[140,150],\"x\":78,\"y\":18},{\"do\":\"rally\",\"building\":160,\"x\":88,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1645, "completion_tokens": 680, "total_tokens": 2325, "cost": 0.001083708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001083708, "upstream_inference_prompt_cost": 0.000267708, "upstream_inference_completions_cost": 0.000816}, "completion_tokens_details": {"reasoning_tokens": 493, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.22, "thoughts": "I'm nearly broke ($1) so economy is the priority: get the harvester mining and rally units. My scattered infantry can push the two weak enemy e1s at (69,20) while the hurt rifle retreats.", "notes": "weap should be done soon; cash-strapped, need harvester mining and proc #2 next. Enemy scouts at (69,20) weak. Main enemy base likely (12,16).", "commands": [{"do": "harvest", "unit": 131}, {"do": "move", "units": [142], "x": 95, "y": 14}, {"do": "attack_move", "units": [154, 158, 159, 161], "x": 72, "y": 19}, {"do": "move", "units": [140, 150], "x": 78, "y": 18}, {"do": "rally", "building": 160, "x": 88, "y": 14}], "feedback": ["move: 1 units", "attack_move: 4 units", "move: 2 units", "rally #160: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1500, "experience": 1, "order_count": 32}}
{"tick": 3801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:32 (tick 3801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $183 + stored ore $0 (storage 2000), power 200 made / 50 used, harvesters 1.\nSCORE: assets $7300, army $2800, killed $100 (1 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 14.6%.\nPRODUCTION: Building: weap READY TO PLACE; 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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #138@(69,20)63% #139@(69,20)50% #141@(67,22) #143@(65,24) #145@(64,25) #147@(59,28) #148@(58,28) #149@(55,28) #151@(53,27) #152@(50,26) #153@(47,24) #155@(45,24) #156@(42,24) #157@(36,24) #162@(21,22) #163@(18,20) #164@(16,22)\n  harv (Ore Truck (harvester)) x1: #132@(17,14)\nVISIBLE ENEMY UNITS (1):\n  #142 e1@(73,20) 25%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - rally #134: ordered\n  - train 5x e1: queued\n  - attack_move: 15 units\nYOUR NOTES FROM LAST TURN: Place weap now; set rally east. Infantry scout force advancing toward (95,11), no enemy contact. Build proc #2 once cash reaches $1400.", "raw": "{\"thoughts\":\"War Factory is ready but was not placed successfully last turn, so place it immediately and keep the scouting infantry pushing toward the likely enemy start. The forward rifles have found a wounded enemy scout; eliminate it while the rear units catch up.\",\"notes\":\"Place War Factory; infantry column advancing east/northeast toward enemy start (95,11). Save income for second refinery, then produce vehicles continuously.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":20,\"y\":20},{\"do\":\"attack\",\"units\":[138,139,141,143,145,147,148,149],\"target\":142},{\"do\":\"attack_move\",\"units\":[151,152,153,155,156,157,162,163,164],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1479, "completion_tokens": 259, "total_tokens": 1738, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1477, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00748495, "upstream_inference_prompt_cost": 0.00406615, "upstream_inference_completions_cost": 0.0034188}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.86, "thoughts": "War Factory is ready but was not placed successfully last turn, so place it immediately and keep the scouting infantry pushing toward the likely enemy start. The forward rifles have found a wounded enemy scout; eliminate it while the rear units catch up.", "notes": "Place War Factory; infantry column advancing east/northeast toward enemy start (95,11). Save income for second refinery, then produce vehicles continuously.", "commands": [{"do": "place", "item": "weap", "x": 20, "y": 20}, {"do": "attack", "units": [138, 139, 141, 143, 145, 147, 148, 149], "target": 142}, {"do": "attack_move", "units": [151, 152, 153, 155, 156, 157, 162, 163, 164], "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 70, "y": 20}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack: 8 units", "attack_move: 9 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 1700, "income": 1500, "experience": 1, "order_count": 30}}
{"tick": 4001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2700, killed $200 (2 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 11%.\nPRODUCTION: Building: weap 7%; Building: powr 0%; Infantry: e3 47%; 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: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #160 weap@(98,10) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #161@(79,14)\n  e3 (Rocket Soldier) x5: #140@(78,18)* #150@(78,18)* #154@(78,14) #158@(78,15) #159@(79,14)\n  harv (Ore Truck (harvester)) x1: #131@(98,14)\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\n  - move: 2 units\n  - rally #160: ordered\nYOUR NOTES FROM LAST TURN: weap should be done soon; cash-strapped, need harvester mining and proc #2 next. Enemy scouts at (69,20) weak. Main enemy base likely (12,16).", "raw": "{\"thoughts\": \"Broke ($1) and low on economy with only one harvester. weap is in progress; keep it and let the harvester mine. Push the small rocket-soldier group west to scout for the enemy base while staying together.\", \"notes\": \"weap nearly done -> then proc #2 for economy. Army group (~6) scouting west toward enemy start (12,16). Need harvesters mining nonstop.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":160,\"x\":95,\"y\":16},{\"do\":\"rally\",\"building\":133,\"x\":95,\"y\":14},{\"do\":\"attack_move\",\"units\":[140,150,154,158,159,161],\"x\":68,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1573, "completion_tokens": 523, "total_tokens": 2096, "cost": 0.000873708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000873708, "upstream_inference_prompt_cost": 0.000246108, "upstream_inference_completions_cost": 0.0006276}, "completion_tokens_details": {"reasoning_tokens": 355, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.31, "thoughts": "Broke ($1) and low on economy with only one harvester. weap is in progress; keep it and let the harvester mine. Push the small rocket-soldier group west to scout for the enemy base while staying together.", "notes": "weap nearly done -> then proc #2 for economy. Army group (~6) scouting west toward enemy start (12,16). Need harvesters mining nonstop.", "commands": [{"do": "harvest", "unit": 131}, {"do": "rally", "building": 160, "x": 95, "y": 16}, {"do": "rally", "building": 133, "x": 95, "y": 14}, {"do": "attack_move", "units": [140, 150, 154, 158, 159, 161], "x": 68, "y": 16}], "feedback": ["rally #160: ordered", "rally #133: ordered", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 200, "deaths_cost": 400, "units_killed": 2, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1600, "income": 1500, "experience": 2, "order_count": 32}}
{"tick": 4001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:40 (tick 4001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $23 + stored ore $477 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $2900, killed $400 (4 units, 0 bldgs), lost $200 (2 units, 0 bldgs). Map explored 15%.\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  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x18: #138@(68,20)54%* #141@(69,21)* #143@(66,23)* #145@(65,25)* #147@(61,28)* #148@(60,28)* #149@(56,28)* #151@(63,26) #152@(60,28) #153@(56,28) #155@(54,28) #156@(51,26) #157@(47,24) #162@(30,24) #163@(27,25) #164@(24,24) #166@(21,22) #167@(19,20)\n  harv (Ore Truck (harvester)) x1: #132@(17,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 8 units\n  - attack_move: 9 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Place War Factory; infantry column advancing east/northeast toward enemy start (95,11). Save income for second refinery, then produce vehicles continuously.", "raw": "{\"thoughts\":\"War Factory is online and the infantry column is advancing toward the likely enemy start. Spend incoming refinery funds on rifle reinforcements while keeping the harvester mining and pushing the whole force northeast.\",\"notes\":\"War Factory #165 active; 18 rifles advancing from x19-69 toward enemy start (95,11). Need save for refinery #2 then vehicles.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"rally\",\"building\":134,\"x\":72,\"y\":18},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":92,\"y\":12},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1516, "completion_tokens": 233, "total_tokens": 1749, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1514, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0072435, "upstream_inference_prompt_cost": 0.0041679, "upstream_inference_completions_cost": 0.0030756}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.14, "thoughts": "War Factory is online and the infantry column is advancing toward the likely enemy start. Spend incoming refinery funds on rifle reinforcements while keeping the harvester mining and pushing the whole force northeast.", "notes": "War Factory #165 active; 18 rifles advancing from x19-69 toward enemy start (95,11). Need save for refinery #2 then vehicles.", "commands": [{"do": "train", "item": "e1", "count": 4}, {"do": "rally", "building": 134, "x": 72, "y": 18}, {"do": "harvest", "unit": 132}, {"do": "attack_move", "units": "all_army", "x": 92, "y": 12}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["train 4x e1: queued", "rally #134: ordered", "attack_move: 18 units", "stance: 18 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 200, "units_killed": 4, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 1800, "income": 2000, "experience": 4, "order_count": 31}}
{"tick": 4201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $2100, killed $300 (3 units, 0 bldgs), lost $1300 (7 units, 0 bldgs). Map explored 11%.\nPRODUCTION: Building: weap 20%; Building: powr 0%; Infantry: e3 30%; 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: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #160 weap@(98,10) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #161@(74,15)\n  e3 (Rocket Soldier) x3: #154@(73,15)51% #159@(73,15)80% #169@(92,9)\n  harv (Ore Truck (harvester)) x1: #131@(102,22)\nVISIBLE ENEMY UNITS (1):\n  #143 e1@(71,18) 85%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #160: ordered\n  - rally #133: ordered\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: weap nearly done -> then proc #2 for economy. Army group (~6) scouting west toward enemy start (12,16). Need harvesters mining nonstop.", "raw": "{\"thoughts\": \"Economy is starving at $0 with only one harvester; war factory is nearly done so I'll push toward a second refinery and more harvesters. My small group keeps scouting west but should stay together and pick off the lone enemy rifleman.\",\"notes\": \"weap ~20% done -> proc #2 next for economy. Army ~4 units scouting west toward enemy start (12,16); enemy e1 seen at (71,18). Keep harvester mining, cash is tight.\",\"commands\": [{\"do\":\"attack_move\",\"units\":[161,154,159],\"x\":65,\"y\":16},{\"do\":\"rally\",\"building\":160,\"x\":90,\"y\":20},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1553, "completion_tokens": 829, "total_tokens": 2382, "cost": 0.001234908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001234908, "upstream_inference_prompt_cost": 0.000240108, "upstream_inference_completions_cost": 0.0009948}, "completion_tokens_details": {"reasoning_tokens": 654, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.23, "thoughts": "Economy is starving at $0 with only one harvester; war factory is nearly done so I'll push toward a second refinery and more harvesters. My small group keeps scouting west but should stay together and pick off the lone enemy rifleman.", "notes": "weap ~20% done -> proc #2 next for economy. Army ~4 units scouting west toward enemy start (12,16); enemy e1 seen at (71,18). Keep harvester mining, cash is tight.", "commands": [{"do": "attack_move", "units": [161, 154, 159], "x": 65, "y": 16}, {"do": "rally", "building": 160, "x": 90, "y": 20}, {"do": "train", "item": "e1", "count": 3}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 3 units", "rally #160: ordered", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1300, "units_killed": 3, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8300, "army_value": 1000, "income": 2000, "experience": 3, "order_count": 32}}
{"tick": 4201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:48 (tick 4201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $23 + stored ore $158 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $1300 (7 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 15.6%.\nPRODUCTION: Infantry: e1 19%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x20: #141@(71,19)20% #143@(71,18)85% #145@(71,19)95% #147@(68,21) #148@(67,21) #149@(65,24) #151@(70,19) #152@(68,21) #153@(65,24) #155@(63,26) #156@(61,27) #157@(56,28) #162@(41,24) #163@(37,24) #164@(34,24) #166@(31,24) #167@(28,24) #168@(21,22) #170@(18,20) #171@(16,22)\n  harv (Ore Truck (harvester)) x1: #132@(16,6)\nVISIBLE ENEMY UNITS (2):\n  #154 e3@(73,15) 51%, #159 e3@(73,15) 80%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e1: queued\n  - rally #134: ordered\n  - attack_move: 18 units\n  - stance: 18 units\nYOUR NOTES FROM LAST TURN: War Factory #165 active; 18 rifles advancing from x19-69 toward enemy start (95,11). Need save for refinery #2 then vehicles.", "raw": "{\"thoughts\":\"Our rifle mass is deep across the map and has encountered enemy rocket soldiers near the eastern approach. Keep infantry pressure moving toward the likely enemy start while income accumulates for a second refinery and vehicle production.\",\"notes\":\"Rifles advancing east; visible enemy rockets at 73,15. Save/spend next funds on proc #2, then vehicles; War Factory idle.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"rally\",\"building\":134,\"x\":75,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1555, "completion_tokens": 386, "total_tokens": 1941, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1553, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00937035, "upstream_inference_prompt_cost": 0.00427515, "upstream_inference_completions_cost": 0.0050952}, "completion_tokens_details": {"reasoning_tokens": 224, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.05, "thoughts": "Our rifle mass is deep across the map and has encountered enemy rocket soldiers near the eastern approach. Keep infantry pressure moving toward the likely enemy start while income accumulates for a second refinery and vehicle production.", "notes": "Rifles advancing east; visible enemy rockets at 73,15. Save/spend next funds on proc #2, then vehicles; War Factory idle.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "train", "item": "e1", "count": 10}, {"do": "rally", "building": 134, "x": 75, "y": 15}], "feedback": ["attack_move: 20 units", "stance: 20 units", "train 10x e1: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 300, "units_killed": 7, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2000, "experience": 13, "order_count": 35}}
{"tick": 4401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $300 (3 units, 0 bldgs), lost $2000 (10 units, 0 bldgs). Map explored 11.1%.\nPRODUCTION: Building: weap 20%; Building: powr 0%; Infantry: e3 30%; 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%; 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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #160 weap@(98,10) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #169@(95,14)*\n  harv (Ore Truck (harvester)) x1: #131@(101,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - rally #160: ordered\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: weap ~20% done -> proc #2 next for economy. Army ~4 units scouting west toward enemy start (12,16); enemy e1 seen at (71,18). Keep harvester mining, cash is tight.", "raw": "{\"thoughts\": \"Cash is $0 with only one harvester, so economy is the bottleneck. weap is nearly done; queue a second refinery (proc) next for income. Keep the harvester mining and hold the lone rocket soldier near base rather than throwing it away scouting.\", \"notes\": \"Building queue: weap finishing, then proc #2 for economy. Only ~1 combat unit (e3) alive; many e1 queued in barracks draining cash. Enemy start (12,16), last seen enemy e1 around (71,18). Need more harvesters and a real tank group before attacking.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}, {\"do\":\"harvest\",\"unit\":131}, {\"do\":\"move\",\"units\":[169],\"x\":97,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1543, "completion_tokens": 640, "total_tokens": 2183, "cost": 0.001005108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001005108, "upstream_inference_prompt_cost": 0.000237108, "upstream_inference_completions_cost": 0.000768}, "completion_tokens_details": {"reasoning_tokens": 471, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.87, "thoughts": "Cash is $0 with only one harvester, so economy is the bottleneck. weap is nearly done; queue a second refinery (proc) next for income. Keep the harvester mining and hold the lone rocket soldier near base rather than throwing it away scouting.", "notes": "Building queue: weap finishing, then proc #2 for economy. Only ~1 combat unit (e3) alive; many e1 queued in barracks draining cash. Enemy start (12,16), last seen enemy e1 around (71,18). Need more harvesters and a real tank group before attacking.", "commands": [{"do": "build", "item": "proc"}, {"do": "harvest", "unit": 131}, {"do": "move", "units": [169], "x": 97, "y": 18}], "feedback": ["build proc: started", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2000, "units_killed": 3, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 3, "order_count": 35}}
{"tick": 4401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:56 (tick 4401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9800, army $3300, killed $2000 (10 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 16.6%.\nPRODUCTION: Infantry: e1 1%; 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: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x22: #141@(76,14)10% #143@(76,13)21% #145@(75,14)92% #147@(75,14) #148@(75,14) #149@(72,17) #151@(75,14)96% #152@(75,14) #153@(72,16) #155@(71,18) #156@(69,20) #157@(65,24) #162@(51,26) #163@(47,24) #164@(45,24) #166@(42,24) #167@(38,24) #168@(30,24) #170@(27,25) #171@(24,24) #172@(21,22) #173@(19,20)\n  harv (Ore Truck (harvester)) x1: #132@(17,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 20 units\n  - stance: 20 units\n  - train 10x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Rifles advancing east; visible enemy rockets at 73,15. Save/spend next funds on proc #2, then vehicles; War Factory idle.", "raw": "{\"thoughts\":\"Our rifle mass is deep across the map and should keep pressuring the likely Allied start while the economy refills. The infantry queue is saturated; next spending priority is a second refinery, then a Service Depot for tanks.\",\"notes\":\"Rifle column spans x19-76 advancing toward likely enemy base at (95,11); no current enemy vision. War Factory exists but needs fix for Heavy Tanks; build proc #2 as soon as affordable.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":134,\"x\":82,\"y\":13},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1604, "completion_tokens": 256, "total_tokens": 1860, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1602, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0077891, "upstream_inference_prompt_cost": 0.0044099, "upstream_inference_completions_cost": 0.0033792}, "completion_tokens_details": {"reasoning_tokens": 84, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.17, "thoughts": "Our rifle mass is deep across the map and should keep pressuring the likely Allied start while the economy refills. The infantry queue is saturated; next spending priority is a second refinery, then a Service Depot for tanks.", "notes": "Rifle column spans x19-76 advancing toward likely enemy base at (95,11); no current enemy vision. War Factory exists but needs fix for Heavy Tanks; build proc #2 as soon as affordable.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 134, "x": 82, "y": 13}, {"do": "harvest", "unit": 132}, {"do": "build", "item": "proc"}], "feedback": ["attack_move: 22 units", "stance: 22 units", "rally #134: ordered", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 300, "units_killed": 10, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 2200, "income": 2000, "experience": 20, "order_count": 45}}
{"tick": 4601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $300 (3 units, 0 bldgs), lost $2000 (10 units, 0 bldgs). Map explored 11.3%.\nPRODUCTION: Building: weap 20%; Building: proc 0%; Building: powr 0%; Infantry: e3 30%; 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%; 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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #160 weap@(98,10) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #169@(97,18)*\n  harv (Ore Truck (harvester)) x1: #131@(98,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Building queue: weap finishing, then proc #2 for economy. Only ~1 combat unit (e3) alive; many e1 queued in barracks draining cash. Enemy start (12,16), last seen enemy e1 around (71,18). Need more harvesters and a real tank group before attacking.", "raw": "{\"thoughts\":\"Economy is stalled at $0 with only one harvester, so weap/proc are blocked. Kuznetsov is right \u2014 I must stop the e1 cash drain, keep the harv mining, and accumulate ore to finish the War Factory for more harvesters/tanks. Only one e3 exists, so I'll keep it near the harvester to guard against enemy raiders.\",\"notes\":\"Cash 0, 1 harv only. Canceled queued e1 to stop drain; keeping e3 building. Weap@20% blocked on cash -> get harv income up, then finish weap+proc, build 2nd harv and tanks. Enemy start (12,16), enemy e1 last seen (71,18). Guard harv with lone e3.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"move\",\"units\":[169],\"x\":99,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1552, "completion_tokens": 1551, "total_tokens": 3103, "cost": 0.002101008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002101008, "upstream_inference_prompt_cost": 0.000239808, "upstream_inference_completions_cost": 0.0018612}, "completion_tokens_details": {"reasoning_tokens": 1261, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.14, "thoughts": "Economy is stalled at $0 with only one harvester, so weap/proc are blocked. Kuznetsov is right \u2014 I must stop the e1 cash drain, keep the harv mining, and accumulate ore to finish the War Factory for more harvesters/tanks. Only one e3 exists, so I'll keep it near the harvester to guard against enemy raiders.", "notes": "Cash 0, 1 harv only. Canceled queued e1 to stop drain; keeping e3 building. Weap@20% blocked on cash -> get harv income up, then finish weap+proc, build 2nd harv and tanks. Enemy start (12,16), enemy e1 last seen (71,18). Guard harv with lone e3.", "commands": [{"do": "harvest", "unit": 131}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "train", "item": "e3", "count": 1}, {"do": "move", "units": [169], "x": 99, "y": 16}], "feedback": ["train 1x e3: queued", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2000, "units_killed": 3, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 3, "order_count": 36}}
{"tick": 4601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:04 (tick 4601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $158 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3400, killed $2000 (10 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 18.8%.\nPRODUCTION: Building: proc 12%; Infantry: e1 71%; 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: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x23: #141@(87,12)10% #143@(87,12)21% #145@(86,14)92% #147@(85,12) #148@(85,14) #149@(80,10) #151@(86,12)96% #152@(85,12) #153@(80,10) #155@(78,11) #156@(76,13) #157@(72,17) #162@(60,28) #163@(56,28) #164@(54,28) #166@(51,26) #167@(49,26) #168@(41,24) #170@(37,24) #171@(34,24) #172@(31,24) #173@(28,24) #176@(17,21)\n  harv (Ore Truck (harvester)) x1: #132@(21,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 22 units\n  - stance: 22 units\n  - rally #134: ordered\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Rifle column spans x19-76 advancing toward likely enemy base at (95,11); no current enemy vision. War Factory exists but needs fix for Heavy Tanks; build proc #2 as soon as affordable.", "raw": "{\"thoughts\":\"Second refinery is under construction and the rifle column is nearing the likely enemy start. Keep pressure toward the northeast while infantry production continues, then place the refinery immediately for stronger income.\",\"notes\":\"Proc #2 at 12%; 22+ rifles advancing from x28-87 toward likely enemy base (95,11). No enemy assets yet visible; War Factory awaits funds/Service Depot for heavy tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1617, "completion_tokens": 240, "total_tokens": 1857, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1615, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00761365, "upstream_inference_prompt_cost": 0.00444565, "upstream_inference_completions_cost": 0.003168}, "completion_tokens_details": {"reasoning_tokens": 94, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.78, "thoughts": "Second refinery is under construction and the rifle column is nearing the likely enemy start. Keep pressure toward the northeast while infantry production continues, then place the refinery immediately for stronger income.", "notes": "Proc #2 at 12%; 22+ rifles advancing from x28-87 toward likely enemy base (95,11). No enemy assets yet visible; War Factory awaits funds/Service Depot for heavy tanks.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 134, "x": 88, "y": 12}], "feedback": ["attack_move: 23 units", "stance: 23 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 300, "units_killed": 10, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 2300, "income": 2500, "experience": 20, "order_count": 46}}
{"tick": 4801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (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 49 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7600, army $1400, killed $300 (3 units, 0 bldgs), lost $2000 (10 units, 0 bldgs). Map explored 11.3%.\nPRODUCTION: Building: weap 22%; Building: proc 0%; Building: powr 0%; Infantry: e3 42%; 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, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 49%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #160 weap@(98,10) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #169@(99,16)*\n  harv (Ore Truck (harvester)) x1: #131@(101,24)\nVISIBLE ENEMY UNITS (6):\n  #145 e1@(89,12) 92%, #148 e1@(89,12) 100%, #149 e1@(88,10) 100%, #152 e1@(89,12) 100%, #153 e1@(89,10) 100%, #155 e1@(88,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x e3: queued\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Cash 0, 1 harv only. Canceled queued e1 to stop drain; keeping e3 building. Weap@20% blocked on cash -> get harv income up, then finish weap+proc, build 2nd harv and tanks. Enemy start (12,16), enemy e1 last seen (71,18). Guard harv with lone e3.", "raw": "{\"thoughts\": \"Cash is $0 and power is low, so production is stalling. One harvester is the lifeline; I must keep it mining and protect it while a lone e3 can't fight 6 riflemen head-on. Queue a power plant so it starts as soon as ore comes in.\", \"notes\": \"Still broke ($0), 1 harv mining at (101,24). Enemy e1 x6 near (88-89,10-12) poking base. Prioritize powr then weap/proc once cash flows; keep e3 guarding base, don't suicide it into 6 e1.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"move\",\"units\":[169],\"x\":94,\"y\":13},{\"do\":\"stance\",\"units\":[169],\"stance\":\"defend\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1608, "completion_tokens": 866, "total_tokens": 2474, "cost": 0.001295808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001295808, "upstream_inference_prompt_cost": 0.000256608, "upstream_inference_completions_cost": 0.0010392}, "completion_tokens_details": {"reasoning_tokens": 677, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.66, "thoughts": "Cash is $0 and power is low, so production is stalling. One harvester is the lifeline; I must keep it mining and protect it while a lone e3 can't fight 6 riflemen head-on. Queue a power plant so it starts as soon as ore comes in.", "notes": "Still broke ($0), 1 harv mining at (101,24). Enemy e1 x6 near (88-89,10-12) poking base. Prioritize powr then weap/proc once cash flows; keep e3 guarding base, don't suicide it into 6 e1.", "commands": [{"do": "harvest", "unit": 131}, {"do": "move", "units": [169], "x": 94, "y": 13}, {"do": "stance", "units": [169], "stance": "defend"}, {"do": "build", "item": "powr"}], "feedback": ["move: 1 units", "stance: 1 units", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2000, "units_killed": 3, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2075, "experience": 3, "order_count": 45}}
{"tick": 4801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:12 (tick 4801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10000, army $3500, killed $2000 (10 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 19.3%.\nPRODUCTION: Building: proc 18%; Infantry: e1 48%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x24: #141@(88,12)10% #143@(88,12)21% #145@(89,12)92% #147@(88,12) #148@(89,12) #149@(88,10) #151@(88,12)96% #152@(89,12) #153@(89,10) #155@(88,10) #156@(86,12) #157@(80,10) #162@(68,21) #163@(65,24) #164@(64,25) #166@(61,27) #167@(58,28) #168@(51,26) #170@(47,24) #171@(45,24) #172@(42,24) #173@(38,24) #176@(25,25) #177@(22,23)\n  harv (Ore Truck (harvester)) x1: #132@(20,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 23 units\n  - stance: 23 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Proc #2 at 12%; 22+ rifles advancing from x28-87 toward likely enemy base (95,11). No enemy assets yet visible; War Factory awaits funds/Service Depot for heavy tanks.", "raw": "{\"thoughts\":\"Our rifle mass has reached the likely enemy approach but has not spotted structures yet. Keep pressure moving east while the second refinery completes and maintain infantry production.\",\"notes\":\"Second refinery is building (18%). Rifle column spans x22-89 and is probing toward enemy start (95,11); several lead rifles are damaged.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":96,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":134,\"x\":96,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1611, "completion_tokens": 217, "total_tokens": 1828, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1609, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00729355, "upstream_inference_prompt_cost": 0.00442915, "upstream_inference_completions_cost": 0.0028644}, "completion_tokens_details": {"reasoning_tokens": 88, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.72, "thoughts": "Our rifle mass has reached the likely enemy approach but has not spotted structures yet. Keep pressure moving east while the second refinery completes and maintain infantry production.", "notes": "Second refinery is building (18%). Rifle column spans x22-89 and is probing toward enemy start (95,11); several lead rifles are damaged.", "commands": [{"do": "attack_move", "units": "all_army", "x": 96, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 134, "x": 96, "y": 11}], "feedback": ["attack_move: 24 units", "stance: 24 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 300, "units_killed": 10, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 2400, "income": 2500, "experience": 20, "order_count": 46}}
{"tick": 5001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (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 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7000, army $1100, killed $300 (3 units, 0 bldgs), lost $2600 (11 units, 1 bldgs). Map explored 11.4%.\nPRODUCTION: Building: weap 22%; Building: powr 0%; Building: powr 0%; Infantry: e3 42%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 97%, #129 proc@(98,13) 100%, #133 barr@(95,8) 98%, #160 weap@(98,10) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(99,15)\nVISIBLE ENEMY UNITS (12):\n  #141 e1@(91,12) 10%, #143 e1@(91,12) 21%, #145 e1@(91,12) 91%, #147 e1@(90,12) 100%, #148 e1@(90,12) 90%, #149 e1@(91,10) 100%, #151 e1@(90,12) 96%, #152 e1@(91,12) 100%, #153 e1@(91,10) 100%, #155 e1@(91,10) 100%, #156 e1@(91,12) 96%, #157 e1@(91,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - stance: 1 units\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Still broke ($0), 1 harv mining at (101,24). Enemy e1 x6 near (88-89,10-12) poking base. Prioritize powr then weap/proc once cash flows; keep e3 guarding base, don't suicide it into 6 e1.", "raw": "{\"thoughts\": \"12 enemy Rifle Infantry are right outside my base at (90-91,10-12) and I have zero combat units plus $0 cash. Low power is stalling everything. I need to keep production moving and get some cheap defenders, while keeping the harvester safe and mining for income.\", \"notes\": \"Enemy e1 rush ~12 units at (90-91,10-12), close to base. Broke ($0), low power - powr building. weap at 22%, e3 in infantry queue. Harvester #131 mining near (99,15). Priority: finish powr, get e3/e1 out, then ftur defense.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131}, {\"do\":\"train\",\"item\":\"e1\",\"count\":3}, {\"do\":\"build\",\"item\":\"ftur\"}, {\"do\":\"rally\",\"building\":133,\"x\":95,\"y\":13}, {\"do\":\"rally\",\"building\":160,\"x\":96,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1612, "completion_tokens": 1146, "total_tokens": 2758, "cost": 0.001633008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001633008, "upstream_inference_prompt_cost": 0.000257808, "upstream_inference_completions_cost": 0.0013752}, "completion_tokens_details": {"reasoning_tokens": 928, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.32, "thoughts": "12 enemy Rifle Infantry are right outside my base at (90-91,10-12) and I have zero combat units plus $0 cash. Low power is stalling everything. I need to keep production moving and get some cheap defenders, while keeping the harvester safe and mining for income.", "notes": "Enemy e1 rush ~12 units at (90-91,10-12), close to base. Broke ($0), low power - powr building. weap at 22%, e3 in infantry queue. Harvester #131 mining near (99,15). Priority: finish powr, get e3/e1 out, then ftur defense.", "commands": [{"do": "harvest", "unit": 131}, {"do": "train", "item": "e1", "count": 3}, {"do": "build", "item": "ftur"}, {"do": "rally", "building": 133, "x": 95, "y": 13}, {"do": "rally", "building": 160, "x": 96, "y": 14}], "feedback": ["train 3x e1: queued", "build ftur: started", "rally #133: ordered", "rally #160: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2600, "units_killed": 3, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 7000, "army_value": 0, "income": 2075, "experience": 3, "order_count": 46}}
{"tick": 5001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:20 (tick 5001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10000, army $3500, killed $2600 (11 units, 1 bldgs), lost $300 (3 units, 0 bldgs). Map explored 19.9%.\nPRODUCTION: Building: proc 18%; Infantry: e1 48%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x24: #141@(91,12)10% #143@(91,12)21% #145@(91,12)91% #147@(90,12) #148@(90,12)90% #149@(91,10) #151@(90,12)96% #152@(91,12) #153@(91,10) #155@(91,10) #156@(91,12)96% #157@(91,11) #162@(76,13) #163@(73,16) #164@(72,20) #166@(70,22) #167@(66,23) #168@(60,28) #170@(57,28) #171@(54,28) #172@(52,27) #173@(49,26) #176@(35,24) #177@(33,24)\n  harv (Ore Truck (harvester)) x1: #132@(21,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #121 fact@(95,11) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 24 units\n  - stance: 24 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Second refinery is building (18%). Rifle column spans x22-89 and is probing toward enemy start (95,11); several lead rifles are damaged.", "raw": "{\"thoughts\":\"Our rifle column has reached the enemy Construction Yard and no defenders are visible. Focus all infantry on destroying it while the second refinery completes to restore income growth.\",\"notes\":\"Enemy fact #121 at 95,11 is under direct infantry attack; second proc is 18% building. Infantry queues are filled with riflemen.\",\"commands\":[{\"do\":\"attack\",\"units\":[141,143,145,147,148,149,151,152,153,155,156,157,162,163,164,166,167,168,170,171,172,173,176,177],\"target\":121},{\"do\":\"rally\",\"building\":134,\"x\":91,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1612, "completion_tokens": 249, "total_tokens": 1861, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1610, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0077187, "upstream_inference_prompt_cost": 0.0044319, "upstream_inference_completions_cost": 0.0032868}, "completion_tokens_details": {"reasoning_tokens": 96, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.73, "thoughts": "Our rifle column has reached the enemy Construction Yard and no defenders are visible. Focus all infantry on destroying it while the second refinery completes to restore income growth.", "notes": "Enemy fact #121 at 95,11 is under direct infantry attack; second proc is 18% building. Infantry queues are filled with riflemen.", "commands": [{"do": "attack", "units": [141, 143, 145, 147, 148, 149, 151, 152, 153, 155, 156, 157, 162, 163, 164, 166, 167, 168, 170, 171, 172, 173, 176, 177], "target": 121}, {"do": "rally", "building": 134, "x": 91, "y": 12}], "feedback": ["attack: 24 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 300, "units_killed": 11, "units_lost": 3, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10000, "army_value": 2400, "income": 2500, "experience": 26, "order_count": 46}}
{"tick": 5201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $251 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7000, army $1100, killed $300 (3 units, 0 bldgs), lost $2600 (11 units, 1 bldgs). Map explored 11.4%.\nPRODUCTION: Building: weap 26%; Building: powr 0%; Building: powr 0%; Defense: ftur 14%; Infantry: e3 70%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 71%, #129 proc@(98,13) 100%, #133 barr@(95,8) 97%, #160 weap@(98,10) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(101,21)\nVISIBLE ENEMY UNITS (12):\n  #141 e1@(91,12) 10%, #143 e1@(91,12) 21%, #145 e1@(91,12) 91%, #147 e1@(90,12) 100%, #148 e1@(90,12) 90%, #149 e1@(91,10) 100%, #151 e1@(90,12) 96%, #152 e1@(91,12) 100%, #153 e1@(91,10) 100%, #155 e1@(91,10) 100%, #156 e1@(91,12) 96%, #157 e1@(91,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - build ftur: started\n  - rally #133: ordered\n  - rally #160: ordered\nYOUR NOTES FROM LAST TURN: Enemy e1 rush ~12 units at (90-91,10-12), close to base. Broke ($0), low power - powr building. weap at 22%, e3 in infantry queue. Harvester #131 mining near (99,15). Priority: finish powr, get e3/e1 out, then ftur defense.", "raw": "{\"thoughts\": \"Broke and low on power with an enemy e1 rush closing in on the base. Cancel the War Factory to free cash so the queued Power Plant can start, keep the harvester mining, and rely on barracks infantry already queued for defense.\", \"notes\": \"Cancelled weap to start powr with freed cash. Enemy e1s ~12 at (90-91,10-12). Barracks churning out e1/e3. Need power up ASAP, then defense. Protect harvester #131 near (101,21).\", \"commands\": [{\"do\":\"cancel\",\"item\":\"weap\"},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1662, "completion_tokens": 699, "total_tokens": 2361, "cost": 0.001111608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001111608, "upstream_inference_prompt_cost": 0.000272808, "upstream_inference_completions_cost": 0.0008388}, "completion_tokens_details": {"reasoning_tokens": 555, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.08, "thoughts": "Broke and low on power with an enemy e1 rush closing in on the base. Cancel the War Factory to free cash so the queued Power Plant can start, keep the harvester mining, and rely on barracks infantry already queued for defense.", "notes": "Cancelled weap to start powr with freed cash. Enemy e1s ~12 at (90-91,10-12). Barracks churning out e1/e3. Need power up ASAP, then defense. Protect harvester #131 near (101,21).", "commands": [{"do": "cancel", "item": "weap"}, {"do": "harvest", "unit": 131}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2600, "units_killed": 3, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 7000, "army_value": 0, "income": 2575, "experience": 3, "order_count": 50}}
{"tick": 5201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:28 (tick 5201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $88 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10200, army $3700, killed $2600 (11 units, 1 bldgs), lost $300 (3 units, 0 bldgs). Map explored 20.4%.\nPRODUCTION: Building: proc 32%; Infantry: e1 53%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (27) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x26: #141@(91,12)10% #143@(91,12)21% #145@(91,12)91% #147@(90,12) #148@(90,12)90% #149@(91,10) #151@(90,12)96% #152@(91,12) #153@(91,10) #155@(91,10) #156@(91,12)96% #157@(91,11) #162@(86,13) #163@(82,14) #164@(80,14) #166@(77,16) #167@(75,18) #168@(69,24) #170@(66,27) #171@(64,27) #172@(61,27) #173@(58,28) #176@(46,24) #177@(44,24) #178@(19,20) #179@(17,21)\n  harv (Ore Truck (harvester)) x1: #132@(21,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #121 fact@(95,11) 71%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 24 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy fact #121 at 95,11 is under direct infantry attack; second proc is 18% building. Infantry queues are filled with riflemen.", "raw": "{\"thoughts\":\"Our rifle swarm is already on the enemy Construction Yard and should finish it immediately. Keep all infantry pressure focused there while the refinery completes to restore income.\",\"notes\":\"Enemy fact #121 at 95,11 is the only visible enemy building and is at 71%; rifle force is surrounding it. Proc is building at 32%, infantry queue full.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":121},{\"do\":\"rally\",\"building\":134,\"x\":91,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1603, "completion_tokens": 154, "total_tokens": 1757, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1601, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00643995, "upstream_inference_prompt_cost": 0.00440715, "upstream_inference_completions_cost": 0.0020328}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.61, "thoughts": "Our rifle swarm is already on the enemy Construction Yard and should finish it immediately. Keep all infantry pressure focused there while the refinery completes to restore income.", "notes": "Enemy fact #121 at 95,11 is the only visible enemy building and is at 71%; rifle force is surrounding it. Proc is building at 32%, infantry queue full.", "commands": [{"do": "attack", "units": "all_army", "target": 121}, {"do": "rally", "building": 134, "x": 91, "y": 12}], "feedback": ["attack: 26 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 300, "units_killed": 11, "units_lost": 3, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10200, "army_value": 2600, "income": 3000, "experience": 26, "order_count": 46}}
{"tick": 5401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $451 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7300, army $1400, killed $300 (3 units, 0 bldgs), lost $2600 (11 units, 1 bldgs). Map explored 11.4%.\nPRODUCTION: Building: powr 36%; Building: powr 0%; Defense: ftur 32%; Infantry: e1 23%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 44%, #129 proc@(98,13) 100%, #133 barr@(95,8) 97%, #160 weap@(98,10) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #180@(95,9)\n  harv (Ore Truck (harvester)) x1: #131@(101,24)\nVISIBLE ENEMY UNITS (15):\n  #141 e1@(91,12) 10%, #143 e1@(91,12) 21%, #145 e1@(91,12) 91%, #147 e1@(90,12) 100%, #148 e1@(90,12) 90%, #149 e1@(91,10) 98%, #151 e1@(90,12) 96%, #152 e1@(91,12) 100%, #153 e1@(91,10) 99%, #155 e1@(91,10) 90%, #156 e1@(91,12) 96%, #157 e1@(91,11) 100%, #162 e1@(90,11) 100%, #163 e1@(91,14) 100%, #164 e1@(91,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Cancelled weap to start powr with freed cash. Enemy e1s ~12 at (90-91,10-12). Barracks churning out e1/e3. Need power up ASAP, then defense. Protect harvester #131 near (101,21).", "raw": "{\"thoughts\": \"Construction Yard is at 44% HP under attack by enemy riflemen. Harvesters take minimal damage from rifle bullets and crush infantry, so ordering Harvester #131 to run over the enemy swarm while repairing the ConYard.\", \"notes\": \"Harvester #131 crushing e1 swarm at (91,12). Repairing CYard #121. Waiting for powr and ftur to complete.\", \"commands\": [{\"do\": \"repair\", \"building\": 121}, {\"do\": \"move\", \"units\": [131], \"x\": 91, \"y\": 12}, {\"do\": \"attack_move\", \"units\": [180], \"x\": 93, \"y\": 11}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1792, "completion_tokens": 1226, "total_tokens": 3018, "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": 0.011883, "upstream_inference_prompt_cost": 0.002688, "upstream_inference_completions_cost": 0.009195}, "completion_tokens_details": {"reasoning_tokens": 1057, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.77, "thoughts": "Construction Yard is at 44% HP under attack by enemy riflemen. Harvesters take minimal damage from rifle bullets and crush infantry, so ordering Harvester #131 to run over the enemy swarm while repairing the ConYard.", "notes": "Harvester #131 crushing e1 swarm at (91,12). Repairing CYard #121. Waiting for powr and ftur to complete.", "commands": [{"do": "repair", "building": 121}, {"do": "move", "units": [131], "x": 91, "y": 12}, {"do": "attack_move", "units": [180], "x": 93, "y": 11}], "feedback": ["repair #121: ordered", "move: 1 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2600, "units_killed": 3, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 7300, "army_value": 300, "income": 2075, "experience": 3, "order_count": 51}}
{"tick": 5401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:36 (tick 5401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10200, army $3700, killed $2600 (11 units, 1 bldgs), lost $300 (3 units, 0 bldgs). Map explored 20.8%.\nPRODUCTION: Building: proc 36%; Infantry: e1 96%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (27) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x26: #141@(91,12)10% #143@(91,12)21% #145@(91,12)91% #147@(90,12) #148@(90,12)90% #149@(91,10)98% #151@(90,12)96% #152@(91,12) #153@(91,10) #155@(91,10)90% #156@(91,12)96% #157@(91,11) #162@(90,11) #163@(91,14) #164@(91,14) #166@(87,15) #167@(84,15) #168@(77,16) #170@(74,19) #171@(72,21) #172@(70,23) #173@(68,25) #176@(55,28) #177@(53,27) #178@(29,21) #179@(26,21)\n  harv (Ore Truck (harvester)) x1: #132@(21,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #121 fact@(95,11) 44%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 26 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy fact #121 at 95,11 is the only visible enemy building and is at 71%; rifle force is surrounding it. Proc is building at 32%, infantry queue full.", "raw": "{\"thoughts\":\"Our rifle swarm has nearly destroyed the exposed enemy Construction Yard; finish it immediately, which may end the game if it is their last building. The second refinery is progressing and infantry production remains queued.\",\"notes\":\"Enemy fact #121 at (95,11) is 44% and surrounded by rifle force; continue direct attack until destroyed. Proc under construction 36%.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":121},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1614, "completion_tokens": 191, "total_tokens": 1805, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1612, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0069586, "upstream_inference_prompt_cost": 0.0044374, "upstream_inference_completions_cost": 0.0025212}, "completion_tokens_details": {"reasoning_tokens": 72, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.41, "thoughts": "Our rifle swarm has nearly destroyed the exposed enemy Construction Yard; finish it immediately, which may end the game if it is their last building. The second refinery is progressing and infantry production remains queued.", "notes": "Enemy fact #121 at (95,11) is 44% and surrounded by rifle force; continue direct attack until destroyed. Proc under construction 36%.", "commands": [{"do": "attack", "units": "all_army", "target": 121}, {"do": "rally", "building": 134, "x": 92, "y": 12}], "feedback": ["attack: 26 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 300, "units_killed": 11, "units_lost": 3, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10200, "army_value": 2600, "income": 2500, "experience": 26, "order_count": 46}}
{"tick": 5601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $116 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7400, army $1500, killed $300 (3 units, 0 bldgs), lost $2600 (11 units, 1 bldgs). Map explored 11.7%.\nPRODUCTION: Building: powr 73%; Building: powr 0%; Defense: ftur 51%; Infantry: e1 35%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 10%, #129 proc@(98,13) 100%, #133 barr@(95,8) 97%, #160 weap@(98,10) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #181@(95,9)\n  e3 (Rocket Soldier) x1: #180@(95,9)\n  harv (Ore Truck (harvester)) x1: #131@(95,17)\nVISIBLE ENEMY UNITS (17):\n  #141 e1@(91,12) 10%, #143 e1@(91,12) 21%, #145 e1@(91,12) 91%, #147 e1@(90,12) 100%, #148 e1@(90,12) 90%, #149 e1@(91,10) 81%, #151 e1@(90,12) 96%, #152 e1@(91,12) 100%, #153 e1@(91,10) 96%, #155 e1@(91,10) 10%, #156 e1@(91,12) 96%, #157 e1@(91,11) 100%, #162 e1@(90,11) 100%, #163 e1@(91,14) 100%, #164 e1@(91,14) 100%, #166 e1@(91,14) 100%, #167 e1@(91,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #121: ordered\n  - move: 1 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Harvester #131 crushing e1 swarm at (91,12). Repairing CYard #121. Waiting for powr and ftur to complete.", "raw": "{\"thoughts\":\"Critical: CYard at 10% HP under threat from a large enemy infantry swarm right next to my base. Must prioritize repairing, get power online, and mass infantry to defend. Keep harvester mining away from the swarm.\",\"notes\":\"Enemy e1 swarm (17 units) near (90-91,10-14) threatening base at (95,11). CYard critical HP, repairing. Power still low, ftur defense building at 51%. Focus: finish powr, ftur, mass e1/e3 for defense, keep harvester safe at (95,17). Enemy main base likely at (12,16), unexplored.\",\"commands\":[{\"do\":\"repair\",\"building\":121},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2396, "completion_tokens": 535, "total_tokens": 2931, "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": 0.010142, "upstream_inference_prompt_cost": 0.004792, "upstream_inference_completions_cost": 0.00535}, "completion_tokens_details": {"reasoning_tokens": 250, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.65, "thoughts": "Critical: CYard at 10% HP under threat from a large enemy infantry swarm right next to my base. Must prioritize repairing, get power online, and mass infantry to defend. Keep harvester mining away from the swarm.", "notes": "Enemy e1 swarm (17 units) near (90-91,10-14) threatening base at (95,11). CYard critical HP, repairing. Power still low, ftur defense building at 51%. Focus: finish powr, ftur, mass e1/e3 for defense, keep harvester safe at (95,17). Enemy main base likely at (12,16), unexplored.", "commands": [{"do": "repair", "building": 121}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "stance", "units": "all_army", "stance": "defend"}], "feedback": ["repair #121: ordered", "train 3x e1: queued", "train 2x e3: queued", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2600, "units_killed": 3, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 7400, "army_value": 400, "income": 2075, "experience": 3, "order_count": 51}}
{"tick": 5601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:44 (tick 5601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10200, army $3700, killed $2600 (11 units, 1 bldgs), lost $300 (3 units, 0 bldgs). Map explored 21.3%.\nPRODUCTION: Building: proc 36%; Infantry: e1 96%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (27) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x26: #141@(91,12)10% #143@(91,12)21% #145@(91,12)91% #147@(90,12) #148@(90,12)90% #149@(91,10)81% #151@(90,12)96% #152@(91,12) #153@(91,10)96% #155@(91,10)10% #156@(91,12)96% #157@(91,11) #162@(90,11) #163@(91,14) #164@(91,14) #166@(91,14) #167@(91,14) #168@(86,15) #170@(82,14) #171@(80,14) #172@(77,16) #173@(75,18) #176@(65,27) #177@(63,27) #178@(40,21) #179@(37,21)\n  harv (Ore Truck (harvester)) x1: #132@(21,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #121 fact@(95,11) 10%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 26 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy fact #121 at (95,11) is 44% and surrounded by rifle force; continue direct attack until destroyed. Proc under construction 36%.", "raw": "{\"thoughts\":\"The enemy Construction Yard is down to 10% and our infantry are already surrounding it. Finish it immediately; destroying this key building may end the game if it is their last structure.\",\"notes\":\"Enemy fact #121 at (95,11) is at 10%; all available rifle infantry should focus-fire until destroyed. Refinery remains under construction at 36%.\",\"commands\":[{\"do\":\"attack\",\"units\":[141,143,145,147,148,149,151,152,153,155,156,157,162,163,164,166,167,168,170,171,172,173,176,177,178,179],\"target\":121}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1610, "completion_tokens": 256, "total_tokens": 1866, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1608, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0078056, "upstream_inference_prompt_cost": 0.0044264, "upstream_inference_completions_cost": 0.0033792}, "completion_tokens_details": {"reasoning_tokens": 106, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.33, "thoughts": "The enemy Construction Yard is down to 10% and our infantry are already surrounding it. Finish it immediately; destroying this key building may end the game if it is their last structure.", "notes": "Enemy fact #121 at (95,11) is at 10%; all available rifle infantry should focus-fire until destroyed. Refinery remains under construction at 36%.", "commands": [{"do": "attack", "units": [141, 143, 145, 147, 148, 149, 151, 152, 153, 155, 156, 157, 162, 163, 164, 166, 167, 168, 170, 171, 172, 173, 176, 177, 178, 179], "target": 121}], "feedback": ["attack: 26 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 300, "units_killed": 11, "units_lost": 3, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10200, "army_value": 2600, "income": 2500, "experience": 26, "order_count": 46}}
{"tick": 5801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $529 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5500, army $1600, killed $500 (5 units, 0 bldgs), lost $4600 (11 units, 2 bldgs). Map explored 11.7%.\nPRODUCTION: Infantry: e3 15%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #129 proc@(98,13) 100%, #133 barr@(95,8) 97%, #160 weap@(98,10) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #181@(95,9) #184@(95,9)\n  e3 (Rocket Soldier) x1: #180@(95,9)\n  harv (Ore Truck (harvester)) x1: #131@(91,12)80%*\nVISIBLE ENEMY UNITS (14):\n  #145 e1@(92,12) 7%, #147 e1@(90,12) 100%, #148 e1@(90,12) 90%, #151 e1@(90,12) 96%, #152 e1@(90,11) 100%, #153 e1@(91,10) 20%, #156 e1@(90,12) 87%, #157 e1@(91,11) 100%, #162 e1@(90,11) 100%, #163 e1@(91,14) 100%, #164 e1@(91,14) 100%, #166 e1@(91,14) 100%, #167 e1@(91,14) 100%, #168 e1@(90,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #121: ordered\n  - train 3x e1: queued\n  - train 2x e3: queued\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy e1 swarm (17 units) near (90-91,10-14) threatening base at (95,11). CYard critical HP, repairing. Power still low, ftur defense building at 51%. Focus: finish powr, ftur, mass e1/e3 for defense, keep harvester safe at (95,17). Enemy main base likely at (12,16), unexplored.", "raw": "{\"thoughts\": \"We lost our Construction Yard (only proc/barr/weap remain) and are on $1 cash with low power, while a 14-strong enemy rifle swarm pounds our base. No CYard means no new buildings, so survival hinges on harvesting for cash and cranking out rifle infantry to defend; rockets are weak vs the enemy's infantry.\", \"notes\": \"No CYard left (lost); keep harvester mining at (91,12) area for cash. Enemy e1 swarm ~14 units at (90-92,10-14). Spam e1 for defense, keep units near base at ~(94,11). Enemy home likely (12,16).\", \"commands\": [{\"do\": \"harvest\", \"unit\": 131}, {\"do\": \"train\", \"item\": \"e1\", \"count\": 5}, {\"do\": \"move\", \"units\": [180, 181, 184], \"x\": 94, \"y\": 11}, {\"do\": \"stance\", \"units\": [180, 181, 184], \"stance\": \"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1656, "completion_tokens": 1066, "total_tokens": 2722, "cost": 0.001512576, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001512576, "upstream_inference_prompt_cost": 0.000233376, "upstream_inference_completions_cost": 0.0012792}, "completion_tokens_details": {"reasoning_tokens": 826, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.79, "thoughts": "We lost our Construction Yard (only proc/barr/weap remain) and are on $1 cash with low power, while a 14-strong enemy rifle swarm pounds our base. No CYard means no new buildings, so survival hinges on harvesting for cash and cranking out rifle infantry to defend; rockets are weak vs the enemy's infantry.", "notes": "No CYard left (lost); keep harvester mining at (91,12) area for cash. Enemy e1 swarm ~14 units at (90-92,10-14). Spam e1 for defense, keep units near base at ~(94,11). Enemy home likely (12,16).", "commands": [{"do": "harvest", "unit": 131}, {"do": "train", "item": "e1", "count": 5}, {"do": "move", "units": [180, 181, 184], "x": 94, "y": 11}, {"do": "stance", "units": [180, 181, 184], "stance": "defend"}], "feedback": ["train 5x e1: queued", "move: 3 units", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 500, "deaths_cost": 4600, "units_killed": 5, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 5500, "army_value": 500, "income": 2075, "experience": 5, "order_count": 56}}
{"tick": 5801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:52 (tick 5801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $15 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10100, army $3600, killed $4800 (13 units, 2 bldgs), lost $700 (7 units, 0 bldgs). Map explored 21.5%.\nPRODUCTION: Building: proc 53%; Infantry: e1 36%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (26) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x25: #145@(92,12)7% #147@(90,12) #148@(90,12)90% #151@(90,12)96% #152@(90,11) #153@(91,10)20% #156@(90,12)87% #157@(91,11) #162@(90,11) #163@(91,14) #164@(91,14) #166@(91,14) #167@(91,14) #168@(90,15) #170@(86,15)* #171@(84,14)* #172@(80,14)* #173@(78,15)* #176@(68,25)* #177@(66,27)* #178@(44,21)* #179@(40,21)* #182@(21,22) #183@(19,20) #185@(16,22)\n  harv (Ore Truck (harvester)) x1: #132@(21,10)\nVISIBLE ENEMY UNITS (1):\n  #131 harv@(91,12) 80%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 26 units\nYOUR NOTES FROM LAST TURN: Enemy fact #121 at (95,11) is at 10%; all available rifle infantry should focus-fire until destroyed. Refinery remains under construction at 36%.", "raw": "{\"thoughts\":\"Our infantry are inside the enemy start area and their damaged Construction Yard was last seen at (95,11). Eliminate the exposed harvester while the forward infantry continue sweeping the enemy base location; refinery and rifle production will complete when funds permit.\",\"notes\":\"Enemy Construction Yard #121 was at (95,11), previously 10% HP but currently not visible. Infantry are spread along the route and at enemy start; enemy harvester #131 visible at (91,12).\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":131},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1569, "completion_tokens": 251, "total_tokens": 1820, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1567, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00762685, "upstream_inference_prompt_cost": 0.00431365, "upstream_inference_completions_cost": 0.0033132}, "completion_tokens_details": {"reasoning_tokens": 90, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.15, "thoughts": "Our infantry are inside the enemy start area and their damaged Construction Yard was last seen at (95,11). Eliminate the exposed harvester while the forward infantry continue sweeping the enemy base location; refinery and rifle production will complete when funds permit.", "notes": "Enemy Construction Yard #121 was at (95,11), previously 10% HP but currently not visible. Infantry are spread along the route and at enemy start; enemy harvester #131 visible at (91,12).", "commands": [{"do": "attack", "units": "all_army", "target": 131}, {"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 95, "y": 11}], "feedback": ["attack: 25 units", "attack_move: 8 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4800, "deaths_cost": 700, "units_killed": 13, "units_lost": 7, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10100, "army_value": 2500, "income": 3000, "experience": 46, "order_count": 46}}
{"tick": 6001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $419 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5500, army $1600, killed $900 (9 units, 0 bldgs), lost $4600 (11 units, 2 bldgs). Map explored 12.5%.\nPRODUCTION: Infantry: e3 52%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #129 proc@(98,13) 100%, #133 barr@(95,8) 97%, #160 weap@(98,10) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #181@(94,11)* #184@(94,11)*\n  e3 (Rocket Soldier) x1: #180@(94,11)*\n  harv (Ore Truck (harvester)) x1: #131@(87,5)65%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - move: 3 units\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: No CYard left (lost); keep harvester mining at (91,12) area for cash. Enemy e1 swarm ~14 units at (90-92,10-14). Spam e1 for defense, keep units near base at ~(94,11). Enemy home likely (12,16).", "raw": "{\"thoughts\": \"Still low on power and no CYard, relying on infantry and vehicle production once funds come in. Harvester is out gathering; keep troops guarding the choke near our base and repair the barracks.\", \"notes\": \"No CYard. Defending with infantry at (94,10). Need harv to dump ore so we can build an APC or Flak truck.\", \"commands\": [{\"do\": \"repair\", \"building\": 133}, {\"do\": \"stance\", \"units\": [180, 181, 184], \"stance\": \"defend\"}, {\"do\": \"move\", \"units\": [180, 181, 184], \"x\": 94, \"y\": 10}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1539, "completion_tokens": 458, "total_tokens": 1997, "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": 0.0057435, "upstream_inference_prompt_cost": 0.0023085, "upstream_inference_completions_cost": 0.003435}, "completion_tokens_details": {"reasoning_tokens": 292, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.25, "thoughts": "Still low on power and no CYard, relying on infantry and vehicle production once funds come in. Harvester is out gathering; keep troops guarding the choke near our base and repair the barracks.", "notes": "No CYard. Defending with infantry at (94,10). Need harv to dump ore so we can build an APC or Flak truck.", "commands": [{"do": "repair", "building": 133}, {"do": "stance", "units": [180, 181, 184], "stance": "defend"}, {"do": "move", "units": [180, 181, 184], "x": 94, "y": 10}], "feedback": ["repair #133: ordered", "stance: 3 units", "move: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 900, "deaths_cost": 4600, "units_killed": 9, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 5500, "army_value": 500, "income": 1575, "experience": 9, "order_count": 61}}
{"tick": 6001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:00 (tick 6001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3200, killed $4800 (13 units, 2 bldgs), lost $1100 (11 units, 0 bldgs). Map explored 21.7%.\nPRODUCTION: Building: proc 54%; Infantry: e1 43%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x21: #147@(88,9) #148@(89,9)62% #151@(89,9)96% #152@(89,9) #153@(89,9)20% #156@(88,10)87% #163@(88,9) #164@(89,9) #166@(89,10)92% #168@(88,9) #170@(87,10) #171@(87,10) #172@(90,14) #173@(88,14) #176@(75,18) #177@(73,20) #178@(52,27) #179@(49,26) #182@(31,23) #183@(30,20) #185@(27,20)\n  harv (Ore Truck (harvester)) x1: #132@(24,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 25 units\n  - attack_move: 8 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy Construction Yard #121 was at (95,11), previously 10% HP but currently not visible. Infantry are spread along the route and at enemy start; enemy harvester #131 visible at (91,12).", "raw": "{\"thoughts\":\"Our infantry have reached the enemy start and their Construction Yard was nearly destroyed; keep all combat units pressing there for a decisive finish. The second refinery is nearly ready and will restore our economy.\",\"notes\":\"Enemy base at (95,11); Construction Yard was last seen at 10% HP. Place refinery immediately when ready, then build power/Service Depot and tank production.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1560, "completion_tokens": 249, "total_tokens": 1809, "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": 0.0075757, "upstream_inference_prompt_cost": 0.0042889, "upstream_inference_completions_cost": 0.0032868}, "completion_tokens_details": {"reasoning_tokens": 99, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.46, "thoughts": "Our infantry have reached the enemy start and their Construction Yard was nearly destroyed; keep all combat units pressing there for a decisive finish. The second refinery is nearly ready and will restore our economy.", "notes": "Enemy base at (95,11); Construction Yard was last seen at 10% HP. Place refinery immediately when ready, then build power/Service Depot and tank production.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 95, "y": 11}], "feedback": ["attack_move: 21 units", "stance: 21 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4800, "deaths_cost": 1100, "units_killed": 13, "units_lost": 11, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9700, "army_value": 2100, "income": 2500, "experience": 46, "order_count": 46}}
{"tick": 6201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $307 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5100, army $1200, killed $1200 (12 units, 0 bldgs), lost $5000 (13 units, 2 bldgs). Map explored 12.5%.\nPRODUCTION: Infantry: e3 89%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #129 proc@(98,13) 100%, #133 barr@(95,8) 97%, #160 weap@(98,10) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #184@(94,10)81%\n  harv (Ore Truck (harvester)) x1: #131@(95,13)50%\nVISIBLE ENEMY UNITS (11):\n  #147 e1@(90,11) 91%, #148 e1@(91,9) 62%, #152 e1@(90,10) 60%, #156 e1@(90,10) 74%, #163 e1@(91,9) 100%, #166 e1@(91,9) 92%, #168 e1@(90,10) 84%, #170 e1@(90,10) 91%, #171 e1@(90,10) 97%, #172 e1@(92,14) 100%, #173 e1@(92,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #133: ordered\n  - stance: 3 units\n  - move: 3 units\nYOUR NOTES FROM LAST TURN: No CYard. Defending with infantry at (94,10). Need harv to dump ore so we can build an APC or Flak truck.", "raw": "{\"thoughts\": \"Crisis: no Construction Yard, zero power, $1 cash and enemy infantry swarming our base from the west. Can't build anything until the harvester brings in ore, so priority is getting income flowing and keeping the rifle alive to defend.\", \"notes\": \"No CYard (can't build structures/power). Enemy infantry push at (90-92, 9-14). Harvester at 50% hp - protect it. Use ore income for e1 spam to defend, then push enemy base at (12,16).\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"stance\",\"units\":[184],\"stance\":\"defend\"},{\"do\":\"move\",\"units\":[184],\"x\":96,\"y\":12},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1557, "completion_tokens": 1411, "total_tokens": 2968, "cost": 0.001934508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001934508, "upstream_inference_prompt_cost": 0.000241308, "upstream_inference_completions_cost": 0.0016932}, "completion_tokens_details": {"reasoning_tokens": 1235, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.58, "thoughts": "Crisis: no Construction Yard, zero power, $1 cash and enemy infantry swarming our base from the west. Can't build anything until the harvester brings in ore, so priority is getting income flowing and keeping the rifle alive to defend.", "notes": "No CYard (can't build structures/power). Enemy infantry push at (90-92, 9-14). Harvester at 50% hp - protect it. Use ore income for e1 spam to defend, then push enemy base at (12,16).", "commands": [{"do": "harvest", "unit": 131}, {"do": "stance", "units": [184], "stance": "defend"}, {"do": "move", "units": [184], "x": 96, "y": 12}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["stance: 1 units", "move: 1 units", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 5000, "units_killed": 12, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 5100, "army_value": 100, "income": 1575, "experience": 12, "order_count": 61}}
{"tick": 6201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:08 (tick 6201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $351 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $2900, killed $5200 (15 units, 2 bldgs), lost $1400 (14 units, 0 bldgs). Map explored 21.9%.\nPRODUCTION: Building: proc 55%; Infantry: e1 68%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x18: #147@(90,11)91% #148@(91,9)62% #152@(90,10)60% #156@(90,10)74% #163@(91,9) #166@(91,9)92% #168@(90,10)84% #170@(90,10)91% #171@(90,10)97% #172@(92,14) #173@(92,14) #176@(84,14) #177@(81,12) #178@(61,27) #179@(58,28) #182@(42,24) #183@(39,24) #185@(35,24)\n  harv (Ore Truck (harvester)) x1: #132@(19,15)\nVISIBLE ENEMY UNITS (2):\n  #131 harv@(95,13) 50%, #184 e1@(94,10) 81%\nVISIBLE ENEMY BUILDINGS (1):\n  #133 barr@(95,8) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 21 units\n  - stance: 21 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11); Construction Yard was last seen at 10% HP. Place refinery immediately when ready, then build power/Service Depot and tank production.", "raw": "{\"thoughts\":\"Our infantry is already inside the exposed enemy base, with their barracks and damaged harvester visible. Finish the barracks immediately while the refinery completes, then use the new income for heavy production infrastructure.\",\"notes\":\"Enemy base remains at (95,11); visible barracks #133 and damaged harvester #131. Refinery is 55% complete; infantry assault should eliminate visible structures.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":133},{\"do\":\"attack\",\"units\":[147,148,152,156,163,166,168,170,171,172,173,176,177],\"target\":133},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":11},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1566, "completion_tokens": 275, "total_tokens": 1841, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1564, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0079354, "upstream_inference_prompt_cost": 0.0043054, "upstream_inference_completions_cost": 0.00363}, "completion_tokens_details": {"reasoning_tokens": 81, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.23, "thoughts": "Our infantry is already inside the exposed enemy base, with their barracks and damaged harvester visible. Finish the barracks immediately while the refinery completes, then use the new income for heavy production infrastructure.", "notes": "Enemy base remains at (95,11); visible barracks #133 and damaged harvester #131. Refinery is 55% complete; infantry assault should eliminate visible structures.", "commands": [{"do": "attack", "units": "all_army", "target": 133}, {"do": "attack", "units": [147, 148, 152, 156, 163, 166, 168, 170, 171, 172, 173, 176, 177], "target": 133}, {"do": "rally", "building": 134, "x": 92, "y": 11}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 132}], "feedback": ["attack: 18 units", "attack: 13 units", "rally #134: ordered", "train 5x e1: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5200, "deaths_cost": 1400, "units_killed": 15, "units_lost": 14, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9400, "army_value": 1800, "income": 2875, "experience": 50, "order_count": 46}}
{"tick": 6401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $695 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5400, army $1500, killed $1300 (13 units, 0 bldgs), lost $5000 (13 units, 2 bldgs). Map explored 12.5%.\nPRODUCTION: Infantry: e1 80%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #129 proc@(98,13) 100%, #133 barr@(95,8) 40%, #160 weap@(98,10) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #184@(96,12)81%\n  e3 (Rocket Soldier) x1: #187@(95,9)\n  harv (Ore Truck (harvester)) x1: #131@(98,18)50%\nVISIBLE ENEMY UNITS (12):\n  #147 e1@(91,11) 91%, #148 e1@(92,10) 8%, #152 e1@(91,10) 65%, #156 e1@(90,10) 74%, #163 e1@(92,10) 96%, #166 e1@(91,10) 92%, #168 e1@(91,10) 84%, #170 e1@(90,10) 91%, #171 e1@(91,10) 97%, #173 e1@(92,12) 86%, #176 e1@(91,11) 100%, #177 e1@(91,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 1 units\n  - move: 1 units\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: No CYard (can't build structures/power). Enemy infantry push at (90-92, 9-14). Harvester at 50% hp - protect it. Use ore income for e1 spam to defend, then push enemy base at (12,16).", "raw": "{\"thoughts\": \"No Construction Yard and low power \u2014 economy is crippled. Priority is to get the lone harvester mining again for cash, then rebuild a Construction Yard via an MCV from the War Factory. Enemy infantry are pushing near (90-92) so I'll keep the barracks spamming cheap riflemen and hold position rather than throw away my few units.\", \"notes\": \"CRIPPLED: no CYard, low power, $1 cash. Harvester #131 at 50% must mine. Try to build MCV from weap to redeploy CYard. Enemy infantry blob at (90-92,9-14). Keep e1 spam, defend base.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"mcv\",\"count\":1},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"defend\"},{\"do\":\"repair\",\"building\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1646, "completion_tokens": 952, "total_tokens": 2598, "cost": 0.001410408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001410408, "upstream_inference_prompt_cost": 0.000268008, "upstream_inference_completions_cost": 0.0011424}, "completion_tokens_details": {"reasoning_tokens": 742, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.03, "thoughts": "No Construction Yard and low power \u2014 economy is crippled. Priority is to get the lone harvester mining again for cash, then rebuild a Construction Yard via an MCV from the War Factory. Enemy infantry are pushing near (90-92) so I'll keep the barracks spamming cheap riflemen and hold position rather than throw away my few units.", "notes": "CRIPPLED: no CYard, low power, $1 cash. Harvester #131 at 50% must mine. Try to build MCV from weap to redeploy CYard. Enemy infantry blob at (90-92,9-14). Keep e1 spam, defend base.", "commands": [{"do": "harvest", "unit": 131}, {"do": "train", "item": "mcv", "count": 1}, {"do": "train", "item": "e1", "count": 5}, {"do": "stance", "units": "all_army", "stance": "defend"}, {"do": "repair", "building": 133}], "feedback": ["train mcv: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 5x e1: queued", "stance: 2 units", "repair #133: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 5000, "units_killed": 13, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 5400, "army_value": 400, "income": 2075, "experience": 13, "order_count": 66}}
{"tick": 6401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:16 (tick 6401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $2900, killed $5200 (15 units, 2 bldgs), lost $1500 (15 units, 0 bldgs). Map explored 21.9%.\nPRODUCTION: Building: proc 71%; Infantry: e3 60%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x18: #147@(91,11)91% #148@(92,10)8% #152@(91,10)65% #156@(90,10)74% #163@(92,10)96% #166@(91,10)92% #168@(91,10)84% #170@(90,10)91% #171@(91,10)97% #173@(92,12)86% #176@(91,11) #177@(91,11) #178@(70,23) #179@(68,25) #182@(51,26) #183@(49,26) #185@(46,24) #186@(22,23)\n  harv (Ore Truck (harvester)) x1: #132@(22,6)\nVISIBLE ENEMY UNITS (2):\n  #184 e1@(96,12) 81%, #187 e3@(95,9) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #133 barr@(95,8) 40%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 18 units\n  - attack: 13 units\n  - rally #134: ordered\n  - train 5x e1: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base remains at (95,11); visible barracks #133 and damaged harvester #131. Refinery is 55% complete; infantry assault should eliminate visible structures.", "raw": "{\"thoughts\":\"Our infantry is already inside the enemy start area and their visible barracks is badly damaged. Keep the assault focused on eliminating it and nearby defenders while reinforcements advance from the west; the refinery and infantry queues will complete as income resumes.\",\"notes\":\"Enemy base confirmed around (95,11); destroy barracks #133 and continue searching there for remaining structures. Refinery is 71% building progress; infantry production queue is full.\",\"commands\":[{\"do\":\"attack\",\"units\":[147,148,152,156,163,166,168,170,171,173,176,177],\"target\":133},{\"do\":\"attack_move\",\"units\":[178,179,182,183,185,186],\"x\":95,\"y\":11},{\"do\":\"attack\",\"units\":[147,152,156,163,166,168,170,171,173,176,177],\"target\":184}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1641, "completion_tokens": 295, "total_tokens": 1936, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1639, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00840565, "upstream_inference_prompt_cost": 0.00451165, "upstream_inference_completions_cost": 0.003894}, "completion_tokens_details": {"reasoning_tokens": 101, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.75, "thoughts": "Our infantry is already inside the enemy start area and their visible barracks is badly damaged. Keep the assault focused on eliminating it and nearby defenders while reinforcements advance from the west; the refinery and infantry queues will complete as income resumes.", "notes": "Enemy base confirmed around (95,11); destroy barracks #133 and continue searching there for remaining structures. Refinery is 71% building progress; infantry production queue is full.", "commands": [{"do": "attack", "units": [147, 148, 152, 156, 163, 166, 168, 170, 171, 173, 176, 177], "target": 133}, {"do": "attack_move", "units": [178, 179, 182, 183, 185, 186], "x": 95, "y": 11}, {"do": "attack", "units": [147, 152, 156, 163, 166, 168, 170, 171, 173, 176, 177], "target": 184}], "feedback": ["attack: 12 units", "attack_move: 6 units", "attack: 11 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5200, "deaths_cost": 1500, "units_killed": 15, "units_lost": 15, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9400, "army_value": 1800, "income": 2475, "experience": 50, "order_count": 54}}
{"tick": 6601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $674 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $4500, army $1100, killed $1400 (14 units, 0 bldgs), lost $6000 (16 units, 3 bldgs). Map explored 12.5%.\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  #129 proc@(98,13) 100%, #160 weap@(98,10) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(103,24)50%\nVISIBLE ENEMY UNITS (5):\n  #152 e1@(92,10) 69%, #163 e1@(92,10) 91%, #166 e1@(92,10) 90%, #168 e1@(92,10) 84%, #171 e1@(92,10) 97%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train mcv: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train 5x e1: queued\n  - stance: 2 units\n  - repair #133: ordered\nYOUR NOTES FROM LAST TURN: CRIPPLED: no CYard, low power, $1 cash. Harvester #131 at 50% must mine. Try to build MCV from weap to redeploy CYard. Enemy infantry blob at (90-92,9-14). Keep e1 spam, defend base.", "raw": "{\"thoughts\": \"Base is crippled (no CYard, 1 harvester at 50%, $1 cash). Only immediate goal is to get income flowing: send the harvester back to mining so it can deposit its load and keep the war factory funded. Nothing affordable to build yet.\", \"notes\": \"CRIPPLED: no CYard, low power, $1 cash, 1 harv at 50%. Enemy infantry blob at (92,10) pushing toward base. Priority: mine with #131, then build cheap units/harvester when cash allows.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"stance\",\"units\":[131],\"stance\":\"return_fire\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1359, "completion_tokens": 528, "total_tokens": 1887, "cost": 0.000815508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000815508, "upstream_inference_prompt_cost": 0.000181908, "upstream_inference_completions_cost": 0.0006336}, "completion_tokens_details": {"reasoning_tokens": 376, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.13, "thoughts": "Base is crippled (no CYard, 1 harvester at 50%, $1 cash). Only immediate goal is to get income flowing: send the harvester back to mining so it can deposit its load and keep the war factory funded. Nothing affordable to build yet.", "notes": "CRIPPLED: no CYard, low power, $1 cash, 1 harv at 50%. Enemy infantry blob at (92,10) pushing toward base. Priority: mine with #131, then build cheap units/harvester when cash allows.", "commands": [{"do": "harvest", "unit": 131}, {"do": "stance", "units": [131], "stance": "return_fire"}], "feedback": ["stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 6000, "units_killed": 14, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 4500, "army_value": 0, "income": 1575, "experience": 14, "order_count": 71}}
{"tick": 6601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:24 (tick 6601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $6200 (18 units, 3 bldgs), lost $1600 (16 units, 0 bldgs). Map explored 21.9%.\nPRODUCTION: Building: proc 71%; Infantry: e3 60%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #147@(92,11)91%* #152@(92,10)69%* #156@(91,10)74%* #163@(92,10)91%* #166@(92,10)90%* #168@(92,10)84%* #170@(91,10)90%* #171@(92,10)97%* #173@(92,12)86%* #176@(92,11)* #177@(92,11)* #178@(78,15) #179@(75,18) #182@(61,27) #183@(59,28) #185@(55,28) #186@(33,24)\n  harv (Ore Truck (harvester)) x1: #132@(21,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 12 units\n  - attack_move: 6 units\n  - attack: 11 units\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around (95,11); destroy barracks #133 and continue searching there for remaining structures. Refinery is 71% building progress; infantry production queue is full.", "raw": "{\"thoughts\":\"Our infantry has reached the enemy start area and must sweep for remaining buildings while the second refinery completes. Keep the harvester mining and rally all new infantry directly toward the enemy base.\",\"notes\":\"Enemy base area (95,11) currently has no visible buildings; sweep surrounding cells. Proc at 71%, then place and build Service Depot for heavy tanks.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[147,152,156,163,166,168,170,171,173,176,177],\"x\":101,\"y\":8},{\"do\":\"attack_move\",\"units\":[178,179,182,183,185,186],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":165,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1590, "completion_tokens": 327, "total_tokens": 1917, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1588, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0086878, "upstream_inference_prompt_cost": 0.0043714, "upstream_inference_completions_cost": 0.0043164}, "completion_tokens_details": {"reasoning_tokens": 135, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.54, "thoughts": "Our infantry has reached the enemy start area and must sweep for remaining buildings while the second refinery completes. Keep the harvester mining and rally all new infantry directly toward the enemy base.", "notes": "Enemy base area (95,11) currently has no visible buildings; sweep surrounding cells. Proc at 71%, then place and build Service Depot for heavy tanks.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [147, 152, 156, 163, 166, 168, 170, 171, 173, 176, 177], "x": 101, "y": 8}, {"do": "attack_move", "units": [178, 179, 182, 183, 185, 186], "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 95, "y": 11}, {"do": "rally", "building": 165, "x": 95, "y": 11}], "feedback": ["attack_move: 11 units", "attack_move: 6 units", "rally #134: ordered", "rally #165: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 1600, "units_killed": 18, "units_lost": 16, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9300, "army_value": 1700, "income": 2475, "experience": 60, "order_count": 54}}
{"tick": 6801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $674 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $4500, army $1100, killed $1400 (14 units, 0 bldgs), lost $6000 (16 units, 3 bldgs). Map explored 12.5%.\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  #129 proc@(98,13) 100%, #160 weap@(98,10) 80%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(99,17)50%\nVISIBLE ENEMY UNITS (11):\n  #147 e1@(93,10) 91%, #152 e1@(94,10) 79%, #156 e1@(94,8) 74%, #163 e1@(94,10) 91%, #166 e1@(94,10) 90%, #168 e1@(93,10) 84%, #170 e1@(94,8) 90%, #171 e1@(94,10) 97%, #173 e1@(94,11) 86%, #176 e1@(94,10) 100%, #177 e1@(94,9) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: CRIPPLED: no CYard, low power, $1 cash, 1 harv at 50%. Enemy infantry blob at (92,10) pushing toward base. Priority: mine with #131, then build cheap units/harvester when cash allows.", "raw": "{\"thoughts\": \"We're crippled with no Construction Yard and near-zero cash; only a damaged harvester and a War Factory remain. Can't build tanks (need Service Depot) and can't rebuild the CYard, so the best play is to keep the harvester mining to bank cash and rebuild economy, while queuing a cheap unit for defense against the enemy infantry blob.\", \"notes\": \"CRIPPLED: no CYard, no power, ~$675. Harv #131 at 50% mining. Enemy e1 blob at (93,9)-(94,11) pressing our base. Queue harv then ftrk/APC when cash allows; keep harv safe.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"ftrk\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1393, "completion_tokens": 673, "total_tokens": 2066, "cost": 0.000999708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000999708, "upstream_inference_prompt_cost": 0.000192108, "upstream_inference_completions_cost": 0.0008076}, "completion_tokens_details": {"reasoning_tokens": 485, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.68, "thoughts": "We're crippled with no Construction Yard and near-zero cash; only a damaged harvester and a War Factory remain. Can't build tanks (need Service Depot) and can't rebuild the CYard, so the best play is to keep the harvester mining to bank cash and rebuild economy, while queuing a cheap unit for defense against the enemy infantry blob.", "notes": "CRIPPLED: no CYard, no power, ~$675. Harv #131 at 50% mining. Enemy e1 blob at (93,9)-(94,11) pressing our base. Queue harv then ftrk/APC when cash allows; keep harv safe.", "commands": [{"do": "harvest", "unit": 131}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "ftrk", "count": 1}], "feedback": ["train 1x harv: queued", "train 1x ftrk: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 6000, "units_killed": 14, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 4500, "army_value": 0, "income": 1575, "experience": 14, "order_count": 71}}
{"tick": 6801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:32 (tick 6801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $174 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $6200 (18 units, 3 bldgs), lost $1600 (16 units, 0 bldgs). Map explored 22.4%.\nPRODUCTION: Building: proc 82%; Infantry: e3 14%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #147@(93,10)91% #152@(94,10)79% #156@(94,8)74% #163@(94,10)91% #166@(94,10)90% #168@(93,10)84% #170@(94,8)90% #171@(94,10)97% #173@(94,11)86% #176@(94,10) #177@(94,9) #178@(88,14) #179@(84,14) #182@(69,20) #183@(67,22) #185@(64,25) #186@(44,24)\n  e3 (Rocket Soldier) x1: #189@(16,22)\n  harv (Ore Truck (harvester)) x1: #132@(21,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #160 weap@(98,10) 80%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - attack_move: 6 units\n  - rally #134: ordered\n  - rally #165: ordered\nYOUR NOTES FROM LAST TURN: Enemy base area (95,11) currently has no visible buildings; sweep surrounding cells. Proc at 71%, then place and build Service Depot for heavy tanks.", "raw": "{\"thoughts\":\"Our infantry is already inside the enemy start area and has found a damaged War Factory; finish it immediately while the trailing squads continue forward. Place the second refinery to stabilize income, then start the Service Depot for heavy tanks.\",\"notes\":\"Enemy War Factory #160 at (98,10), 80% and exposed. Main infantry around (93,10); trailing infantry advancing from west. Place proc, then fix; destroy remaining enemy base structures.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":22,\"y\":16},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"attack\",\"units\":[147,152,156,163,166,168,170,171,173,176,177,178],\"target\":160},{\"do\":\"attack_move\",\"units\":[179,182,183,185,186],\"x\":98,\"y\":10},{\"do\":\"attack_move\",\"units\":[189],\"x\":94,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":94,\"y\":12},{\"do\":\"rally\",\"building\":165,\"x\":94,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1606, "completion_tokens": 297, "total_tokens": 1903, "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": 0.0083358, "upstream_inference_prompt_cost": 0.0044154, "upstream_inference_completions_cost": 0.0039204}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "Our infantry is already inside the enemy start area and has found a damaged War Factory; finish it immediately while the trailing squads continue forward. Place the second refinery to stabilize income, then start the Service Depot for heavy tanks.", "notes": "Enemy War Factory #160 at (98,10), 80% and exposed. Main infantry around (93,10); trailing infantry advancing from west. Place proc, then fix; destroy remaining enemy base structures.", "commands": [{"do": "place", "item": "proc", "x": 22, "y": 16}, {"do": "build", "item": "fix"}, {"do": "attack", "units": [147, 152, 156, 163, 166, 168, 170, 171, 173, 176, 177, 178], "target": 160}, {"do": "attack_move", "units": [179, 182, 183, 185, 186], "x": 98, "y": 10}, {"do": "attack_move", "units": [189], "x": 94, "y": 12}, {"do": "rally", "building": 134, "x": 94, "y": 12}, {"do": "rally", "building": 165, "x": 94, "y": 12}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build fix: started", "attack: 12 units", "attack_move: 5 units", "attack_move: 1 units", "rally #134: ordered", "rally #165: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 1600, "units_killed": 18, "units_lost": 16, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2975, "experience": 60, "order_count": 54}}
{"tick": 7001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $1065 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $4500, army $1100, killed $1400 (14 units, 0 bldgs), lost $6000 (16 units, 3 bldgs). Map explored 12.5%.\nPRODUCTION: Vehicle: harv 10%; Vehicle: ftrk 0%\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  #129 proc@(98,13) 99%, #160 weap@(98,10) 55%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(101,17)50%\nVISIBLE ENEMY UNITS (13):\n  #147 e1@(93,10) 91%, #152 e1@(94,10) 89%, #156 e1@(94,8) 74%, #163 e1@(94,10) 91%, #166 e1@(94,10) 90%, #168 e1@(93,10) 84%, #170 e1@(94,8) 90%, #171 e1@(94,10) 97%, #173 e1@(94,11) 86%, #176 e1@(94,10) 100%, #177 e1@(94,9) 100%, #178 e1@(94,13) 100%, #179 e1@(94,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - train 1x ftrk: queued\nYOUR NOTES FROM LAST TURN: CRIPPLED: no CYard, no power, ~$675. Harv #131 at 50% mining. Enemy e1 blob at (93,9)-(94,11) pressing our base. Queue harv then ftrk/APC when cash allows; keep harv safe.", "raw": "{\"thoughts\": \"We're crippled: no Construction Yard means no new buildings ever, so all we have is the war factory. 13 enemy e1 are sitting on our old base area near the weap, which is at 55% and under threat. Cancel the expensive harvester and get an APC out fast (it can crush the infantry blob), keep the harv mining for the little income we have.\", \"notes\": \"No CYard -> can never build buildings again. Only weap #160 (55% hp) alive. Produce APCs/tanks from weap nonstop once cash allows. Enemy e1 blob around (93,9)-(94,11) near weap. Harv #131 mining at 50%.\", \"commands\": [{\"do\":\"cancel\",\"item\":\"harv\"}, {\"do\":\"train\",\"item\":\"apc\",\"count\":1}, {\"do\":\"harvest\",\"unit\":131}, {\"do\":\"rally\",\"building\":160,\"x\":99,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1456, "completion_tokens": 1509, "total_tokens": 2965, "cost": 0.002021808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002021808, "upstream_inference_prompt_cost": 0.000211008, "upstream_inference_completions_cost": 0.0018108}, "completion_tokens_details": {"reasoning_tokens": 1301, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.72, "thoughts": "We're crippled: no Construction Yard means no new buildings ever, so all we have is the war factory. 13 enemy e1 are sitting on our old base area near the weap, which is at 55% and under threat. Cancel the expensive harvester and get an APC out fast (it can crush the infantry blob), keep the harv mining for the little income we have.", "notes": "No CYard -> can never build buildings again. Only weap #160 (55% hp) alive. Produce APCs/tanks from weap nonstop once cash allows. Enemy e1 blob around (93,9)-(94,11) near weap. Harv #131 mining at 50%.", "commands": [{"do": "cancel", "item": "harv"}, {"do": "train", "item": "apc", "count": 1}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 160, "x": 99, "y": 15}], "feedback": ["train 1x apc: queued", "rally #160: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 6000, "units_killed": 14, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 4500, "army_value": 0, "income": 2075, "experience": 14, "order_count": 73}}
{"tick": 7001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:40 (tick 7001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $6200 (18 units, 3 bldgs), lost $1600 (16 units, 0 bldgs). Map explored 22.6%.\nPRODUCTION: Building: proc 89%; Building: fix 0%; Infantry: e3 43%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #147@(93,10)91% #152@(94,10)89% #156@(94,8)74% #163@(94,10)91% #166@(94,10)90% #168@(93,10)84% #170@(94,8)90% #171@(94,10)97% #173@(94,11)86% #176@(94,10) #177@(94,9) #178@(94,13) #179@(94,14) #182@(76,13) #183@(74,15) #185@(73,19) #186@(53,27)\n  e3 (Rocket Soldier) x1: #189@(24,24)\n  harv (Ore Truck (harvester)) x1: #132@(24,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #129 proc@(98,13) 99%, #160 weap@(98,10) 55%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build fix: started\n  - attack: 12 units\n  - attack_move: 5 units\n  - attack_move: 1 units\n  - rally #134: ordered\n  - rally #165: ordered\nYOUR NOTES FROM LAST TURN: Enemy War Factory #160 at (98,10), 80% and exposed. Main infantry around (93,10); trailing infantry advancing from west. Place proc, then fix; destroy remaining enemy base structures.", "raw": "{\"thoughts\":\"Our infantry is already inside the exposed enemy base, with their damaged War Factory and Refinery visible. Focus-fire both structures immediately while the trailing troops continue advancing; keep the lone harvester mining and production queues active.\",\"notes\":\"Enemy base at (98,10-13): #160 weap 55%, #129 proc 99%. Infantry mass is adjacent and should finish structures; trailing units west advancing.\",\"commands\":[{\"do\":\"attack\",\"units\":[147,152,156,163,166,168,170,171,173,176,177,178,179],\"target\":160},{\"do\":\"attack\",\"units\":[182,183,185],\"target\":129},{\"do\":\"attack_move\",\"units\":[186,189],\"x\":94,\"y\":11},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1661, "completion_tokens": 288, "total_tokens": 1949, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1659, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00836825, "upstream_inference_prompt_cost": 0.00456665, "upstream_inference_completions_cost": 0.0038016}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.78, "thoughts": "Our infantry is already inside the exposed enemy base, with their damaged War Factory and Refinery visible. Focus-fire both structures immediately while the trailing troops continue advancing; keep the lone harvester mining and production queues active.", "notes": "Enemy base at (98,10-13): #160 weap 55%, #129 proc 99%. Infantry mass is adjacent and should finish structures; trailing units west advancing.", "commands": [{"do": "attack", "units": [147, 152, 156, 163, 166, 168, 170, 171, 173, 176, 177, 178, 179], "target": 160}, {"do": "attack", "units": [182, 183, 185], "target": 129}, {"do": "attack_move", "units": [186, 189], "x": 94, "y": 11}, {"do": "harvest", "unit": 132}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["attack: 13 units", "attack: 3 units", "attack_move: 2 units", "train 3x e3: queued", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 1600, "units_killed": 18, "units_lost": 16, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2475, "experience": 60, "order_count": 55}}
{"tick": 7201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $1067 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $4500, army $1100, killed $1400 (14 units, 0 bldgs), lost $6000 (16 units, 3 bldgs). Map explored 12.6%.\nPRODUCTION: Vehicle: ftrk 18%; Vehicle: apc 0%\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  #129 proc@(98,13) 99%, #160 weap@(98,10) 26%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(107,21)50%\nVISIBLE ENEMY UNITS (13):\n  #147 e1@(93,10) 91%, #152 e1@(94,10) 99%, #156 e1@(94,8) 74%, #163 e1@(94,10) 91%, #166 e1@(94,10) 90%, #168 e1@(93,10) 84%, #170 e1@(94,8) 90%, #171 e1@(94,10) 97%, #173 e1@(94,11) 86%, #176 e1@(94,10) 100%, #177 e1@(94,9) 100%, #178 e1@(94,13) 100%, #179 e1@(94,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x apc: queued\n  - rally #160: ordered\nYOUR NOTES FROM LAST TURN: No CYard -> can never build buildings again. Only weap #160 (55% hp) alive. Produce APCs/tanks from weap nonstop once cash allows. Enemy e1 blob around (93,9)-(94,11) near weap. Harv #131 mining at 50%.", "raw": "{\"thoughts\": \"Weap #160 is under heavy attack by an infantry blob and down to 26% HP. We must repair #160 immediately and send our harvester to run over/crush the infantry clustered around (94,10).\", \"notes\": \"No CYard. Keeping #160 weap alive is survival priority #1. Using harvester #131 to crush e1 blob at (94,10). Flak truck building.\", \"commands\": [{\"do\": \"repair\", \"building\": 160}, {\"do\": \"move\", \"units\": [131], \"x\": 94, \"y\": 10}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1546, "completion_tokens": 1126, "total_tokens": 2672, "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": 0.010764, "upstream_inference_prompt_cost": 0.002319, "upstream_inference_completions_cost": 0.008445}, "completion_tokens_details": {"reasoning_tokens": 979, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.02, "thoughts": "Weap #160 is under heavy attack by an infantry blob and down to 26% HP. We must repair #160 immediately and send our harvester to run over/crush the infantry clustered around (94,10).", "notes": "No CYard. Keeping #160 weap alive is survival priority #1. Using harvester #131 to crush e1 blob at (94,10). Flak truck building.", "commands": [{"do": "repair", "building": 160}, {"do": "move", "units": [131], "x": 94, "y": 10}], "feedback": ["repair #160: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 6000, "units_killed": 14, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 4500, "army_value": 0, "income": 1575, "experience": 14, "order_count": 75}}
{"tick": 7201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:48 (tick 7201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $6200 (18 units, 3 bldgs), lost $1600 (16 units, 0 bldgs). Map explored 22.6%.\nPRODUCTION: Building: proc 89%; Building: fix 0%; Infantry: e3 43%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #147@(93,10)91% #152@(94,10) #156@(94,8)74% #163@(94,10)91% #166@(94,10)90% #168@(93,10)84% #170@(94,8)90% #171@(94,10)97% #173@(94,11)86% #176@(94,10) #177@(94,9) #178@(94,13) #179@(94,14) #182@(86,12) #183@(84,14) #185@(81,15) #186@(62,27)\n  e3 (Rocket Soldier) x1: #189@(34,24)\n  harv (Ore Truck (harvester)) x1: #132@(22,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #129 proc@(98,13) 99%, #160 weap@(98,10) 26%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 13 units\n  - attack: 3 units\n  - attack_move: 2 units\n  - train 3x e3: queued\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (98,10-13): #160 weap 55%, #129 proc 99%. Infantry mass is adjacent and should finish structures; trailing units west advancing.", "raw": "{\"thoughts\":\"Our infantry is inside the exposed enemy base and the damaged War Factory should fall immediately; then focus the Refinery. Keep the trailing force advancing to finish any remaining structures while our refinery completes for economic recovery.\",\"notes\":\"Enemy base confirmed at 98,10-13. Focus #160 weap then #129 proc; infantry reinforcements are queued, refinery nearly ready.\",\"commands\":[{\"do\":\"attack\",\"units\":[147,152,156,163,166,168,170,171,173,176,177,178,179],\"target\":160},{\"do\":\"attack\",\"units\":[182,183,185],\"target\":129},{\"do\":\"attack_move\",\"units\":[186,189],\"x\":96,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":12},{\"do\":\"rally\",\"building\":165,\"x\":92,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1694, "completion_tokens": 260, "total_tokens": 1954, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1692, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0080894, "upstream_inference_prompt_cost": 0.0046574, "upstream_inference_completions_cost": 0.003432}, "completion_tokens_details": {"reasoning_tokens": 66, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.04, "thoughts": "Our infantry is inside the exposed enemy base and the damaged War Factory should fall immediately; then focus the Refinery. Keep the trailing force advancing to finish any remaining structures while our refinery completes for economic recovery.", "notes": "Enemy base confirmed at 98,10-13. Focus #160 weap then #129 proc; infantry reinforcements are queued, refinery nearly ready.", "commands": [{"do": "attack", "units": [147, 152, 156, 163, 166, 168, 170, 171, 173, 176, 177, 178, 179], "target": 160}, {"do": "attack", "units": [182, 183, 185], "target": 129}, {"do": "attack_move", "units": [186, 189], "x": 96, "y": 11}, {"do": "rally", "building": 134, "x": 92, "y": 12}, {"do": "rally", "building": 165, "x": 92, "y": 12}], "feedback": ["attack: 13 units", "attack: 3 units", "attack_move: 2 units", "rally #134: ordered", "rally #165: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 1600, "units_killed": 18, "units_lost": 16, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2475, "experience": 60, "order_count": 63}}
{"tick": 7401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $1174 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $2500, army $1100, killed $1400 (14 units, 0 bldgs), lost $8000 (16 units, 4 bldgs). Map explored 12.7%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,13) 95%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(100,13)50%\nVISIBLE ENEMY UNITS (13):\n  #147 e1@(93,10) 91%, #152 e1@(94,10) 100%, #163 e1@(94,10) 91%, #166 e1@(94,10) 90%, #168 e1@(93,10) 84%, #171 e1@(94,10) 97%, #173 e1@(94,11) 86%, #176 e1@(94,10) 100%, #177 e1@(94,9) 100%, #178 e1@(94,13) 100%, #179 e1@(94,14) 100%, #182 e1@(93,13) 100%, #183 e1@(93,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #160: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: No CYard. Keeping #160 weap alive is survival priority #1. Using harvester #131 to crush e1 blob at (94,10). Flak truck building.", "raw": "{\"thoughts\": \"Catastrophic position: no Construction Yard, no production buildings, one refinery and one damaged harvester vs 13 enemy infantry. I cannot build anything this turn, so the only useful action is keeping the harvester mining safely away from the enemy blob.\", \"notes\": \"No CYard, no barracks/war factory -> cannot produce. Only proc #129 + harv #131 remain. Enemy e1 blob near (93-94,10-14). Trying to survive and bank ore in case a build option appears.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1360, "completion_tokens": 516, "total_tokens": 1876, "cost": 0.000801408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000801408, "upstream_inference_prompt_cost": 0.000182208, "upstream_inference_completions_cost": 0.0006192}, "completion_tokens_details": {"reasoning_tokens": 388, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.3, "thoughts": "Catastrophic position: no Construction Yard, no production buildings, one refinery and one damaged harvester vs 13 enemy infantry. I cannot build anything this turn, so the only useful action is keeping the harvester mining safely away from the enemy blob.", "notes": "No CYard, no barracks/war factory -> cannot produce. Only proc #129 + harv #131 remain. Enemy e1 blob near (93-94,10-14). Trying to survive and bank ore in case a build option appears.", "commands": [{"do": "harvest", "unit": 131}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 8000, "units_killed": 14, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 2500, "army_value": 0, "income": 1575, "experience": 14, "order_count": 75}}
{"tick": 7401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:56 (tick 7401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $135 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3400, killed $8200 (18 units, 4 bldgs), lost $1600 (16 units, 0 bldgs). Map explored 22.6%.\nPRODUCTION: Building: proc READY TO PLACE; Building: fix 0%; Infantry: e1 41%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #147@(93,10)91%* #152@(94,10)* #156@(94,8)74%* #163@(94,10)91%* #166@(94,10)90% #168@(93,10)84%* #170@(94,8)90%* #171@(94,10)97% #173@(94,11)86% #176@(94,10) #177@(94,9)* #178@(94,13) #179@(94,14) #182@(93,13) #183@(93,13) #185@(91,15) #186@(71,21)\n  e3 (Rocket Soldier) x2: #189@(45,24) #190@(16,22)\n  harv (Ore Truck (harvester)) x1: #132@(22,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #129 proc@(98,13) 95%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 13 units\n  - attack: 3 units\n  - attack_move: 2 units\n  - rally #134: ordered\n  - rally #165: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed at 98,10-13. Focus #160 weap then #129 proc; infantry reinforcements are queued, refinery nearly ready.", "raw": "{\"thoughts\":\"Our rifle mass is already inside the enemy base area and the visible refinery is exposed. Place the second refinery immediately for income, eliminate the refinery, and send trailing infantry/rockets to join the assault.\",\"notes\":\"Enemy base at 98,10-13; visible proc #129 is current primary target. Place proc, then spend new income on vehicles/power as available.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":22,\"y\":17},{\"do\":\"attack\",\"units\":[147,152,156,163,166,168,170,171,173,176,177,178,179,182,183,185],\"target\":129},{\"do\":\"attack_move\",\"units\":[186,189,190],\"x\":95,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":94,\"y\":12},{\"do\":\"rally\",\"building\":165,\"x\":94,\"y\":12},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1677, "completion_tokens": 309, "total_tokens": 1986, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1675, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00868945, "upstream_inference_prompt_cost": 0.00461065, "upstream_inference_completions_cost": 0.0040788}, "completion_tokens_details": {"reasoning_tokens": 97, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.93, "thoughts": "Our rifle mass is already inside the enemy base area and the visible refinery is exposed. Place the second refinery immediately for income, eliminate the refinery, and send trailing infantry/rockets to join the assault.", "notes": "Enemy base at 98,10-13; visible proc #129 is current primary target. Place proc, then spend new income on vehicles/power as available.", "commands": [{"do": "place", "item": "proc", "x": 22, "y": 17}, {"do": "attack", "units": [147, 152, 156, 163, 166, 168, 170, 171, 173, 176, 177, 178, 179, 182, 183, 185], "target": 129}, {"do": "attack_move", "units": [186, 189, 190], "x": 95, "y": 12}, {"do": "rally", "building": 134, "x": 94, "y": 12}, {"do": "rally", "building": 165, "x": 94, "y": 12}, {"do": "harvest", "unit": 132}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack: 16 units", "attack_move: 3 units", "rally #134: ordered", "rally #165: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 8200, "deaths_cost": 1600, "units_killed": 18, "units_lost": 16, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 9900, "army_value": 2300, "income": 2975, "experience": 80, "order_count": 63}}
{"tick": 7601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $1174 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $2500, army $1100, killed $1400 (14 units, 0 bldgs), lost $8000 (16 units, 4 bldgs). Map explored 12.7%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,13) 36%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(102,20)50%\nVISIBLE ENEMY UNITS (16):\n  #147 e1@(93,10) 91%, #152 e1@(94,10) 100%, #156 e1@(95,9) 74%, #163 e1@(94,10) 96%, #166 e1@(94,10) 90%, #168 e1@(93,10) 84%, #170 e1@(95,9) 90%, #171 e1@(94,10) 97%, #173 e1@(94,11) 86%, #176 e1@(94,10) 100%, #177 e1@(94,9) 100%, #178 e1@(94,13) 100%, #179 e1@(94,14) 100%, #182 e1@(93,13) 100%, #183 e1@(93,13) 100%, #185 e1@(93,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No CYard, no barracks/war factory -> cannot produce. Only proc #129 + harv #131 remain. Enemy e1 blob near (93-94,10-14). Trying to survive and bank ore in case a build option appears.", "raw": "{\"thoughts\": \"I have no Construction Yard, so I cannot produce anything - just a damaged refinery and a harvester. My only play is to keep the harvester mining safely away from the enemy infantry blob at (93-94,10-14) and repair the refinery to preserve score/assets.\", \"notes\": \"No CYard -> no production possible. Refinery #129 @(98,13) damaged; harvester #131 mining east toward (102,20). Enemy e1 blob around (93-94,10-14) west of base. Just keep harvesting + repairing to maximize score.\", \"commands\": [{\"do\": \"repair\", \"building\": 129}, {\"do\": \"harvest\", \"unit\": 131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1391, "completion_tokens": 419, "total_tokens": 1810, "cost": 0.000694308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000694308, "upstream_inference_prompt_cost": 0.000191508, "upstream_inference_completions_cost": 0.0005028}, "completion_tokens_details": {"reasoning_tokens": 261, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.77, "thoughts": "I have no Construction Yard, so I cannot produce anything - just a damaged refinery and a harvester. My only play is to keep the harvester mining safely away from the enemy infantry blob at (93-94,10-14) and repair the refinery to preserve score/assets.", "notes": "No CYard -> no production possible. Refinery #129 @(98,13) damaged; harvester #131 mining east toward (102,20). Enemy e1 blob around (93-94,10-14) west of base. Just keep harvesting + repairing to maximize score.", "commands": [{"do": "repair", "building": 129}, {"do": "harvest", "unit": 131}], "feedback": ["repair #129: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 8000, "units_killed": 14, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 2500, "army_value": 0, "income": 1575, "experience": 14, "order_count": 75}}
{"tick": 7601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:04 (tick 7601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12500, army $4600, killed $8200 (18 units, 4 bldgs), lost $1600 (16 units, 0 bldgs). Map explored 22.8%.\nPRODUCTION: Building: fix 5%; Infantry: e1 11%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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@(12,16) 100%, #124 powr@(16,17) 100%, #130 proc@(19,14) 100%, #134 barr@(16,21) 100%, #135 powr@(10,16) 100%, #165 weap@(12,13) 100%, #191 proc@(23,18) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x18: #147@(93,10)91% #152@(94,10) #156@(95,9)74% #163@(94,10)96% #166@(94,10)90% #168@(93,10)84% #170@(95,9)90% #171@(94,10)97% #173@(94,11)86% #176@(94,10) #177@(94,9) #178@(94,13) #179@(94,14) #182@(93,13) #183@(93,13) #185@(93,13) #186@(78,14) #193@(22,23)\n  e3 (Rocket Soldier) x2: #189@(54,28) #190@(24,24)\n  harv (Ore Truck (harvester)) x2: #132@(20,6) #192@(30,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #129 proc@(98,13) 36%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 16 units\n  - attack_move: 3 units\n  - rally #134: ordered\n  - rally #165: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at 98,10-13; visible proc #129 is current primary target. Place proc, then spend new income on vehicles/power as available.", "raw": "{\"thoughts\":\"Our infantry has reached the exposed enemy refinery and should finish it immediately, while rocket soldiers reinforce the assault. Keep pressure on the likely enemy base position as income resumes and the Service Depot completes.\",\"notes\":\"Enemy base confirmed around 95-98,10-13; refinery #129 at 98,13 is damaged. Rifle group is already on target; rockets moving from center/base to reinforce. Service Depot is constructing.\",\"commands\":[{\"do\":\"attack\",\"units\":[147,152,156,163,166,168,170,171,173,176,177,178,179,182,183,185],\"target\":129},{\"do\":\"attack_move\",\"units\":[186,189,190,193],\"x\":98,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":94,\"y\":12},{\"do\":\"rally\",\"building\":165,\"x\":94,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1694, "completion_tokens": 285, "total_tokens": 1979, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1692, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0084194, "upstream_inference_prompt_cost": 0.0046574, "upstream_inference_completions_cost": 0.003762}, "completion_tokens_details": {"reasoning_tokens": 88, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.54, "thoughts": "Our infantry has reached the exposed enemy refinery and should finish it immediately, while rocket soldiers reinforce the assault. Keep pressure on the likely enemy base position as income resumes and the Service Depot completes.", "notes": "Enemy base confirmed around 95-98,10-13; refinery #129 at 98,13 is damaged. Rifle group is already on target; rockets moving from center/base to reinforce. Service Depot is constructing.", "commands": [{"do": "attack", "units": [147, 152, 156, 163, 166, 168, 170, 171, 173, 176, 177, 178, 179, 182, 183, 185], "target": 129}, {"do": "attack_move", "units": [186, 189, 190, 193], "x": 98, "y": 11}, {"do": "rally", "building": 134, "x": 94, "y": 12}, {"do": "rally", "building": 165, "x": 94, "y": 12}], "feedback": ["attack: 16 units", "attack_move: 4 units", "rally #134: ordered", "rally #165: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 8200, "deaths_cost": 1600, "units_killed": 18, "units_lost": 16, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 12500, "army_value": 2400, "income": 2475, "experience": 80, "order_count": 64}}
