{"tick": 1, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 21000; you act every 200 ticks = 8s). 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\":\"Deploy the MCV immediately to establish the main base, then begin with a Power Plant so economic infrastructure can start operating. I will use the enemy start at (12,16) as the initial strategic target once scouts are available.\",\"notes\":\"MCV #119 at (95,11) deploying; first build is Power Plant. Enemy likely starts at (12,16), but unscouted.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1237, "completion_tokens": 203, "total_tokens": 1440, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 139, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.46, "thoughts": "Deploy the MCV immediately to establish the main base, then begin with a Power Plant so economic infrastructure can start operating. I will use the enemy start at (12,16) as the initial strategic target once scouts are available.", "notes": "MCV #119 at (95,11) deploying; first build is Power Plant. Enemy likely starts at (12,16), but unscouted.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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 21000; you act every 200 ticks = 8s). 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 establish the standard Soviet economy opening. Scout toward the likely enemy start with the MCV unavailable after deployment, then use early infantry once barracks is up.\",\"notes\":\"Enemy likely at (95,11). Opening: deploy, power, refinery, barracks, second refinery/war factory.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1098, "completion_tokens": 90, "total_tokens": 1188, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1096, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0042064, "upstream_inference_prompt_cost": 0.0030184, "upstream_inference_completions_cost": 0.001188}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.83, "thoughts": "Deploy immediately and establish the standard Soviet economy opening. Scout toward the likely enemy start with the MCV unavailable after deployment, then use early infantry once barracks is up.", "notes": "Enemy likely at (95,11). Opening: deploy, power, refinery, barracks, second refinery/war factory.", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "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 21000; you act every 200 ticks = 8s). 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: MCV #119 at (95,11) deploying; first build is Power Plant. Enemy likely starts at (12,16), but unscouted.", "raw": "{\"thoughts\":\"The MCV is still completing deployment, and the first Power Plant is already in the building queue. No further production orders are needed until deployment finishes.\",\"notes\":\"MCV #119 deploying at (95,11); first Power Plant queued. Enemy likely starts at (12,16), location still unscouted.\",\"commands\":[]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1278, "completion_tokens": 136, "total_tokens": 1414, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.75, "thoughts": "The MCV is still completing deployment, and the first Power Plant is already in the building queue. No further production orders are needed until deployment finishes.", "notes": "MCV #119 deploying at (95,11); first Power Plant queued. Enemy likely starts at (12,16), location still unscouted.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "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 21000; you act every 200 ticks = 8s). 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, power, refinery, barracks, second refinery/war factory.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first power plant is underway. Establish income immediately with a refinery, then infantry scouting and vehicle production.\",\"notes\":\"Enemy likely at (95,11). Place first power when ready; build refinery next, then barracks and second refinery/war factory.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1130, "completion_tokens": 89, "total_tokens": 1219, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1128, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0042812, "upstream_inference_prompt_cost": 0.0031064, "upstream_inference_completions_cost": 0.0011748}, "completion_tokens_details": {"reasoning_tokens": 20, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.59, "thoughts": "Construction Yard is deployed and the first power plant is underway. Establish income immediately with a refinery, then infantry scouting and vehicle production.", "notes": "Enemy likely at (95,11). Place first power when ready; build refinery next, then barracks and second refinery/war factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "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 21000; you act every 200 ticks = 8s). 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: MCV #119 deploying at (95,11); first Power Plant queued. Enemy likely starts at (12,16), location still unscouted.", "raw": "{\"thoughts\":\"The Construction Yard is deployed and the first Power Plant has been queued. I will establish power, then continue with a Refinery and barracks to build economy and infantry.\",\"notes\":\"Base at (95,11); enemy likely at (12,16), unscouted. First Power Plant is in the Building queue; follow with Ore Refinery, then Barracks.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1253, "completion_tokens": 218, "total_tokens": 1471, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 139, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.55, "thoughts": "The Construction Yard is deployed and the first Power Plant has been queued. I will establish power, then continue with a Refinery and barracks to build economy and infantry.", "notes": "Base at (95,11); enemy likely at (12,16), unscouted. First Power Plant is in the Building queue; follow with Ore Refinery, then Barracks.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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 21000; you act every 200 ticks = 8s). 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\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11). Place first power when ready; build refinery next, then barracks and second refinery/war factory.", "raw": "{\"thoughts\":\"Construction Yard is deployed with ample starting cash. Begin standard Soviet economy opening: power first, then refinery immediately.\",\"notes\":\"Enemy likely starts near (95,11). Need place power next turn and queue refinery.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1109, "completion_tokens": 75, "total_tokens": 1184, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1107, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00403865, "upstream_inference_prompt_cost": 0.00304865, "upstream_inference_completions_cost": 0.00099}, "completion_tokens_details": {"reasoning_tokens": 10, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.46, "thoughts": "Construction Yard is deployed with ample starting cash. Begin standard Soviet economy opening: power first, then refinery immediately.", "notes": "Enemy likely starts near (95,11). Need place power next turn and queue refinery.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "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 21000; you act every 200 ticks = 8s). 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: Base at (95,11); enemy likely at (12,16), unscouted. First Power Plant is in the Building queue; follow with Ore Refinery, then Barracks.", "raw": "{\"thoughts\":\"Our Construction Yard is established, and the first Power Plant is ready to place. I will place it, then start an Ore Refinery to generate income before expanding the base.\",\"notes\":\"Base at (95,11); enemy likely at (12,16) and remains unscouted. Place the ready Power Plant, then build an Ore Refinery next.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1281, "completion_tokens": 204, "total_tokens": 1485, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.26, "thoughts": "Our Construction Yard is established, and the first Power Plant is ready to place. I will place it, then start an Ore Refinery to generate income before expanding the base.", "notes": "Base at (95,11); enemy likely at (12,16) and remains unscouted. Place the ready Power Plant, then build an Ore Refinery next.", "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", "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 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy likely starts near (95,11). Need place power next turn and queue refinery.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first power plant is ready. Place it immediately and begin an Ore Refinery to establish income.\",\"notes\":\"Enemy likely at (95,11). Opening: power placed, refinery started; then barracks and second refinery/war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":16,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1119, "completion_tokens": 115, "total_tokens": 1234, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1117, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00459415, "upstream_inference_prompt_cost": 0.00307615, "upstream_inference_completions_cost": 0.001518}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 16.25, "thoughts": "Construction Yard is deployed and the first power plant is ready. Place it immediately and begin an Ore Refinery to establish income.", "notes": "Enemy likely at (95,11). Opening: power placed, refinery started; then barracks and second refinery/war factory.", "commands": [{"do": "place", "item": "powr", "x": 16, "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", "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 21000; you act every 200 ticks = 8s). 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: Base at (95,11); enemy likely at (12,16) and remains unscouted. Place the ready Power Plant, then build an Ore Refinery next.", "raw": "{\"thoughts\":\"Our Construction Yard and Power Plant are established, but we have no economy or military. Start an Ore Refinery immediately, then expand with a Barracks and additional power as income allows. The enemy is likely west/southwest at (12,16), but it remains unscouted.\",\"notes\":\"Base at (95,11); enemy likely at (12,16), unscouted. Existing fact #121 and powr #123. First priority: construct and place an Ore Refinery, then Barracks and power production. No army yet.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1340, "completion_tokens": 237, "total_tokens": 1577, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.44, "thoughts": "Our Construction Yard and Power Plant are established, but we have no economy or military. Start an Ore Refinery immediately, then expand with a Barracks and additional power as income allows. The enemy is likely west/southwest at (12,16), but it remains unscouted.", "notes": "Base at (95,11); enemy likely at (12,16), unscouted. Existing fact #121 and powr #123. First priority: construct and place an Ore Refinery, then Barracks and power production. No army yet.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11). Opening: power placed, refinery started; then barracks and second refinery/war factory.", "raw": "{\"thoughts\":\"Construction Yard and initial power are established with ample cash. Start the first refinery immediately to begin income, then place it and follow with barracks and vehicle tech.\",\"notes\":\"Opening refinery now; enemy likely at (95,11). Place refinery next turn, then barracks and second refinery/war factory.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1189, "completion_tokens": 134, "total_tokens": 1323, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1187, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00503745, "upstream_inference_prompt_cost": 0.00326865, "upstream_inference_completions_cost": 0.0017688}, "completion_tokens_details": {"reasoning_tokens": 51, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.86, "thoughts": "Construction Yard and initial power are established with ample cash. Start the first refinery immediately to begin income, then place it and follow with barracks and vehicle tech.", "notes": "Opening refinery now; enemy likely at (95,11). Place refinery next turn, then barracks and second refinery/war factory.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "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 21000; you act every 200 ticks = 8s). 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: Base at (95,11); enemy likely at (12,16), unscouted. Existing fact #121 and powr #123. First priority: construct and place an Ore Refinery, then Barracks and power production. No army yet.", "raw": "{\"thoughts\":\"The first Ore Refinery is under construction and must finish before another building can be started. No units are available for scouting or defense, so I will continue the economic opening and deploy the refinery as soon as it is ready.\",\"notes\":\"Base at (95,11); Ore Refinery #? building in progress at 23%. Existing Construction Yard #121 and Power Plant #123. Enemy likely starts at (12,16), but remains unscouted.\",\"commands\":[]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1331, "completion_tokens": 223, "total_tokens": 1554, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.36, "thoughts": "The first Ore Refinery is under construction and must finish before another building can be started. No units are available for scouting or defense, so I will continue the economic opening and deploy the refinery as soon as it is ready.", "notes": "Base at (95,11); Ore Refinery #? building in progress at 23%. Existing Construction Yard #121 and Power Plant #123. Enemy likely starts at (12,16), but remains unscouted.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "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 21000; you act every 200 ticks = 8s). 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 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Opening refinery now; enemy likely at (95,11). Place refinery next turn, then barracks and second refinery/war factory.", "raw": "{\"thoughts\":\"First refinery is still constructing. Preserve cash for immediate placement and barracks, then establish continuous infantry and vehicle production.\",\"notes\":\"Opening refinery at 23%; place as soon as ready, build barracks next, then second refinery and war factory. Enemy presumed northeast near (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1166, "completion_tokens": 132, "total_tokens": 1298, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1164, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0049478, "upstream_inference_prompt_cost": 0.0032054, "upstream_inference_completions_cost": 0.0017424}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.17, "thoughts": "First refinery is still constructing. Preserve cash for immediate placement and barracks, then establish continuous infantry and vehicle production.", "notes": "Opening refinery at 23%; place as soon as ready, build barracks next, then second refinery and war factory. Enemy presumed northeast near (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "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 21000; you act every 200 ticks = 8s). 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: Base at (95,11); Ore Refinery #? building in progress at 23%. Existing Construction Yard #121 and Power Plant #123. Enemy likely starts at (12,16), but remains unscouted.", "raw": "{\"thoughts\":\"Our Construction Yard and first Power Plant are intact, and an Ore Refinery is already under construction. I will expand production with a Barracks and additional power, then establish an economy and infantry force before scouting the enemy base at (12,16).\",\"notes\":\"Base at (95,11). Refinery #? is building at 23%; queue Barracks and Power Plant. Enemy likely at (12,16), not yet scouted. No army or harvesters yet.\",\"commands\":[{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1310, "completion_tokens": 303, "total_tokens": 1613, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 139, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.98, "thoughts": "Our Construction Yard and first Power Plant are intact, and an Ore Refinery is already under construction. I will expand production with a Barracks and additional power, then establish an economy and infantry force before scouting the enemy base at (12,16).", "notes": "Base at (95,11). Refinery #? is building at 23%; queue Barracks and Power Plant. Enemy likely at (12,16), not yet scouted. No army or harvesters yet.", "commands": [{"do": "build", "item": "barr"}, {"do": "build", "item": "powr"}], "feedback": ["build barr: started", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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 21000; you act every 200 ticks = 8s). 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 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening refinery at 23%; place as soon as ready, build barracks next, then second refinery and war factory. Enemy presumed northeast near (95,11).", "raw": "{\"thoughts\":\"Ore Refinery is underway; placement and immediate barracks follow. We need establish income and infantry production before expanding into vehicles.\",\"notes\":\"Refinery at 47%; next turn place it, start barracks, train infantry. Enemy presumed northeast (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1157, "completion_tokens": 94, "total_tokens": 1251, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1155, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00442145, "upstream_inference_prompt_cost": 0.00318065, "upstream_inference_completions_cost": 0.0012408}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.7, "thoughts": "Ore Refinery is underway; placement and immediate barracks follow. We need establish income and infantry production before expanding into vehicles.", "notes": "Refinery at 47%; next turn place it, start barracks, train infantry. Enemy presumed northeast (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "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 21000; you act every 200 ticks = 8s). 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%; Building: powr 0%; 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  - build barr: started\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11). Refinery #? is building at 23%; queue Barracks and Power Plant. Enemy likely at (12,16), not yet scouted. No army or harvesters yet.", "raw": "{\"thoughts\":\"The initial Ore Refinery is 70% complete, with the Barracks and Power Plant queued behind it. Economy expansion takes priority while I prepare a scout from the Barracks.\",\"notes\":\"Base at (95,11); Refinery under construction, followed by Barracks then Power Plant. Enemy expected near (12,16), but unscouted. No army yet.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1346, "completion_tokens": 291, "total_tokens": 1637, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.58, "thoughts": "The initial Ore Refinery is 70% complete, with the Barracks and Power Plant queued behind it. Economy expansion takes priority while I prepare a scout from the Barracks.", "notes": "Base at (95,11); Refinery under construction, followed by Barracks then Power Plant. Enemy expected near (12,16), but unscouted. No army yet.", "commands": [{"do": "build", "item": "proc"}, {"do": "build", "item": "barr"}], "feedback": ["build proc: started", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:56 (tick 1401 of 21000; you act every 200 ticks = 8s). 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 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Refinery at 47%; next turn place it, start barracks, train infantry. Enemy presumed northeast (95,11).", "raw": "{\"thoughts\":\"Ore Refinery is nearly ready; I will place it as soon as construction completes, then immediately start infantry infrastructure. Enemy is presumed northeast, so early scouts will head that way.\",\"notes\":\"Refinery 70% constructing; place next turn, then build barracks and begin infantry. Enemy likely at (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1150, "completion_tokens": 107, "total_tokens": 1257, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1148, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0045738, "upstream_inference_prompt_cost": 0.0031614, "upstream_inference_completions_cost": 0.0014124}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.44, "thoughts": "Ore Refinery is nearly ready; I will place it as soon as construction completes, then immediately start infantry infrastructure. Enemy is presumed northeast, so early scouts will head that way.", "notes": "Refinery 70% constructing; place next turn, then build barracks and begin infantry. Enemy likely at (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "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 21000; you act every 200 ticks = 8s). 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%; Building: barr 0%; Building: proc 0%; Building: powr 0%; 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  - build proc: started\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11); Refinery under construction, followed by Barracks then Power Plant. Enemy expected near (12,16), but unscouted. No army yet.", "raw": "{\"thoughts\":\"The first Ore Refinery is nearly complete, with Barracks and additional infrastructure already queued. No enemy is visible, so continue the economic buildup and avoid unnecessary extra spending.\",\"notes\":\"Base at (95,11); queued Refinery, Barracks, Refinery, Power Plant, Barracks. Enemy likely near (12,16), but unscouted. No army or harvesters yet.\",\"commands\":[]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1349, "completion_tokens": 243, "total_tokens": 1592, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 139, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.02, "thoughts": "The first Ore Refinery is nearly complete, with Barracks and additional infrastructure already queued. No enemy is visible, so continue the economic buildup and avoid unnecessary extra spending.", "notes": "Base at (95,11); queued Refinery, Barracks, Refinery, Power Plant, Barracks. Enemy likely near (12,16), but unscouted. No army or harvesters yet.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": 8}}
{"tick": 1601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:04 (tick 1601 of 21000; you act every 200 ticks = 8s). 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 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Refinery 70% constructing; place next turn, then build barracks and begin infantry. Enemy likely at (95,11).", "raw": "{\"thoughts\":\"The first refinery is nearly complete, so I will place it immediately and transition into barracks production. Early infantry will scout toward the likely enemy position while the free harvester establishes income.\",\"notes\":\"Place proc, build barracks, then train infantry and add refinery/war factory. Enemy likely near (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1151, "completion_tokens": 190, "total_tokens": 1341, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1149, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00567215, "upstream_inference_prompt_cost": 0.00316415, "upstream_inference_completions_cost": 0.002508}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.68, "thoughts": "The first refinery is nearly complete, so I will place it immediately and transition into barracks production. Early infantry will scout toward the likely enemy position while the free harvester establishes income.", "notes": "Place proc, build barracks, then train infantry and add refinery/war factory. Enemy likely near (95,11).", "commands": [{"do": "place", "item": "proc", "x": 15, "y": 16}, {"do": "build", "item": "barr"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "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 21000; you act every 200 ticks = 8s). 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%; Building: proc 0%; Building: powr 0%; 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\nYOUR NOTES FROM LAST TURN: Base at (95,11); queued Refinery, Barracks, Refinery, Power Plant, Barracks. Enemy likely near (12,16), but unscouted. No army or harvesters yet.", "raw": "{\"thoughts\":\"The first Ore Refinery is ready and should be placed immediately to restore income. The remaining construction queue is well paced toward infantry production and further economy.\",\"notes\":\"Base at (95,11), enemy likely at (12,16). Place the ready refinery near base; queued Barracks, second Refinery, Power Plant, and second Barracks.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":97,\"y\":12}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1335, "completion_tokens": 158, "total_tokens": 1493, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.68, "thoughts": "The first Ore Refinery is ready and should be placed immediately to restore income. The remaining construction queue is well paced toward infantry production and further economy.", "notes": "Base at (95,11), enemy likely at (12,16). Place the ready refinery near base; queued Barracks, second Refinery, Power Plant, and second Barracks.", "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", "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": 8}}
{"tick": 1801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:12 (tick 1801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: 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@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Place proc, build barracks, then train infantry and add refinery/war factory. Enemy likely near (95,11).", "raw": "{\"thoughts\":\"Deploy the ready refinery immediately to start income, then complete the barracks and begin infantry scouting while expanding toward vehicle production.\",\"notes\":\"Refinery ready to place; barracks under construction. Enemy likely northeast at 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":15,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1184, "completion_tokens": 101, "total_tokens": 1285, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1182, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0045881, "upstream_inference_prompt_cost": 0.0032549, "upstream_inference_completions_cost": 0.0013332}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.64, "thoughts": "Deploy the ready refinery immediately to start income, then complete the barracks and begin infantry scouting while expanding toward vehicle production.", "notes": "Refinery ready to place; barracks under construction. Enemy likely northeast at 95,11.", "commands": [{"do": "place", "item": "proc", "x": 15, "y": 16}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "russia", "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 21000; you act every 200 ticks = 8s). 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%; Building: proc 0%; Building: powr 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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: Base at (95,11), enemy likely at (12,16). Place the ready refinery near base; queued Barracks, second Refinery, Power Plant, and second Barracks.", "raw": "{\"thoughts\":\"Your base is secure and the first barracks is under construction. Queue additional refineries, power, and barracks to expand income and infantry capacity; the new refinery should provide another harvester once placed.\",\"notes\":\"Base at (95,11), enemy likely at (12,16). Building queue: Barracks 64%, then Ore Refinery, Power Plant, and second Barracks. One harvester is active near the eastern base.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1398, "completion_tokens": 387, "total_tokens": 1785, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.02, "thoughts": "Your base is secure and the first barracks is under construction. Queue additional refineries, power, and barracks to expand income and infantry capacity; the new refinery should provide another harvester once placed.", "notes": "Base at (95,11), enemy likely at (12,16). Building queue: Barracks 64%, then Ore Refinery, Power Plant, and second Barracks. One harvester is active near the eastern base.", "commands": [{"do": "build", "item": "proc"}, {"do": "build", "item": "powr"}, {"do": "build", "item": "barr"}], "feedback": ["build proc: started", "build powr: started", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 9}}
{"tick": 2001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:20 (tick 2001 of 21000; you act every 200 ticks = 8s). 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 3.9%.\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@(10,16) 100%, #130 proc@(16,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Refinery ready to place; barracks under construction. Enemy likely northeast at 95,11.", "raw": "{\"thoughts\":\"Barracks is nearly complete and the economy has enough cash to immediately tech into a War Factory. I will establish infantry production for scouting while preparing vehicle production.\",\"notes\":\"Enemy likely northeast at 95,11. Barracks nearly ready; War Factory started. Place barracks and train scouts next tick.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"rally\",\"building\":122,\"x\":25,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1222, "completion_tokens": 148, "total_tokens": 1370, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1220, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005313, "upstream_inference_prompt_cost": 0.0033594, "upstream_inference_completions_cost": 0.0019536}, "completion_tokens_details": {"reasoning_tokens": 48, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.09, "thoughts": "Barracks is nearly complete and the economy has enough cash to immediately tech into a War Factory. I will establish infantry production for scouting while preparing vehicle production.", "notes": "Enemy likely northeast at 95,11. Barracks nearly ready; War Factory started. Place barracks and train scouts next tick.", "commands": [{"do": "build", "item": "weap"}, {"do": "rally", "building": 122, "x": 25, "y": 14}], "feedback": ["build weap: started", "rally #122: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "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 21000; you act every 200 ticks = 8s). 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: barr 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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 proc: started\n  - build powr: started\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Base at (95,11), enemy likely at (12,16). Building queue: Barracks 64%, then Ore Refinery, Power Plant, and second Barracks. One harvester is active near the eastern base.", "raw": "{\"thoughts\":\"The base is stable with strong power and one active harvester. I will deploy the prepared Barracks to begin infantry production, queue a War Factory for vehicle capability, and keep the harvester mining.\",\"notes\":\"Base (95,11); enemy likely at (12,16). Barracks is ready to place; production queue includes refinery, power plant, second barracks, and now War Factory. No enemy units or buildings visible.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\",\"x\":94,\"y\":12},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1433, "completion_tokens": 368, "total_tokens": 1801, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.39, "thoughts": "The base is stable with strong power and one active harvester. I will deploy the prepared Barracks to begin infantry production, queue a War Factory for vehicle capability, and keep the harvester mining.", "notes": "Base (95,11); enemy likely at (12,16). Barracks is ready to place; production queue includes refinery, power plant, second barracks, and now War Factory. No enemy units or buildings visible.", "commands": [{"do": "place", "item": "barr", "x": 94, "y": 12}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "weap"}, {"do": "harvest", "unit": 131}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": 12}}
{"tick": 2201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:28 (tick 2201 of 21000; you act every 200 ticks = 8s). 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 4.1%.\nPRODUCTION: Building: barr READY TO PLACE; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\n  - rally #122: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely northeast at 95,11. Barracks nearly ready; War Factory started. Place barracks and train scouts next tick.", "raw": "{\"thoughts\":\"Barracks is ready while the War Factory is under construction. Place it immediately and begin infantry scouting pressure toward the northeast enemy start while maintaining the economy.\",\"notes\":\"Enemy likely at 95,11. Place barracks now; War Factory is building. Train infantry scouts and later mass tanks/rockets.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\",\"x\":14,\"y\":20},{\"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": 1235, "completion_tokens": 201, "total_tokens": 1436, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1233, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00604835, "upstream_inference_prompt_cost": 0.00339515, "upstream_inference_completions_cost": 0.0026532}, "completion_tokens_details": {"reasoning_tokens": 74, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.65, "thoughts": "Barracks is ready while the War Factory is under construction. Place it immediately and begin infantry scouting pressure toward the northeast enemy start while maintaining the economy.", "notes": "Enemy likely at 95,11. Place barracks now; War Factory is building. Train infantry scouts and later mass tanks/rockets.", "commands": [{"do": "place", "item": "barr", "x": 14, "y": 20}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 132}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 21000; you act every 200 ticks = 8s). 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 $2615 + stored ore $363 (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: barr 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: 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  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Base (95,11); enemy likely at (12,16). Barracks is ready to place; production queue includes refinery, power plant, second barracks, and now War Factory. No enemy units or buildings visible.", "raw": "{\"thoughts\":\"The first barracks is ready to place, while the War Factory is under construction and additional economy structures are queued. I will establish the barracks, start rifle infantry production, and keep the existing harvester mining.\",\"notes\":\"Base at (95,11); enemy likely at (12,16). Place barracks, queue 5 Rifle Infantry, and maintain ore income. War Factory and follow-up buildings are already in the production queue.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1497, "completion_tokens": 413, "total_tokens": 1910, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.32, "thoughts": "The first barracks is ready to place, while the War Factory is under construction and additional economy structures are queued. I will establish the barracks, start rifle infantry production, and keep the existing harvester mining.", "notes": "Base at (95,11); enemy likely at (12,16). Place barracks, queue 5 Rifle Infantry, and maintain ore income. War Factory and follow-up buildings are already in the production queue.", "commands": [{"do": "place", "item": "barr"}, {"do": "train", "item": "e1", "count": 5}, {"do": "harvest", "unit": 131}], "feedback": ["place barr: nothing READY TO PLACE with that type", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": 14}}
{"tick": 2401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:36 (tick 2401 of 21000; you act every 200 ticks = 8s). 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 $2520 + stored ore $458 (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%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $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@(10,16) 100%, #130 proc@(16,17) 100%, #134 barr@(15,21) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(16,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy likely at 95,11. Place barracks now; War Factory is building. Train infantry scouts and later mass tanks/rockets.", "raw": "{\"thoughts\":\"War Factory is nearly ready and the barracks is now established. I will begin infantry production for scouting and map control, then place the factory immediately and expand ore income.\",\"notes\":\"Enemy likely northeast at (95,11). War Factory 16% complete; barracks #134 active. Start rifle/rocket mass and use scouts eastward.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":35,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1312, "completion_tokens": 201, "total_tokens": 1513, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1310, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0062601, "upstream_inference_prompt_cost": 0.0036069, "upstream_inference_completions_cost": 0.0026532}, "completion_tokens_details": {"reasoning_tokens": 59, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.64, "thoughts": "War Factory is nearly ready and the barracks is now established. I will begin infantry production for scouting and map control, then place the factory immediately and expand ore income.", "notes": "Enemy likely northeast at (95,11). War Factory 16% complete; barracks #134 active. Start rifle/rocket mass and use scouts eastward.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 134, "x": 35, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["train 5x e1: queued", "train 3x e3: queued", "rally #134: ordered", "stance: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "russia", "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 21000; you act every 200 ticks = 8s). 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 $2328 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: weap 32%; Building: barr 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: barr 0%; 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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(93,9)* #137@(93,8) #138@(94,9)\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  - place barr: nothing READY TO PLACE with that type\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11); enemy likely at (12,16). Place barracks, queue 5 Rifle Infantry, and maintain ore income. War Factory and follow-up buildings are already in the production queue.", "raw": "{\"thoughts\": \"Base is established with fact, powr, proc, and barr; War Factory is 32% done in the building queue. Cash is healthy at $2328, so keep producing. I'll queue more infantry for defense and send my rifles on a cautious scouting run toward the likely enemy start to gain map info.\", \"notes\": \"Base at (95,11), enemy likely at (12,16). War Factory building (~32%), keep it going. Queue infantry for defense; scout with rifles east of base toward enemy. Next: place weap when ready, then build a service depot and more power.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":95,\"y\":13},{\"do\":\"attack_move\",\"units\":[135,137,138],\"x\":70,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1441, "completion_tokens": 610, "total_tokens": 2051, "cost": 0.0011643, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0011643, "upstream_inference_prompt_cost": 0.0004323, "upstream_inference_completions_cost": 0.000732}, "completion_tokens_details": {"reasoning_tokens": 410, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 14.29, "thoughts": "Base is established with fact, powr, proc, and barr; War Factory is 32% done in the building queue. Cash is healthy at $2328, so keep producing. I'll queue more infantry for defense and send my rifles on a cautious scouting run toward the likely enemy start to gain map info.", "notes": "Base at (95,11), enemy likely at (12,16). War Factory building (~32%), keep it going. Queue infantry for defense; scout with rifles east of base toward enemy. Next: place weap when ready, then build a service depot and more power.", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 95, "y": 13}, {"do": "attack_move", "units": [135, 137, 138], "x": 70, "y": 14}], "feedback": ["train 3x e3: queued", "train 5x e1: queued", "rally #133: ordered", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 19}}
{"tick": 2601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:44 (tick 2601 of 21000; you act every 200 ticks = 8s). 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 $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%.\nPRODUCTION: Building: weap 32%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 barr@(15,21) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(19,18)\n  harv (Ore Truck (harvester)) x1: #132@(20,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - rally #134: ordered\n  - stance: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy likely northeast at (95,11). War Factory 16% complete; barracks #134 active. Start rifle/rocket mass and use scouts eastward.", "raw": "{\"thoughts\":\"War Factory is still constructing while infantry queues are committed. Scout east with the rifleman, rally new infantry toward the eastern approach, then add a second refinery as soon as the factory is placed.\",\"notes\":\"Enemy likely northeast (95,11). War Factory 32% building; one harvester mining north ore. Rifle #136 scouting east; barracks rally east.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[136],\"x\":52,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":32,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1372, "completion_tokens": 216, "total_tokens": 1588, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1370, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0066231, "upstream_inference_prompt_cost": 0.0037719, "upstream_inference_completions_cost": 0.0028512}, "completion_tokens_details": {"reasoning_tokens": 94, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.8, "thoughts": "War Factory is still constructing while infantry queues are committed. Scout east with the rifleman, rally new infantry toward the eastern approach, then add a second refinery as soon as the factory is placed.", "notes": "Enemy likely northeast (95,11). War Factory 32% building; one harvester mining north ore. Rifle #136 scouting east; barracks rally east.", "commands": [{"do": "attack_move", "units": [136], "x": 52, "y": 16}, {"do": "rally", "building": 134, "x": 32, "y": 16}], "feedback": ["attack_move: 1 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 16}}
{"tick": 2801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 21000; you act every 200 ticks = 8s). 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 $1666 + 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 6.6%.\nPRODUCTION: Building: weap 49%; Building: barr 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: barr 0%; Infantry: e1 46%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(83,9) #137@(85,14) #138@(84,9) #140@(95,13)* #141@(97,11) #142@(96,9)\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  - train 3x e3: queued\n  - train 5x e1: queued\n  - rally #133: ordered\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Base at (95,11), enemy likely at (12,16). War Factory building (~32%), keep it going. Queue infantry for defense; scout with rifles east of base toward enemy. Next: place weap when ready, then build a service depot and more power.", "raw": "{\"thoughts\":\"The War Factory is still under construction, while rifle infantry are already scouting west toward the likely enemy base. Concentrate the infantry for a supported advance and continue filling both barracks queues with rocket and rifle troops.\",\"notes\":\"Base at (95,11), likely enemy at (12,16). War Factory ~49% complete. Six rifles previously advancing/scouting west; Harvester #131 is active. Next place War Factory, then build Service Depot and additional power as queues open.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":70,\"y\":10},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":10}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1607, "completion_tokens": 516, "total_tokens": 2123, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.17, "thoughts": "The War Factory is still under construction, while rifle infantry are already scouting west toward the likely enemy base. Concentrate the infantry for a supported advance and continue filling both barracks queues with rocket and rifle troops.", "notes": "Base at (95,11), likely enemy at (12,16). War Factory ~49% complete. Six rifles previously advancing/scouting west; Harvester #131 is active. Next place War Factory, then build Service Depot and additional power as queues open.", "commands": [{"do": "attack_move", "units": "all_army", "x": 70, "y": 10}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 2}, {"do": "rally", "building": 133, "x": 75, "y": 10}], "feedback": ["attack_move: 6 units", "train 3x e3: queued", "train 2x e1: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "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": 27}}
{"tick": 2801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:52 (tick 2801 of 21000; you act every 200 ticks = 8s). 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 $1659 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.9%.\nPRODUCTION: Building: weap 49%; Infantry: e3 84%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 barr@(15,21) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(30,17)\n  e3 (Rocket Soldier) x1: #139@(21,20)\n  harv (Ore Truck (harvester)) x1: #132@(21,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely northeast (95,11). War Factory 32% building; one harvester mining north ore. Rifle #136 scouting east; barracks rally east.", "raw": "{\"thoughts\":\"War Factory is nearly ready and infantry production is already queued. Continue scouting east toward the likely Allied base while preserving our lone harvester and prepare vehicle production immediately after placement.\",\"notes\":\"Place weap as soon as ready; then queue power/refinery and tanks. Scouts moving east along northern approach; enemy likely 95,11.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[136],\"x\":55,\"y\":14},{\"do\":\"attack_move\",\"units\":[139],\"x\":48,\"y\":18},{\"do\":\"rally\",\"building\":134,\"x\":40,\"y\":17},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1360, "completion_tokens": 266, "total_tokens": 1626, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1358, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0072501, "upstream_inference_prompt_cost": 0.0037389, "upstream_inference_completions_cost": 0.0035112}, "completion_tokens_details": {"reasoning_tokens": 126, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.55, "thoughts": "War Factory is nearly ready and infantry production is already queued. Continue scouting east toward the likely Allied base while preserving our lone harvester and prepare vehicle production immediately after placement.", "notes": "Place weap as soon as ready; then queue power/refinery and tanks. Scouts moving east along northern approach; enemy likely 95,11.", "commands": [{"do": "attack_move", "units": [136], "x": 55, "y": 14}, {"do": "attack_move", "units": [139], "x": 48, "y": 18}, {"do": "rally", "building": 134, "x": 40, "y": 17}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 1 units", "attack_move: 1 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 16}}
{"tick": 3001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 21000; you act every 200 ticks = 8s). 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 $1437 + stored ore $67 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9%.\nPRODUCTION: Building: weap 66%; Building: barr 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: barr 0%; Infantry: e3 25%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #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) x9: #135@(73,9) #137@(75,13) #138@(74,9) #140@(85,13) #141@(88,12) #142@(86,10) #144@(86,10) #145@(89,9) #146@(92,9)\n  harv (Ore Truck (harvester)) x1: #131@(102,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - train 3x e3: queued\n  - train 2x e1: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Base at (95,11), likely enemy at (12,16). War Factory ~49% complete. Six rifles previously advancing/scouting west; Harvester #131 is active. Next place War Factory, then build Service Depot and additional power as queues open.", "raw": "{\"thoughts\":\"The War Factory is nearing completion, while the six-unit western scout is positioned to continue toward the likely enemy base at (12,16). Reinforce them with the three reserve rifles and build another Power Plant to stay ahead of future production demand.\",\"notes\":\"Base (95,11); likely enemy (12,16). Assemble all 9 rifles for a westward attack. War Factory is 66% built; queue has further barracks/refineries/power plants. Harvester #131 is active.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[135,137,138,140,141,142,144,145,146],\"x\":12,\"y\":16},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1638, "completion_tokens": 357, "total_tokens": 1995, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.63, "thoughts": "The War Factory is nearing completion, while the six-unit western scout is positioned to continue toward the likely enemy base at (12,16). Reinforce them with the three reserve rifles and build another Power Plant to stay ahead of future production demand.", "notes": "Base (95,11); likely enemy (12,16). Assemble all 9 rifles for a westward attack. War Factory is 66% built; queue has further barracks/refineries/power plants. Harvester #131 is active.", "commands": [{"do": "attack_move", "units": [135, 137, 138, 140, 141, 142, 144, 145, 146], "x": 12, "y": 16}, {"do": "build", "item": "powr"}], "feedback": ["attack_move: 9 units", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6200, "army_value": 900, "income": 1000, "experience": 0, "order_count": 32}}
{"tick": 3001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:00 (tick 3001 of 21000; you act every 200 ticks = 8s). 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 $998 + stored ore $46 (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 7.9%.\nPRODUCTION: Building: weap 66%; Infantry: e3 95%; 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@(10,16) 100%, #130 proc@(16,17) 100%, #134 barr@(15,21) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(30,17)*\n  e3 (Rocket Soldier) x2: #139@(32,20) #143@(21,22)\n  harv (Ore Truck (harvester)) x1: #132@(16,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 1 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Place weap as soon as ready; then queue power/refinery and tanks. Scouts moving east along northern approach; enemy likely 95,11.", "raw": "{\"thoughts\":\"War Factory is nearing completion; maintain infantry output and keep scouts advancing toward the likely eastern enemy base. Preserve cash for immediate vehicle production once the factory is placed.\",\"notes\":\"War Factory 66% building; place immediately next turn. Infantry scouts advancing east/northeast; enemy likely around 95,11.\",\"commands\":[{\"do\":\"rally\",\"building\":134,\"x\":45,\"y\":16},{\"do\":\"attack_move\",\"units\":[136,139],\"x\":55,\"y\":14},{\"do\":\"attack_move\",\"units\":[143],\"x\":48,\"y\":23},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1366, "completion_tokens": 224, "total_tokens": 1590, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1364, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0067122, "upstream_inference_prompt_cost": 0.0037554, "upstream_inference_completions_cost": 0.0029568}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.61, "thoughts": "War Factory is nearing completion; maintain infantry output and keep scouts advancing toward the likely eastern enemy base. Preserve cash for immediate vehicle production once the factory is placed.", "notes": "War Factory 66% building; place immediately next turn. Infantry scouts advancing east/northeast; enemy likely around 95,11.", "commands": [{"do": "rally", "building": 134, "x": 45, "y": 16}, {"do": "attack_move", "units": [136, 139], "x": 55, "y": 14}, {"do": "attack_move", "units": [143], "x": 48, "y": 23}, {"do": "train", "item": "e1", "count": 3}, {"do": "harvest", "unit": 132}], "feedback": ["rally #134: ordered", "attack_move: 2 units", "attack_move: 1 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "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": 525, "experience": 0, "order_count": 16}}
{"tick": 3201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 21000; you act every 200 ticks = 8s). 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 $840 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6500, army $2300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.4%.\nPRODUCTION: Building: weap 82%; Building: powr 0%; Building: barr 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: barr 0%; Infantry: e3 35%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(66,16) #137@(68,20) #138@(66,15) #140@(76,17) #141@(79,14) #142@(78,15) #144@(78,15) #145@(81,14) #146@(84,13)\n  e3 (Rocket Soldier) x1: #150@(91,9)\n  harv (Ore Truck (harvester)) x1: #131@(105,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base (95,11); likely enemy (12,16). Assemble all 9 rifles for a westward attack. War Factory is 66% built; queue has further barracks/refineries/power plants. Harvester #131 is active.", "raw": "{\"thoughts\":\"The War Factory is nearing completion and the rifle group is advancing west, but only one rocket soldier is available for support. Queue another rocket soldier and an additional power plant while sending all combat units toward the enemy start.\",\"notes\":\"Base (95,11), likely enemy (12,16). War Factory #82 is 82% built. Group all combat units for a westward attack; harvester #131 is active. Continue queued base construction.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":35,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1629, "completion_tokens": 398, "total_tokens": 2027, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.62, "thoughts": "The War Factory is nearing completion and the rifle group is advancing west, but only one rocket soldier is available for support. Queue another rocket soldier and an additional power plant while sending all combat units toward the enemy start.", "notes": "Base (95,11), likely enemy (12,16). War Factory #82 is 82% built. Group all combat units for a westward attack; harvester #131 is active. Continue queued base construction.", "commands": [{"do": "train", "item": "e3", "count": 1}, {"do": "build", "item": "powr"}, {"do": "attack_move", "units": "all_army", "x": 35, "y": 16}], "feedback": ["train 1x e3: queued", "build powr: started", "attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6500, "army_value": 1200, "income": 1000, "experience": 0, "order_count": 33}}
{"tick": 3201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:08 (tick 3201 of 21000; you act every 200 ticks = 8s). 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 $510 + 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 8.5%.\nPRODUCTION: Building: weap 82%; Infantry: e1 11%; 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@(10,16) 100%, #130 proc@(16,17) 100%, #134 barr@(15,21) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #136@(30,17)* #148@(19,18) #149@(17,20) #151@(15,22)\n  e3 (Rocket Soldier) x3: #139@(33,20)* #143@(32,23) #147@(22,17)\n  harv (Ore Truck (harvester)) x1: #132@(18,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - attack_move: 2 units\n  - attack_move: 1 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: War Factory 66% building; place immediately next turn. Infantry scouts advancing east/northeast; enemy likely around 95,11.", "raw": "{\"thoughts\":\"War Factory is nearly complete; I will place it immediately when ready and maintain infantry scouting toward the likely enemy base. Cash is low, so I will prioritize the factory and let the harvester continue mining.\",\"notes\":\"Place weap next turn; then produce tanks continuously. Scouts moving east/northeast toward enemy start at 95,11.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[136,139],\"x\":55,\"y\":14},{\"do\":\"attack_move\",\"units\":[143,147,148,149,151],\"x\":48,\"y\":23},{\"do\":\"rally\",\"building\":134,\"x\":48,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1395, "completion_tokens": 243, "total_tokens": 1638, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1393, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00704275, "upstream_inference_prompt_cost": 0.00383515, "upstream_inference_completions_cost": 0.0032076}, "completion_tokens_details": {"reasoning_tokens": 90, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.4, "thoughts": "War Factory is nearly complete; I will place it immediately when ready and maintain infantry scouting toward the likely enemy base. Cash is low, so I will prioritize the factory and let the harvester continue mining.", "notes": "Place weap next turn; then produce tanks continuously. Scouts moving east/northeast toward enemy start at 95,11.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [136, 139], "x": 55, "y": 14}, {"do": "attack_move", "units": [143, 147, 148, 149, 151], "x": 48, "y": 23}, {"do": "rally", "building": 134, "x": 48, "y": 18}], "feedback": ["attack_move: 2 units", "attack_move: 5 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "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": 675, "experience": 0, "order_count": 19}}
{"tick": 3401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 21000; you act every 200 ticks = 8s). 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 $174 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6800, army $2600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.3%.\nPRODUCTION: Building: weap 99%; Building: powr 0%; Building: powr 0%; Building: barr 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: barr 0%; Infantry: e3 46%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(64,25) #137@(61,27) #138@(64,24) #140@(68,23) #141@(71,22) #142@(70,23) #144@(70,22) #145@(73,20) #146@(75,18)\n  e3 (Rocket Soldier) x2: #150@(83,14) #154@(90,9)\n  harv (Ore Truck (harvester)) x1: #131@(99,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x e3: queued\n  - build powr: started\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Base (95,11), likely enemy (12,16). War Factory #82 is 82% built. Group all combat units for a westward attack; harvester #131 is active. Continue queued base construction.", "raw": "{\"thoughts\":\"The War Factory is nearly complete, and the existing rifle group is already pushing west toward the likely enemy base at (12,16). I will add a power plant, queue more infantry, and reinforce the western advance with the full combat force while the harvester continues mining.\",\"notes\":\"Base (95,11); likely enemy (12,16). Rifle infantry #135-#146 are advancing west, rocket soldiers #150/#154 are near base. War Factory #82 is 99% built. Harvester #131 active; cash $174.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1650, "completion_tokens": 295, "total_tokens": 1945, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.47, "thoughts": "The War Factory is nearly complete, and the existing rifle group is already pushing west toward the likely enemy base at (12,16). I will add a power plant, queue more infantry, and reinforce the western advance with the full combat force while the harvester continues mining.", "notes": "Base (95,11); likely enemy (12,16). Rifle infantry #135-#146 are advancing west, rocket soldiers #150/#154 are near base. War Factory #82 is 99% built. Harvester #131 active; cash $174.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 1}, {"do": "train", "item": "e3", "count": 1}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["build powr: started", "train 1x e1: queued", "train 1x e3: queued", "attack_move: 11 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6800, "army_value": 1500, "income": 1000, "experience": 0, "order_count": 35}}
{"tick": 3401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:16 (tick 3401 of 21000; you act every 200 ticks = 8s). 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 $1 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6800, army $2600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.1%.\nPRODUCTION: Building: weap 95%; Infantry: e1 63%; 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@(10,16) 100%, #130 proc@(16,17) 100%, #134 barr@(15,21) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #136@(30,17)* #148@(29,22) #149@(25,23) #151@(23,22) #152@(21,20) #153@(18,20)\n  e3 (Rocket Soldier) x3: #139@(33,20)* #143@(42,23) #147@(30,23)\n  harv (Ore Truck (harvester)) x1: #132@(18,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - attack_move: 5 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Place weap next turn; then produce tanks continuously. Scouts moving east/northeast toward enemy start at 95,11.", "raw": "{\"thoughts\":\"War Factory is ready and must be placed immediately to begin armored production. Infantry scouts should keep pushing east toward the likely enemy base while the harvester mines.\",\"notes\":\"Place #weap now; set its rally east. Enemy still unseen; scouts advancing toward (95,11). Start tank production as soon as refinery income arrives.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":18,\"y\":21},{\"do\":\"rally\",\"building\":134,\"x\":50,\"y\":18},{\"do\":\"attack_move\",\"units\":[136,139,143,147,148,149,151,152,153],\"x\":62,\"y\":17},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1382, "completion_tokens": 235, "total_tokens": 1617, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1380, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0069014, "upstream_inference_prompt_cost": 0.0037994, "upstream_inference_completions_cost": 0.003102}, "completion_tokens_details": {"reasoning_tokens": 79, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.63, "thoughts": "War Factory is ready and must be placed immediately to begin armored production. Infantry scouts should keep pushing east toward the likely enemy base while the harvester mines.", "notes": "Place #weap now; set its rally east. Enemy still unseen; scouts advancing toward (95,11). Start tank production as soon as refinery income arrives.", "commands": [{"do": "place", "item": "weap", "x": 18, "y": 21}, {"do": "rally", "building": 134, "x": 50, "y": 18}, {"do": "attack_move", "units": [136, 139, 143, 147, 148, 149, 151, 152, 153], "x": 62, "y": 17}, {"do": "harvest", "unit": 132}], "feedback": ["place weap: nothing READY TO PLACE with that type", "rally #134: ordered", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6800, "army_value": 1500, "income": 675, "experience": 0, "order_count": 19}}
{"tick": 3601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 21000; you act every 200 ticks = 8s). 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 $30 + stored ore $301 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $7100, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.6%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Building: powr 0%; Building: powr 0%; Building: barr 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: barr 0%; Infantry: e3 56%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(55,28) #137@(53,28)90% #138@(55,28) #140@(59,28) #141@(63,26) #142@(62,27) #144@(61,27) #145@(64,25) #146@(67,24)\n  e3 (Rocket Soldier) x3: #150@(74,19) #154@(82,14) #155@(89,9)\n  harv (Ore Truck (harvester)) x1: #131@(101,19)\nVISIBLE ENEMY UNITS (1):\n  #143 e3@(50,26) 33%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 1x e1: queued\n  - train 1x e3: queued\n  - attack_move: 11 units\nYOUR NOTES FROM LAST TURN: Base (95,11); likely enemy (12,16). Rifle infantry #135-#146 are advancing west, rocket soldiers #150/#154 are near base. War Factory #82 is 99% built. Harvester #131 active; cash $174.", "raw": "{\"thoughts\":\"The War Factory is ready, so I will place it immediately and set a forward rally point. The damaged enemy rocket soldier is exposed near my advancing infantry, so I will commit the entire combat force toward the likely enemy base while continuing infantry production.\",\"notes\":\"Base (95,11); likely enemy start (12,16). One damaged enemy e3 is visible at (50,26). Place War Factory #82, then continue pushing west with all combat units; keep the harvester mining.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"rally\",\"building\":82,\"x\":45,\"y\":22},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":1}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1706, "completion_tokens": 543, "total_tokens": 2249, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.54, "thoughts": "The War Factory is ready, so I will place it immediately and set a forward rally point. The damaged enemy rocket soldier is exposed near my advancing infantry, so I will commit the entire combat force toward the likely enemy base while continuing infantry production.", "notes": "Base (95,11); likely enemy start (12,16). One damaged enemy e3 is visible at (50,26). Place War Factory #82, then continue pushing west with all combat units; keep the harvester mining.", "commands": [{"do": "place", "item": "weap"}, {"do": "rally", "building": 82, "x": 45, "y": 22}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e1", "count": 1}, {"do": "train", "item": "e3", "count": 1}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "rally: #82 is not your building", "attack_move: 12 units", "train 1x e1: queued", "train 1x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7100, "army_value": 1800, "income": 1500, "experience": 0, "order_count": 38}}
{"tick": 3601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:24 (tick 3601 of 21000; you act every 200 ticks = 8s). 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 $1 + stored ore $274 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $7000, army $2800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.6%.\nPRODUCTION: Building: weap 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@(10,16) 100%, #130 proc@(16,17) 100%, #134 barr@(15,21) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #136@(37,24) #148@(39,24) #149@(35,24) #151@(33,24) #152@(31,24) #153@(26,25) #156@(17,20) #157@(15,22)\n  e3 (Rocket Soldier) x3: #139@(42,24) #143@(50,26)33% #147@(41,24)\n  harv (Ore Truck (harvester)) x1: #132@(18,16)\nVISIBLE ENEMY UNITS (1):\n  #137 e1@(53,28) 90%\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  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Place #weap now; set its rally east. Enemy still unseen; scouts advancing toward (95,11). Start tank production as soon as refinery income arrives.", "raw": "{\"thoughts\":\"War Factory is ready and must be placed to begin vehicle production. Our infantry scout force should keep pushing east while the harvester continues mining.\",\"notes\":\"Place War Factory at (20,20); then build second refinery when funds allow. Scouts advancing east toward enemy start (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":20,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":55,\"y\":25},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[136,148,149,151,152,153,156,157,139,143,147],\"x\":70,\"y\":22}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1407, "completion_tokens": 209, "total_tokens": 1616, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1405, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00662695, "upstream_inference_prompt_cost": 0.00386815, "upstream_inference_completions_cost": 0.0027588}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.51, "thoughts": "War Factory is ready and must be placed to begin vehicle production. Our infantry scout force should keep pushing east while the harvester continues mining.", "notes": "Place War Factory at (20,20); then build second refinery when funds allow. Scouts advancing east toward enemy start (95,11).", "commands": [{"do": "place", "item": "weap", "x": 20, "y": 20}, {"do": "rally", "building": 134, "x": 55, "y": 25}, {"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [136, 148, 149, 151, 152, 153, 156, 157, 139, 143, 147], "x": 70, "y": 22}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "rally #134: ordered", "attack_move: 11 units"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7000, "army_value": 1700, "income": 1175, "experience": 0, "order_count": 19}}
{"tick": 3801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 21000; you act every 200 ticks = 8s). 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 $9300, army $3100, killed $1000 (4 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 15.7%.\nPRODUCTION: Building: powr 53%; Building: powr 0%; Building: powr 0%; Building: barr 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: barr 0%; Infantry: e3 13%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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%, #158 weap@(98,10) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(50,26) #138@(50,26) #140@(49,28) #141@(53,27) #142@(52,27) #144@(52,27) #145@(55,28) #146@(58,28)\n  e3 (Rocket Soldier) x4: #150@(66,24) #154@(74,19) #155@(81,14) #160@(88,9)\n  harv (Ore Truck (harvester)) x1: #131@(103,23)\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  - rally: #82 is not your building\n  - attack_move: 12 units\n  - train 1x e1: queued\n  - train 1x e3: queued\nYOUR NOTES FROM LAST TURN: Base (95,11); likely enemy start (12,16). One damaged enemy e3 is visible at (50,26). Place War Factory #82, then continue pushing west with all combat units; keep the harvester mining.", "raw": "{\"thoughts\":\"Our base is established with a barracks, war factory, refinery, and power infrastructure. The army has already advanced west toward the likely enemy start, while the harvester should remain at the refinery; no enemy is currently visible, so continue the push and preserve the production queues.\",\"notes\":\"Base (95,11); likely enemy start (12,16). Rifle infantry group is around (50-58,26-28), rocket soldiers are spread from (66,24) to (88,9). Harvester #131 is near (103,23). Continue sending all combat units west toward (12,16); keep the harvester mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1771, "completion_tokens": 298, "total_tokens": 2069, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.47, "thoughts": "Our base is established with a barracks, war factory, refinery, and power infrastructure. The army has already advanced west toward the likely enemy start, while the harvester should remain at the refinery; no enemy is currently visible, so continue the push and preserve the production queues.", "notes": "Base (95,11); likely enemy start (12,16). Rifle infantry group is around (50-58,26-28), rocket soldiers are spread from (66,24) to (88,9). Harvester #131 is near (103,23). Continue sending all combat units west toward (12,16); keep the harvester mining.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 12 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1000, "deaths_cost": 100, "units_killed": 4, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 1500, "experience": 10, "order_count": 41}}
{"tick": 3801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:32 (tick 3801 of 21000; you act every 200 ticks = 8s). 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 $1 + stored ore $274 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8000, army $1800, killed $100 (1 units, 0 bldgs), lost $1000 (4 units, 0 bldgs). Map explored 12.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #136@(46,25)86% #149@(45,24) #151@(43,24) #152@(41,24) #153@(36,22) #156@(26,25) #157@(23,24)\n  harv (Ore Truck (harvester)) x1: #132@(17,7)\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  - rally #134: ordered\n  - attack_move: 11 units\nYOUR NOTES FROM LAST TURN: Place War Factory at (20,20); then build second refinery when funds allow. Scouts advancing east toward enemy start (95,11).", "raw": "{\"thoughts\":\"War Factory is established but funds are temporarily exhausted. Keep the ore truck mining and push the infantry screen east toward the likely Allied base while income accumulates for a second refinery and vehicle production.\",\"notes\":\"War Factory #159 active; only 1 harvester #132. Infantry scouts are advancing east; enemy likely near (95,11). Build proc as soon as $1400 is available, then produce tanks/rockets.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[136,149,151,152,153,156,157],\"x\":80,\"y\":15},{\"do\":\"rally\",\"building\":159,\"x\":28,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1419, "completion_tokens": 230, "total_tokens": 1649, "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": 0.00693715, "upstream_inference_prompt_cost": 0.00390115, "upstream_inference_completions_cost": 0.003036}, "completion_tokens_details": {"reasoning_tokens": 75, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.29, "thoughts": "War Factory is established but funds are temporarily exhausted. Keep the ore truck mining and push the infantry screen east toward the likely Allied base while income accumulates for a second refinery and vehicle production.", "notes": "War Factory #159 active; only 1 harvester #132. Infantry scouts are advancing east; enemy likely near (95,11). Build proc as soon as $1400 is available, then produce tanks/rockets.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [136, 149, 151, 152, 153, 156, 157], "x": 80, "y": 15}, {"do": "rally", "building": 159, "x": 28, "y": 18}], "feedback": ["attack_move: 7 units", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 100, "deaths_cost": 1000, "units_killed": 1, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8000, "army_value": 700, "income": 1175, "experience": 1, "order_count": 20}}
{"tick": 4001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 21000; you act every 200 ticks = 8s). 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 $9300, army $3100, killed $1500 (9 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 16.6%.\nPRODUCTION: Building: powr 53%; Building: powr 0%; Building: powr 0%; Building: barr 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: barr 0%; Infantry: e3 13%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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%, #158 weap@(98,10) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(46,24)15% #138@(46,24)84% #140@(46,25)10% #141@(46,24) #142@(46,24)98% #144@(47,24) #145@(46,24) #146@(48,28)\n  e3 (Rocket Soldier) x4: #150@(57,28) #154@(65,24) #155@(73,20) #160@(80,14)\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  - attack_move: 12 units\nYOUR NOTES FROM LAST TURN: Base (95,11); likely enemy start (12,16). Rifle infantry group is around (50-58,26-28), rocket soldiers are spread from (66,24) to (88,9). Harvester #131 is near (103,23). Continue sending all combat units west toward (12,16); keep the harvester mining.", "raw": "{\"thoughts\":\"The base is established and all production queues are active, but the army is scattered along the western approach with several riflemen badly damaged. No enemies are currently visible, so continue the all-army advance toward the likely enemy base while the lone harvester remains active.\",\"notes\":\"Base (95,11); enemy likely at (12,16). All 12 combat units are advancing west, with riflemen near (46-48,24-28), rockets from (57,28) to (80,14). Harvester #131 is active near (103,23); continue filling all production queues.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1753, "completion_tokens": 323, "total_tokens": 2076, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.73, "thoughts": "The base is established and all production queues are active, but the army is scattered along the western approach with several riflemen badly damaged. No enemies are currently visible, so continue the all-army advance toward the likely enemy base while the lone harvester remains active.", "notes": "Base (95,11); enemy likely at (12,16). All 12 combat units are advancing west, with riflemen near (46-48,24-28), rockets from (57,28) to (80,14). Harvester #131 is active near (103,23); continue filling all production queues.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 12 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1500, "deaths_cost": 100, "units_killed": 9, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 1500, "experience": 15, "order_count": 41}}
{"tick": 4001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:40 (tick 4001 of 21000; you act every 200 ticks = 8s). 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 $1 + stored ore $274 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7500, army $1300, killed $100 (1 units, 0 bldgs), lost $1500 (9 units, 0 bldgs). Map explored 12.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #156@(36,24) #157@(33,24)\n  harv (Ore Truck (harvester)) x1: #132@(16,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: War Factory #159 active; only 1 harvester #132. Infantry scouts are advancing east; enemy likely near (95,11). Build proc as soon as $1400 is available, then produce tanks/rockets.", "raw": "{\"thoughts\":\"Economy is severely constrained with only one harvester, so I will spend available funds on cheap scouting infantry while the ore truck continues mining. Existing scouts advance toward the likely enemy approach and production rallies east.\",\"notes\":\"Need save/spend toward second refinery ($1400) urgently; enemy base still unscouted near (95,11). Current scouts #156/#157 around (33-36,24), harvester #132 mining north of base.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[156,157],\"x\":60,\"y\":19},{\"do\":\"rally\",\"building\":134,\"x\":42,\"y\":20},{\"do\":\"rally\",\"building\":159,\"x\":42,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1381, "completion_tokens": 261, "total_tokens": 1642, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1379, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00724185, "upstream_inference_prompt_cost": 0.00379665, "upstream_inference_completions_cost": 0.0034452}, "completion_tokens_details": {"reasoning_tokens": 81, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.61, "thoughts": "Economy is severely constrained with only one harvester, so I will spend available funds on cheap scouting infantry while the ore truck continues mining. Existing scouts advance toward the likely enemy approach and production rallies east.", "notes": "Need save/spend toward second refinery ($1400) urgently; enemy base still unscouted near (95,11). Current scouts #156/#157 around (33-36,24), harvester #132 mining north of base.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [156, 157], "x": 60, "y": 19}, {"do": "rally", "building": 134, "x": 42, "y": 20}, {"do": "rally", "building": 159, "x": 42, "y": 18}], "feedback": ["train 2x e1: queued", "attack_move: 2 units", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 100, "deaths_cost": 1500, "units_killed": 1, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7500, "army_value": 200, "income": 1175, "experience": 1, "order_count": 20}}
{"tick": 4201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 21000; you act every 200 ticks = 8s). 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 $46 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3400, killed $1700 (11 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 18.3%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Building: powr 0%; Building: barr 0%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Building: barr 0%; Infantry: e1 55%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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%, #158 weap@(98,10) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(36,24)15% #138@(36,24)84% #140@(36,24)10% #141@(37,24) #142@(37,24)98% #144@(36,24) #145@(38,22) #146@(39,23)\n  e3 (Rocket Soldier) x5: #150@(48,25) #154@(56,28) #155@(64,25) #160@(72,21) #163@(93,9)\n  harv (Ore Truck (harvester)) x1: #131@(102,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\nYOUR NOTES FROM LAST TURN: Base (95,11); enemy likely at (12,16). All 12 combat units are advancing west, with riflemen near (46-48,24-28), rockets from (57,28) to (80,14). Harvester #131 is active near (103,23); continue filling all production queues.", "raw": "{\"thoughts\":\"The main force is already advancing west toward the likely enemy start, so I will avoid disrupting its movement. Place the completed power plant and trim redundant queued power plants to preserve funds for economy and essential production.\",\"notes\":\"Base (95,11); enemy likely at (12,16). All 13 combat units are moving west, led by riflemen around (36-38,24) and rockets extending toward (72,21). Harvester #131 is mining; preserve cash and avoid overbuilding power.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"cancel\",\"item\":\"powr\"},{\"do\":\"cancel\",\"item\":\"powr\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1749, "completion_tokens": 523, "total_tokens": 2272, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 924, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.04, "thoughts": "The main force is already advancing west toward the likely enemy start, so I will avoid disrupting its movement. Place the completed power plant and trim redundant queued power plants to preserve funds for economy and essential production.", "notes": "Base (95,11); enemy likely at (12,16). All 13 combat units are moving west, led by riflemen around (36-38,24) and rockets extending toward (72,21). Harvester #131 is mining; preserve cash and avoid overbuilding power.", "commands": [{"do": "place", "item": "powr"}, {"do": "cancel", "item": "powr"}, {"do": "cancel", "item": "powr"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1700, "deaths_cost": 100, "units_killed": 11, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2000, "experience": 17, "order_count": 41}}
{"tick": 4201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:48 (tick 4201 of 21000; you act every 200 ticks = 8s). 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 $1 + stored ore $574 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7500, army $1300, killed $100 (1 units, 0 bldgs), lost $1700 (11 units, 0 bldgs). Map explored 12.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 100%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #161@(20,20) #162@(17,20)\n  harv (Ore Truck (harvester)) x1: #132@(16,18)\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: 2 units\n  - rally #134: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Need save/spend toward second refinery ($1400) urgently; enemy base still unscouted near (95,11). Current scouts #156/#157 around (33-36,24), harvester #132 mining north of base.", "raw": "{\"thoughts\":\"Our army has been nearly wiped out, so I will restore power capacity first and use the remaining infantry to scout toward the likely enemy base while income rebuilds. The next economic priority is a second refinery immediately after this power plant is placed.\",\"notes\":\"Queue powr now; place when ready, then queue proc #2. Scouts #161/#162 moving northeast toward enemy start (95,11).\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[161,162],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":24,\"y\":18},{\"do\":\"rally\",\"building\":159,\"x\":24,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1402, "completion_tokens": 348, "total_tokens": 1750, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1400, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008448, "upstream_inference_prompt_cost": 0.0038544, "upstream_inference_completions_cost": 0.0045936}, "completion_tokens_details": {"reasoning_tokens": 182, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.53, "thoughts": "Our army has been nearly wiped out, so I will restore power capacity first and use the remaining infantry to scout toward the likely enemy base while income rebuilds. The next economic priority is a second refinery immediately after this power plant is placed.", "notes": "Queue powr now; place when ready, then queue proc #2. Scouts #161/#162 moving northeast toward enemy start (95,11).", "commands": [{"do": "build", "item": "powr"}, {"do": "attack_move", "units": [161, 162], "x": 95, "y": 11}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 24, "y": 18}, {"do": "rally", "building": 159, "x": 24, "y": 18}], "feedback": ["build powr: started", "attack_move: 2 units", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 100, "deaths_cost": 1700, "units_killed": 1, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7500, "army_value": 200, "income": 1675, "experience": 1, "order_count": 22}}
{"tick": 4401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 21000; you act every 200 ticks = 8s). 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 200 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3400, killed $1800 (12 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: powr 6%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Infantry: e1 83%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(26,20)15% #138@(27,20)84% #140@(27,20)10% #141@(28,21) #142@(28,21)98% #144@(28,21) #145@(30,15) #146@(31,16)\n  e3 (Rocket Soldier) x5: #150@(38,22) #154@(47,25) #155@(55,28) #160@(64,25) #163@(83,10)\n  harv (Ore Truck (harvester)) x1: #131@(99,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Base (95,11); enemy likely at (12,16). All 13 combat units are moving west, led by riflemen around (36-38,24) and rockets extending toward (72,21). Harvester #131 is mining; preserve cash and avoid overbuilding power.", "raw": "{\"thoughts\":\"The base is stable and the army is already advancing west in a long spread toward the likely enemy start at (12,16). With no cash available for new construction, I will commit the full combat force to the attack while keeping the harvester mining.\",\"notes\":\"Army is moving west toward enemy start (12,16); riflemen lead around (26-30,15-21), rockets are spread from (38,22) to (83,10). Base remains at (95,11), one harvester #131 is mining, and cash is currently zero.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1738, "completion_tokens": 317, "total_tokens": 2055, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 128, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.22, "thoughts": "The base is stable and the army is already advancing west in a long spread toward the likely enemy start at (12,16). With no cash available for new construction, I will commit the full combat force to the attack while keeping the harvester mining.", "notes": "Army is moving west toward enemy start (12,16); riflemen lead around (26-30,15-21), rockets are spread from (38,22) to (83,10). Base remains at (95,11), one harvester #131 is mining, and cash is currently zero.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 13 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1800, "deaths_cost": 100, "units_killed": 12, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 2300, "income": 2000, "experience": 18, "order_count": 44}}
{"tick": 4401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:56 (tick 4401 of 21000; you act every 200 ticks = 8s). 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 $1 + stored ore $274 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7400, army $1200, killed $100 (1 units, 0 bldgs), lost $1800 (12 units, 0 bldgs). Map explored 12.3%.\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, 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@(10,16) 100%, #130 proc@(16,17) 100%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #162@(26,25)\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  - build powr: started\n  - attack_move: 2 units\n  - rally #134: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Queue powr now; place when ready, then queue proc #2. Scouts #161/#162 moving northeast toward enemy start (95,11).", "raw": "{\"thoughts\":\"Power plant is ready and must be placed. Economy is critically thin with only one harvester, so save all income for the second refinery while the surviving rifleman scouts toward the enemy start.\",\"notes\":\"Place ready powr; save for proc #2 immediately. #162 scouting northeast toward likely enemy at (95,11); no enemy sighted.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":9,\"y\":13},{\"do\":\"attack_move\",\"units\":[162],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":30,\"y\":15},{\"do\":\"rally\",\"building\":159,\"x\":30,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1378, "completion_tokens": 257, "total_tokens": 1635, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1376, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0071808, "upstream_inference_prompt_cost": 0.0037884, "upstream_inference_completions_cost": 0.0033924}, "completion_tokens_details": {"reasoning_tokens": 105, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "Power plant is ready and must be placed. Economy is critically thin with only one harvester, so save all income for the second refinery while the surviving rifleman scouts toward the enemy start.", "notes": "Place ready powr; save for proc #2 immediately. #162 scouting northeast toward likely enemy at (95,11); no enemy sighted.", "commands": [{"do": "place", "item": "powr", "x": 9, "y": 13}, {"do": "attack_move", "units": [162], "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 30, "y": 15}, {"do": "rally", "building": 159, "x": 30, "y": 15}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 1 units", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 100, "deaths_cost": 1800, "units_killed": 1, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7400, "army_value": 100, "income": 1675, "experience": 1, "order_count": 23}}
{"tick": 4601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 21000; you act every 200 ticks = 8s). 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 $383 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $10000, army $3500, killed $1900 (13 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 22.5%.\nPRODUCTION: Building: powr 26%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Infantry: e1 41%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(21,17)15% #138@(20,16)84% #140@(20,16)10% #141@(20,16) #142@(20,16)98% #144@(21,17) #145@(20,15) #146@(20,15) #168@(94,9)\n  e3 (Rocket Soldier) x5: #150@(30,15) #154@(37,22) #155@(46,24) #160@(54,28) #163@(75,17)\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  - attack_move: 13 units\nYOUR NOTES FROM LAST TURN: Army is moving west toward enemy start (12,16); riflemen lead around (26-30,15-21), rockets are spread from (38,22) to (83,10). Base remains at (95,11), one harvester #131 is mining, and cash is currently zero.", "raw": "{\"thoughts\":\"The main combat group has advanced deep along the western corridor without contact, so I will continue the push with the 11 healthy riflemen and rocket soldiers. Two badly damaged riflemen will remain near the forward position, while I add another refinery to improve economy once placement begins.\",\"notes\":\"Healthy attack group: riflemen #138,#141,#142,#144,#145,#146 and rockets #150,#154,#155,#160,#163. Wounded #135 (15%) and #140 (10%) are stranded near (20-21,16-17). Target enemy start (12,16); one harvester is mining at home.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[138,141,142,144,145,146,150,154,155,160,163],\"x\":12,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1733, "completion_tokens": 493, "total_tokens": 2226, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.4, "thoughts": "The main combat group has advanced deep along the western corridor without contact, so I will continue the push with the 11 healthy riflemen and rocket soldiers. Two badly damaged riflemen will remain near the forward position, while I add another refinery to improve economy once placement begins.", "notes": "Healthy attack group: riflemen #138,#141,#142,#144,#145,#146 and rockets #150,#154,#155,#160,#163. Wounded #135 (15%) and #140 (10%) are stranded near (20-21,16-17). Target enemy start (12,16); one harvester is mining at home.", "commands": [{"do": "attack_move", "units": [138, 141, 142, 144, 145, 146, 150, 154, 155, 160, 163], "x": 12, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["attack_move: 11 units", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 13, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 2400, "income": 2500, "experience": 19, "order_count": 44}}
{"tick": 4601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:04 (tick 4601 of 21000; you act every 200 ticks = 8s). 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 $1 + stored ore $274 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1100, killed $100 (1 units, 0 bldgs), lost $1900 (13 units, 0 bldgs). Map explored 12.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 93%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(20,10)\nVISIBLE ENEMY UNITS (8):\n  #135 e1@(21,17) 15%, #138 e1@(20,16) 84%, #140 e1@(20,16) 10%, #141 e1@(20,16) 100%, #142 e1@(20,16) 98%, #144 e1@(21,17) 99%, #145 e1@(20,15) 100%, #146 e1@(20,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 1 units\n  - rally #134: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Place ready powr; save for proc #2 immediately. #162 scouting northeast toward likely enemy at (95,11); no enemy sighted.", "raw": "{\"thoughts\":\"Our army has been wiped out and enemy riflemen are threatening the refinery area. Use the harvester to crush the exposed infantry while it returns to mining, then rebuild infantry as income arrives and prioritize a second refinery.\",\"notes\":\"Only #132 harvester remains; enemy riflemen clustered around (20,15-17). Need rebuild army/economy, likely enemy base east near (95,11).\",\"commands\":[{\"do\":\"move\",\"units\":[132],\"x\":20,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":18,\"y\":18},{\"do\":\"rally\",\"building\":159,\"x\":22,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1473, "completion_tokens": 394, "total_tokens": 1867, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1471, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00925045, "upstream_inference_prompt_cost": 0.00404965, "upstream_inference_completions_cost": 0.0052008}, "completion_tokens_details": {"reasoning_tokens": 226, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.67, "thoughts": "Our army has been wiped out and enemy riflemen are threatening the refinery area. Use the harvester to crush the exposed infantry while it returns to mining, then rebuild infantry as income arrives and prioritize a second refinery.", "notes": "Only #132 harvester remains; enemy riflemen clustered around (20,15-17). Need rebuild army/economy, likely enemy base east near (95,11).", "commands": [{"do": "move", "units": [132], "x": 20, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 134, "x": 18, "y": 18}, {"do": "rally", "building": 159, "x": 22, "y": 14}], "feedback": ["move: 1 units", "train 5x e1: queued", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 1675, "experience": 1, "order_count": 24}}
{"tick": 4801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 21000; you act every 200 ticks = 8s). 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 200 made / 80 used, harvesters 1.\nSCORE: assets $10100, army $3600, killed $1900 (13 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Building: powr 90%; Building: proc 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Infantry: e3 43%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #135@(21,17)11% #138@(20,16)84% #140@(20,16)10% #141@(20,16) #142@(20,16)98% #144@(21,17)9% #145@(20,15) #146@(20,15) #168@(83,10) #169@(86,10)\n  e3 (Rocket Soldier) x5: #150@(21,13) #154@(29,14) #155@(35,24) #160@(45,24) #163@(68,24)\n  harv (Ore Truck (harvester)) x1: #131@(102,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Healthy attack group: riflemen #138,#141,#142,#144,#145,#146 and rockets #150,#154,#155,#160,#163. Wounded #135 (15%) and #140 (10%) are stranded near (20-21,16-17). Target enemy start (12,16); one harvester is mining at home.", "raw": "{\"thoughts\":\"The main force is still advancing through the central corridor toward the likely enemy base, while two severely wounded riflemen have fallen behind. Continue the concentrated assault and pull the wounded survivors home; the newly queued refinery will improve income once completed.\",\"notes\":\"Main assault force: #138,#141,#142,#144,#145,#146,#150,#154,#155,#160,#163 heading to enemy start (12,16). Wounded #135 and #140 retreating home. Enemy base not yet visible; one harvester mining at (102,24).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[138,141,142,144,145,146,150,154,155,160,163],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[135,140],\"x\":90,\"y\":12}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1758, "completion_tokens": 316, "total_tokens": 2074, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.66, "thoughts": "The main force is still advancing through the central corridor toward the likely enemy base, while two severely wounded riflemen have fallen behind. Continue the concentrated assault and pull the wounded survivors home; the newly queued refinery will improve income once completed.", "notes": "Main assault force: #138,#141,#142,#144,#145,#146,#150,#154,#155,#160,#163 heading to enemy start (12,16). Wounded #135 and #140 retreating home. Enemy base not yet visible; one harvester mining at (102,24).", "commands": [{"do": "attack_move", "units": [138, 141, 142, 144, 145, 146, 150, 154, 155, 160, 163], "x": 12, "y": 16}, {"do": "move", "units": [135, 140], "x": 90, "y": 12}], "feedback": ["attack_move: 11 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 100, "units_killed": 13, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 2500, "income": 2500, "experience": 19, "order_count": 45}}
{"tick": 4801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:12 (tick 4801 of 21000; you act every 200 ticks = 8s). 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 $305 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1300, killed $100 (1 units, 0 bldgs), lost $1900 (13 units, 0 bldgs). Map explored 12.3%.\nPRODUCTION: Infantry: e1 96%; 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@(10,16) 100%, #130 proc@(16,17) 71%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #170@(17,20) #171@(17,20)\n  harv (Ore Truck (harvester)) x1: #132@(16,18)96%\nVISIBLE ENEMY UNITS (8):\n  #135 e1@(21,17) 11%, #138 e1@(20,16) 84%, #140 e1@(20,16) 10%, #141 e1@(20,16) 100%, #142 e1@(20,16) 98%, #144 e1@(21,17) 9%, #145 e1@(20,15) 100%, #146 e1@(20,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - train 5x e1: queued\n  - rally #134: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Only #132 harvester remains; enemy riflemen clustered around (20,15-17). Need rebuild army/economy, likely enemy base east near (95,11).", "raw": "{\"thoughts\":\"Enemy riflemen are pressing directly beside the refinery while only two defenders remain. I will keep the harvester mining, focus fire the weakest nearby infantry, and repair the damaged refinery as funds allow while existing infantry production completes.\",\"notes\":\"Enemy infantry cluster at (20,15-17); refinery #130 is 71% and harvester #132 is active. Preserve base, rebuild infantry, then expand economy.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack\",\"units\":[170,171],\"target\":135},{\"do\":\"repair\",\"building\":130},{\"do\":\"rally\",\"building\":134,\"x\":17,\"y\":20},{\"do\":\"rally\",\"building\":159,\"x\":16,\"y\":19}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1514, "completion_tokens": 323, "total_tokens": 1837, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1512, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008426, "upstream_inference_prompt_cost": 0.0041624, "upstream_inference_completions_cost": 0.0042636}, "completion_tokens_details": {"reasoning_tokens": 162, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.12, "thoughts": "Enemy riflemen are pressing directly beside the refinery while only two defenders remain. I will keep the harvester mining, focus fire the weakest nearby infantry, and repair the damaged refinery as funds allow while existing infantry production completes.", "notes": "Enemy infantry cluster at (20,15-17); refinery #130 is 71% and harvester #132 is active. Preserve base, rebuild infantry, then expand economy.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack", "units": [170, 171], "target": 135}, {"do": "repair", "building": 130}, {"do": "rally", "building": 134, "x": 17, "y": 20}, {"do": "rally", "building": 159, "x": 16, "y": 19}], "feedback": ["attack: 2 units", "repair #130: ordered", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 1975, "experience": 1, "order_count": 29}}
{"tick": 5001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 21000; you act every 200 ticks = 8s). 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 200 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3100, killed $1900 (13 units, 0 bldgs), lost $600 (6 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: Building: powr 90%; Building: proc 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Infantry: e3 43%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #140@(28,21)6% #145@(20,15)95% #146@(20,15)68% #168@(75,10)* #169@(76,10)\n  e3 (Rocket Soldier) x5: #150@(18,13) #154@(23,13) #155@(28,17) #160@(34,24) #163@(59,28)\n  harv (Ore Truck (harvester)) x1: #131@(101,20)\nVISIBLE ENEMY UNITS (1):\n  #132 harv@(22,10) 79%\nVISIBLE ENEMY BUILDINGS (1):\n  #165 powr@(15,15) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Main assault force: #138,#141,#142,#144,#145,#146,#150,#154,#155,#160,#163 heading to enemy start (12,16). Wounded #135 and #140 retreating home. Enemy base not yet visible; one harvester mining at (102,24).", "raw": "{\"thoughts\":\"The enemy base is likely around (12,16), and the visible enemy harvester is exposed near our advancing forces. I will consolidate the combat force with an attack move on that area, keep the damaged rifleman back, and resume mining with our only harvester.\",\"notes\":\"Main assault is attacking toward enemy start (12,16). Enemy harvester #132 is at (22,10); enemy power building #165 is at (15,15). Our harvester #131 is near (101,20) and should keep mining. Keep production queues running.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[145,146,150,154,155,160,163,168,169],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[140],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1729, "completion_tokens": 434, "total_tokens": 2163, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.0, "thoughts": "The enemy base is likely around (12,16), and the visible enemy harvester is exposed near our advancing forces. I will consolidate the combat force with an attack move on that area, keep the damaged rifleman back, and resume mining with our only harvester.", "notes": "Main assault is attacking toward enemy start (12,16). Enemy harvester #132 is at (22,10); enemy power building #165 is at (15,15). Our harvester #131 is near (101,20) and should keep mining. Keep production queues running.", "commands": [{"do": "attack_move", "units": [145, 146, 150, 154, 155, 160, 163, 168, 169], "x": 12, "y": 16}, {"do": "move", "units": [140], "x": 95, "y": 11}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 9 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 600, "units_killed": 13, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2000, "income": 2500, "experience": 19, "order_count": 45}}
{"tick": 5001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:20 (tick 5001 of 21000; you act every 200 ticks = 8s). 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 $225 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8100, army $1600, killed $600 (6 units, 0 bldgs), lost $1900 (13 units, 0 bldgs). Map explored 12.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 44%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #170@(17,20)* #171@(18,20)* #172@(17,19) #173@(17,20)* #174@(17,20)*\n  harv (Ore Truck (harvester)) x1: #132@(22,10)79%\nVISIBLE ENEMY UNITS (4):\n  #145 e1@(20,15) 95%, #146 e1@(20,15) 68%, #150 e3@(18,13) 100%, #154 e3@(23,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - repair #130: ordered\n  - rally #134: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry cluster at (20,15-17); refinery #130 is 71% and harvester #132 is active. Preserve base, rebuild infantry, then expand economy.", "raw": "{\"thoughts\":\"Enemy infantry remains close to our War Factory and refinery, so clear the rocket soldiers before they can deal further building damage. The refinery repair is underway; keep the harvester mining for the next production cycle.\",\"notes\":\"Defending base against enemy infantry at (18-23,13-15); refinery #130 repairing, harvester #132 mining. Spend next income on infantry and second refinery or tanks.\",\"commands\":[{\"do\":\"attack\",\"units\":[170,171,172,173,174],\"target\":150},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"stance\",\"units\":[170,171,172,173,174],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1468, "completion_tokens": 220, "total_tokens": 1688, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1466, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0069399, "upstream_inference_prompt_cost": 0.0040359, "upstream_inference_completions_cost": 0.002904}, "completion_tokens_details": {"reasoning_tokens": 74, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.96, "thoughts": "Enemy infantry remains close to our War Factory and refinery, so clear the rocket soldiers before they can deal further building damage. The refinery repair is underway; keep the harvester mining for the next production cycle.", "notes": "Defending base against enemy infantry at (18-23,13-15); refinery #130 repairing, harvester #132 mining. Spend next income on infantry and second refinery or tanks.", "commands": [{"do": "attack", "units": [170, 171, 172, 173, 174], "target": 150}, {"do": "harvest", "unit": 132}, {"do": "stance", "units": [170, 171, 172, 173, 174], "stance": "attack_anything"}], "feedback": ["attack: 5 units", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 600, "deaths_cost": 1900, "units_killed": 6, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 500, "income": 2125, "experience": 6, "order_count": 29}}
{"tick": 5201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 21000; you act every 200 ticks = 8s). 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 $391 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $1900 (13 units, 0 bldgs), lost $1400 (10 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: Building: powr READY TO PLACE; Building: proc 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Infantry: e3 70%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(39,24)6% #168@(68,17) #169@(68,16)\n  e3 (Rocket Soldier) x3: #154@(23,12) #160@(27,17) #163@(49,26)\n  harv (Ore Truck (harvester)) x1: #131@(98,14)\nVISIBLE ENEMY UNITS (1):\n  #132 harv@(24,9) 54%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Main assault is attacking toward enemy start (12,16). Enemy harvester #132 is at (22,10); enemy power building #165 is at (15,15). Our harvester #131 is near (101,20) and should keep mining. Keep production queues running.", "raw": "{\"thoughts\":\"Place the ready power plant and reinforce the enemy harvester target with the three rocket soldiers. Pull the critically damaged rifleman home while leaving the healthy pair defending the approach to our base.\",\"notes\":\"Assault rockets #154/#160/#163 are engaging enemy harvester #132 near (22,10). Rifleman #140 is retreating home; #168/#169 defend near (68,16). Continue queued production and keep #131 mining.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[154,160,163],\"x\":22,\"y\":10},{\"do\":\"move\",\"units\":[140],\"x\":90,\"y\":15},{\"do\":\"stance\",\"units\":[168,169],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":133,\"x\":30,\"y\":15},{\"do\":\"rally\",\"building\":158,\"x\":30,\"y\":15}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1687, "completion_tokens": 471, "total_tokens": 2158, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.78, "thoughts": "Place the ready power plant and reinforce the enemy harvester target with the three rocket soldiers. Pull the critically damaged rifleman home while leaving the healthy pair defending the approach to our base.", "notes": "Assault rockets #154/#160/#163 are engaging enemy harvester #132 near (22,10). Rifleman #140 is retreating home; #168/#169 defend near (68,16). Continue queued production and keep #131 mining.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": [154, 160, 163], "x": 22, "y": 10}, {"do": "move", "units": [140], "x": 90, "y": 15}, {"do": "stance", "units": [168, 169], "stance": "defend"}, {"do": "rally", "building": 133, "x": 30, "y": 15}, {"do": "rally", "building": 158, "x": 30, "y": 15}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 3 units", "move: 1 units", "stance: 2 units", "rally #133: ordered", "rally #158: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 1400, "units_killed": 13, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 3000, "experience": 19, "order_count": 45}}
{"tick": 5201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:28 (tick 5201 of 21000; you act every 200 ticks = 8s). 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 $225 (storage 2000), power 190 made / 80 used, harvesters 1.\nSCORE: assets $8100, army $1600, killed $1400 (10 units, 0 bldgs), lost $1900 (13 units, 0 bldgs). Map explored 12.6%.\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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #170@(18,18)* #171@(18,18)* #172@(18,18)* #173@(18,17)* #174@(18,17)*\n  harv (Ore Truck (harvester)) x1: #132@(24,9)54%\nVISIBLE ENEMY UNITS (1):\n  #154 e3@(23,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Defending base against enemy infantry at (18-23,13-15); refinery #130 repairing, harvester #132 mining. Spend next income on infantry and second refinery or tanks.", "raw": "{\"thoughts\":\"The immediate threat is a lone rocket soldier near our ore route, while our damaged refinery and harvester need protection. Eliminate it with the nearby rifle squad and repair the refinery as income resumes.\",\"notes\":\"Rifles engage enemy e3 #154 near (23,12). Refinery #130 is critically damaged; repair initiated. Save income for second refinery and continuous vehicle production.\",\"commands\":[{\"do\":\"attack\",\"units\":[170,171,172,173,174],\"target\":154},{\"do\":\"stance\",\"units\":[170,171,172,173,174],\"stance\":\"attack_anything\"},{\"do\":\"repair\",\"building\":130},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":18,\"y\":18},{\"do\":\"rally\",\"building\":159,\"x\":18,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1419, "completion_tokens": 257, "total_tokens": 1676, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1417, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00729355, "upstream_inference_prompt_cost": 0.00390115, "upstream_inference_completions_cost": 0.0033924}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.17, "thoughts": "The immediate threat is a lone rocket soldier near our ore route, while our damaged refinery and harvester need protection. Eliminate it with the nearby rifle squad and repair the refinery as income resumes.", "notes": "Rifles engage enemy e3 #154 near (23,12). Refinery #130 is critically damaged; repair initiated. Save income for second refinery and continuous vehicle production.", "commands": [{"do": "attack", "units": [170, 171, 172, 173, 174], "target": 154}, {"do": "stance", "units": [170, 171, 172, 173, 174], "stance": "attack_anything"}, {"do": "repair", "building": 130}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 18, "y": 18}, {"do": "rally", "building": 159, "x": 18, "y": 18}], "feedback": ["attack: 5 units", "stance: 5 units", "repair #130: ordered", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 1400, "deaths_cost": 1900, "units_killed": 10, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 500, "income": 2125, "experience": 14, "order_count": 29}}
{"tick": 5401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 21000; you act every 200 ticks = 8s). 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 300 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2100, killed $1900 (13 units, 0 bldgs), lost $2000 (12 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Building: proc 13%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Infantry: e1 8%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #140@(50,26)6% #168@(63,26) #169@(63,25) #177@(91,10)\n  e3 (Rocket Soldier) x2: #163@(41,19) #176@(88,11)\n  harv (Ore Truck (harvester)) x1: #131@(105,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 3 units\n  - move: 1 units\n  - stance: 2 units\n  - rally #133: ordered\n  - rally #158: ordered\nYOUR NOTES FROM LAST TURN: Assault rockets #154/#160/#163 are engaging enemy harvester #132 near (22,10). Rifleman #140 is retreating home; #168/#169 defend near (68,16). Continue queued production and keep #131 mining.", "raw": "{\"thoughts\":\"No enemies are visible, but our surviving infantry is scattered and one rifleman is critically damaged. Consolidate them at home for defense while queuing mixed infantry, anti-air vehicles, and tanks for a future grouped attack.\",\"notes\":\"Base at (95,11), likely enemy at (12,16). Harvester #131 is active far east near (105,23). Surviving e1/e3 are being recalled to defend the base; production queues are being stocked.\",\"commands\":[{\"do\":\"move\",\"units\":[140,168,169,163,176],\"x\":94,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"ftrk\",\"count\":2},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":3},{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1700, "completion_tokens": 601, "total_tokens": 2301, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 13.24, "thoughts": "No enemies are visible, but our surviving infantry is scattered and one rifleman is critically damaged. Consolidate them at home for defense while queuing mixed infantry, anti-air vehicles, and tanks for a future grouped attack.", "notes": "Base at (95,11), likely enemy at (12,16). Harvester #131 is active far east near (105,23). Surviving e1/e3 are being recalled to defend the base; production queues are being stocked.", "commands": [{"do": "move", "units": [140, 168, 169, 163, 176], "x": 94, "y": 16}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "ftrk", "count": 2}, {"do": "train", "item": "3tnk", "count": 3}, {"do": "build", "item": "fix"}], "feedback": ["move: 5 units", "train 5x e1: queued", "train 2x e3: queued", "train 2x ftrk: queued", "train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build fix: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 2000, "units_killed": 13, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1000, "income": 2500, "experience": 19, "order_count": 46}}
{"tick": 5401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:36 (tick 5401 of 21000; you act every 200 ticks = 8s). 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 $225 (storage 2000), power 190 made / 80 used, harvesters 1.\nSCORE: assets $8100, army $1600, killed $2000 (12 units, 0 bldgs), lost $1900 (13 units, 0 bldgs). Map explored 12.6%.\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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #170@(20,16)* #171@(20,16)* #172@(20,16)* #173@(20,15)* #174@(19,15)*\n  harv (Ore Truck (harvester)) x1: #132@(16,18)29%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - stance: 5 units\n  - repair #130: ordered\n  - rally #134: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Rifles engage enemy e3 #154 near (23,12). Refinery #130 is critically damaged; repair initiated. Save income for second refinery and continuous vehicle production.", "raw": "{\"thoughts\":\"Our refinery and harvester are damaged, so preserve the truck and restore refinery output before spending. Rifle squad will scout east toward the enemy start while engaging anything encountered.\",\"notes\":\"Refinery #130 repairing; harvester #132 is 29% at refinery. Five rifles scout east/northeast from base; enemy start likely (95,11). Save for refinery/vehicle production.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[170,171,172,173,174],\"x\":45,\"y\":13},{\"do\":\"stance\",\"units\":[170,171,172,173,174],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":134,\"x\":40,\"y\":14},{\"do\":\"rally\",\"building\":159,\"x\":40,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1430, "completion_tokens": 269, "total_tokens": 1699, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1428, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0074822, "upstream_inference_prompt_cost": 0.0039314, "upstream_inference_completions_cost": 0.0035508}, "completion_tokens_details": {"reasoning_tokens": 88, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.25, "thoughts": "Our refinery and harvester are damaged, so preserve the truck and restore refinery output before spending. Rifle squad will scout east toward the enemy start while engaging anything encountered.", "notes": "Refinery #130 repairing; harvester #132 is 29% at refinery. Five rifles scout east/northeast from base; enemy start likely (95,11). Save for refinery/vehicle production.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [170, 171, 172, 173, 174], "x": 45, "y": 13}, {"do": "stance", "units": [170, 171, 172, 173, 174], "stance": "attack_anything"}, {"do": "rally", "building": 134, "x": 40, "y": 14}, {"do": "rally", "building": 159, "x": 40, "y": 14}], "feedback": ["attack_move: 5 units", "stance: 5 units", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 2000, "deaths_cost": 1900, "units_killed": 12, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 500, "income": 1625, "experience": 20, "order_count": 29}}
{"tick": 5601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 21000; you act every 200 ticks = 8s). 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 300 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2100, killed $1900 (13 units, 0 bldgs), lost $2000 (12 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Building: proc 13%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e1 8%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #140@(60,28)6% #168@(69,23) #169@(71,20) #177@(81,10)\n  e3 (Rocket Soldier) x2: #163@(48,25) #176@(94,16)*\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  - move: 5 units\n  - train 5x e1: queued\n  - train 2x e3: queued\n  - train 2x ftrk: queued\n  - train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build fix: started\nYOUR NOTES FROM LAST TURN: Base at (95,11), likely enemy at (12,16). Harvester #131 is active far east near (105,23). Surviving e1/e3 are being recalled to defend the base; production queues are being stocked.", "raw": "{\"thoughts\":\"The base is secure but the surviving army is scattered and no enemy is visible. Consolidate the damaged troops near the base while leaving the western rocket soldier scouting, and align both production buildings for continuous deployment.\",\"notes\":\"Base at (95,11), likely enemy at (12,16). Western scout #163 is near (48,25); remaining combat units are being consolidated around (92,13). Fix, refineries, and unit queues are already active.\",\"commands\":[{\"do\":\"move\",\"units\":[140,168,169,176,177],\"x\":92,\"y\":13},{\"do\":\"rally\",\"building\":133,\"x\":92,\"y\":13},{\"do\":\"rally\",\"building\":158,\"x\":92,\"y\":13}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1779, "completion_tokens": 558, "total_tokens": 2337, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.73, "thoughts": "The base is secure but the surviving army is scattered and no enemy is visible. Consolidate the damaged troops near the base while leaving the western rocket soldier scouting, and align both production buildings for continuous deployment.", "notes": "Base at (95,11), likely enemy at (12,16). Western scout #163 is near (48,25); remaining combat units are being consolidated around (92,13). Fix, refineries, and unit queues are already active.", "commands": [{"do": "move", "units": [140, 168, 169, 176, 177], "x": 92, "y": 13}, {"do": "rally", "building": 133, "x": 92, "y": 13}, {"do": "rally", "building": 158, "x": 92, "y": 13}], "feedback": ["move: 5 units", "rally #133: ordered", "rally #158: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 2000, "units_killed": 13, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1000, "income": 2500, "experience": 19, "order_count": 56}}
{"tick": 5601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:44 (tick 5601 of 21000; you act every 200 ticks = 8s). 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 $725 (storage 2000), power 190 made / 80 used, harvesters 1.\nSCORE: assets $8100, army $1600, killed $2000 (12 units, 0 bldgs), lost $1900 (13 units, 0 bldgs). Map explored 12.9%.\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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #170@(31,16) #171@(32,16) #172@(30,16) #173@(30,15) #174@(31,15)\n  harv (Ore Truck (harvester)) x1: #132@(18,10)29%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - stance: 5 units\n  - rally #134: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Refinery #130 repairing; harvester #132 is 29% at refinery. Five rifles scout east/northeast from base; enemy start likely (95,11). Save for refinery/vehicle production.", "raw": "{\"thoughts\":\"Our economy is badly constrained by the damaged refinery and truck, so repair and resume harvesting immediately while maintaining infantry pressure toward the likely enemy side. Spend stored ore on rifles to expand scouting and defense until enough income arrives for a second refinery.\",\"notes\":\"Repair proc #130; harvester #132 resumes mining. Existing rifle squad pushes east along y=16; train 7 more rifles from barracks.\",\"commands\":[{\"do\":\"repair\",\"building\":130},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"e1\",\"count\":7},{\"do\":\"attack_move\",\"units\":[170,171,172,173,174],\"x\":60,\"y\":16},{\"do\":\"stance\",\"units\":[170,171,172,173,174],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":134,\"x\":32,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1429, "completion_tokens": 309, "total_tokens": 1738, "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": 0.00800745, "upstream_inference_prompt_cost": 0.00392865, "upstream_inference_completions_cost": 0.0040788}, "completion_tokens_details": {"reasoning_tokens": 121, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.12, "thoughts": "Our economy is badly constrained by the damaged refinery and truck, so repair and resume harvesting immediately while maintaining infantry pressure toward the likely enemy side. Spend stored ore on rifles to expand scouting and defense until enough income arrives for a second refinery.", "notes": "Repair proc #130; harvester #132 resumes mining. Existing rifle squad pushes east along y=16; train 7 more rifles from barracks.", "commands": [{"do": "repair", "building": 130}, {"do": "harvest", "unit": 132}, {"do": "train", "item": "e1", "count": 7}, {"do": "attack_move", "units": [170, 171, 172, 173, 174], "x": 60, "y": 16}, {"do": "stance", "units": [170, 171, 172, 173, 174], "stance": "attack_anything"}, {"do": "rally", "building": 134, "x": 32, "y": 16}], "feedback": ["repair #130: ordered", "train 7x e1: queued", "attack_move: 5 units", "stance: 5 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 2000, "deaths_cost": 1900, "units_killed": 12, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 500, "income": 2125, "experience": 20, "order_count": 29}}
{"tick": 5801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 21000; you act every 200 ticks = 8s). 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 $143 (storage 2000), power 300 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2200, killed $1900 (13 units, 0 bldgs), lost $2000 (12 units, 0 bldgs). Map explored 23.8%.\nPRODUCTION: Building: proc 22%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 20%; Vehicle: ftrk 0%; Infantry: e3 8%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #140@(69,20)6% #168@(77,15) #169@(79,13) #177@(88,10) #180@(94,9)\n  e3 (Rocket Soldier) x2: #163@(58,28) #176@(91,13)*\n  harv (Ore Truck (harvester)) x1: #131@(99,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 5 units\n  - rally #133: ordered\n  - rally #158: ordered\nYOUR NOTES FROM LAST TURN: Base at (95,11), likely enemy at (12,16). Western scout #163 is near (48,25); remaining combat units are being consolidated around (92,13). Fix, refineries, and unit queues are already active.", "raw": "{\"thoughts\":\"All major production queues are active despite having no spare cash, so continue gathering while committing the available combat force toward the likely enemy base. Pull the critically damaged rifleman home and use the other units to scout and attack.\",\"notes\":\"Base (95,11), enemy likely (12,16). Main strike group: #163,#168,#169,#176,#177,#180 attacking west. Damaged #140 retreating home. Active queues include refinery, Service Depot, power, barracks, flak, and infantry.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[163],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[168,169,176,177,180],\"x\":12,\"y\":16},{\"do\":\"move\",\"unit\":140,\"x\":94,\"y\":14}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1735, "completion_tokens": 568, "total_tokens": 2303, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.61, "thoughts": "All major production queues are active despite having no spare cash, so continue gathering while committing the available combat force toward the likely enemy base. Pull the critically damaged rifleman home and use the other units to scout and attack.", "notes": "Base (95,11), enemy likely (12,16). Main strike group: #163,#168,#169,#176,#177,#180 attacking west. Damaged #140 retreating home. Active queues include refinery, Service Depot, power, barracks, flak, and infantry.", "commands": [{"do": "attack_move", "units": [163], "x": 12, "y": 16}, {"do": "attack_move", "units": [168, 169, 176, 177, 180], "x": 12, "y": 16}, {"do": "move", "unit": 140, "x": 94, "y": 14}], "feedback": ["attack_move: 1 units", "attack_move: 5 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 2000, "units_killed": 13, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 1100, "income": 3000, "experience": 19, "order_count": 56}}
{"tick": 5801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:52 (tick 5801 of 21000; you act every 200 ticks = 8s). 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 $405 (storage 2000), power 190 made / 80 used, harvesters 1.\nSCORE: assets $8400, army $1900, killed $2000 (12 units, 0 bldgs), lost $1900 (13 units, 0 bldgs). Map explored 13.2%.\nPRODUCTION: Infantry: e1 21%; 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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #170@(40,23) #171@(41,23) #172@(39,22) #173@(39,22) #174@(41,24) #178@(20,20) #179@(17,21) #181@(15,22)\n  harv (Ore Truck (harvester)) x1: #132@(17,6)30%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #130: ordered\n  - train 7x e1: queued\n  - attack_move: 5 units\n  - stance: 5 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Repair proc #130; harvester #132 resumes mining. Existing rifle squad pushes east along y=16; train 7 more rifles from barracks.", "raw": "{\"thoughts\":\"Our forward rifle squad has reached the central approach with no enemy contact; keep probing toward the likely enemy start while income recovers. The refinery is being repaired and the damaged ore truck must keep mining.\",\"notes\":\"Forward rifles #170-174 advance toward enemy start (95,11); rear rifles defend base. Repair on #130 underway; save income for second refinery.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[170,171,172,173,174],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[170,171,172,173,174],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":134,\"x\":45,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1474, "completion_tokens": 294, "total_tokens": 1768, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1472, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0079332, "upstream_inference_prompt_cost": 0.0040524, "upstream_inference_completions_cost": 0.0038808}, "completion_tokens_details": {"reasoning_tokens": 133, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.61, "thoughts": "Our forward rifle squad has reached the central approach with no enemy contact; keep probing toward the likely enemy start while income recovers. The refinery is being repaired and the damaged ore truck must keep mining.", "notes": "Forward rifles #170-174 advance toward enemy start (95,11); rear rifles defend base. Repair on #130 underway; save income for second refinery.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [170, 171, 172, 173, 174], "x": 95, "y": 11}, {"do": "stance", "units": [170, 171, 172, 173, 174], "stance": "attack_anything"}, {"do": "rally", "building": 134, "x": 45, "y": 20}], "feedback": ["attack_move: 5 units", "stance: 5 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 2000, "deaths_cost": 1900, "units_killed": 12, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8400, "army_value": 800, "income": 2125, "experience": 20, "order_count": 36}}
{"tick": 6001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 21000; you act every 200 ticks = 8s). 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 300 made / 80 used, harvesters 1.\nSCORE: assets $8700, army $1900, killed $1900 (13 units, 0 bldgs), lost $2300 (13 units, 0 bldgs). Map explored 24%.\nPRODUCTION: Building: proc 25%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 28%; Vehicle: ftrk 0%; Infantry: e3 24%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #140@(78,14)6% #168@(70,22) #169@(73,19) #177@(80,13) #180@(85,13)\n  e3 (Rocket Soldier) x1: #176@(82,15)\n  harv (Ore Truck (harvester)) x1: #131@(107,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 5 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Base (95,11), enemy likely (12,16). Main strike group: #163,#168,#169,#176,#177,#180 attacking west. Damaged #140 retreating home. Active queues include refinery, Service Depot, power, barracks, flak, and infantry.", "raw": "{\"thoughts\":\"The base is intact and production queues are active, but the army has been reduced to a small mixed group. I will consolidate the surviving combat units toward the western enemy start, retreat the critically damaged rifleman, and keep the harvester mining while queued production continues.\",\"notes\":\"Base at (95,11), enemy likely at (12,16). Main strike group: #168,#169,#176,#177,#180 moving west; damaged #140 retreating home. One harvester #131 should continue mining. Building and unit queues remain active.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[168,169,176,177,180],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[140],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1736, "completion_tokens": 379, "total_tokens": 2115, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.62, "thoughts": "The base is intact and production queues are active, but the army has been reduced to a small mixed group. I will consolidate the surviving combat units toward the western enemy start, retreat the critically damaged rifleman, and keep the harvester mining while queued production continues.", "notes": "Base at (95,11), enemy likely at (12,16). Main strike group: #168,#169,#176,#177,#180 moving west; damaged #140 retreating home. One harvester #131 should continue mining. Building and unit queues remain active.", "commands": [{"do": "attack_move", "units": [168, 169, 176, 177, 180], "x": 12, "y": 16}, {"do": "move", "units": [140], "x": 95, "y": 11}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 5 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 2300, "units_killed": 13, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 800, "income": 2500, "experience": 19, "order_count": 56}}
{"tick": 6001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:00 (tick 6001 of 21000; you act every 200 ticks = 8s). 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 $76 (storage 2000), power 190 made / 80 used, harvesters 1.\nSCORE: assets $8700, army $2200, killed $2300 (13 units, 0 bldgs), lost $1900 (13 units, 0 bldgs). Map explored 13.4%.\nPRODUCTION: Infantry: e1 50%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #170@(49,26) #171@(50,26) #172@(49,26) #173@(49,26) #174@(50,26)91% #178@(30,18) #179@(28,20) #181@(25,20) #182@(21,20) #183@(18,20) #184@(15,22)\n  harv (Ore Truck (harvester)) x1: #132@(17,18)31%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - stance: 5 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Forward rifles #170-174 advance toward enemy start (95,11); rear rifles defend base. Repair on #130 underway; save income for second refinery.", "raw": "{\"thoughts\":\"Forward rifle squad should continue scouting aggressively toward the likely enemy base while the damaged refinery repair completes. Income is currently too low to start the second refinery, so preserve the damaged harvester and maintain base defense.\",\"notes\":\"Forward rifles #170-174 advancing east toward likely enemy start (95,11). Rear rifles hold around base; refinery #130 is repairing and harvester #132 is damaged.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[170,171,172,173,174],\"x\":80,\"y\":16},{\"do\":\"stance\",\"units\":[178,179,181,182,183,184],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1458, "completion_tokens": 225, "total_tokens": 1683, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1456, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0069784, "upstream_inference_prompt_cost": 0.0040084, "upstream_inference_completions_cost": 0.00297}, "completion_tokens_details": {"reasoning_tokens": 75, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.86, "thoughts": "Forward rifle squad should continue scouting aggressively toward the likely enemy base while the damaged refinery repair completes. Income is currently too low to start the second refinery, so preserve the damaged harvester and maintain base defense.", "notes": "Forward rifles #170-174 advancing east toward likely enemy start (95,11). Rear rifles hold around base; refinery #130 is repairing and harvester #132 is damaged.", "commands": [{"do": "attack_move", "units": [170, 171, 172, 173, 174], "x": 80, "y": 16}, {"do": "stance", "units": [178, 179, 181, 182, 183, 184], "stance": "defend"}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 5 units", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 2300, "deaths_cost": 1900, "units_killed": 13, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 1100, "income": 2100, "experience": 23, "order_count": 36}}
{"tick": 6201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 21000; you act every 200 ticks = 8s). 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 300 made / 80 used, harvesters 1.\nSCORE: assets $8600, army $1800, killed $1900 (13 units, 0 bldgs), lost $2400 (14 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: proc 25%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 28%; Vehicle: ftrk 0%; Infantry: e3 24%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #140@(88,12)6% #169@(64,24) #177@(73,20) #180@(76,17)\n  e3 (Rocket Soldier) x1: #176@(74,19)\n  harv (Ore Truck (harvester)) x1: #131@(103,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Base at (95,11), enemy likely at (12,16). Main strike group: #168,#169,#176,#177,#180 moving west; damaged #140 retreating home. One harvester #131 should continue mining. Building and unit queues remain active.", "raw": "{\"thoughts\":\"With no cash, the active production and construction queues should continue. The damaged rifleman needs to retreat, while the four healthy scouts/rocket soldiers press toward the likely enemy base at (12,16); keep the lone harvester mining.\",\"notes\":\"Base (95,11); enemy likely (12,16). Healthy strike group #169,#176,#177,#180 moving west. Damaged #140 retreating home. Harvester #131 mining. Construction and production queues remain active.\",\"commands\":[{\"do\":\"move\",\"units\":[140],\"x\":94,\"y\":12},{\"do\":\"attack_move\",\"units\":[169,176,177,180],\"x\":20,\"y\":16},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1719, "completion_tokens": 292, "total_tokens": 2011, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.14, "thoughts": "With no cash, the active production and construction queues should continue. The damaged rifleman needs to retreat, while the four healthy scouts/rocket soldiers press toward the likely enemy base at (12,16); keep the lone harvester mining.", "notes": "Base (95,11); enemy likely (12,16). Healthy strike group #169,#176,#177,#180 moving west. Damaged #140 retreating home. Harvester #131 mining. Construction and production queues remain active.", "commands": [{"do": "move", "units": [140], "x": 94, "y": 12}, {"do": "attack_move", "units": [169, 176, 177, 180], "x": 20, "y": 16}, {"do": "harvest", "unit": 131}], "feedback": ["move: 1 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 2400, "units_killed": 13, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8600, "army_value": 700, "income": 2500, "experience": 19, "order_count": 56}}
{"tick": 6201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:08 (tick 6201 of 21000; you act every 200 ticks = 8s). 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 $525 (storage 2000), power 190 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $2400 (14 units, 0 bldgs), lost $1900 (13 units, 0 bldgs). Map explored 15.4%.\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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #170@(60,28) #171@(60,28) #172@(59,28) #173@(59,28) #174@(61,28)91% #178@(32,16)* #179@(32,16)* #181@(32,16)* #182@(32,20) #183@(29,20) #184@(26,20) #185@(22,20)\n  harv (Ore Truck (harvester)) x1: #132@(10,23)32%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Forward rifles #170-174 advancing east toward likely enemy start (95,11). Rear rifles hold around base; refinery #130 is repairing and harvester #132 is damaged.", "raw": "{\"thoughts\":\"Income is stalled with a badly damaged refinery and harvester, so restore mining immediately and preserve the truck. Keep the forward rifle scout advancing toward the likely enemy base while the rear rifles remain as base security.\",\"notes\":\"Repair refinery #130 when funds permit; harvester #132 harvesting. Forward scout #170-174 moving northeast/east toward enemy start (95,11); rear rifles guard home.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"repair\",\"building\":130},{\"do\":\"attack_move\",\"units\":[170,171,172,173,174],\"x\":82,\"y\":18},{\"do\":\"stance\",\"units\":[170,171,172,173,174],\"stance\":\"attack_anything\"},{\"do\":\"move\",\"units\":[178,179,181,182,183,184,185],\"x\":20,\"y\":18},{\"do\":\"stance\",\"units\":[178,179,181,182,183,184,185],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1458, "completion_tokens": 307, "total_tokens": 1765, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1456, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0080608, "upstream_inference_prompt_cost": 0.0040084, "upstream_inference_completions_cost": 0.0040524}, "completion_tokens_details": {"reasoning_tokens": 96, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.61, "thoughts": "Income is stalled with a badly damaged refinery and harvester, so restore mining immediately and preserve the truck. Keep the forward rifle scout advancing toward the likely enemy base while the rear rifles remain as base security.", "notes": "Repair refinery #130 when funds permit; harvester #132 harvesting. Forward scout #170-174 moving northeast/east toward enemy start (95,11); rear rifles guard home.", "commands": [{"do": "harvest", "unit": 132}, {"do": "repair", "building": 130}, {"do": "attack_move", "units": [170, 171, 172, 173, 174], "x": 82, "y": 18}, {"do": "stance", "units": [170, 171, 172, 173, 174], "stance": "attack_anything"}, {"do": "move", "units": [178, 179, 181, 182, 183, 184, 185], "x": 20, "y": 18}, {"do": "stance", "units": [178, 179, 181, 182, 183, 184, 185], "stance": "defend"}], "feedback": ["repair #130: ordered", "attack_move: 5 units", "stance: 5 units", "move: 7 units", "stance: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 2400, "deaths_cost": 1900, "units_killed": 14, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 2450, "experience": 24, "order_count": 36}}
{"tick": 6401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 21000; you act every 200 ticks = 8s). 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 $195 (storage 2000), power 300 made / 80 used, harvesters 1.\nSCORE: assets $8100, army $1300, killed $1900 (13 units, 0 bldgs), lost $2900 (17 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: proc 33%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 45%; Vehicle: ftrk 0%; Infantry: e3 58%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #140@(93,12)6%* #180@(69,24)1%\n  harv (Ore Truck (harvester)) x1: #131@(98,15)\nVISIBLE ENEMY UNITS (5):\n  #170 e1@(65,24) 95%, #171 e1@(65,24) 96%, #172 e1@(66,24) 66%, #173 e1@(65,24) 99%, #174 e1@(65,24) 53%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Base (95,11); enemy likely (12,16). Healthy strike group #169,#176,#177,#180 moving west. Damaged #140 retreating home. Harvester #131 mining. Construction and production queues remain active.", "raw": "{\"thoughts\":\"Our surviving infantry are critically damaged and exposed near the enemy, while the main strike group has been lost. I will retreat the damaged survivors, use the barracks to produce one inexpensive rifleman, and avoid overextending the lone harvester.\",\"notes\":\"Base is at (95,11); enemy start is likely (12,16). Retreating damaged units #140 and #180 toward the base. One rifleman is queued from barracks #133; harvester #131 continues mining.\",\"commands\":[{\"do\":\"move\",\"units\":[140,180],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e1\",\"count\":1}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1742, "completion_tokens": 378, "total_tokens": 2120, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.84, "thoughts": "Our surviving infantry are critically damaged and exposed near the enemy, while the main strike group has been lost. I will retreat the damaged survivors, use the barracks to produce one inexpensive rifleman, and avoid overextending the lone harvester.", "notes": "Base is at (95,11); enemy start is likely (12,16). Retreating damaged units #140 and #180 toward the base. One rifleman is queued from barracks #133; harvester #131 continues mining.", "commands": [{"do": "move", "units": [140, 180], "x": 95, "y": 11}, {"do": "train", "item": "e1", "count": 1}], "feedback": ["move: 2 units", "train 1x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 2900, "units_killed": 13, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 200, "income": 3000, "experience": 19, "order_count": 56}}
{"tick": 6401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:16 (tick 6401 of 21000; you act every 200 ticks = 8s). 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 $525 (storage 2000), power 190 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $2900 (17 units, 0 bldgs), lost $1900 (13 units, 0 bldgs). Map explored 16.9%.\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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #170@(65,24)95% #171@(65,24)96% #172@(66,24)66% #173@(65,24) #174@(65,24)53% #178@(22,18) #179@(22,18) #181@(23,18) #182@(23,19) #183@(21,18) #184@(20,18)* #185@(20,18)*\n  harv (Ore Truck (harvester)) x1: #132@(7,28)34%\nVISIBLE ENEMY UNITS (1):\n  #180 e1@(69,24) 1%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #130: ordered\n  - attack_move: 5 units\n  - stance: 5 units\n  - move: 7 units\n  - stance: 7 units\nYOUR NOTES FROM LAST TURN: Repair refinery #130 when funds permit; harvester #132 harvesting. Forward scout #170-174 moving northeast/east toward enemy start (95,11); rear rifles guard home.", "raw": "{\"thoughts\":\"Our forward rifles have reached the center-east and can continue scouting toward the likely enemy base while the rear detachment holds our vulnerable economy. The damaged refinery is under repair; the harvester must keep mining to convert stored ore into spendable cash.\",\"notes\":\"Forward rifles #170-174 advancing toward enemy start (95,11); rear #178-185 guard home. Refinery #130 repairing, harvester #132 is damaged but mining.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[170,171,172,173,174],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[178,179,181,182,183],\"x\":45,\"y\":18},{\"do\":\"stance\",\"units\":[178,179,181,182,183,184,185],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1500, "completion_tokens": 286, "total_tokens": 1786, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1498, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0078991, "upstream_inference_prompt_cost": 0.0041239, "upstream_inference_completions_cost": 0.0037752}, "completion_tokens_details": {"reasoning_tokens": 99, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.56, "thoughts": "Our forward rifles have reached the center-east and can continue scouting toward the likely enemy base while the rear detachment holds our vulnerable economy. The damaged refinery is under repair; the harvester must keep mining to convert stored ore into spendable cash.", "notes": "Forward rifles #170-174 advancing toward enemy start (95,11); rear #178-185 guard home. Refinery #130 repairing, harvester #132 is damaged but mining.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [170, 171, 172, 173, 174], "x": 95, "y": 11}, {"do": "attack_move", "units": [178, 179, 181, 182, 183], "x": 45, "y": 18}, {"do": "stance", "units": [178, 179, 181, 182, 183, 184, 185], "stance": "defend"}], "feedback": ["attack_move: 5 units", "attack_move: 5 units", "stance: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 2900, "deaths_cost": 1900, "units_killed": 17, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 2450, "experience": 29, "order_count": 36}}
{"tick": 6601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 21000; you act every 200 ticks = 8s). 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 300 made / 80 used, harvesters 1.\nSCORE: assets $8000, army $1200, killed $1900 (13 units, 0 bldgs), lost $3000 (18 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: proc 37%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 55%; Vehicle: ftrk 0%; Infantry: e3 80%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #140@(95,9)6%*\n  harv (Ore Truck (harvester)) x1: #131@(103,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - train 1x e1: queued\nYOUR NOTES FROM LAST TURN: Base is at (95,11); enemy start is likely (12,16). Retreating damaged units #140 and #180 toward the base. One rifleman is queued from barracks #133; harvester #131 continues mining.", "raw": "{\"thoughts\":\"The base is secure but nearly broke, with one harvester generating income and no enemy contact. Keep the existing production queues flowing while the refinery finishes, and shelter the badly damaged rifleman near the barracks rather than exposing it.\",\"notes\":\"Base (95,11), likely enemy at (12,16). Refinery #129 is 37% built; weapon production is nearing completion. Harvester #131 is southeast near (103,24), and rifleman #140 is nearly destroyed at (95,9).\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"ftrk\",\"count\":1},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1684, "completion_tokens": 851, "total_tokens": 2535, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 15.59, "thoughts": "The base is secure but nearly broke, with one harvester generating income and no enemy contact. Keep the existing production queues flowing while the refinery finishes, and shelter the badly damaged rifleman near the barracks rather than exposing it.", "notes": "Base (95,11), likely enemy at (12,16). Refinery #129 is 37% built; weapon production is nearing completion. Harvester #131 is southeast near (103,24), and rifleman #140 is nearly destroyed at (95,9).", "commands": [{"do": "harvest", "unit": 131}, {"do": "train", "item": "ftrk", "count": 1}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["train 1x ftrk: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 3000, "units_killed": 13, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8000, "army_value": 100, "income": 2500, "experience": 19, "order_count": 57}}
{"tick": 6601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:24 (tick 6601 of 21000; you act every 200 ticks = 8s). 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 $525 (storage 2000), power 190 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $3000 (18 units, 0 bldgs), lost $1900 (13 units, 0 bldgs). Map explored 18.7%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #170@(73,16)95% #171@(73,16)96% #172@(73,16)66% #173@(72,17) #174@(74,16)53% #178@(32,18) #179@(32,18) #181@(33,18) #182@(32,19) #183@(31,18) #184@(20,18)* #185@(20,18)*\n  harv (Ore Truck (harvester)) x1: #132@(13,21)35%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - attack_move: 5 units\n  - stance: 7 units\nYOUR NOTES FROM LAST TURN: Forward rifles #170-174 advancing toward enemy start (95,11); rear #178-185 guard home. Refinery #130 repairing, harvester #132 is damaged but mining.", "raw": "{\"thoughts\":\"Our economy is crippled by the badly damaged refinery and single damaged harvester, so the immediate priority is repair and a second refinery. Keep the forward scouts advancing while consolidating rear rifles near the ore field.\",\"notes\":\"Queue proc as funds arrive; repair #130 and keep #132 harvesting. Forward rifles 170-174 toward east enemy start; rear rifles guard/move east after consolidation.\",\"commands\":[{\"do\":\"repair\",\"building\":130},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack_move\",\"units\":[170,171,172,173,174],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[178,179,181,182,183,184,185],\"x\":38,\"y\":18},{\"do\":\"stance\",\"units\":[170,171,172,173,174],\"stance\":\"attack_anything\"},{\"do\":\"stance\",\"units\":[178,179,181,182,183,184,185],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1476, "completion_tokens": 366, "total_tokens": 1842, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1474, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0088891, "upstream_inference_prompt_cost": 0.0040579, "upstream_inference_completions_cost": 0.0048312}, "completion_tokens_details": {"reasoning_tokens": 135, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.29, "thoughts": "Our economy is crippled by the badly damaged refinery and single damaged harvester, so the immediate priority is repair and a second refinery. Keep the forward scouts advancing while consolidating rear rifles near the ore field.", "notes": "Queue proc as funds arrive; repair #130 and keep #132 harvesting. Forward rifles 170-174 toward east enemy start; rear rifles guard/move east after consolidation.", "commands": [{"do": "repair", "building": 130}, {"do": "harvest", "unit": 132}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": [170, 171, 172, 173, 174], "x": 95, "y": 11}, {"do": "move", "units": [178, 179, 181, 182, 183, 184, 185], "x": 38, "y": 18}, {"do": "stance", "units": [170, 171, 172, 173, 174], "stance": "attack_anything"}, {"do": "stance", "units": [178, 179, 181, 182, 183, 184, 185], "stance": "defend"}], "feedback": ["repair #130: ordered", "build proc: started", "train 5x e1: queued", "attack_move: 5 units", "move: 7 units", "stance: 5 units", "stance: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 3000, "deaths_cost": 1900, "units_killed": 18, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 1950, "experience": 30, "order_count": 36}}
{"tick": 6801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 21000; you act every 200 ticks = 8s). 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 300 made / 80 used, harvesters 1.\nSCORE: assets $8000, army $1200, killed $1900 (13 units, 0 bldgs), lost $3000 (18 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: proc 37%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 55%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e3 80%; 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #140@(95,9)6%*\n  harv (Ore Truck (harvester)) x1: #131@(100,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x ftrk: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Base (95,11), likely enemy at (12,16). Refinery #129 is 37% built; weapon production is nearing completion. Harvester #131 is southeast near (103,24), and rifleman #140 is nearly destroyed at (95,9).", "raw": "{\"thoughts\":\"The base is secure but economically constrained, with one harvester and a nearly dead rifleman. Keep production flowing toward an armored anti-tank force and rally newly produced units west toward the likely enemy base.\",\"notes\":\"Home base (95,11), enemy likely near (12,16). Refinery #129 is 37% complete. No enemies currently visible; harvester #131 is mining southeast.\",\"commands\":[{\"do\":\"move\",\"units\":[140],\"x\":98,\"y\":13},{\"do\":\"train\",\"item\":\"ftrk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":158,\"x\":75,\"y\":15},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":15}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1719, "completion_tokens": 658, "total_tokens": 2377, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 924, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.46, "thoughts": "The base is secure but economically constrained, with one harvester and a nearly dead rifleman. Keep production flowing toward an armored anti-tank force and rally newly produced units west toward the likely enemy base.", "notes": "Home base (95,11), enemy likely near (12,16). Refinery #129 is 37% complete. No enemies currently visible; harvester #131 is mining southeast.", "commands": [{"do": "move", "units": [140], "x": 98, "y": 13}, {"do": "train", "item": "ftrk", "count": 2}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 158, "x": 75, "y": 15}, {"do": "rally", "building": 133, "x": 75, "y": 15}], "feedback": ["move: 1 units", "train 2x ftrk: queued", "train 3x e3: queued", "train 5x e1: queued", "rally #158: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 3000, "units_killed": 13, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8000, "army_value": 100, "income": 2500, "experience": 19, "order_count": 60}}
{"tick": 6801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:32 (tick 6801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $386 (storage 2000), power 190 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2600, killed $3000 (18 units, 0 bldgs), lost $1900 (13 units, 0 bldgs). Map explored 20.5%.\nPRODUCTION: Building: proc 23%; 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, 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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #170@(82,10)95% #171@(82,10)96% #172@(82,10)66% #173@(80,10) #174@(84,10)53% #178@(38,18)* #179@(38,18)* #181@(38,18)* #182@(38,18)* #183@(38,18)* #184@(30,18) #185@(30,18) #186@(20,20) #187@(17,20) #188@(15,22)\n  harv (Ore Truck (harvester)) x1: #132@(18,17)36%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #130: ordered\n  - build proc: started\n  - train 5x e1: queued\n  - attack_move: 5 units\n  - move: 7 units\n  - stance: 5 units\n  - stance: 7 units\nYOUR NOTES FROM LAST TURN: Queue proc as funds arrive; repair #130 and keep #132 harvesting. Forward rifles 170-174 toward east enemy start; rear rifles guard/move east after consolidation.", "raw": "{\"thoughts\":\"The second refinery is underway and power is ample. Keep the damaged harvester mining, press the forward rifle screen toward the likely enemy start, and move the rear infantry east while retaining a small base guard.\",\"notes\":\"Proc #130 being repaired; new proc 23% building. Enemy still unseen; likely base around 95,11. Forward rifles 170-174 scout east, rear infantry advances in support.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[170,171,172,173,174],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[178,179,181,182,183,184,185],\"x\":70,\"y\":14},{\"do\":\"move\",\"units\":[186,187,188],\"x\":24,\"y\":18},{\"do\":\"stance\",\"units\":[170,171,172,173,174,178,179,181,182,183,184,185],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":134,\"x\":38,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1542, "completion_tokens": 341, "total_tokens": 1883, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1540, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0087406, "upstream_inference_prompt_cost": 0.0042394, "upstream_inference_completions_cost": 0.0045012}, "completion_tokens_details": {"reasoning_tokens": 108, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.75, "thoughts": "The second refinery is underway and power is ample. Keep the damaged harvester mining, press the forward rifle screen toward the likely enemy start, and move the rear infantry east while retaining a small base guard.", "notes": "Proc #130 being repaired; new proc 23% building. Enemy still unseen; likely base around 95,11. Forward rifles 170-174 scout east, rear infantry advances in support.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [170, 171, 172, 173, 174], "x": 95, "y": 11}, {"do": "attack_move", "units": [178, 179, 181, 182, 183, 184, 185], "x": 70, "y": 14}, {"do": "move", "units": [186, 187, 188], "x": 24, "y": 18}, {"do": "stance", "units": [170, 171, 172, 173, 174, 178, 179, 181, 182, 183, 184, 185], "stance": "attack_anything"}, {"do": "rally", "building": 134, "x": 38, "y": 18}], "feedback": ["attack_move: 5 units", "attack_move: 7 units", "move: 3 units", "stance: 12 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 3000, "deaths_cost": 1900, "units_killed": 18, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1500, "income": 2450, "experience": 30, "order_count": 42}}
{"tick": 7001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 21000; you act every 200 ticks = 8s). 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 $217 (storage 2000), power 277 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $1500, killed $1900 (13 units, 0 bldgs), lost $3000 (18 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: proc 44%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 71%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e1 33%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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) 77%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #140@(99,14)6%*\n  e3 (Rocket Soldier) x1: #191@(94,9)\n  harv (Ore Truck (harvester)) x1: #131@(98,15)\nVISIBLE ENEMY UNITS (5):\n  #170 e1@(88,10) 95%, #171 e1@(88,10) 96%, #172 e1@(89,10) 66%, #173 e1@(88,10) 99%, #174 e1@(88,10) 53%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - train 2x ftrk: queued\n  - train 3x e3: queued\n  - train 5x e1: queued\n  - rally #158: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Home base (95,11), enemy likely near (12,16). Refinery #129 is 37% complete. No enemies currently visible; harvester #131 is mining southeast.", "raw": "{\"thoughts\":\"A group of five enemy riflemen has penetrated to the northwest edge of the base and threatens the nearly complete refinery. Use the healthy rocket soldier to engage while pulling the critically damaged rifleman back; continue the existing production and mining.\",\"notes\":\"Enemy infantry group #170-174 at (88,10). Rocket soldier #191 engaging them; damaged rifleman #140 retreating to base. Refinery #129 is 44% complete. Keep queues full and defend the northwestern approach.\",\"commands\":[{\"do\":\"attack\",\"units\":[191],\"target\":170},{\"do\":\"move\",\"units\":[140],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"repair\",\"building\":123}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1876, "completion_tokens": 338, "total_tokens": 2214, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.22, "thoughts": "A group of five enemy riflemen has penetrated to the northwest edge of the base and threatens the nearly complete refinery. Use the healthy rocket soldier to engage while pulling the critically damaged rifleman back; continue the existing production and mining.", "notes": "Enemy infantry group #170-174 at (88,10). Rocket soldier #191 engaging them; damaged rifleman #140 retreating to base. Refinery #129 is 44% complete. Keep queues full and defend the northwestern approach.", "commands": [{"do": "attack", "units": [191], "target": 170}, {"do": "move", "units": [140], "x": 95, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "repair", "building": 123}], "feedback": ["attack: 1 units", "move: 1 units", "repair #123: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 3000, "units_killed": 13, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8300, "army_value": 400, "income": 3000, "experience": 19, "order_count": 70}}
{"tick": 7001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:40 (tick 7001 of 21000; you act every 200 ticks = 8s). 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 190 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $2800, killed $3000 (18 units, 0 bldgs), lost $1900 (13 units, 0 bldgs). Map explored 21.4%.\nPRODUCTION: Building: proc 37%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #170@(88,10)95% #171@(88,10)96% #172@(89,10)66% #173@(88,10) #174@(88,10)53% #178@(46,24) #179@(46,24) #181@(46,24) #182@(46,24) #183@(46,24) #184@(38,25) #185@(38,25) #186@(24,18)* #187@(24,18)* #188@(24,18) #189@(20,18) #190@(18,19)\n  harv (Ore Truck (harvester)) x1: #132@(23,8)38%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - attack_move: 7 units\n  - move: 3 units\n  - stance: 12 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Proc #130 being repaired; new proc 23% building. Enemy still unseen; likely base around 95,11. Forward rifles 170-174 scout east, rear infantry advances in support.", "raw": "{\"thoughts\":\"Our economy is stalled with no cash, so preserving the damaged refinery and harvester is critical while infantry continues scouting toward the likely Allied start. Consolidate the scattered rifle groups into an eastern attack-move screen.\",\"notes\":\"Repair #130 refinery; harvester #132 mine ore. Rifle force advancing east toward likely enemy base at 95,11; no enemy seen yet.\",\"commands\":[{\"do\":\"repair\",\"building\":130},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[170,171,172,173,174],\"x\":101,\"y\":10},{\"do\":\"attack_move\",\"units\":[178,179,181,182,183,184,185],\"x\":76,\"y\":17},{\"do\":\"attack_move\",\"units\":[186,187,188,189,190],\"x\":55,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":55,\"y\":20},{\"do\":\"rally\",\"building\":159,\"x\":55,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1530, "completion_tokens": 346, "total_tokens": 1876, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1528, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0087736, "upstream_inference_prompt_cost": 0.0042064, "upstream_inference_completions_cost": 0.0045672}, "completion_tokens_details": {"reasoning_tokens": 127, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.74, "thoughts": "Our economy is stalled with no cash, so preserving the damaged refinery and harvester is critical while infantry continues scouting toward the likely Allied start. Consolidate the scattered rifle groups into an eastern attack-move screen.", "notes": "Repair #130 refinery; harvester #132 mine ore. Rifle force advancing east toward likely enemy base at 95,11; no enemy seen yet.", "commands": [{"do": "repair", "building": 130}, {"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [170, 171, 172, 173, 174], "x": 101, "y": 10}, {"do": "attack_move", "units": [178, 179, 181, 182, 183, 184, 185], "x": 76, "y": 17}, {"do": "attack_move", "units": [186, 187, 188, 189, 190], "x": 55, "y": 20}, {"do": "rally", "building": 134, "x": 55, "y": 20}, {"do": "rally", "building": 159, "x": 55, "y": 20}], "feedback": ["repair #130: ordered", "attack_move: 5 units", "attack_move: 7 units", "attack_move: 5 units", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 3000, "deaths_cost": 1900, "units_killed": 18, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 1700, "income": 2450, "experience": 30, "order_count": 42}}
{"tick": 7201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 21000; you act every 200 ticks = 8s). 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 234 made / 80 used, harvesters 1.\nSCORE: assets $8400, army $1600, killed $2000 (14 units, 0 bldgs), lost $3000 (18 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: proc 49%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 83%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e1 3%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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) 34%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #140@(95,9)6% #192@(93,9)\n  e3 (Rocket Soldier) x1: #191@(92,9)\n  harv (Ore Truck (harvester)) x1: #131@(103,24)\nVISIBLE ENEMY UNITS (4):\n  #170 e1@(88,10) 68%, #171 e1@(88,10) 48%, #173 e1@(88,10) 91%, #174 e1@(88,10) 49%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - move: 1 units\n  - repair #123: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry group #170-174 at (88,10). Rocket soldier #191 engaging them; damaged rifleman #140 retreating to base. Refinery #129 is 44% complete. Keep queues full and defend the northwestern approach.", "raw": "{\"thoughts\":\"A small, weakened enemy infantry group is probing the western base at (88,10), while our rocket soldier is already engaging. Concentrate the two riflemen and rocket soldier to eliminate them; continue repairing the damaged power plant while the refinery and production queues finish.\",\"notes\":\"Enemy infantry #170-174 at (88,10). Defend western approach with #140, #191, #192. Refinery #129 is 44% complete; power plant #123 damaged and repairing.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[140,191,192],\"x\":88,\"y\":10},{\"do\":\"repair\",\"building\":123}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1839, "completion_tokens": 303, "total_tokens": 2142, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.99, "thoughts": "A small, weakened enemy infantry group is probing the western base at (88,10), while our rocket soldier is already engaging. Concentrate the two riflemen and rocket soldier to eliminate them; continue repairing the damaged power plant while the refinery and production queues finish.", "notes": "Enemy infantry #170-174 at (88,10). Defend western approach with #140, #191, #192. Refinery #129 is 44% complete; power plant #123 damaged and repairing.", "commands": [{"do": "attack_move", "units": [140, 191, 192], "x": 88, "y": 10}, {"do": "repair", "building": 123}], "feedback": ["attack_move: 3 units", "repair #123: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2000, "deaths_cost": 3000, "units_killed": 14, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8400, "army_value": 500, "income": 2500, "experience": 20, "order_count": 70}}
{"tick": 7201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:48 (tick 7201 of 21000; you act every 200 ticks = 8s). 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 190 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $2700, killed $3000 (18 units, 0 bldgs), lost $2000 (14 units, 0 bldgs). Map explored 21.5%.\nPRODUCTION: Building: proc 37%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #170@(88,10)68% #171@(88,10)48% #173@(88,10)91% #174@(88,10)49% #178@(55,28) #179@(54,28) #181@(55,28) #182@(54,28) #183@(55,28) #184@(48,26) #185@(48,26) #186@(32,21) #187@(32,21) #188@(33,21) #189@(30,21) #190@(26,25)\n  harv (Ore Truck (harvester)) x1: #132@(20,10)39%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #130: ordered\n  - attack_move: 5 units\n  - attack_move: 7 units\n  - attack_move: 5 units\n  - rally #134: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Repair #130 refinery; harvester #132 mine ore. Rifle force advancing east toward likely enemy base at 95,11; no enemy seen yet.", "raw": "{\"thoughts\":\"Second refinery is underway but income is currently stalled, so the damaged ore truck must resume mining. Forward riflemen are near the likely enemy start; continue probing while consolidating the trailing squads eastward.\",\"notes\":\"Proc building at 37%; #130 refinery is being repaired. Harvester #132 resumes mining. Forward rifles #170/#171/#173/#174 at enemy start area; send all remaining rifles east toward 95,11.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[170,171,173,174],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[178,179,181,182,183,184,185],\"x\":88,\"y\":10},{\"do\":\"attack_move\",\"units\":[186,187,188,189,190],\"x\":70,\"y\":17},{\"do\":\"repair\",\"building\":130}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1523, "completion_tokens": 289, "total_tokens": 1812, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1521, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00800195, "upstream_inference_prompt_cost": 0.00418715, "upstream_inference_completions_cost": 0.0038148}, "completion_tokens_details": {"reasoning_tokens": 93, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.01, "thoughts": "Second refinery is underway but income is currently stalled, so the damaged ore truck must resume mining. Forward riflemen are near the likely enemy start; continue probing while consolidating the trailing squads eastward.", "notes": "Proc building at 37%; #130 refinery is being repaired. Harvester #132 resumes mining. Forward rifles #170/#171/#173/#174 at enemy start area; send all remaining rifles east toward 95,11.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [170, 171, 173, 174], "x": 95, "y": 11}, {"do": "attack_move", "units": [178, 179, 181, 182, 183, 184, 185], "x": 88, "y": 10}, {"do": "attack_move", "units": [186, 187, 188, 189, 190], "x": 70, "y": 17}, {"do": "repair", "building": 130}], "feedback": ["attack_move: 4 units", "attack_move: 7 units", "attack_move: 5 units", "repair #130: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 3000, "deaths_cost": 2000, "units_killed": 18, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1600, "income": 1950, "experience": 30, "order_count": 42}}
{"tick": 7401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 21000; you act every 200 ticks = 8s). 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 212 made / 80 used, harvesters 1.\nSCORE: assets $8400, army $1600, killed $2400 (18 units, 0 bldgs), lost $3000 (18 units, 0 bldgs). Map explored 24.2%.\nPRODUCTION: Building: proc 49%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 83%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e1 3%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #140@(90,9)6% #192@(91,9)\n  e3 (Rocket Soldier) x1: #191@(91,9)\n  harv (Ore Truck (harvester)) x1: #131@(102,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - repair #123: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry #170-174 at (88,10). Defend western approach with #140, #191, #192. Refinery #129 is 44% complete; power plant #123 damaged and repairing.", "raw": "{\"thoughts\":\"The enemy attack has been cleared from the base, while construction and production queues are already saturated. Send the three defenders west to secure the approach, keep the harvester mining, and continue repairing the damaged power plant.\",\"notes\":\"Three infantry are operating on the western approach; enemy was previously seen at (88,10), base starts near (12,16). Refinery under construction, Service Depot queued, and first Mobile Flak nearly ready.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[140,191,192],\"x\":70,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"repair\",\"building\":123},{\"do\":\"rally\",\"building\":158,\"x\":90,\"y\":9}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1782, "completion_tokens": 303, "total_tokens": 2085, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.04, "thoughts": "The enemy attack has been cleared from the base, while construction and production queues are already saturated. Send the three defenders west to secure the approach, keep the harvester mining, and continue repairing the damaged power plant.", "notes": "Three infantry are operating on the western approach; enemy was previously seen at (88,10), base starts near (12,16). Refinery under construction, Service Depot queued, and first Mobile Flak nearly ready.", "commands": [{"do": "attack_move", "units": [140, 191, 192], "x": 70, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "repair", "building": 123}, {"do": "rally", "building": 158, "x": 90, "y": 9}], "feedback": ["attack_move: 3 units", "repair #123: ordered", "rally #158: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2400, "deaths_cost": 3000, "units_killed": 18, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8400, "army_value": 500, "income": 2500, "experience": 24, "order_count": 70}}
{"tick": 7401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:56 (tick 7401 of 21000; you act every 200 ticks = 8s). 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 $398 (storage 2000), power 190 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $3000 (18 units, 0 bldgs), lost $2400 (18 units, 0 bldgs). Map explored 21.9%.\nPRODUCTION: Building: proc 39%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #178@(65,27) #179@(65,27) #181@(65,27) #182@(65,27) #183@(65,27) #184@(56,29) #185@(57,29) #186@(42,24) #187@(42,24) #188@(42,24) #189@(39,24) #190@(36,24)\n  harv (Ore Truck (harvester)) x1: #132@(16,18)40%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 7 units\n  - attack_move: 5 units\n  - repair #130: ordered\nYOUR NOTES FROM LAST TURN: Proc building at 37%; #130 refinery is being repaired. Harvester #132 resumes mining. Forward rifles #170/#171/#173/#174 at enemy start area; send all remaining rifles east toward 95,11.", "raw": "{\"thoughts\":\"Our forward infantry are spread out and the enemy base remains unscouted, so I will converge all available rifles on the likely enemy start while the refinery construction and repairs continue. The damaged harvester must keep mining to fund the next production cycle.\",\"notes\":\"Second refinery is 39% building. Send rifle force toward likely enemy base at 95,11; refinery #130 repairing and harvester #132 mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[178,179,181,182,183,184,185,186,187,188,189,190],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"repair\",\"building\":130},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":18},{\"do\":\"rally\",\"building\":159,\"x\":80,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1486, "completion_tokens": 248, "total_tokens": 1734, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1484, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007359, "upstream_inference_prompt_cost": 0.0040854, "upstream_inference_completions_cost": 0.0032736}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.81, "thoughts": "Our forward infantry are spread out and the enemy base remains unscouted, so I will converge all available rifles on the likely enemy start while the refinery construction and repairs continue. The damaged harvester must keep mining to fund the next production cycle.", "notes": "Second refinery is 39% building. Send rifle force toward likely enemy base at 95,11; refinery #130 repairing and harvester #132 mining.", "commands": [{"do": "attack_move", "units": [178, 179, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190], "x": 95, "y": 11}, {"do": "harvest", "unit": 132}, {"do": "repair", "building": 130}, {"do": "rally", "building": 134, "x": 80, "y": 18}, {"do": "rally", "building": 159, "x": 80, "y": 18}], "feedback": ["attack_move: 12 units", "repair #130: ordered", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 3000, "deaths_cost": 2400, "units_killed": 18, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 2350, "experience": 30, "order_count": 42}}
{"tick": 7601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 21000; you act every 200 ticks = 8s). 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 $311 (storage 2000), power 212 made / 80 used, harvesters 1.\nSCORE: assets $8400, army $1600, killed $2400 (18 units, 0 bldgs), lost $3000 (18 units, 0 bldgs). Map explored 24.2%.\nPRODUCTION: Building: proc 54%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 94%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #140@(79,11)6% #192@(80,9)\n  e3 (Rocket Soldier) x1: #191@(81,9)\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  - attack_move: 3 units\n  - repair #123: ordered\n  - rally #158: ordered\nYOUR NOTES FROM LAST TURN: Three infantry are operating on the western approach; enemy was previously seen at (88,10), base starts near (12,16). Refinery under construction, Service Depot queued, and first Mobile Flak nearly ready.", "raw": "{\"thoughts\":\"The refinery and Service Depot are correctly queued, and the first Mobile Flak is nearly complete. The three scouts are lightly damaged and have found no enemy, so I will pull them slightly east while continuing toward the western enemy base.\",\"notes\":\"Infantry group #140,#191,#192 operating around (80,10); enemy start near (12,16), previously seen near (88,10). Refinery 54% under construction, Service Depot queued behind it, and five Mobile Flaks queued.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[140,191,192],\"x\":70,\"y\":12},{\"do\":\"stance\",\"units\":[140,191,192],\"stance\":\"return_fire\"},{\"do\":\"rally\",\"building\":158,\"x\":70,\"y\":12}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1790, "completion_tokens": 527, "total_tokens": 2317, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.92, "thoughts": "The refinery and Service Depot are correctly queued, and the first Mobile Flak is nearly complete. The three scouts are lightly damaged and have found no enemy, so I will pull them slightly east while continuing toward the western enemy base.", "notes": "Infantry group #140,#191,#192 operating around (80,10); enemy start near (12,16), previously seen near (88,10). Refinery 54% under construction, Service Depot queued behind it, and five Mobile Flaks queued.", "commands": [{"do": "attack_move", "units": [140, 191, 192], "x": 70, "y": 12}, {"do": "stance", "units": [140, 191, 192], "stance": "return_fire"}, {"do": "rally", "building": 158, "x": 70, "y": 12}], "feedback": ["attack_move: 3 units", "stance: 3 units", "rally #158: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2400, "deaths_cost": 3000, "units_killed": 18, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8400, "army_value": 500, "income": 2500, "experience": 24, "order_count": 70}}
{"tick": 7601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:04 (tick 7601 of 21000; you act every 200 ticks = 8s). 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 $140 (storage 2000), power 190 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $3000 (18 units, 0 bldgs), lost $2400 (18 units, 0 bldgs). Map explored 22.3%.\nPRODUCTION: Building: proc 63%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #178@(73,20) #179@(72,20) #181@(73,20) #182@(72,21) #183@(73,21) #184@(65,24) #185@(65,24) #186@(52,27) #187@(51,26) #188@(52,26) #189@(49,26) #190@(47,24)\n  harv (Ore Truck (harvester)) x1: #132@(20,8)42%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - repair #130: ordered\n  - rally #134: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Second refinery is 39% building. Send rifle force toward likely enemy base at 95,11; refinery #130 repairing and harvester #132 mining.", "raw": "{\"thoughts\":\"The second refinery is nearing completion and our rifle screen is advancing toward the likely enemy start. Keep the damaged harvester mining while infantry presses east to scout and gain map control.\",\"notes\":\"Proc is 63% complete; place immediately next turn. Rifle group advancing from x47-73 toward enemy start 95,11; no enemy sighted. Harvester #132 damaged but mining.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[178,179,181,182,183,184,185,186,187,188,189,190],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[178,179,181,182,183,184,185,186,187,188,189,190],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1470, "completion_tokens": 278, "total_tokens": 1748, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1468, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007711, "upstream_inference_prompt_cost": 0.0040414, "upstream_inference_completions_cost": 0.0036696}, "completion_tokens_details": {"reasoning_tokens": 102, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.39, "thoughts": "The second refinery is nearing completion and our rifle screen is advancing toward the likely enemy start. Keep the damaged harvester mining while infantry presses east to scout and gain map control.", "notes": "Proc is 63% complete; place immediately next turn. Rifle group advancing from x47-73 toward enemy start 95,11; no enemy sighted. Harvester #132 damaged but mining.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [178, 179, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190], "x": 95, "y": 11}, {"do": "stance", "units": [178, 179, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190], "stance": "attack_anything"}], "feedback": ["attack_move: 12 units", "stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 3000, "deaths_cost": 2400, "units_killed": 18, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 2450, "experience": 30, "order_count": 42}}
{"tick": 7801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:12 (tick 7801 of 21000; you act every 200 ticks = 8s). 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 212 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2300, killed $2400 (18 units, 0 bldgs), lost $3000 (18 units, 0 bldgs). Map explored 24.2%.\nPRODUCTION: Building: proc 61%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 11%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e1 68%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(70,12)6%* #192@(70,11) #196@(86,10)\n  e3 (Rocket Soldier) x1: #191@(71,11)\n  ftrk (Mobile Flak) x1: #195@(84,12)\n  harv (Ore Truck (harvester)) x1: #131@(103,24)\nVISIBLE ENEMY UNITS (5):\n  #178 e1@(80,13) 88%, #179 e1@(79,13) 95%, #181 e1@(80,13) 68%, #182 e1@(79,14) 98%, #183 e1@(80,14) 93%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - stance: 3 units\n  - rally #158: ordered\nYOUR NOTES FROM LAST TURN: Infantry group #140,#191,#192 operating around (80,10); enemy start near (12,16), previously seen near (88,10). Refinery 54% under construction, Service Depot queued behind it, and five Mobile Flaks queued.", "raw": "{\"thoughts\":\"The base is operational but the forward infantry group is under pressure, with rifleman #140 nearly destroyed. I will consolidate the healthy infantry and flak around the visible enemy, retreat the damaged rifleman toward the base, and repair the critical power plant while existing production continues.\",\"notes\":\"Enemy infantry detected around (79-80,13), likely a scouting/assault force. Keep production queues running: refinery under construction, then Service Depot and five Flak Trucks. Base buildings are concentrated at (93-98,8-14).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[191,192,195,196],\"x\":80,\"y\":13},{\"do\":\"move\",\"units\":[140],\"x\":95,\"y\":11},{\"do\":\"repair\",\"building\":123},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1868, "completion_tokens": 465, "total_tokens": 2333, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.81, "thoughts": "The base is operational but the forward infantry group is under pressure, with rifleman #140 nearly destroyed. I will consolidate the healthy infantry and flak around the visible enemy, retreat the damaged rifleman toward the base, and repair the critical power plant while existing production continues.", "notes": "Enemy infantry detected around (79-80,13), likely a scouting/assault force. Keep production queues running: refinery under construction, then Service Depot and five Flak Trucks. Base buildings are concentrated at (93-98,8-14).", "commands": [{"do": "attack_move", "units": [191, 192, 195, 196], "x": 80, "y": 13}, {"do": "move", "units": [140], "x": 95, "y": 11}, {"do": "repair", "building": 123}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 4 units", "move: 1 units", "repair #123: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2400, "deaths_cost": 3000, "units_killed": 18, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1200, "income": 2500, "experience": 24, "order_count": 70}}
{"tick": 7801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:12 (tick 7801 of 21000; you act every 200 ticks = 8s). 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 190 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2300, killed $3000 (18 units, 0 bldgs), lost $2400 (18 units, 0 bldgs). Map explored 22.7%.\nPRODUCTION: Building: proc 73%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #178@(80,13)88% #179@(79,13)95% #181@(80,13)68% #182@(79,14)98% #183@(80,14)93% #184@(72,16) #185@(73,16) #186@(61,27) #187@(61,27) #188@(61,27) #189@(59,28) #190@(55,28)\n  harv (Ore Truck (harvester)) x1: #132@(23,7)43%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Proc is 63% complete; place immediately next turn. Rifle group advancing from x47-73 toward enemy start 95,11; no enemy sighted. Harvester #132 damaged but mining.", "raw": "{\"thoughts\":\"Second refinery is nearing completion and will improve income once placed. Infantry are deep toward the enemy start with no contact yet; keep pressure toward 95,11 while the damaged harvester continues mining.\",\"notes\":\"Proc is 73% building; place immediately when ready. Rifle force dispersed along route x55-80 heading enemy start (95,11); enemy still unseen. Harvester #132 mining at (23,7), 43% HP.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[178,179,181,182,183,184,185,186,187,188,189,190],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1473, "completion_tokens": 244, "total_tokens": 1717, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1471, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00727045, "upstream_inference_prompt_cost": 0.00404965, "upstream_inference_completions_cost": 0.0032208}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.12, "thoughts": "Second refinery is nearing completion and will improve income once placed. Infantry are deep toward the enemy start with no contact yet; keep pressure toward 95,11 while the damaged harvester continues mining.", "notes": "Proc is 73% building; place immediately when ready. Rifle force dispersed along route x55-80 heading enemy start (95,11); enemy still unseen. Harvester #132 mining at (23,7), 43% HP.", "commands": [{"do": "attack_move", "units": [178, 179, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190], "x": 95, "y": 11}, {"do": "harvest", "unit": 132}], "feedback": ["attack_move: 12 units"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 3000, "deaths_cost": 2400, "units_killed": 18, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 1200, "income": 2150, "experience": 30, "order_count": 42}}
{"tick": 8001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:20 (tick 8001 of 21000; you act every 200 ticks = 8s). 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 212 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2000, killed $2800 (22 units, 0 bldgs), lost $3300 (19 units, 0 bldgs). Map explored 24.2%.\nPRODUCTION: Building: proc 61%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 11%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e1 68%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(80,9)6% #192@(72,12)43% #196@(84,11)\n  ftrk (Mobile Flak) x1: #195@(84,12)44%\n  harv (Ore Truck (harvester)) x1: #131@(104,21)\nVISIBLE ENEMY UNITS (3):\n  #179 e1@(81,12) 10%, #182 e1@(81,12) 68%, #185 e1@(75,14) 22%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 1 units\n  - repair #123: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry detected around (79-80,13), likely a scouting/assault force. Keep production queues running: refinery under construction, then Service Depot and five Flak Trucks. Base buildings are concentrated at (93-98,8-14).", "raw": "{\"thoughts\":\"Our newest power plant is critically damaged, but repair is already underway. Consolidate the damaged rifleman near the base while the healthier infantry and Flak Truck eliminate the nearby enemy infantry.\",\"notes\":\"Enemy scout/assault group remains around (75-81,12-14), with no enemy buildings visible. Keep #140 withdrawing to the base; continue repairing power building #123.\",\"commands\":[{\"do\":\"move\",\"units\":[140],\"x\":92,\"y\":11},{\"do\":\"attack_move\",\"units\":[192,195,196],\"x\":75,\"y\":14},{\"do\":\"stance\",\"units\":[192,195,196],\"stance\":\"return_fire\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1829, "completion_tokens": 352, "total_tokens": 2181, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.26, "thoughts": "Our newest power plant is critically damaged, but repair is already underway. Consolidate the damaged rifleman near the base while the healthier infantry and Flak Truck eliminate the nearby enemy infantry.", "notes": "Enemy scout/assault group remains around (75-81,12-14), with no enemy buildings visible. Keep #140 withdrawing to the base; continue repairing power building #123.", "commands": [{"do": "move", "units": [140], "x": 92, "y": 11}, {"do": "attack_move", "units": [192, 195, 196], "x": 75, "y": 14}, {"do": "stance", "units": [192, 195, 196], "stance": "return_fire"}], "feedback": ["move: 1 units", "attack_move: 3 units", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2800, "deaths_cost": 3300, "units_killed": 22, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 900, "income": 2500, "experience": 28, "order_count": 70}}
{"tick": 8001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:20 (tick 8001 of 21000; you act every 200 ticks = 8s). 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 190 made / 80 used, harvesters 1.\nSCORE: assets $8400, army $1900, killed $3300 (19 units, 0 bldgs), lost $2800 (22 units, 0 bldgs). Map explored 22.7%.\nPRODUCTION: Building: proc 73%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #179@(81,12)10% #182@(81,12)68% #185@(75,14)22% #186@(69,20) #187@(68,20) #188@(69,20) #189@(67,22) #190@(65,24)\n  harv (Ore Truck (harvester)) x1: #132@(19,16)44%\nVISIBLE ENEMY UNITS (4):\n  #140 e1@(80,9) 6%, #192 e1@(72,12) 43%, #195 ftrk@(84,12) 44%, #196 e1@(84,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\nYOUR NOTES FROM LAST TURN: Proc is 73% building; place immediately when ready. Rifle force dispersed along route x55-80 heading enemy start (95,11); enemy still unseen. Harvester #132 mining at (23,7), 43% HP.", "raw": "{\"thoughts\":\"The refinery is nearly complete and must be placed immediately for income. Our infantry is already near the enemy approach, so they should press toward the likely enemy base while the damaged harvester continues mining.\",\"notes\":\"Place proc as soon as ready. Infantry advancing from x65-81 toward likely enemy start (95,11); enemy flak truck spotted at (84,12). Harvester #132 is damaged but mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":12},{\"do\":\"rally\",\"building\":159,\"x\":78,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1487, "completion_tokens": 219, "total_tokens": 1706, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1485, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00697895, "upstream_inference_prompt_cost": 0.00408815, "upstream_inference_completions_cost": 0.0028908}, "completion_tokens_details": {"reasoning_tokens": 59, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.65, "thoughts": "The refinery is nearly complete and must be placed immediately for income. Our infantry is already near the enemy approach, so they should press toward the likely enemy base while the damaged harvester continues mining.", "notes": "Place proc as soon as ready. Infantry advancing from x65-81 toward likely enemy start (95,11); enemy flak truck spotted at (84,12). Harvester #132 is damaged but mining.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 80, "y": 12}, {"do": "rally", "building": 159, "x": 78, "y": 14}], "feedback": ["attack_move: 8 units", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 3300, "deaths_cost": 2800, "units_killed": 19, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8400, "army_value": 800, "income": 2000, "experience": 33, "order_count": 42}}
{"tick": 8201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:28 (tick 8201 of 21000; you act every 200 ticks = 8s). 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 $378 (storage 2000), power 212 made / 80 used, harvesters 1.\nSCORE: assets $8800, army $2000, killed $3100 (25 units, 0 bldgs), lost $3400 (20 units, 0 bldgs). Map explored 24.2%.\nPRODUCTION: Building: proc 64%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 18%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e1 8%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(91,10)6% #196@(77,12) #197@(94,8)\n  ftrk (Mobile Flak) x1: #195@(77,13)28%\n  harv (Ore Truck (harvester)) x1: #131@(98,14)\nVISIBLE ENEMY UNITS (4):\n  #186 e1@(74,15) 21%, #187 e1@(74,15) 14%, #188 e1@(74,15) 5%, #189 e1@(74,15) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 3 units\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Enemy scout/assault group remains around (75-81,12-14), with no enemy buildings visible. Keep #140 withdrawing to the base; continue repairing power building #123.", "raw": "{\"thoughts\":\"Power plant #123 is critically damaged, so repair it immediately and keep the active refinery construction on schedule. The nearby enemy infantry is badly damaged, so commit the two healthy combat units and the weakened Flak Truck to finish it while the existing production queues build our response.\",\"notes\":\"Enemy scout group is at (74,15), with no enemy buildings seen. #140 is withdrawing toward base at (91,10); #196, #197, and #195 are available for the scout kill. Building queue order: proc, fix, powr, barr, proc, barr.\",\"commands\":[{\"do\":\"repair\",\"building\":123},{\"do\":\"attack\",\"units\":[195,196,197],\"target\":189},{\"do\":\"move\",\"units\":[140],\"x\":94,\"y\":11},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1819, "completion_tokens": 527, "total_tokens": 2346, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 13.9, "thoughts": "Power plant #123 is critically damaged, so repair it immediately and keep the active refinery construction on schedule. The nearby enemy infantry is badly damaged, so commit the two healthy combat units and the weakened Flak Truck to finish it while the existing production queues build our response.", "notes": "Enemy scout group is at (74,15), with no enemy buildings seen. #140 is withdrawing toward base at (91,10); #196, #197, and #195 are available for the scout kill. Building queue order: proc, fix, powr, barr, proc, barr.", "commands": [{"do": "repair", "building": 123}, {"do": "attack", "units": [195, 196, 197], "target": 189}, {"do": "move", "units": [140], "x": 94, "y": 11}, {"do": "harvest", "unit": 131}], "feedback": ["repair #123: ordered", "attack: 3 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3100, "deaths_cost": 3400, "units_killed": 25, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 900, "income": 2500, "experience": 31, "order_count": 70}}
{"tick": 8201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:28 (tick 8201 of 21000; you act every 200 ticks = 8s). 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 $308 (storage 2000), power 190 made / 80 used, harvesters 1.\nSCORE: assets $8100, army $1600, killed $3400 (20 units, 0 bldgs), lost $3100 (25 units, 0 bldgs). Map explored 22.7%.\nPRODUCTION: Building: proc 87%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #186@(74,15)21% #187@(74,15)14% #188@(74,15)5% #189@(74,15)98% #190@(72,17)\n  harv (Ore Truck (harvester)) x1: #132@(12,21)46%\nVISIBLE ENEMY UNITS (1):\n  #195 ftrk@(77,13) 28%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - rally #134: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Place proc as soon as ready. Infantry advancing from x65-81 toward likely enemy start (95,11); enemy flak truck spotted at (84,12). Harvester #132 is damaged but mining.", "raw": "{\"thoughts\":\"The second refinery is nearly complete and must be placed immediately when ready to restore income. Our surviving forward infantry should eliminate the damaged flak truck and continue probing the enemy start while the damaged harvester keeps mining.\",\"notes\":\"Proc is 87% complete; place next tick. Forward infantry at x72-74, enemy flak #195 at 77,13; likely enemy base 95,11. Harvester #132 damaged but working.\",\"commands\":[{\"do\":\"attack\",\"units\":[186,187,188,189,190],\"target\":195},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"stance\",\"units\":[186,187,188,189,190],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1442, "completion_tokens": 255, "total_tokens": 1697, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1440, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0073304, "upstream_inference_prompt_cost": 0.0039644, "upstream_inference_completions_cost": 0.003366}, "completion_tokens_details": {"reasoning_tokens": 100, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.07, "thoughts": "The second refinery is nearly complete and must be placed immediately when ready to restore income. Our surviving forward infantry should eliminate the damaged flak truck and continue probing the enemy start while the damaged harvester keeps mining.", "notes": "Proc is 87% complete; place next tick. Forward infantry at x72-74, enemy flak #195 at 77,13; likely enemy base 95,11. Harvester #132 damaged but working.", "commands": [{"do": "attack", "units": [186, 187, 188, 189, 190], "target": 195}, {"do": "harvest", "unit": 132}, {"do": "stance", "units": [186, 187, 188, 189, 190], "stance": "attack_anything"}], "feedback": ["attack: 5 units", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 3400, "deaths_cost": 3100, "units_killed": 20, "units_lost": 25, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 500, "income": 2500, "experience": 34, "order_count": 42}}
{"tick": 8401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:36 (tick 8401 of 21000; you act every 200 ticks = 8s). 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 212 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $1500, killed $3500 (29 units, 0 bldgs), lost $4000 (21 units, 0 bldgs). Map explored 24.4%.\nPRODUCTION: Building: proc 73%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 39%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e1 31%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #140@(93,12)6%* #196@(77,12)90%* #197@(91,9)* #198@(87,9)\n  harv (Ore Truck (harvester)) x1: #131@(100,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #123: ordered\n  - attack: 3 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy scout group is at (74,15), with no enemy buildings seen. #140 is withdrawing toward base at (91,10); #196, #197, and #195 are available for the scout kill. Building queue order: proc, fix, powr, barr, proc, barr.", "raw": "{\"thoughts\":\"The damaged power plant is the immediate infrastructure priority, while the surviving rifle squad should finish the enemy scout threat. The refinery and war factory are healthy, but cash is currently exhausted and the building queue remains active.\",\"notes\":\"Enemy scout was last reported near (74,15); no enemy buildings visible. #140 is retreating toward the base at (91,10). Keep the three healthier riflemen moving toward the scout, and repair power plant #123.\",\"commands\":[{\"do\":\"repair\",\"building\":123},{\"do\":\"attack_move\",\"units\":[196,197,198],\"x\":74,\"y\":15},{\"do\":\"move\",\"units\":[140],\"x\":91,\"y\":10}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1778, "completion_tokens": 314, "total_tokens": 2092, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.4, "thoughts": "The damaged power plant is the immediate infrastructure priority, while the surviving rifle squad should finish the enemy scout threat. The refinery and war factory are healthy, but cash is currently exhausted and the building queue remains active.", "notes": "Enemy scout was last reported near (74,15); no enemy buildings visible. #140 is retreating toward the base at (91,10). Keep the three healthier riflemen moving toward the scout, and repair power plant #123.", "commands": [{"do": "repair", "building": 123}, {"do": "attack_move", "units": [196, 197, 198], "x": 74, "y": 15}, {"do": "move", "units": [140], "x": 91, "y": 10}], "feedback": ["repair #123: ordered", "attack_move: 3 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3500, "deaths_cost": 4000, "units_killed": 29, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8300, "army_value": 400, "income": 2500, "experience": 35, "order_count": 70}}
{"tick": 8401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:36 (tick 8401 of 21000; you act every 200 ticks = 8s). 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 $125 (storage 2000), power 190 made / 80 used, harvesters 1.\nSCORE: assets $7700, army $1200, killed $4000 (21 units, 0 bldgs), lost $3500 (29 units, 0 bldgs). Map explored 22.8%.\nPRODUCTION: Building: proc READY TO PLACE\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #190@(73,16)*\n  harv (Ore Truck (harvester)) x1: #132@(6,27)47%\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Proc is 87% complete; place next tick. Forward infantry at x72-74, enemy flak #195 at 77,13; likely enemy base 95,11. Harvester #132 damaged but working.", "raw": "{\"thoughts\":\"A second refinery is ready and must be placed immediately to restore income and add a harvester. Our lone forward scout should continue probing toward the likely enemy base while the damaged refinery is repaired.\",\"notes\":\"Place proc now; repair original proc #130. Scout #190 advances from x73 toward likely enemy base at 95,11. Existing harvester #132 is damaged but should keep mining.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":19,\"y\":17},{\"do\":\"repair\",\"building\":130},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[190],\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1392, "completion_tokens": 206, "total_tokens": 1598, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1390, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0065461, "upstream_inference_prompt_cost": 0.0038269, "upstream_inference_completions_cost": 0.0027192}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.51, "thoughts": "A second refinery is ready and must be placed immediately to restore income and add a harvester. Our lone forward scout should continue probing toward the likely enemy base while the damaged refinery is repaired.", "notes": "Place proc now; repair original proc #130. Scout #190 advances from x73 toward likely enemy base at 95,11. Existing harvester #132 is damaged but should keep mining.", "commands": [{"do": "place", "item": "proc", "x": 19, "y": 17}, {"do": "repair", "building": 130}, {"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [190], "x": 95, "y": 11}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "repair #130: ordered", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 4000, "deaths_cost": 3500, "units_killed": 21, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7700, "army_value": 100, "income": 2500, "experience": 40, "order_count": 42}}
{"tick": 8601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:44 (tick 8601 of 21000; you act every 200 ticks = 8s). 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 212 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $1400, killed $3600 (30 units, 0 bldgs), lost $4100 (22 units, 0 bldgs). Map explored 24.4%.\nPRODUCTION: Building: proc 73%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 39%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e1 31%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(91,10)6%* #197@(82,11) #198@(78,11)\n  harv (Ore Truck (harvester)) x1: #131@(99,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #123: ordered\n  - attack_move: 3 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy scout was last reported near (74,15); no enemy buildings visible. #140 is retreating toward the base at (91,10). Keep the three healthier riflemen moving toward the scout, and repair power plant #123.", "raw": "{\"thoughts\":\"No enemy is currently visible, while the two healthy riflemen can continue probing westward toward the likely enemy start. The damaged rifleman is falling back, and the harvester should remain on mining duty.\",\"notes\":\"Two riflemen (#197, #198) probing west toward (70,15); #140 retreating to base. Enemy scout was last seen near (74,15); no enemy base structures yet located. Production queues are full.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[197,198],\"x\":70,\"y\":15},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"move\",\"unit\":140,\"x\":93,\"y\":10}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1755, "completion_tokens": 388, "total_tokens": 2143, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.07, "thoughts": "No enemy is currently visible, while the two healthy riflemen can continue probing westward toward the likely enemy start. The damaged rifleman is falling back, and the harvester should remain on mining duty.", "notes": "Two riflemen (#197, #198) probing west toward (70,15); #140 retreating to base. Enemy scout was last seen near (74,15); no enemy base structures yet located. Production queues are full.", "commands": [{"do": "attack_move", "units": [197, 198], "x": 70, "y": 15}, {"do": "harvest", "unit": 131}, {"do": "move", "unit": 140, "x": 93, "y": 10}], "feedback": ["attack_move: 2 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3600, "deaths_cost": 4100, "units_killed": 30, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 300, "income": 2500, "experience": 36, "order_count": 70}}
{"tick": 8601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:44 (tick 8601 of 21000; you act every 200 ticks = 8s). 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 $125 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $10100, army $2200, killed $4100 (22 units, 0 bldgs), lost $3600 (30 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(10,21)48% #200@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - repair #130: ordered\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Place proc now; repair original proc #130. Scout #190 advances from x73 toward likely enemy base at 95,11. Existing harvester #132 is damaged but should keep mining.", "raw": "{\"thoughts\":\"Our army has been wiped and income is currently empty, but both refineries and harvesters remain. Resume mining immediately and use the next income to rebuild infantry and vehicles while keeping the damaged refinery repaired.\",\"notes\":\"No combat units remain. Two harvesters active/available (#132 damaged at 10,21; #200 at 3,25); #130 refinery is badly damaged but repair was ordered. Save next funds for immediate barracks/war factory production.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1400, "completion_tokens": 188, "total_tokens": 1588, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1398, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0063305, "upstream_inference_prompt_cost": 0.0038489, "upstream_inference_completions_cost": 0.0024816}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.21, "thoughts": "Our army has been wiped and income is currently empty, but both refineries and harvesters remain. Resume mining immediately and use the next income to rebuild infantry and vehicles while keeping the damaged refinery repaired.", "notes": "No combat units remain. Two harvesters active/available (#132 damaged at 10,21; #200 at 3,25); #130 refinery is badly damaged but repair was ordered. Save next funds for immediate barracks/war factory production.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 4100, "deaths_cost": 3600, "units_killed": 22, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 0, "income": 2000, "experience": 41, "order_count": 43}}
{"tick": 8801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:52 (tick 8801 of 21000; you act every 200 ticks = 8s). 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 $401 (storage 2000), power 212 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $1400, killed $3600 (30 units, 0 bldgs), lost $4100 (22 units, 0 bldgs). Map explored 24.4%.\nPRODUCTION: Building: proc 76%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 45%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e1 65%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(93,9)6%* #197@(72,13) #198@(70,15)*\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  - attack_move: 2 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Two riflemen (#197, #198) probing west toward (70,15); #140 retreating to base. Enemy scout was last seen near (74,15); no enemy base structures yet located. Production queues are full.", "raw": "{\"thoughts\":\"The damaged power plant is a priority, while the second refinery continues building. Send the healthy riflemen farther west toward the likely enemy base, keeping the critically damaged rifleman home as defense.\",\"notes\":\"Riflemen #197/#198 probing toward likely enemy start (12,16); #140 at 6% HP near base. Queue Service Depot after refinery; repair power plant #123.\",\"commands\":[{\"do\":\"repair\",\"building\":123},{\"do\":\"attack_move\",\"units\":[197,198],\"x\":45,\"y\":20},{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1746, "completion_tokens": 513, "total_tokens": 2259, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.95, "thoughts": "The damaged power plant is a priority, while the second refinery continues building. Send the healthy riflemen farther west toward the likely enemy base, keeping the critically damaged rifleman home as defense.", "notes": "Riflemen #197/#198 probing toward likely enemy start (12,16); #140 at 6% HP near base. Queue Service Depot after refinery; repair power plant #123.", "commands": [{"do": "repair", "building": 123}, {"do": "attack_move", "units": [197, 198], "x": 45, "y": 20}, {"do": "build", "item": "fix"}], "feedback": ["repair #123: ordered", "attack_move: 2 units", "build fix: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3600, "deaths_cost": 4100, "units_killed": 30, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 300, "income": 2500, "experience": 36, "order_count": 70}}
{"tick": 8801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:52 (tick 8801 of 21000; you act every 200 ticks = 8s). 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 $625 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $10100, army $2200, killed $4100 (22 units, 0 bldgs), lost $3600 (30 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(5,25)50% #200@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No combat units remain. Two harvesters active/available (#132 damaged at 10,21; #200 at 3,25); #130 refinery is badly damaged but repair was ordered. Save next funds for immediate barracks/war factory production.", "raw": "{\"thoughts\":\"We are rebuilding from no army with two refineries and adequate power. Repair the damaged refinery, continuously produce cheap scouts and a mobile flak vehicle, and rally forces toward the eastern enemy approach.\",\"notes\":\"Enemy base still presumed near (95,11). No army alive; refinery #130 is damaged and must be repaired. Rebuild infantry/vehicle force, then attack east in a group.\",\"commands\":[{\"do\":\"repair\",\"building\":130},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"ftrk\",\"count\":1},{\"do\":\"rally\",\"building\":134,\"x\":45,\"y\":16},{\"do\":\"rally\",\"building\":159,\"x\":45,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1369, "completion_tokens": 316, "total_tokens": 1685, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1367, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00793485, "upstream_inference_prompt_cost": 0.00376365, "upstream_inference_completions_cost": 0.0041712}, "completion_tokens_details": {"reasoning_tokens": 137, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.19, "thoughts": "We are rebuilding from no army with two refineries and adequate power. Repair the damaged refinery, continuously produce cheap scouts and a mobile flak vehicle, and rally forces toward the eastern enemy approach.", "notes": "Enemy base still presumed near (95,11). No army alive; refinery #130 is damaged and must be repaired. Rebuild infantry/vehicle force, then attack east in a group.", "commands": [{"do": "repair", "building": 130}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "ftrk", "count": 1}, {"do": "rally", "building": 134, "x": 45, "y": 16}, {"do": "rally", "building": 159, "x": 45, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}], "feedback": ["repair #130: ordered", "train 5x e1: queued", "train 1x ftrk: queued", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 4100, "deaths_cost": 3600, "units_killed": 22, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 0, "income": 2500, "experience": 41, "order_count": 43}}
{"tick": 9001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:00 (tick 9001 of 21000; you act every 200 ticks = 8s). 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 212 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $1500, killed $3600 (30 units, 0 bldgs), lost $4100 (22 units, 0 bldgs). Map explored 24.6%.\nPRODUCTION: Building: proc 85%; Building: fix 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 67%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e3 32%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #140@(93,9)6%* #197@(64,21) #198@(64,23) #201@(86,10)\n  harv (Ore Truck (harvester)) x1: #131@(99,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #123: ordered\n  - attack_move: 2 units\n  - build fix: started\nYOUR NOTES FROM LAST TURN: Riflemen #197/#198 probing toward likely enemy start (12,16); #140 at 6% HP near base. Queue Service Depot after refinery; repair power plant #123.", "raw": "{\"thoughts\":\"The economy is recovering with only one harvester, while the refineries and Service Depot are queued. No enemy is visible, so the two lead riflemen should continue scouting toward the likely enemy base while the critically damaged rifleman retreats and the remaining rifleman guards home.\",\"notes\":\"Refinery at 85%; Service Depot queued next. #197/#198 scouting west near (64,21-23); #140 retreating to base; #201 defending. Enemy likely at (12,16), none currently sighted.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[197,198],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[140],\"x\":95,\"y\":10},{\"do\":\"stance\",\"units\":[140,201],\"stance\":\"defend\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1751, "completion_tokens": 355, "total_tokens": 2106, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.51, "thoughts": "The economy is recovering with only one harvester, while the refineries and Service Depot are queued. No enemy is visible, so the two lead riflemen should continue scouting toward the likely enemy base while the critically damaged rifleman retreats and the remaining rifleman guards home.", "notes": "Refinery at 85%; Service Depot queued next. #197/#198 scouting west near (64,21-23); #140 retreating to base; #201 defending. Enemy likely at (12,16), none currently sighted.", "commands": [{"do": "attack_move", "units": [197, 198], "x": 12, "y": 16}, {"do": "move", "units": [140], "x": 95, "y": 10}, {"do": "stance", "units": [140, 201], "stance": "defend"}], "feedback": ["attack_move: 2 units", "move: 1 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3600, "deaths_cost": 4100, "units_killed": 30, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8300, "army_value": 400, "income": 2500, "experience": 36, "order_count": 71}}
{"tick": 9001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:00 (tick 9001 of 21000; you act every 200 ticks = 8s). 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 $482 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $10400, army $2500, killed $4100 (22 units, 0 bldgs), lost $3600 (30 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: Vehicle: ftrk 54%; Infantry: e1 19%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #202@(20,18) #203@(17,20) #204@(15,22)\n  harv (Ore Truck (harvester)) x2: #132@(4,24)50% #200@(4,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #130: ordered\n  - train 5x e1: queued\n  - train 1x ftrk: queued\n  - rally #134: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Enemy base still presumed near (95,11). No army alive; refinery #130 is damaged and must be repaired. Rebuild infantry/vehicle force, then attack east in a group.", "raw": "{\"thoughts\":\"Cash is depleted but both refineries and two harvesters should restore income; the damaged refinery is under repair. Infantry and mobile flak are already queued, so I will keep the current force guarding the ore field while production completes.\",\"notes\":\"Enemy remains unscouted near (95,11). Repair #130 underway; infantry/ftrk queues active. Build refinery or service depot once income reaches cost, then mass tanks/rockets.\",\"commands\":[{\"do\":\"stance\",\"units\":[202,203,204],\"stance\":\"defend\"},{\"do\":\"move\",\"units\":[202,203,204],\"x\":10,\"y\":22},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1459, "completion_tokens": 266, "total_tokens": 1725, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1457, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00752235, "upstream_inference_prompt_cost": 0.00401115, "upstream_inference_completions_cost": 0.0035112}, "completion_tokens_details": {"reasoning_tokens": 110, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.37, "thoughts": "Cash is depleted but both refineries and two harvesters should restore income; the damaged refinery is under repair. Infantry and mobile flak are already queued, so I will keep the current force guarding the ore field while production completes.", "notes": "Enemy remains unscouted near (95,11). Repair #130 underway; infantry/ftrk queues active. Build refinery or service depot once income reaches cost, then mass tanks/rockets.", "commands": [{"do": "stance", "units": [202, 203, 204], "stance": "defend"}, {"do": "move", "units": [202, 203, 204], "x": 10, "y": 22}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}], "feedback": ["stance: 3 units", "move: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 4100, "deaths_cost": 3600, "units_killed": 22, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 300, "income": 3000, "experience": 41, "order_count": 49}}
{"tick": 9201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:08 (tick 9201 of 21000; you act every 200 ticks = 8s). 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 212 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $1500, killed $3600 (30 units, 0 bldgs), lost $4100 (22 units, 0 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 85%; Building: fix 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 67%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e3 32%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #140@(95,9)6%* #197@(59,28) #198@(57,28) #201@(77,13)\n  harv (Ore Truck (harvester)) x1: #131@(99,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - move: 1 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Refinery at 85%; Service Depot queued next. #197/#198 scouting west near (64,21-23); #140 retreating to base; #201 defending. Enemy likely at (12,16), none currently sighted.", "raw": "{\"thoughts\":\"The second refinery is nearly complete, after which the Service Depot is queued. No enemy is visible, so continue reconnaissance west while the surviving infantry consolidates near the base.\",\"notes\":\"Refinery at 85%, then Service Depot. #197/#198 scouting toward likely enemy start (12,16); #140 critically damaged returning to base; #201 defending near (77,13).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[197,198],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[140],\"x\":95,\"y\":10},{\"do\":\"stance\",\"units\":[140,201],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":133,\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":158,\"x\":95,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1761, "completion_tokens": 353, "total_tokens": 2114, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.58, "thoughts": "The second refinery is nearly complete, after which the Service Depot is queued. No enemy is visible, so continue reconnaissance west while the surviving infantry consolidates near the base.", "notes": "Refinery at 85%, then Service Depot. #197/#198 scouting toward likely enemy start (12,16); #140 critically damaged returning to base; #201 defending near (77,13).", "commands": [{"do": "attack_move", "units": [197, 198], "x": 12, "y": 16}, {"do": "move", "units": [140], "x": 95, "y": 10}, {"do": "stance", "units": [140, 201], "stance": "defend"}, {"do": "rally", "building": 133, "x": 95, "y": 11}, {"do": "rally", "building": 158, "x": 95, "y": 11}], "feedback": ["attack_move: 2 units", "move: 1 units", "stance: 2 units", "rally #133: ordered", "rally #158: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3600, "deaths_cost": 4100, "units_killed": 30, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8300, "army_value": 400, "income": 2500, "experience": 36, "order_count": 71}}
{"tick": 9201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:08 (tick 9201 of 21000; you act every 200 ticks = 8s). 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 $525 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $11200, army $3300, killed $4100 (22 units, 0 bldgs), lost $3600 (30 units, 0 bldgs). Map explored 23.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #202@(11,21) #203@(10,22) #204@(10,22)* #205@(20,18) #206@(18,19)\n  ftrk (Mobile Flak) x1: #207@(14,13)\n  harv (Ore Truck (harvester)) x2: #132@(9,21)50% #200@(2,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 3 units\n  - move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy remains unscouted near (95,11). Repair #130 underway; infantry/ftrk queues active. Build refinery or service depot once income reaches cost, then mass tanks/rockets.", "raw": "{\"thoughts\":\"Income is the immediate constraint, with the damaged refinery needing repair and both harvesters mining. I will reinforce cheaply, set a forward rally, and scout east while saving toward a Service Depot and tank production.\",\"notes\":\"Repairing refinery #130; 2 harvesters mining. Existing infantry/flak scout east toward enemy start; save for fix then heavy tanks.\",\"commands\":[{\"do\":\"repair\",\"building\":130},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":42,\"y\":16},{\"do\":\"attack_move\",\"units\":[202,203,204,205,206,207],\"x\":55,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1445, "completion_tokens": 369, "total_tokens": 1814, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1443, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00884345, "upstream_inference_prompt_cost": 0.00397265, "upstream_inference_completions_cost": 0.0048708}, "completion_tokens_details": {"reasoning_tokens": 200, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.59, "thoughts": "Income is the immediate constraint, with the damaged refinery needing repair and both harvesters mining. I will reinforce cheaply, set a forward rally, and scout east while saving toward a Service Depot and tank production.", "notes": "Repairing refinery #130; 2 harvesters mining. Existing infantry/flak scout east toward enemy start; save for fix then heavy tanks.", "commands": [{"do": "repair", "building": 130}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 134, "x": 42, "y": 16}, {"do": "attack_move", "units": [202, 203, 204, 205, 206, 207], "x": 55, "y": 16}], "feedback": ["repair #130: ordered", "train 5x e1: queued", "rally #134: ordered", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 4100, "deaths_cost": 3600, "units_killed": 22, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11200, "army_value": 1100, "income": 3000, "experience": 41, "order_count": 49}}
{"tick": 9401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:16 (tick 9401 of 21000; you act every 200 ticks = 8s). 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 $224 (storage 2000), power 212 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $1500, killed $3600 (30 units, 0 bldgs), lost $4100 (22 units, 0 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 87%; Building: fix 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 70%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e3 37%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #140@(95,9)6%* #197@(50,26) #198@(47,25) #201@(75,15)*\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  - attack_move: 2 units\n  - move: 1 units\n  - stance: 2 units\n  - rally #133: ordered\n  - rally #158: ordered\nYOUR NOTES FROM LAST TURN: Refinery at 85%, then Service Depot. #197/#198 scouting toward likely enemy start (12,16); #140 critically damaged returning to base; #201 defending near (77,13).", "raw": "{\"thoughts\":\"The base is well supplied with power, and all production queues are active, though the ore refinery is still constructing. Repair the critically damaged power plant and keep the two scouts advancing while the damaged rifle squad withdraws.\",\"notes\":\"Scouts #197/#198 are moving toward enemy start (12,16); #201 holds the forward base defense; #140 is returning to base. Queues: refinery then Service Depots, additional power/barracks/refineries/barracks; vehicles and mixed infantry producing.\",\"commands\":[{\"do\":\"repair\",\"building\":123},{\"do\":\"move\",\"units\":[140],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[197,198],\"x\":20,\"y\":16},{\"do\":\"stance\",\"units\":[201],\"stance\":\"defend\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1771, "completion_tokens": 343, "total_tokens": 2114, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.46, "thoughts": "The base is well supplied with power, and all production queues are active, though the ore refinery is still constructing. Repair the critically damaged power plant and keep the two scouts advancing while the damaged rifle squad withdraws.", "notes": "Scouts #197/#198 are moving toward enemy start (12,16); #201 holds the forward base defense; #140 is returning to base. Queues: refinery then Service Depots, additional power/barracks/refineries/barracks; vehicles and mixed infantry producing.", "commands": [{"do": "repair", "building": 123}, {"do": "move", "units": [140], "x": 95, "y": 11}, {"do": "attack_move", "units": [197, 198], "x": 20, "y": 16}, {"do": "stance", "units": [201], "stance": "defend"}], "feedback": ["repair #123: ordered", "move: 1 units", "attack_move: 2 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3600, "deaths_cost": 4100, "units_killed": 30, "units_lost": 22, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8300, "army_value": 400, "income": 2250, "experience": 36, "order_count": 71}}
{"tick": 9401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:16 (tick 9401 of 21000; you act every 200 ticks = 8s). 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 $205 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $4100 (22 units, 0 bldgs), lost $3600 (30 units, 0 bldgs). Map explored 23.3%.\nPRODUCTION: Infantry: e1 21%; 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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #202@(20,21) #203@(19,21) #204@(20,20) #205@(29,22) #206@(26,25) #208@(20,18) #209@(17,21) #210@(15,22)\n  ftrk (Mobile Flak) x1: #207@(33,20)\n  harv (Ore Truck (harvester)) x2: #132@(4,27)50% #200@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #130: ordered\n  - train 5x e1: queued\n  - rally #134: ordered\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Repairing refinery #130; 2 harvesters mining. Existing infantry/flak scout east toward enemy start; save for fix then heavy tanks.", "raw": "{\"thoughts\":\"Economy is recovering with two refineries and ample power; the damaged refinery is under repair. Keep the infantry/flak scout advancing toward the likely eastern enemy base while banking for a Service Depot and heavy tanks.\",\"notes\":\"Enemy still unseen; scout force moving east from central map. Build Service Depot immediately once $1200 is available, then nonstop 3tnk production.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[202,203,204,205,206,207,208,209,210],\"x\":70,\"y\":17},{\"do\":\"rally\",\"building\":134,\"x\":45,\"y\":20},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1486, "completion_tokens": 244, "total_tokens": 1730, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1484, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0073062, "upstream_inference_prompt_cost": 0.0040854, "upstream_inference_completions_cost": 0.0032208}, "completion_tokens_details": {"reasoning_tokens": 87, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.59, "thoughts": "Economy is recovering with two refineries and ample power; the damaged refinery is under repair. Keep the infantry/flak scout advancing toward the likely eastern enemy base while banking for a Service Depot and heavy tanks.", "notes": "Enemy still unseen; scout force moving east from central map. Build Service Depot immediately once $1200 is available, then nonstop 3tnk production.", "commands": [{"do": "attack_move", "units": [202, 203, 204, 205, 206, 207, 208, 209, 210], "x": 70, "y": 17}, {"do": "rally", "building": 134, "x": 45, "y": 20}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}], "feedback": ["attack_move: 9 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 4100, "deaths_cost": 3600, "units_killed": 22, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11500, "army_value": 1400, "income": 3000, "experience": 41, "order_count": 54}}
{"tick": 9601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:24 (tick 9601 of 21000; you act every 200 ticks = 8s). 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 212 made / 80 used, harvesters 1.\nSCORE: assets $8200, army $1400, killed $3600 (30 units, 0 bldgs), lost $4200 (23 units, 0 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 97%; Building: fix 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 95%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e3 87%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(95,9)6%* #197@(43,26)68% #201@(75,15)*\n  harv (Ore Truck (harvester)) x1: #131@(101,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #123: ordered\n  - move: 1 units\n  - attack_move: 2 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Scouts #197/#198 are moving toward enemy start (12,16); #201 holds the forward base defense; #140 is returning to base. Queues: refinery then Service Depots, additional power/barracks/refineries/barracks; vehicles and mixed infantry producing.", "raw": "{\"thoughts\":\"The base is operational but nearly broke, with only one harvester and a damaged power plant. Production queues are already extensive, so I will avoid adding more construction; focus on income, repair readiness, and scouting the likely enemy location.\",\"notes\":\"#131 should mine continuously. #197 continues the scout push toward enemy start (12,16); #201 remains forward defensive. Base production queues are full; keep cash for construction and repair.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[197],\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":[201],\"stance\":\"defend\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1773, "completion_tokens": 345, "total_tokens": 2118, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.51, "thoughts": "The base is operational but nearly broke, with only one harvester and a damaged power plant. Production queues are already extensive, so I will avoid adding more construction; focus on income, repair readiness, and scouting the likely enemy location.", "notes": "#131 should mine continuously. #197 continues the scout push toward enemy start (12,16); #201 remains forward defensive. Base production queues are full; keep cash for construction and repair.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [197], "x": 12, "y": 16}, {"do": "stance", "units": [201], "stance": "defend"}], "feedback": ["attack_move: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3600, "deaths_cost": 4200, "units_killed": 30, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 300, "income": 2500, "experience": 36, "order_count": 71}}
{"tick": 9601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:24 (tick 9601 of 21000; you act every 200 ticks = 8s). 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 $525 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $11700, army $3800, killed $4200 (23 units, 0 bldgs), lost $3600 (30 units, 0 bldgs). Map explored 23.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #202@(29,24) #203@(28,24) #204@(29,24) #205@(38,24) #206@(36,24) #208@(29,22) #209@(26,25) #210@(23,24) #211@(21,20) #212@(18,20)\n  ftrk (Mobile Flak) x1: #207@(40,23)81%\n  harv (Ore Truck (harvester)) x2: #132@(10,20)50% #200@(7,27)\nVISIBLE ENEMY UNITS (1):\n  #197 e1@(43,26) 68%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy still unseen; scout force moving east from central map. Build Service Depot immediately once $1200 is available, then nonstop 3tnk production.", "raw": "{\"thoughts\":\"Our economy is temporarily drained but ore is available; keep infantry production running and push the central scout force east while removing the spotted enemy rifle. Save toward a Service Depot to unlock Heavy Tanks, and repair the damaged refinery when funds permit.\",\"notes\":\"Scout force at x18-40,y20-25 advancing east; enemy rifle #197 at 43,26. Need Service Depot ASAP at $1200, then nonstop Heavy Tanks; refinery #130 is 37% HP.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack\",\"units\":[202,203,204,205,206,208,209,210,211,212,207],\"target\":197},{\"do\":\"rally\",\"building\":134,\"x\":42,\"y\":25},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1485, "completion_tokens": 327, "total_tokens": 1812, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1483, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00839905, "upstream_inference_prompt_cost": 0.00408265, "upstream_inference_completions_cost": 0.0043164}, "completion_tokens_details": {"reasoning_tokens": 137, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.08, "thoughts": "Our economy is temporarily drained but ore is available; keep infantry production running and push the central scout force east while removing the spotted enemy rifle. Save toward a Service Depot to unlock Heavy Tanks, and repair the damaged refinery when funds permit.", "notes": "Scout force at x18-40,y20-25 advancing east; enemy rifle #197 at 43,26. Need Service Depot ASAP at $1200, then nonstop Heavy Tanks; refinery #130 is 37% HP.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "attack", "units": [202, 203, 204, 205, 206, 208, 209, 210, 211, 212, 207], "target": 197}, {"do": "rally", "building": 134, "x": 42, "y": 25}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}], "feedback": ["train 5x e1: queued", "attack: 11 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 4200, "deaths_cost": 3600, "units_killed": 23, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11700, "army_value": 1600, "income": 3500, "experience": 42, "order_count": 54}}
{"tick": 9801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:32 (tick 9801 of 21000; you act every 200 ticks = 8s). 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 212 made / 80 used, harvesters 1.\nSCORE: assets $8100, army $1300, killed $3600 (30 units, 0 bldgs), lost $4300 (24 units, 0 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 97%; Building: fix 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 95%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e3 87%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #140@(95,9)6%* #201@(75,15)*\n  harv (Ore Truck (harvester)) x1: #131@(104,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: #131 should mine continuously. #197 continues the scout push toward enemy start (12,16); #201 remains forward defensive. Base production queues are full; keep cash for construction and repair.", "raw": "{\"thoughts\": \"Cash is at $0 so nothing new can start; my only harvester must keep mining to fund the nearly-finished refinery and flak truck. Power is ample. I'll keep the harvester working, scout with the forward rifleman toward the enemy start, and pull the nearly-dead rifleman back to base.\", \"notes\": \"Economy stalled at $0; #131 must mine continuously. #201 scouting toward enemy (12,16). #140 (6% hp) retreating home. Waiting on proc (97%) and ftrk (95%) to finish for income/defense.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 131}, {\"do\": \"move\", \"units\": [140], \"x\": 95, \"y\": 11}, {\"do\": \"attack_move\", \"units\": [201], \"x\": 12, \"y\": 16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1651, "completion_tokens": 792, "total_tokens": 2443, "cost": 0.001219908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001219908, "upstream_inference_prompt_cost": 0.000269508, "upstream_inference_completions_cost": 0.0009504}, "completion_tokens_details": {"reasoning_tokens": 593, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 15.09, "thoughts": "Cash is at $0 so nothing new can start; my only harvester must keep mining to fund the nearly-finished refinery and flak truck. Power is ample. I'll keep the harvester working, scout with the forward rifleman toward the enemy start, and pull the nearly-dead rifleman back to base.", "notes": "Economy stalled at $0; #131 must mine continuously. #201 scouting toward enemy (12,16). #140 (6% hp) retreating home. Waiting on proc (97%) and ftrk (95%) to finish for income/defense.", "commands": [{"do": "harvest", "unit": 131}, {"do": "move", "units": [140], "x": 95, "y": 11}, {"do": "attack_move", "units": [201], "x": 12, "y": 16}], "feedback": ["move: 1 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3600, "deaths_cost": 4300, "units_killed": 30, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 200, "income": 2500, "experience": 36, "order_count": 71}}
{"tick": 9801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:32 (tick 9801 of 21000; you act every 200 ticks = 8s). 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 $708 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $12000, army $4100, killed $4300 (24 units, 0 bldgs), lost $3600 (30 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: 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, 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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #202@(32,24)* #203@(31,24)* #204@(31,24)* #205@(39,24)* #206@(38,24)* #208@(31,23)* #209@(28,25)* #210@(26,24)* #211@(24,20)* #212@(21,20)* #213@(20,21) #214@(17,21) #215@(15,22)\n  ftrk (Mobile Flak) x1: #207@(40,23)78%*\n  harv (Ore Truck (harvester)) x2: #132@(9,28)50% #200@(7,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - attack: 11 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Scout force at x18-40,y20-25 advancing east; enemy rifle #197 at 43,26. Need Service Depot ASAP at $1200, then nonstop Heavy Tanks; refinery #130 is 37% HP.", "raw": "{\"thoughts\":\"Our infantry scout force should continue east toward the likely enemy base while the damaged refinery is repaired. Queue anti-vehicle rockets and keep the barracks rallying forward; save incoming ore for a Service Depot and heavy armor.\",\"notes\":\"Scout force advancing east from x20-40 along y20-25; enemy likely northeast around 95,11. Repair proc #130; build Service Depot when funds permit.\",\"commands\":[{\"do\":\"repair\",\"building\":130},{\"do\":\"attack_move\",\"units\":[202,203,204,205,206,207,208,209,210,211,212,213,214,215],\"x\":60,\"y\":22},{\"do\":\"rally\",\"building\":134,\"x\":48,\"y\":22},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1533, "completion_tokens": 363, "total_tokens": 1896, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1531, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00900625, "upstream_inference_prompt_cost": 0.00421465, "upstream_inference_completions_cost": 0.0047916}, "completion_tokens_details": {"reasoning_tokens": 173, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.24, "thoughts": "Our infantry scout force should continue east toward the likely enemy base while the damaged refinery is repaired. Queue anti-vehicle rockets and keep the barracks rallying forward; save incoming ore for a Service Depot and heavy armor.", "notes": "Scout force advancing east from x20-40 along y20-25; enemy likely northeast around 95,11. Repair proc #130; build Service Depot when funds permit.", "commands": [{"do": "repair", "building": 130}, {"do": "attack_move", "units": [202, 203, 204, 205, 206, 207, 208, 209, 210, 211, 212, 213, 214, 215], "x": 60, "y": 22}, {"do": "rally", "building": 134, "x": 48, "y": 22}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["repair #130: ordered", "attack_move: 14 units", "rally #134: ordered", "train 3x e3: queued", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 4300, "deaths_cost": 3600, "units_killed": 24, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12000, "army_value": 1900, "income": 3500, "experience": 43, "order_count": 59}}
{"tick": 10001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:40 (tick 10001 of 21000; you act every 200 ticks = 8s). 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 212 made / 80 used, harvesters 1.\nSCORE: assets $8100, army $1300, killed $3600 (30 units, 0 bldgs), lost $4300 (24 units, 0 bldgs). Map explored 24.7%.\nPRODUCTION: Building: proc 97%; Building: fix 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 95%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e3 87%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #140@(95,9)6%* #201@(68,22)\n  harv (Ore Truck (harvester)) x1: #131@(99,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Economy stalled at $0; #131 must mine continuously. #201 scouting toward enemy (12,16). #140 (6% hp) retreating home. Waiting on proc (97%) and ftrk (95%) to finish for income/defense.", "raw": "{\"thoughts\":\"The nearly completed refinery and Mobile Flak are the immediate priorities; until they finish, the single harvester must keep mining. No enemy is visible, so continue the lone scout cautiously while preserving the damaged rifleman near base.\",\"notes\":\"#131 mining at (99,15). #201 is the forward scout near (68,22); #140 is damaged and idle near the Construction Yard. Refinery 97% and ftrk 95%; place them next turn. Enemy start remains (12,16).\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[201],\"x\":55,\"y\":18},{\"do\":\"stop\",\"units\":[140]},{\"do\":\"stance\",\"units\":[140],\"stance\":\"return_fire\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1744, "completion_tokens": 327, "total_tokens": 2071, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.67, "thoughts": "The nearly completed refinery and Mobile Flak are the immediate priorities; until they finish, the single harvester must keep mining. No enemy is visible, so continue the lone scout cautiously while preserving the damaged rifleman near base.", "notes": "#131 mining at (99,15). #201 is the forward scout near (68,22); #140 is damaged and idle near the Construction Yard. Refinery 97% and ftrk 95%; place them next turn. Enemy start remains (12,16).", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [201], "x": 55, "y": 18}, {"do": "stop", "units": [140]}, {"do": "stance", "units": [140], "stance": "return_fire"}], "feedback": ["attack_move: 1 units", "stop: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3600, "deaths_cost": 4300, "units_killed": 30, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8100, "army_value": 200, "income": 2000, "experience": 36, "order_count": 71}}
{"tick": 10001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:40 (tick 10001 of 21000; you act every 200 ticks = 8s). 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 $880 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $12300, army $4400, killed $4300 (24 units, 0 bldgs), lost $3600 (30 units, 0 bldgs). Map explored 25%.\nPRODUCTION: Infantry: e1 46%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #202@(41,22) #203@(40,22) #204@(41,22) #205@(49,26) #206@(48,25) #208@(41,22) #209@(38,25) #210@(36,22) #211@(34,22) #212@(31,22) #213@(30,22) #214@(26,25) #215@(23,24) #216@(21,22) #217@(18,20) #218@(16,22)\n  ftrk (Mobile Flak) x1: #207@(60,28)78%\n  harv (Ore Truck (harvester)) x2: #132@(8,27)50% #200@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #130: ordered\n  - attack_move: 14 units\n  - rally #134: ordered\n  - train 3x e3: queued\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Scout force advancing east from x20-40 along y20-25; enemy likely northeast around 95,11. Repair proc #130; build Service Depot when funds permit.", "raw": "{\"thoughts\":\"Our infantry scout has pushed well east without contact, so keep pressure toward the likely northeast enemy base while income converts stored ore. The damaged refinery is repairing and production queues are already active; save the next funds for a Service Depot and armor production.\",\"notes\":\"Scout force/all combat advancing northeast toward enemy start (95,11); no enemy contact yet. Proc #130 repairing; build fix when $1200, then heavy tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1595, "completion_tokens": 252, "total_tokens": 1847, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1593, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00771155, "upstream_inference_prompt_cost": 0.00438515, "upstream_inference_completions_cost": 0.0033264}, "completion_tokens_details": {"reasoning_tokens": 82, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.1, "thoughts": "Our infantry scout has pushed well east without contact, so keep pressure toward the likely northeast enemy base while income converts stored ore. The damaged refinery is repairing and production queues are already active; save the next funds for a Service Depot and armor production.", "notes": "Scout force/all combat advancing northeast toward enemy start (95,11); no enemy contact yet. Proc #130 repairing; build fix when $1200, then heavy tanks.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}, {"do": "rally", "building": 134, "x": 70, "y": 20}], "feedback": ["attack_move: 17 units", "stance: 17 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 4300, "deaths_cost": 3600, "units_killed": 24, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12300, "army_value": 2200, "income": 4000, "experience": 43, "order_count": 67}}
{"tick": 10201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:48 (tick 10201 of 21000; you act every 200 ticks = 8s). 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 212 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2100, killed $3600 (30 units, 0 bldgs), lost $4400 (25 units, 0 bldgs). Map explored 25.1%.\nPRODUCTION: Building: proc READY TO PLACE; Building: fix 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 34%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e3 65%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #140@(95,9)6%*\n  e3 (Rocket Soldier) x1: #221@(95,9)*\n  ftrk (Mobile Flak) x1: #220@(96,9)*\n  harv (Ore Truck (harvester)) x1: #131@(102,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - stop: 1 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: #131 mining at (99,15). #201 is the forward scout near (68,22); #140 is damaged and idle near the Construction Yard. Refinery 97% and ftrk 95%; place them next turn. Enemy start remains (12,16).", "raw": "{\"thoughts\":\"The ready Ore Refinery should be placed immediately to restore ore income, while the critically damaged power plant needs repair. With no cash available, I will use the two healthy combat units to scout west toward the likely enemy start and leave the nearly dead rifle infantry behind.\",\"notes\":\"Harvester #131 is working southeast of the base. Newly place the ready proc, repair power plant #123, and scout with #220/#221 toward (60,20). Enemy likely starts at (12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"repair\",\"building\":123},{\"do\":\"attack_move\",\"units\":[220,221],\"x\":60,\"y\":20},{\"do\":\"stop\",\"units\":[140]}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1773, "completion_tokens": 509, "total_tokens": 2282, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 15.24, "thoughts": "The ready Ore Refinery should be placed immediately to restore ore income, while the critically damaged power plant needs repair. With no cash available, I will use the two healthy combat units to scout west toward the likely enemy start and leave the nearly dead rifle infantry behind.", "notes": "Harvester #131 is working southeast of the base. Newly place the ready proc, repair power plant #123, and scout with #220/#221 toward (60,20). Enemy likely starts at (12,16).", "commands": [{"do": "place", "item": "proc"}, {"do": "repair", "building": 123}, {"do": "attack_move", "units": [220, 221], "x": 60, "y": 20}, {"do": "stop", "units": [140]}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "repair #123: ordered", "attack_move: 2 units", "stop: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3600, "deaths_cost": 4400, "units_killed": 30, "units_lost": 25, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1000, "income": 2500, "experience": 36, "order_count": 71}}
{"tick": 10201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:48 (tick 10201 of 21000; you act every 200 ticks = 8s). 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 $1051 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $12600, army $4700, killed $4400 (25 units, 0 bldgs), lost $3600 (30 units, 0 bldgs). Map explored 25.3%.\nPRODUCTION: Infantry: e3 25%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #202@(50,26) #203@(49,26) #204@(50,26) #205@(59,28) #206@(57,28) #208@(50,26) #209@(48,26) #210@(46,24) #211@(44,24) #212@(40,24) #213@(40,24) #214@(36,24) #215@(33,24) #216@(30,24) #217@(26,25) #218@(24,24) #219@(21,22) #222@(19,20) #223@(16,21)\n  ftrk (Mobile Flak) x1: #207@(69,23)70%\n  harv (Ore Truck (harvester)) x2: #132@(10,20)50% #200@(3,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - stance: 17 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Scout force/all combat advancing northeast toward enemy start (95,11); no enemy contact yet. Proc #130 repairing; build fix when $1200, then heavy tanks.", "raw": "{\"thoughts\":\"Our infantry scout column is nearing the likely enemy approach with no contact yet. Keep pressure toward the enemy start, repair the damaged refinery, and convert incoming ore into a Service Depot for tank production.\",\"notes\":\"Scout force advancing from x16-69 toward enemy start (95,11); no enemy base spotted. Repair proc #130; build fix as soon as cash reaches $1200, then produce heavy tanks.\",\"commands\":[{\"do\":\"repair\",\"building\":130},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1575, "completion_tokens": 285, "total_tokens": 1860, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1573, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00809215, "upstream_inference_prompt_cost": 0.00433015, "upstream_inference_completions_cost": 0.003762}, "completion_tokens_details": {"reasoning_tokens": 128, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Our infantry scout column is nearing the likely enemy approach with no contact yet. Keep pressure toward the enemy start, repair the damaged refinery, and convert incoming ore into a Service Depot for tank production.", "notes": "Scout force advancing from x16-69 toward enemy start (95,11); no enemy base spotted. Repair proc #130; build fix as soon as cash reaches $1200, then produce heavy tanks.", "commands": [{"do": "repair", "building": 130}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 134, "x": 80, "y": 18}], "feedback": ["repair #130: ordered", "attack_move: 20 units", "stance: 20 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 4400, "deaths_cost": 3600, "units_killed": 25, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12600, "army_value": 2500, "income": 4500, "experience": 44, "order_count": 67}}
{"tick": 10401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:56 (tick 10401 of 21000; you act every 200 ticks = 8s). 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 4000), power 212 made / 110 used, harvesters 2.\nSCORE: assets $11400, army $3200, killed $3600 (30 units, 0 bldgs), lost $4400 (25 units, 0 bldgs). Map explored 25.8%.\nPRODUCTION: Building: fix 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 34%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e3 65%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%, #224 proc@(95,15) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #140@(95,9)6%*\n  e3 (Rocket Soldier) x1: #221@(86,10)\n  ftrk (Mobile Flak) x1: #220@(83,9)68%\n  harv (Ore Truck (harvester)) x2: #131@(103,25) #225@(103,24)\nVISIBLE ENEMY UNITS (1):\n  #207 ftrk@(83,13) 38%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - repair #123: ordered\n  - attack_move: 2 units\n  - stop: 1 units\nYOUR NOTES FROM LAST TURN: Harvester #131 is working southeast of the base. Newly place the ready proc, repair power plant #123, and scout with #220/#221 toward (60,20). Enemy likely starts at (12,16).", "raw": "{\"thoughts\":\"The newly placed refinery and power plant repair are already underway, while production queues are full. Enemy Mobile Flak #207 is probing near the base, so I will focus the damaged-but-mobile Flak and Rocket Soldier on it and keep the critically damaged Rifle Infantry defending the base.\",\"notes\":\"Base is at (95,11); enemy probe #207 is at (83,13). Keep harvesters mining southeast. Production queues are active; continue building power, refineries, barracks, War Factory, and Service Depot as funds become available.\",\"commands\":[{\"do\":\"attack\",\"units\":[220,221],\"target\":207},{\"do\":\"stance\",\"units\":[140],\"stance\":\"defend\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1802, "completion_tokens": 411, "total_tokens": 2213, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.79, "thoughts": "The newly placed refinery and power plant repair are already underway, while production queues are full. Enemy Mobile Flak #207 is probing near the base, so I will focus the damaged-but-mobile Flak and Rocket Soldier on it and keep the critically damaged Rifle Infantry defending the base.", "notes": "Base is at (95,11); enemy probe #207 is at (83,13). Keep harvesters mining southeast. Production queues are active; continue building power, refineries, barracks, War Factory, and Service Depot as funds become available.", "commands": [{"do": "attack", "units": [220, 221], "target": 207}, {"do": "stance", "units": [140], "stance": "defend"}], "feedback": ["attack: 2 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3600, "deaths_cost": 4400, "units_killed": 30, "units_lost": 25, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11400, "army_value": 1000, "income": 2500, "experience": 36, "order_count": 72}}
{"tick": 10401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:56 (tick 10401 of 21000; you act every 200 ticks = 8s). 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 $720 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $12900, army $5000, killed $4400 (25 units, 0 bldgs), lost $3600 (30 units, 0 bldgs). Map explored 26%.\nPRODUCTION: Infantry: e3 35%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #202@(60,28) #203@(59,28) #204@(60,28) #205@(67,22) #206@(66,23) #208@(60,28) #209@(58,28) #210@(54,28) #211@(53,27) #212@(50,26) #213@(50,26) #214@(47,24) #215@(44,24) #216@(41,24) #217@(37,24) #218@(34,24) #219@(31,24) #222@(28,24) #223@(24,24)\n  e3 (Rocket Soldier) x1: #226@(17,20)\n  ftrk (Mobile Flak) x1: #207@(83,13)38%\n  harv (Ore Truck (harvester)) x2: #132@(5,28)50% #200@(6,24)\nVISIBLE ENEMY UNITS (2):\n  #220 ftrk@(83,9) 68%, #221 e3@(86,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #130: ordered\n  - attack_move: 20 units\n  - stance: 20 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Scout force advancing from x16-69 toward enemy start (95,11); no enemy base spotted. Repair proc #130; build fix as soon as cash reaches $1200, then produce heavy tanks.", "raw": "{\"thoughts\":\"Our infantry column is nearing the likely enemy start while the damaged flak scout has located enemy defenses/units nearby. Keep pressure toward the enemy base, preserve the flak, and ensure both harvesters mine to fund the Service Depot and tanks.\",\"notes\":\"Infantry attack column advancing east/northeast toward enemy start at 95,11. Enemy flak/e3 seen 83-86,9-10; our damaged flak at 83,13 should withdraw. Proc #130 repairing; build Service Depot once funds reach $1200.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[202,203,204,205,206,208,209,210,211,212,213,214,215,216,217,218,219,222,223,226],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[207],\"x\":65,\"y\":18},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1619, "completion_tokens": 315, "total_tokens": 1934, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1617, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00860915, "upstream_inference_prompt_cost": 0.00445115, "upstream_inference_completions_cost": 0.004158}, "completion_tokens_details": {"reasoning_tokens": 84, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.21, "thoughts": "Our infantry column is nearing the likely enemy start while the damaged flak scout has located enemy defenses/units nearby. Keep pressure toward the enemy base, preserve the flak, and ensure both harvesters mine to fund the Service Depot and tanks.", "notes": "Infantry attack column advancing east/northeast toward enemy start at 95,11. Enemy flak/e3 seen 83-86,9-10; our damaged flak at 83,13 should withdraw. Proc #130 repairing; build Service Depot once funds reach $1200.", "commands": [{"do": "attack_move", "units": [202, 203, 204, 205, 206, 208, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219, 222, 223, 226], "x": 95, "y": 11}, {"do": "move", "units": [207], "x": 65, "y": 18}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}, {"do": "rally", "building": 134, "x": 70, "y": 18}], "feedback": ["attack_move: 20 units", "move: 1 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 4400, "deaths_cost": 3600, "units_killed": 25, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12900, "army_value": 2800, "income": 4100, "experience": 44, "order_count": 67}}
{"tick": 10601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:04 (tick 10601 of 21000; you act every 200 ticks = 8s). 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 4000), power 212 made / 110 used, harvesters 2.\nSCORE: assets $11400, army $3200, killed $4200 (31 units, 0 bldgs), lost $4400 (25 units, 0 bldgs). Map explored 26%.\nPRODUCTION: Building: fix 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 34%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e3 65%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%, #224 proc@(95,15) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #140@(95,9)6%*\n  e3 (Rocket Soldier) x1: #221@(85,10)*\n  ftrk (Mobile Flak) x1: #220@(83,9)44%*\n  harv (Ore Truck (harvester)) x2: #131@(96,20) #225@(104,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Base is at (95,11); enemy probe #207 is at (83,13). Keep harvesters mining southeast. Production queues are active; continue building power, refineries, barracks, War Factory, and Service Depot as funds become available.", "raw": "{\"thoughts\":\"The base is intact and production queues are active, but the economy has no cash at the moment. I will keep both harvesters mining, repair the damaged power plant, and avoid committing the small damaged combat force without a visible target.\",\"notes\":\"Base at (95,11); harvesters are southeast and mining. Power plant #123 is heavily damaged. No enemy units or buildings are currently visible; the last enemy probe was near (83,13).\",\"commands\":[{\"do\":\"repair\",\"building\":123},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":225},{\"do\":\"stance\",\"units\":[140,220,221],\"stance\":\"return_fire\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1767, "completion_tokens": 475, "total_tokens": 2242, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 922, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.5, "thoughts": "The base is intact and production queues are active, but the economy has no cash at the moment. I will keep both harvesters mining, repair the damaged power plant, and avoid committing the small damaged combat force without a visible target.", "notes": "Base at (95,11); harvesters are southeast and mining. Power plant #123 is heavily damaged. No enemy units or buildings are currently visible; the last enemy probe was near (83,13).", "commands": [{"do": "repair", "building": 123}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 225}, {"do": "stance", "units": [140, 220, 221], "stance": "return_fire"}], "feedback": ["repair #123: ordered", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4200, "deaths_cost": 4400, "units_killed": 31, "units_lost": 25, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11400, "army_value": 1000, "income": 2000, "experience": 42, "order_count": 72}}
{"tick": 10601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:04 (tick 10601 of 21000; you act every 200 ticks = 8s). 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 $888 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $12600, army $4700, killed $4400 (25 units, 0 bldgs), lost $4200 (31 units, 0 bldgs). Map explored 26.1%.\nPRODUCTION: Infantry: e3 46%; 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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #202@(68,21) #203@(67,22) #204@(68,21) #205@(74,15) #206@(73,15) #208@(68,21) #209@(66,23) #210@(64,25) #211@(63,26) #212@(60,28) #213@(59,28) #214@(55,28) #215@(53,27) #216@(51,26) #217@(47,24) #218@(45,24) #219@(42,24) #222@(38,24) #223@(34,24)\n  e3 (Rocket Soldier) x2: #226@(25,25) #229@(18,20)\n  harv (Ore Truck (harvester)) x2: #132@(8,24)50% #200@(8,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 20 units\n  - move: 1 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Infantry attack column advancing east/northeast toward enemy start at 95,11. Enemy flak/e3 seen 83-86,9-10; our damaged flak at 83,13 should withdraw. Proc #130 repairing; build Service Depot once funds reach $1200.", "raw": "{\"thoughts\":\"Our infantry column is closing on the likely enemy approach, while the damaged refinery needs repairs to sustain income. Keep pressure toward the northeast and have the rockets join behind the main force.\",\"notes\":\"Infantry attack column advancing toward enemy start at 95,11; no current enemy vision. Repair proc #130; save incoming funds for Service Depot, then heavy tanks.\",\"commands\":[{\"do\":\"repair\",\"building\":130},{\"do\":\"attack_move\",\"units\":[202,203,204,205,206,208,209,210,211,212,213,214,215,216,217,218,219,222,223],\"x\":92,\"y\":11},{\"do\":\"attack_move\",\"units\":[226,229],\"x\":82,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":82,\"y\":14},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1588, "completion_tokens": 303, "total_tokens": 1891, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1586, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0083655, "upstream_inference_prompt_cost": 0.0043659, "upstream_inference_completions_cost": 0.0039996}, "completion_tokens_details": {"reasoning_tokens": 101, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.34, "thoughts": "Our infantry column is closing on the likely enemy approach, while the damaged refinery needs repairs to sustain income. Keep pressure toward the northeast and have the rockets join behind the main force.", "notes": "Infantry attack column advancing toward enemy start at 95,11; no current enemy vision. Repair proc #130; save incoming funds for Service Depot, then heavy tanks.", "commands": [{"do": "repair", "building": 130}, {"do": "attack_move", "units": [202, 203, 204, 205, 206, 208, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219, 222, 223], "x": 92, "y": 11}, {"do": "attack_move", "units": [226, 229], "x": 82, "y": 14}, {"do": "rally", "building": 134, "x": 82, "y": 14}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}], "feedback": ["repair #130: ordered", "attack_move: 19 units", "attack_move: 2 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 4400, "deaths_cost": 4200, "units_killed": 25, "units_lost": 31, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12600, "army_value": 2500, "income": 4500, "experience": 44, "order_count": 67}}
{"tick": 10801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:12 (tick 10801 of 21000; you act every 200 ticks = 8s). 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 $225 (storage 4000), power 212 made / 110 used, harvesters 2.\nSCORE: assets $11700, army $3500, killed $4200 (31 units, 0 bldgs), lost $4400 (25 units, 0 bldgs). Map explored 26.1%.\nPRODUCTION: Building: fix 15%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 65%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e3 26%; 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 100%, #175 powr@(93,8) 100%, #224 proc@(95,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #140@(96,9)6%*\n  e3 (Rocket Soldier) x2: #221@(85,10)* #231@(95,9)*\n  ftrk (Mobile Flak) x1: #220@(83,9)44%*\n  harv (Ore Truck (harvester)) x2: #131@(96,22) #225@(98,14)\nVISIBLE ENEMY UNITS (2):\n  #205 e1@(84,14) 100%, #206 e1@(83,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #123: ordered\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Base at (95,11); harvesters are southeast and mining. Power plant #123 is heavily damaged. No enemy units or buildings are currently visible; the last enemy probe was near (83,13).", "raw": "{\"thoughts\":\"The base is intact but Power Plant #123 is critically damaged, so I prioritize restoring power and expanding the economy. The visible enemy probe near the western approach is small, and my current force is too weak for a full attack, so I keep the units in a defensive posture while production continues.\",\"notes\":\"Home base is (95,11). Enemy probe was at (83,14); no enemy buildings seen. Power plant #123 is at 12% and repair was already ordered. Two harvesters are active southeast/east of base. Keep army near the base and continue queues.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"stance\",\"units\":[140,221,231,220],\"stance\":\"defend\"},{\"do\":\"repair\",\"building\":123}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1784, "completion_tokens": 536, "total_tokens": 2320, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.35, "thoughts": "The base is intact but Power Plant #123 is critically damaged, so I prioritize restoring power and expanding the economy. The visible enemy probe near the western approach is small, and my current force is too weak for a full attack, so I keep the units in a defensive posture while production continues.", "notes": "Home base is (95,11). Enemy probe was at (83,14); no enemy buildings seen. Power plant #123 is at 12% and repair was already ordered. Two harvesters are active southeast/east of base. Keep army near the base and continue queues.", "commands": [{"do": "build", "item": "powr"}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}, {"do": "stance", "units": [140, 221, 231, 220], "stance": "defend"}, {"do": "repair", "building": 123}], "feedback": ["build powr: started", "build proc: started", "train 2x e3: queued", "train 2x e1: queued", "stance: 4 units", "repair #123: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4200, "deaths_cost": 4400, "units_killed": 31, "units_lost": 25, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11700, "army_value": 1300, "income": 2750, "experience": 42, "order_count": 72}}
{"tick": 10801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:12 (tick 10801 of 21000; you act every 200 ticks = 8s). 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 $1125 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $13000, army $5100, killed $4400 (25 units, 0 bldgs), lost $4200 (31 units, 0 bldgs). Map explored 26.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x20: #202@(75,13) #203@(75,14) #204@(75,14) #205@(84,14) #206@(83,14) #208@(75,14) #209@(74,15) #210@(71,18) #211@(70,19) #212@(68,21) #213@(67,21) #214@(65,24) #215@(63,26) #216@(60,28) #217@(56,28) #218@(54,28) #219@(51,26) #222@(49,26) #223@(45,24) #232@(16,22)\n  e3 (Rocket Soldier) x3: #226@(35,24) #229@(26,25) #230@(19,20)\n  harv (Ore Truck (harvester)) x2: #132@(7,23)50% #200@(4,28)\nVISIBLE ENEMY UNITS (1):\n  #221 e3@(85,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #130: ordered\n  - attack_move: 19 units\n  - attack_move: 2 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Infantry attack column advancing toward enemy start at 95,11; no current enemy vision. Repair proc #130; save incoming funds for Service Depot, then heavy tanks.", "raw": "{\"thoughts\":\"Our infantry column is at the enemy approach and should continue sweeping the likely base location. I will preserve funds for the Service Depot/heavy-tank transition while keeping the barracks active with a small reinforcement batch.\",\"notes\":\"Attack all combat units toward enemy start (95,11); enemy rocket spotted at 85,10. Proc #130 is being repaired. Build Service Depot as soon as funds reach $1200, then produce Heavy Tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":75,\"y\":14},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1587, "completion_tokens": 393, "total_tokens": 1980, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1585, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00955075, "upstream_inference_prompt_cost": 0.00436315, "upstream_inference_completions_cost": 0.0051876}, "completion_tokens_details": {"reasoning_tokens": 223, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.87, "thoughts": "Our infantry column is at the enemy approach and should continue sweeping the likely base location. I will preserve funds for the Service Depot/heavy-tank transition while keeping the barracks active with a small reinforcement batch.", "notes": "Attack all combat units toward enemy start (95,11); enemy rocket spotted at 85,10. Proc #130 is being repaired. Build Service Depot as soon as funds reach $1200, then produce Heavy Tanks.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 134, "x": 75, "y": 14}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}], "feedback": ["attack_move: 23 units", "train 3x e1: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 4400, "deaths_cost": 4200, "units_killed": 25, "units_lost": 31, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13000, "army_value": 2900, "income": 5000, "experience": 44, "order_count": 67}}
{"tick": 11001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:20 (tick 11001 of 21000; you act every 200 ticks = 8s). 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 4000), power 208 made / 110 used, harvesters 2.\nSCORE: assets $10800, army $2600, killed $4300 (32 units, 0 bldgs), lost $5300 (27 units, 0 bldgs). Map explored 26.2%.\nPRODUCTION: Building: fix 27%; Building: proc 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 90%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e3 76%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 96%, #175 powr@(93,8) 100%, #224 proc@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #140@(96,9)6%*\n  e3 (Rocket Soldier) x1: #231@(95,9)*\n  harv (Ore Truck (harvester)) x2: #131@(101,27) #225@(103,24)\nVISIBLE ENEMY UNITS (1):\n  #205 e1@(88,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - build proc: started\n  - train 2x e3: queued\n  - train 2x e1: queued\n  - stance: 4 units\n  - repair #123: ordered\nYOUR NOTES FROM LAST TURN: Home base is (95,11). Enemy probe was at (83,14); no enemy buildings seen. Power plant #123 is at 12% and repair was already ordered. Two harvesters are active southeast/east of base. Keep army near the base and continue queues.", "raw": "{\"thoughts\":\"The base is stable and production queues are active, but only two combat units are available and a hostile rifleman is probing near the base. I will focus both defenders on that probe while continuing the existing construction and production queues.\",\"notes\":\"Home base is (95,11). Enemy rifleman #205 is visible at (88,13); no enemy buildings are visible. Two harvesters are active southeast/east. Building queues: power plant, refinery, Service Depot, and additional structures are progressing; infantry and Mobile Flak queues are also active.\",\"commands\":[{\"do\":\"attack\",\"units\":[140,231],\"target\":205},{\"do\":\"repair\",\"building\":123},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":225}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1836, "completion_tokens": 308, "total_tokens": 2144, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 139, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.21, "thoughts": "The base is stable and production queues are active, but only two combat units are available and a hostile rifleman is probing near the base. I will focus both defenders on that probe while continuing the existing construction and production queues.", "notes": "Home base is (95,11). Enemy rifleman #205 is visible at (88,13); no enemy buildings are visible. Two harvesters are active southeast/east. Building queues: power plant, refinery, Service Depot, and additional structures are progressing; infantry and Mobile Flak queues are also active.", "commands": [{"do": "attack", "units": [140, 231], "target": 205}, {"do": "repair", "building": 123}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 225}], "feedback": ["attack: 2 units", "repair #123: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4300, "deaths_cost": 5300, "units_killed": 32, "units_lost": 27, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 400, "income": 3000, "experience": 43, "order_count": 78}}
{"tick": 11001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:20 (tick 11001 of 21000; you act every 200 ticks = 8s). 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 $825 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $13200, army $5300, killed $5300 (27 units, 0 bldgs), lost $4300 (32 units, 0 bldgs). Map explored 26.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (27) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x22: #202@(81,12)52% #203@(81,12) #204@(81,12)88% #205@(88,13) #208@(81,12)97% #209@(80,10) #210@(79,10) #211@(78,11) #212@(75,14) #213@(75,14) #214@(72,17) #215@(70,19) #216@(68,21) #217@(65,24) #218@(64,25) #219@(61,27) #222@(58,28) #223@(54,28) #232@(24,24) #233@(20,21) #234@(17,21) #235@(15,22)\n  e3 (Rocket Soldier) x3: #226@(46,24) #229@(36,24) #230@(27,25)\n  harv (Ore Truck (harvester)) x2: #132@(2,28)50% #200@(7,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 23 units\n  - train 3x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Attack all combat units toward enemy start (95,11); enemy rocket spotted at 85,10. Proc #130 is being repaired. Build Service Depot as soon as funds reach $1200, then produce Heavy Tanks.", "raw": "{\"thoughts\":\"Our infantry spearhead is nearing the enemy start, but we need armor production urgently. Keep all combat units advancing, repair the damaged refinery, and spend available cash on more rifles while saving for the Service Depot.\",\"notes\":\"Enemy base likely at 95,11; infantry attack column spans 54-88,13. Repair proc #130; build fix immediately once $1200 is available, then train heavy tanks.\",\"commands\":[{\"do\":\"repair\",\"building\":130},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":12},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1601, "completion_tokens": 299, "total_tokens": 1900, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1599, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00834845, "upstream_inference_prompt_cost": 0.00440165, "upstream_inference_completions_cost": 0.0039468}, "completion_tokens_details": {"reasoning_tokens": 144, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.55, "thoughts": "Our infantry spearhead is nearing the enemy start, but we need armor production urgently. Keep all combat units advancing, repair the damaged refinery, and spend available cash on more rifles while saving for the Service Depot.", "notes": "Enemy base likely at 95,11; infantry attack column spans 54-88,13. Repair proc #130; build fix immediately once $1200 is available, then train heavy tanks.", "commands": [{"do": "repair", "building": 130}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 134, "x": 88, "y": 12}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["repair #130: ordered", "train 5x e1: queued", "rally #134: ordered", "attack_move: 25 units"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 5300, "deaths_cost": 4300, "units_killed": 27, "units_lost": 32, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13200, "army_value": 3100, "income": 5000, "experience": 53, "order_count": 70}}
{"tick": 11201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:28 (tick 11201 of 21000; you act every 200 ticks = 8s). 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 4000), power 188 made / 110 used, harvesters 2.\nSCORE: assets $10400, army $2200, killed $4300 (32 units, 0 bldgs), lost $5700 (29 units, 0 bldgs). Map explored 26.3%.\nPRODUCTION: Building: fix 27%; Building: proc 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 90%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e3 76%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 3%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 85%, #175 powr@(93,8) 100%, #224 proc@(95,15) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(95,19) #225@(105,25)\nVISIBLE ENEMY UNITS (3):\n  #205 e1@(88,13) 40%, #209 e1@(88,10) 100%, #210 e1@(88,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - repair #123: ordered\nYOUR NOTES FROM LAST TURN: Home base is (95,11). Enemy rifleman #205 is visible at (88,13); no enemy buildings are visible. Two harvesters are active southeast/east. Building queues: power plant, refinery, Service Depot, and additional structures are progressing; infantry and Mobile Flak queues are also active.", "raw": "{\"thoughts\":\"We have no combat units and the enemy has three riflemen probing our base, while the heavily damaged power plant is already being repaired. Production is already backed up, so reinforce the queues with rally points near the northern approach once units emerge.\",\"notes\":\"Base (95,11); enemy riflemen at (88,10)-(88,13), likely northern raiding force. Two harvesters active. Service Depot, structures, Mobile Flak, rocket soldiers, and rifle infantry are in production. Power plant #123 is at 3% and repair was ordered.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":90,\"y\":10},{\"do\":\"rally\",\"building\":158,\"x\":90,\"y\":10}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1791, "completion_tokens": 369, "total_tokens": 2160, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.88, "thoughts": "We have no combat units and the enemy has three riflemen probing our base, while the heavily damaged power plant is already being repaired. Production is already backed up, so reinforce the queues with rally points near the northern approach once units emerge.", "notes": "Base (95,11); enemy riflemen at (88,10)-(88,13), likely northern raiding force. Two harvesters active. Service Depot, structures, Mobile Flak, rocket soldiers, and rifle infantry are in production. Power plant #123 is at 3% and repair was ordered.", "commands": [{"do": "rally", "building": 133, "x": 90, "y": 10}, {"do": "rally", "building": 158, "x": 90, "y": 10}], "feedback": ["rally #133: ordered", "rally #158: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4300, "deaths_cost": 5700, "units_killed": 32, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 0, "income": 2500, "experience": 43, "order_count": 78}}
{"tick": 11201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:28 (tick 11201 of 21000; you act every 200 ticks = 8s). 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 $1005 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $13500, army $5600, killed $5700 (29 units, 0 bldgs), lost $4300 (32 units, 0 bldgs). Map explored 26.3%.\nPRODUCTION: Infantry: e1 21%; 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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (30) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x25: #202@(88,12)52% #203@(88,12) #204@(88,12)88% #205@(88,13)40% #208@(88,12)97% #209@(88,10) #210@(88,10) #211@(87,10) #212@(85,12) #213@(84,12) #214@(80,10) #215@(78,11) #216@(75,14) #217@(73,16) #218@(71,18) #219@(69,20) #222@(66,23) #223@(64,25) #232@(34,24) #233@(29,24) #234@(26,25) #235@(23,24) #236@(20,21) #237@(17,21) #238@(15,22)\n  e3 (Rocket Soldier) x3: #226@(55,28) #229@(47,24) #230@(36,24)\n  harv (Ore Truck (harvester)) x2: #132@(8,22)50% #200@(7,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #130: ordered\n  - train 5x e1: queued\n  - rally #134: ordered\n  - attack_move: 25 units\nYOUR NOTES FROM LAST TURN: Enemy base likely at 95,11; infantry attack column spans 54-88,13. Repair proc #130; build fix immediately once $1200 is available, then train heavy tanks.", "raw": "{\"thoughts\":\"Our infantry spearhead is approaching the likely enemy start while reinforcements trail behind. Keep all combat units advancing, preserve the damaged refinery through repair, and save incoming income for a Service Depot and armor production.\",\"notes\":\"Enemy still unseen; infantry column moving east toward (95,11). Repairing proc #130. Build fix as soon as $1200 is available, then queue heavy tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":16},{\"do\":\"rally\",\"building\":159,\"x\":70,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200},{\"do\":\"repair\",\"building\":130}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1638, "completion_tokens": 272, "total_tokens": 1910, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1636, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0080938, "upstream_inference_prompt_cost": 0.0045034, "upstream_inference_completions_cost": 0.0035904}, "completion_tokens_details": {"reasoning_tokens": 99, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.58, "thoughts": "Our infantry spearhead is approaching the likely enemy start while reinforcements trail behind. Keep all combat units advancing, preserve the damaged refinery through repair, and save incoming income for a Service Depot and armor production.", "notes": "Enemy still unseen; infantry column moving east toward (95,11). Repairing proc #130. Build fix as soon as $1200 is available, then queue heavy tanks.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 70, "y": 16}, {"do": "rally", "building": 159, "x": 70, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}, {"do": "repair", "building": 130}], "feedback": ["attack_move: 28 units", "rally #134: ordered", "rally #159: ordered", "repair #130: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 5700, "deaths_cost": 4300, "units_killed": 29, "units_lost": 32, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13500, "army_value": 3400, "income": 5000, "experience": 57, "order_count": 75}}
{"tick": 11401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:36 (tick 11401 of 21000; you act every 200 ticks = 8s). 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 4000), power 115 made / 110 used, harvesters 2.\nSCORE: assets $11000, army $3100, killed $4300 (32 units, 0 bldgs), lost $6000 (29 units, 1 bldgs). Map explored 26.3%.\nPRODUCTION: Building: fix 41%; Building: proc 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 17%; Vehicle: ftrk 0%; Infantry: e1 93%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #164 powr@(93,14) 38%, #175 powr@(93,8) 77%, #224 proc@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #242@(93,9)\n  ftrk (Mobile Flak) x1: #240@(93,12)\n  harv (Ore Truck (harvester)) x2: #131@(97,23) #225@(99,20)\nVISIBLE ENEMY UNITS (12):\n  #202 e1@(89,12) 46%, #203 e1@(88,12) 100%, #204 e1@(88,12) 88%, #205 e1@(88,13) 40%, #208 e1@(88,12) 97%, #209 e1@(89,10) 90%, #210 e1@(89,10) 99%, #211 e1@(88,10) 100%, #212 e1@(89,12) 60%, #213 e1@(88,12) 100%, #214 e1@(89,10) 99%, #215 e1@(88,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - rally #158: ordered\nYOUR NOTES FROM LAST TURN: Base (95,11); enemy riflemen at (88,10)-(88,13), likely northern raiding force. Two harvesters active. Service Depot, structures, Mobile Flak, rocket soldiers, and rifle infantry are in production. Power plant #123 is at 3% and repair was ordered.", "raw": "{\"thoughts\":\"A large enemy rifle force is raiding just northwest of the base, while one rocket soldier and one Mobile Flak are available. Both should engage the clustered infantry immediately; the production queues are already well stocked.\",\"notes\":\"Enemy riflemen concentrated at (88,10)-(89,13). Base at (95,11); two harvesters active. Building, vehicle, and infantry queues are full; power is adequate.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[242,240],\"x\":88,\"y\":11},{\"do\":\"repair\",\"building\":164}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1908, "completion_tokens": 235, "total_tokens": 2143, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.16, "thoughts": "A large enemy rifle force is raiding just northwest of the base, while one rocket soldier and one Mobile Flak are available. Both should engage the clustered infantry immediately; the production queues are already well stocked.", "notes": "Enemy riflemen concentrated at (88,10)-(89,13). Base at (95,11); two harvesters active. Building, vehicle, and infantry queues are full; power is adequate.", "commands": [{"do": "attack_move", "units": [242, 240], "x": 88, "y": 11}, {"do": "repair", "building": 164}], "feedback": ["attack_move: 2 units", "repair #164: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4300, "deaths_cost": 6000, "units_killed": 32, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11000, "army_value": 900, "income": 3000, "experience": 43, "order_count": 78}}
{"tick": 11401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:36 (tick 11401 of 21000; you act every 200 ticks = 8s). 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 $1325 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $13700, army $5800, killed $6000 (29 units, 1 bldgs), lost $4300 (32 units, 0 bldgs). Map explored 26.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (32) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x27: #202@(89,12)46% #203@(88,12) #204@(88,12)88% #205@(88,13)40% #208@(88,12)97% #209@(89,10)90% #210@(89,10) #211@(88,10) #212@(89,12)60% #213@(88,12) #214@(89,10) #215@(88,10) #216@(85,12) #217@(81,10) #218@(78,11) #219@(76,13) #222@(74,15) #223@(71,18) #232@(45,24) #233@(40,24) #234@(36,24) #235@(33,24) #236@(29,24) #237@(26,25) #238@(23,24) #239@(21,22) #241@(18,20)\n  e3 (Rocket Soldier) x3: #226@(64,25) #229@(56,28) #230@(47,24)\n  harv (Ore Truck (harvester)) x2: #132@(10,26)50% #200@(7,29)\nVISIBLE ENEMY UNITS (1):\n  #240 ftrk@(93,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 28 units\n  - rally #134: ordered\n  - rally #159: ordered\n  - repair #130: ordered\nYOUR NOTES FROM LAST TURN: Enemy still unseen; infantry column moving east toward (95,11). Repairing proc #130. Build fix as soon as $1200 is available, then queue heavy tanks.", "raw": "{\"thoughts\":\"Our infantry spearhead has reached the likely enemy start and has spotted an enemy Mobile Flak. Build the Service Depot now to unlock Heavy Tanks, keep pressure on the exposed enemy unit, and continue infantry production once ore converts to cash.\",\"notes\":\"Service Depot ordered; enemy presence at roughly (93,12), but buildings remain unspotted. Infantry column is spread from x18 to x89 advancing east; repair on refinery #130 remains important.\",\"commands\":[{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"attack\",\"units\":[202,203,204,205,208,209,210,211,212,213,214,215,216],\"target\":240},{\"do\":\"attack_move\",\"units\":[217,218,219,222,226,229,230,232,233,234,235,236,237,238,239,241],\"x\":100,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":12},{\"do\":\"repair\",\"building\":130}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1649, "completion_tokens": 296, "total_tokens": 1945, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1647, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00844085, "upstream_inference_prompt_cost": 0.00453365, "upstream_inference_completions_cost": 0.0039072}, "completion_tokens_details": {"reasoning_tokens": 76, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.56, "thoughts": "Our infantry spearhead has reached the likely enemy start and has spotted an enemy Mobile Flak. Build the Service Depot now to unlock Heavy Tanks, keep pressure on the exposed enemy unit, and continue infantry production once ore converts to cash.", "notes": "Service Depot ordered; enemy presence at roughly (93,12), but buildings remain unspotted. Infantry column is spread from x18 to x89 advancing east; repair on refinery #130 remains important.", "commands": [{"do": "build", "item": "fix"}, {"do": "attack", "units": [202, 203, 204, 205, 208, 209, 210, 211, 212, 213, 214, 215, 216], "target": 240}, {"do": "attack_move", "units": [217, 218, 219, 222, 226, 229, 230, 232, 233, 234, 235, 236, 237, 238, 239, 241], "x": 100, "y": 11}, {"do": "rally", "building": 134, "x": 90, "y": 12}, {"do": "repair", "building": 130}], "feedback": ["build fix: started", "attack: 13 units", "attack_move: 16 units", "rally #134: ordered", "repair #130: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 6000, "deaths_cost": 4300, "units_killed": 29, "units_lost": 32, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 13700, "army_value": 3600, "income": 5500, "experience": 60, "order_count": 75}}
{"tick": 11601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:44 (tick 11601 of 21000; you act every 200 ticks = 8s). 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 $381 (storage 4000), power 49 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10200, army $2600, killed $4300 (32 units, 0 bldgs), lost $6900 (30 units, 2 bldgs). Map explored 26.3%.\nPRODUCTION: Building: fix 45%; Building: proc 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Building: barr 0%; Building: proc 0%; Building: proc 0%; Building: barr 0%; Vehicle: ftrk 24%; Vehicle: ftrk 0%; Infantry: e1 33%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, 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) 99%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #175 powr@(93,8) 49%, #224 proc@(95,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #243@(94,9)\n  e3 (Rocket Soldier) x1: #242@(93,9)49%\n  harv (Ore Truck (harvester)) x2: #131@(102,26) #225@(96,17)\nVISIBLE ENEMY UNITS (10):\n  #202 e1@(89,12) 39%, #203 e1@(89,12) 97%, #209 e1@(89,10) 67%, #210 e1@(89,10) 95%, #211 e1@(89,10) 91%, #212 e1@(89,12) 4%, #214 e1@(89,10) 31%, #215 e1@(89,10) 99%, #216 e1@(89,12) 98%, #217 e1@(89,9) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - repair #164: ordered\nYOUR NOTES FROM LAST TURN: Enemy riflemen concentrated at (88,10)-(89,13). Base at (95,11); two harvesters active. Building, vehicle, and infantry queues are full; power is adequate.", "raw": "{\"thoughts\":\"Power is critically low at 49/110, so I should queue another Power Plant immediately and repair the damaged existing one. Enemy riflemen are massing just west of the base; pull the two available defenders into a tight defensive position near the barracks rather than sending them into the entire enemy group.\",\"notes\":\"Power deficit 49/110; Building queue currently has a Service Depot at 45%, so queue a Power Plant behind it. Enemy riflemen are concentrated at (88-89,9-13). Defend with e1 #243 and damaged e3 #242 near (91-92,9-10); keep harvesters #131 and #225 mining.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"repair\",\"building\":175},{\"do\":\"move\",\"units\":[242,243],\"x\":91,\"y\":9},{\"do\":\"rally\",\"building\":133,\"x\":92,\"y\":9}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1852, "completion_tokens": 601, "total_tokens": 2453, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.63, "thoughts": "Power is critically low at 49/110, so I should queue another Power Plant immediately and repair the damaged existing one. Enemy riflemen are massing just west of the base; pull the two available defenders into a tight defensive position near the barracks rather than sending them into the entire enemy group.", "notes": "Power deficit 49/110; Building queue currently has a Service Depot at 45%, so queue a Power Plant behind it. Enemy riflemen are concentrated at (88-89,9-13). Defend with e1 #243 and damaged e3 #242 near (91-92,9-10); keep harvesters #131 and #225 mining.", "commands": [{"do": "build", "item": "powr"}, {"do": "repair", "building": 175}, {"do": "move", "units": [242, 243], "x": 91, "y": 9}, {"do": "rally", "building": 133, "x": 92, "y": 9}], "feedback": ["build powr: started", "repair #175: ordered", "move: 2 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4300, "deaths_cost": 6900, "units_killed": 32, "units_lost": 30, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10200, "army_value": 400, "income": 3500, "experience": 43, "order_count": 78}}
{"tick": 11601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:44 (tick 11601 of 21000; you act every 200 ticks = 8s). 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 $1003 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $13700, army $5800, killed $6900 (30 units, 2 bldgs), lost $4300 (32 units, 0 bldgs). Map explored 26.8%.\nPRODUCTION: Building: fix 26%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (32) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x27: #202@(89,12)39%* #203@(89,12)97%* #204@(88,12)88%* #205@(89,13)40%* #208@(88,12)97%* #209@(89,10)67% #210@(89,10)95% #211@(89,10)91% #212@(89,12)4% #213@(88,12)* #214@(89,10)31% #215@(89,10) #216@(89,12)98% #217@(89,9) #218@(88,11) #219@(86,11) #222@(84,14) #223@(78,11) #232@(54,28) #233@(50,26) #234@(47,24) #235@(44,24) #236@(40,24) #237@(36,24) #238@(33,24) #239@(30,24) #241@(27,25)\n  e3 (Rocket Soldier) x3: #226@(73,19) #229@(65,24) #230@(56,28)\n  harv (Ore Truck (harvester)) x2: #132@(11,31)50% #200@(10,20)\nVISIBLE ENEMY UNITS (1):\n  #242 e3@(93,9) 49%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: started\n  - attack: 13 units\n  - attack_move: 16 units\n  - rally #134: ordered\n  - repair #130: ordered\nYOUR NOTES FROM LAST TURN: Service Depot ordered; enemy presence at roughly (93,12), but buildings remain unspotted. Infantry column is spread from x18 to x89 advancing east; repair on refinery #130 remains important.", "raw": "{\"thoughts\":\"Our infantry spearhead has reached the likely enemy start, but enemy structures are still hidden. Finish the Service Depot, keep infantry production active, and press the forward force through the enemy position while repairing the damaged refinery.\",\"notes\":\"Enemy contact at (93,9-12); enemy base likely immediately around (95,11). Service Depot 26%; refinery #130 repairing. Front infantry attack east, trailing column advancing.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"rally\",\"building\":134,\"x\":82,\"y\":13},{\"do\":\"attack\",\"units\":[202,203,204,205,208,209,210,211,212,213,214,215,216,217,218,219],\"target\":242},{\"do\":\"attack_move\",\"units\":[202,203,204,205,208,209,210,211,212,213,214,215,216,217,218,219,222,223,226],\"x\":101,\"y\":11},{\"do\":\"attack_move\",\"units\":[229,230,232,233,234,235,236,237,238,239,241],\"x\":88,\"y\":13},{\"do\":\"repair\",\"building\":130},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1678, "completion_tokens": 431, "total_tokens": 2109, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1676, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0103026, "upstream_inference_prompt_cost": 0.0046134, "upstream_inference_completions_cost": 0.0056892}, "completion_tokens_details": {"reasoning_tokens": 145, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.61, "thoughts": "Our infantry spearhead has reached the likely enemy start, but enemy structures are still hidden. Finish the Service Depot, keep infantry production active, and press the forward force through the enemy position while repairing the damaged refinery.", "notes": "Enemy contact at (93,9-12); enemy base likely immediately around (95,11). Service Depot 26%; refinery #130 repairing. Front infantry attack east, trailing column advancing.", "commands": [{"do": "train", "item": "e1", "count": 10}, {"do": "rally", "building": 134, "x": 82, "y": 13}, {"do": "attack", "units": [202, 203, 204, 205, 208, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219], "target": 242}, {"do": "attack_move", "units": [202, 203, 204, 205, 208, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219, 222, 223, 226], "x": 101, "y": 11}, {"do": "attack_move", "units": [229, 230, 232, 233, 234, 235, 236, 237, 238, 239, 241], "x": 88, "y": 13}, {"do": "repair", "building": 130}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}], "feedback": ["train 10x e1: queued", "rally #134: ordered", "attack: 16 units", "attack_move: 19 units", "attack_move: 11 units", "repair #130: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 6900, "deaths_cost": 4300, "units_killed": 30, "units_lost": 32, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13700, "army_value": 3600, "income": 5500, "experience": 69, "order_count": 76}}
{"tick": 11801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:52 (tick 11801 of 21000; you act every 200 ticks = 8s). 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 $49 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9600, army $2300, killed $4300 (32 units, 0 bldgs), lost $7600 (32 units, 3 bldgs). Map explored 26.3%.\nPRODUCTION: Building: fix 54%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: ftrk 42%; Vehicle: ftrk 0%; Infantry: e3 14%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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) 88%, #129 proc@(98,13) 100%, #133 barr@(95,8) 100%, #158 weap@(98,10) 100%, #224 proc@(95,15) 96%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #245@(94,9)\n  harv (Ore Truck (harvester)) x2: #131@(97,19) #225@(105,25)\nVISIBLE ENEMY UNITS (17):\n  #202 e1@(91,12) 36%, #203 e1@(91,12) 97%, #204 e1@(91,13) 88%, #205 e1@(91,13) 40%, #208 e1@(91,13) 97%, #209 e1@(90,10) 65%, #210 e1@(90,10) 95%, #211 e1@(90,10) 90%, #212 e1@(90,12) 4%, #213 e1@(91,13) 100%, #214 e1@(90,10) 26%, #215 e1@(90,10) 99%, #216 e1@(91,12) 85%, #217 e1@(90,9) 100%, #218 e1@(91,12) 96%, #219 e1@(91,12) 25%, #222 e1@(91,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - repair #175: ordered\n  - move: 2 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Power deficit 49/110; Building queue currently has a Service Depot at 45%, so queue a Power Plant behind it. Enemy riflemen are concentrated at (88-89,9-13). Defend with e1 #243 and damaged e3 #242 near (91-92,9-10); keep harvesters #131 and #225 mining.", "raw": "{\"thoughts\":\"A large enemy rifle group is penetrating the base, but our only visible defender is one rifle infantry unit. Reinforcements and a power plant are already progressing, so the harvester should continue mining while I commit the defender to the raid.\",\"notes\":\"Enemy riflemen concentrated at (90-91,9-14). One e1 defender #245; harvesters #131/#225 continue working. Fix is 54%, with Power Plants queued behind it.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[245],\"x\":91,\"y\":12},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":225}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1896, "completion_tokens": 465, "total_tokens": 2361, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.9, "thoughts": "A large enemy rifle group is penetrating the base, but our only visible defender is one rifle infantry unit. Reinforcements and a power plant are already progressing, so the harvester should continue mining while I commit the defender to the raid.", "notes": "Enemy riflemen concentrated at (90-91,9-14). One e1 defender #245; harvesters #131/#225 continue working. Fix is 54%, with Power Plants queued behind it.", "commands": [{"do": "attack_move", "units": [245], "x": 91, "y": 12}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 225}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4300, "deaths_cost": 7600, "units_killed": 32, "units_lost": 32, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9600, "army_value": 100, "income": 3000, "experience": 43, "order_count": 79}}
{"tick": 11801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 7:52 (tick 11801 of 21000; you act every 200 ticks = 8s). 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 $850 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $14000, army $6100, killed $7600 (32 units, 3 bldgs), lost $4300 (32 units, 0 bldgs). Map explored 27.3%.\nPRODUCTION: Building: fix 54%; Infantry: e1 21%; 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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (35) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x30: #202@(91,12)36% #203@(91,12)97% #204@(91,13)88% #205@(91,13)40% #208@(91,13)97% #209@(90,10)65% #210@(90,10)95% #211@(90,10)90% #212@(90,12)4% #213@(91,13) #214@(90,10)26% #215@(90,10) #216@(91,12)85% #217@(90,9) #218@(91,12)96% #219@(91,12)25% #222@(91,14) #223@(88,11) #232@(63,26) #233@(60,28) #234@(55,28) #235@(53,27) #236@(50,26) #237@(47,24) #238@(44,24) #239@(41,24) #241@(37,24) #244@(20,21) #246@(17,21) #247@(15,22)\n  e3 (Rocket Soldier) x3: #226@(80,12) #229@(72,17) #230@(65,24)\n  harv (Ore Truck (harvester)) x2: #132@(11,21)50% #200@(9,29)\nVISIBLE ENEMY UNITS (1):\n  #245 e1@(94,9) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 10x e1: queued\n  - rally #134: ordered\n  - attack: 16 units\n  - attack_move: 19 units\n  - attack_move: 11 units\n  - repair #130: ordered\nYOUR NOTES FROM LAST TURN: Enemy contact at (93,9-12); enemy base likely immediately around (95,11). Service Depot 26%; refinery #130 repairing. Front infantry attack east, trailing column advancing.", "raw": "{\"thoughts\":\"Our infantry has reached the likely enemy start and should press through it immediately while the trailing force closes in. Service Depot is nearly ready; place it for access to heavier armor, while the damaged refinery continues repairing and harvesters keep income flowing.\",\"notes\":\"Enemy base still presumed around (95,11), only enemy rifle currently visible. Front infantry at (90,10-14), trailing infantry/rockets advancing east; Service Depot 54% building.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[202,203,204,205,208,209,210,211,212,213,214,215,216,217,218,219,222,223,226],\"x\":99,\"y\":11},{\"do\":\"attack_move\",\"units\":[229,230,232,233,234,235,236,237,238,239,241],\"x\":91,\"y\":12},{\"do\":\"attack_move\",\"units\":[244,246,247],\"x\":75,\"y\":18},{\"do\":\"attack\",\"units\":[202,203,204,208,209,210,211,213,215,216,217,218,222,223],\"target\":245},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200},{\"do\":\"rally\",\"building\":134,\"x\":82,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1757, "completion_tokens": 358, "total_tokens": 2115, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1755, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00955625, "upstream_inference_prompt_cost": 0.00483065, "upstream_inference_completions_cost": 0.0047256}, "completion_tokens_details": {"reasoning_tokens": 69, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.26, "thoughts": "Our infantry has reached the likely enemy start and should press through it immediately while the trailing force closes in. Service Depot is nearly ready; place it for access to heavier armor, while the damaged refinery continues repairing and harvesters keep income flowing.", "notes": "Enemy base still presumed around (95,11), only enemy rifle currently visible. Front infantry at (90,10-14), trailing infantry/rockets advancing east; Service Depot 54% building.", "commands": [{"do": "attack_move", "units": [202, 203, 204, 205, 208, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219, 222, 223, 226], "x": 99, "y": 11}, {"do": "attack_move", "units": [229, 230, 232, 233, 234, 235, 236, 237, 238, 239, 241], "x": 91, "y": 12}, {"do": "attack_move", "units": [244, 246, 247], "x": 75, "y": 18}, {"do": "attack", "units": [202, 203, 204, 208, 209, 210, 211, 213, 215, 216, 217, 218, 222, 223], "target": 245}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}, {"do": "rally", "building": 134, "x": 82, "y": 14}], "feedback": ["attack_move: 19 units", "attack_move: 11 units", "attack_move: 3 units", "attack: 14 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 7600, "deaths_cost": 4300, "units_killed": 32, "units_lost": 32, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 14000, "army_value": 3900, "income": 5500, "experience": 76, "order_count": 86}}
{"tick": 12001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:00 (tick 12001 of 21000; you act every 200 ticks = 8s). 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 $296 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9500, army $2200, killed $4300 (32 units, 0 bldgs), lost $7700 (33 units, 3 bldgs). Map explored 26.3%.\nPRODUCTION: Building: fix 61%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Vehicle: ftrk 56%; Vehicle: ftrk 0%; Infantry: e3 42%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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) 62%, #129 proc@(98,13) 100%, #133 barr@(95,8) 85%, #158 weap@(98,10) 100%, #224 proc@(95,15) 89%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(98,20) #225@(103,26)\nVISIBLE ENEMY UNITS (19):\n  #202 e1@(91,12) 36%, #203 e1@(91,12) 97%, #204 e1@(91,13) 88%, #205 e1@(91,13) 40%, #208 e1@(91,13) 97%, #209 e1@(91,10) 65%, #210 e1@(91,10) 95%, #211 e1@(90,10) 90%, #212 e1@(90,12) 4%, #213 e1@(91,13) 100%, #214 e1@(90,10) 26%, #215 e1@(91,10) 99%, #216 e1@(91,12) 85%, #217 e1@(90,9) 100%, #218 e1@(91,12) 96%, #219 e1@(91,12) 25%, #222 e1@(91,14) 100%, #223 e1@(91,11) 100%, #226 e3@(90,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy riflemen concentrated at (90-91,9-14). One e1 defender #245; harvesters #131/#225 continue working. Fix is 54%, with Power Plants queued behind it.", "raw": "{\"thoughts\":\"A large enemy infantry force is massing just west of our damaged base, while we have no combat units currently visible. Our production queues are already well stocked, so prioritize a flame tower for immediate base defense, repair the Construction Yard, and route newly produced infantry toward the enemy concentration.\",\"notes\":\"Enemy main strike force: 19 units around (90-91,9-14), including one e3. Our fix is 61% complete with three power plants already queued behind it; one ftrk and one e3 are producing. Harvesters #131 and #225 are still working. Place the pending Service Depot and defenses as soon as ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"ftur\"},{\"do\":\"repair\",\"building\":121},{\"do\":\"rally\",\"building\":133,\"x\":91,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1847, "completion_tokens": 683, "total_tokens": 2530, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.35, "thoughts": "A large enemy infantry force is massing just west of our damaged base, while we have no combat units currently visible. Our production queues are already well stocked, so prioritize a flame tower for immediate base defense, repair the Construction Yard, and route newly produced infantry toward the enemy concentration.", "notes": "Enemy main strike force: 19 units around (90-91,9-14), including one e3. Our fix is 61% complete with three power plants already queued behind it; one ftrk and one e3 are producing. Harvesters #131 and #225 are still working. Place the pending Service Depot and defenses as soon as ready.", "commands": [{"do": "build", "item": "ftur"}, {"do": "repair", "building": 121}, {"do": "rally", "building": 133, "x": 91, "y": 11}], "feedback": ["build ftur: started", "repair #121: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4300, "deaths_cost": 7700, "units_killed": 32, "units_lost": 33, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9500, "army_value": 0, "income": 3500, "experience": 43, "order_count": 79}}
{"tick": 12001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:00 (tick 12001 of 21000; you act every 200 ticks = 8s). 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 $687 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $14300, army $6400, killed $7700 (33 units, 3 bldgs), lost $4300 (32 units, 0 bldgs). Map explored 27.4%.\nPRODUCTION: Building: fix 82%; Infantry: e1 50%; 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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (38) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x33: #202@(91,12)36% #203@(91,12)97% #204@(91,13)88% #205@(91,13)40% #208@(91,13)97% #209@(91,10)65% #210@(91,10)95% #211@(90,10)90% #212@(90,12)4% #213@(91,13) #214@(90,10)26% #215@(91,10) #216@(91,12)85% #217@(90,9) #218@(91,12)96% #219@(91,12)25% #222@(91,14) #223@(91,11) #232@(71,18) #233@(67,22) #234@(65,24) #235@(63,26) #236@(60,28) #237@(56,28) #238@(53,27) #239@(51,26) #241@(47,24) #244@(29,24) #246@(26,25) #247@(23,24) #248@(21,22) #249@(18,20) #250@(16,22)\n  e3 (Rocket Soldier) x3: #226@(90,13) #229@(82,14) #230@(73,16)\n  harv (Ore Truck (harvester)) x2: #132@(7,27)50% #200@(9,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #121 fact@(95,11) 62%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 19 units\n  - attack_move: 11 units\n  - attack_move: 3 units\n  - attack: 14 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base still presumed around (95,11), only enemy rifle currently visible. Front infantry at (90,10-14), trailing infantry/rockets advancing east; Service Depot 54% building.", "raw": "{\"thoughts\":\"Our assault is at the exposed enemy Construction Yard, which is already damaged and undefended in vision. Finish it immediately while placing the nearly complete Service Depot and repairing the damaged refinery.\",\"notes\":\"Enemy fact #121 at (95,11) is 62%; all infantry and rockets should focus it. Place Service Depot, repair proc #130, then build another refinery when funds arrive.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":121},{\"do\":\"place\",\"item\":\"fix\",\"x\":18,\"y\":14},{\"do\":\"repair\",\"building\":130},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200},{\"do\":\"rally\",\"building\":134,\"x\":91,\"y\":12},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1748, "completion_tokens": 264, "total_tokens": 2012, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1746, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0082907, "upstream_inference_prompt_cost": 0.0048059, "upstream_inference_completions_cost": 0.0034848}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Our assault is at the exposed enemy Construction Yard, which is already damaged and undefended in vision. Finish it immediately while placing the nearly complete Service Depot and repairing the damaged refinery.", "notes": "Enemy fact #121 at (95,11) is 62%; all infantry and rockets should focus it. Place Service Depot, repair proc #130, then build another refinery when funds arrive.", "commands": [{"do": "attack", "units": "all_army", "target": 121}, {"do": "place", "item": "fix", "x": 18, "y": 14}, {"do": "repair", "building": 130}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}, {"do": "rally", "building": 134, "x": 91, "y": 12}, {"do": "build", "item": "proc"}], "feedback": ["attack: 36 units", "place fix: nothing READY TO PLACE with that type", "repair #130: ordered", "rally #134: ordered", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 7700, "deaths_cost": 4300, "units_killed": 33, "units_lost": 32, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 14300, "army_value": 4200, "income": 5500, "experience": 77, "order_count": 86}}
{"tick": 12201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:08 (tick 12201 of 21000; you act every 200 ticks = 8s). 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 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9500, army $2200, killed $4300 (32 units, 0 bldgs), lost $7700 (33 units, 3 bldgs). Map explored 26.3%.\nPRODUCTION: Building: fix 67%; Building: powr 0%; Building: powr 0%; Building: fix 0%; Building: powr 0%; Defense: ftur 11%; Vehicle: ftrk 69%; Vehicle: ftrk 0%; Infantry: e3 67%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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) 12%, #129 proc@(98,13) 100%, #133 barr@(95,8) 83%, #158 weap@(98,10) 100%, #224 proc@(95,15) 89%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(104,26) #225@(95,17)\nVISIBLE ENEMY UNITS (20):\n  #202 e1@(91,12) 36%, #203 e1@(91,12) 97%, #204 e1@(91,13) 88%, #205 e1@(91,13) 40%, #208 e1@(91,13) 97%, #209 e1@(91,10) 65%, #210 e1@(91,10) 95%, #211 e1@(90,10) 90%, #212 e1@(90,12) 4%, #213 e1@(91,13) 100%, #214 e1@(90,10) 26%, #215 e1@(91,10) 99%, #216 e1@(91,12) 85%, #217 e1@(90,9) 100%, #218 e1@(91,12) 96%, #219 e1@(91,12) 25%, #222 e1@(91,14) 100%, #223 e1@(91,11) 100%, #226 e3@(91,13) 100%, #229 e3@(91,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build ftur: started\n  - repair #121: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy main strike force: 19 units around (90-91,9-14), including one e3. Our fix is 61% complete with three power plants already queued behind it; one ftrk and one e3 are producing. Harvesters #131 and #225 are still working. Place the pending Service Depot and defenses as soon as ready.", "raw": "{\"thoughts\":\"Our Construction Yard is critically damaged and an enemy infantry assault is at our base, while the army has been reduced to harvesters. I will prioritize repairing the base, keep the queued power and Service Depot construction moving, and rally newly produced units to the immediate defense point.\",\"notes\":\"Base is under assault by roughly 20 enemy infantry around (90-91,9-14). Construction Yard #121 is at 12% HP; Service Depot is 67% complete with three power plants queued behind it. One ftrk and one e3 are producing; no friendly combat units are currently available.\",\"commands\":[{\"do\":\"repair\",\"building\":121},{\"do\":\"rally\",\"building\":133,\"x\":91,\"y\":12},{\"do\":\"rally\",\"building\":158,\"x\":91,\"y\":12}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1912, "completion_tokens": 417, "total_tokens": 2329, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.77, "thoughts": "Our Construction Yard is critically damaged and an enemy infantry assault is at our base, while the army has been reduced to harvesters. I will prioritize repairing the base, keep the queued power and Service Depot construction moving, and rally newly produced units to the immediate defense point.", "notes": "Base is under assault by roughly 20 enemy infantry around (90-91,9-14). Construction Yard #121 is at 12% HP; Service Depot is 67% complete with three power plants queued behind it. One ftrk and one e3 are producing; no friendly combat units are currently available.", "commands": [{"do": "repair", "building": 121}, {"do": "rally", "building": 133, "x": 91, "y": 12}, {"do": "rally", "building": 158, "x": 91, "y": 12}], "feedback": ["repair #121: ordered", "rally #133: ordered", "rally #158: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4300, "deaths_cost": 7700, "units_killed": 32, "units_lost": 33, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9500, "army_value": 0, "income": 3500, "experience": 43, "order_count": 80}}
{"tick": 12201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:08 (tick 12201 of 21000; you act every 200 ticks = 8s). 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 $648 (storage 4000), power 190 made / 110 used, harvesters 2.\nSCORE: assets $14600, army $6700, killed $7700 (33 units, 3 bldgs), lost $4300 (32 units, 0 bldgs). Map explored 27.4%.\nPRODUCTION: Building: fix READY TO PLACE; Building: proc 0%; Infantry: e1 78%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $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@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%\nYOUR UNITS (41) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x36: #202@(91,12)36% #203@(91,12)97% #204@(91,13)88% #205@(91,13)40% #208@(91,13)97% #209@(91,10)65% #210@(91,10)95% #211@(90,10)90% #212@(90,12)4% #213@(91,13) #214@(90,10)26% #215@(91,10) #216@(91,12)85% #217@(90,9) #218@(91,12)96% #219@(91,12)25% #222@(91,14) #223@(91,11) #232@(80,14) #233@(76,17) #234@(73,19) #235@(71,21) #236@(68,24) #237@(65,27) #238@(63,27) #239@(60,27) #241@(56,28) #244@(40,23) #246@(35,25) #247@(33,24) #248@(31,22) #249@(29,20) #250@(25,22) #251@(21,22) #252@(19,20) #253@(16,22)\n  e3 (Rocket Soldier) x3: #226@(91,13) #229@(91,14) #230@(82,14)\n  harv (Ore Truck (harvester)) x2: #132@(4,28)50% #200@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #121 fact@(95,11) 12%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 36 units\n  - place fix: nothing READY TO PLACE with that type\n  - repair #130: ordered\n  - rally #134: ordered\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy fact #121 at (95,11) is 62%; all infantry and rockets should focus it. Place Service Depot, repair proc #130, then build another refinery when funds arrive.", "raw": "{\"thoughts\":\"The enemy Construction Yard is exposed at 12% HP and our forward infantry/rockets are already at its doorstep. Place the ready Service Depot immediately and keep every combat unit focused on destroying the enemy fact for a direct win.\",\"notes\":\"Enemy fact #121 at (95,11), critically damaged. All army attack it; proc is under construction, infantry e1 queue nearly complete. Place ready fix now.\",\"commands\":[{\"do\":\"place\",\"item\":\"fix\",\"x\":18,\"y\":14},{\"do\":\"attack\",\"units\":\"all_army\",\"target\":121},{\"do\":\"repair\",\"building\":130},{\"do\":\"rally\",\"building\":134,\"x\":91,\"y\":12},{\"do\":\"rally\",\"building\":159,\"x\":91,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1754, "completion_tokens": 288, "total_tokens": 2042, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1752, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008624, "upstream_inference_prompt_cost": 0.0048224, "upstream_inference_completions_cost": 0.0038016}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.44, "thoughts": "The enemy Construction Yard is exposed at 12% HP and our forward infantry/rockets are already at its doorstep. Place the ready Service Depot immediately and keep every combat unit focused on destroying the enemy fact for a direct win.", "notes": "Enemy fact #121 at (95,11), critically damaged. All army attack it; proc is under construction, infantry e1 queue nearly complete. Place ready fix now.", "commands": [{"do": "place", "item": "fix", "x": 18, "y": 14}, {"do": "attack", "units": "all_army", "target": 121}, {"do": "repair", "building": 130}, {"do": "rally", "building": 134, "x": 91, "y": 12}, {"do": "rally", "building": 159, "x": 91, "y": 12}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "attack: 39 units", "repair #130: ordered", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 7700, "deaths_cost": 4300, "units_killed": 33, "units_lost": 32, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 14600, "army_value": 4500, "income": 5500, "experience": 77, "order_count": 87}}
{"tick": 12401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:16 (tick 12401 of 21000; you act every 200 ticks = 8s). 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 $1203 (storage 4000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $7500, army $2200, killed $4300 (32 units, 0 bldgs), lost $9700 (33 units, 4 bldgs). Map explored 26.3%.\nPRODUCTION: Vehicle: ftrk 84%; Vehicle: ftrk 0%; Infantry: e3 97%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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) 59%, #158 weap@(98,10) 100%, #224 proc@(95,15) 42%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(100,20) #225@(99,22)\nVISIBLE ENEMY UNITS (20):\n  #202 e1@(91,12) 36%, #203 e1@(91,12) 97%, #204 e1@(91,13) 88%, #205 e1@(91,13) 40%, #208 e1@(91,13) 97%, #209 e1@(91,10) 65%, #210 e1@(91,10) 95%, #211 e1@(90,10) 90%, #212 e1@(90,12) 9%, #213 e1@(91,13) 100%, #214 e1@(90,10) 26%, #215 e1@(91,10) 99%, #216 e1@(91,12) 85%, #217 e1@(90,9) 100%, #218 e1@(91,12) 96%, #219 e1@(91,12) 25%, #222 e1@(91,14) 100%, #223 e1@(91,11) 100%, #226 e3@(91,13) 100%, #229 e3@(91,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #121: ordered\n  - rally #133: ordered\n  - rally #158: ordered\nYOUR NOTES FROM LAST TURN: Base is under assault by roughly 20 enemy infantry around (90-91,9-14). Construction Yard #121 is at 12% HP; Service Depot is 67% complete with three power plants queued behind it. One ftrk and one e3 are producing; no friendly combat units are currently available.", "raw": "{\"thoughts\":\"Our construction yard and Service Depot were destroyed, but the barracks and war factory are still operational. A large enemy infantry force is inside the base, so I am prioritizing emergency rocket infantry, rifle infantry, and mobile flak while beginning replacement power infrastructure.\",\"notes\":\"Enemy infantry massed at (90-91,9-14); no friendly combat units are currently deployed. Barracks #133 and war factory #158 remain, with refineries under pressure. MCV/construction yard is lost; queues are heavily backed up.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":10},{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"train\",\"item\":\"ftrk\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":90,\"y\":12},{\"do\":\"rally\",\"building\":158,\"x\":91,\"y\":12},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":225}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1783, "completion_tokens": 476, "total_tokens": 2259, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.93, "thoughts": "Our construction yard and Service Depot were destroyed, but the barracks and war factory are still operational. A large enemy infantry force is inside the base, so I am prioritizing emergency rocket infantry, rifle infantry, and mobile flak while beginning replacement power infrastructure.", "notes": "Enemy infantry massed at (90-91,9-14); no friendly combat units are currently deployed. Barracks #133 and war factory #158 remain, with refineries under pressure. MCV/construction yard is lost; queues are heavily backed up.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e3", "count": 10}, {"do": "train", "item": "e1", "count": 10}, {"do": "train", "item": "ftrk", "count": 5}, {"do": "rally", "building": 133, "x": 90, "y": 12}, {"do": "rally", "building": 158, "x": 91, "y": 12}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 225}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 10x e3: queued", "train 10x e1: queued", "train 5x ftrk: queued", "rally #133: ordered", "rally #158: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4300, "deaths_cost": 9700, "units_killed": 32, "units_lost": 33, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 7500, "army_value": 0, "income": 3750, "experience": 43, "order_count": 80}}
{"tick": 12401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:16 (tick 12401 of 21000; you act every 200 ticks = 8s). 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 $301 (storage 4000), power 190 made / 140 used, harvesters 2.\nSCORE: assets $15900, army $6800, killed $9700 (33 units, 4 bldgs), lost $4300 (32 units, 0 bldgs). Map explored 27.4%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%, #254 fix@(19,15) 100%\nYOUR UNITS (42) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x37: #202@(91,12)36%* #203@(91,12)97%* #204@(91,13)88% #205@(91,13)40% #208@(91,13)97% #209@(91,10)65% #210@(91,10)95% #211@(90,10)90%* #212@(90,12)9%* #213@(91,13) #214@(90,10)26% #215@(91,10) #216@(91,12)85% #217@(90,9) #218@(91,12)96% #219@(91,12)25% #222@(91,14) #223@(91,11) #232@(82,14)* #233@(78,15)* #234@(75,18)* #235@(73,19)* #236@(70,22)* #237@(67,25)* #238@(66,26)* #239@(62,27)* #241@(59,28)* #244@(42,23)* #246@(38,25)* #247@(36,24)* #248@(33,22)* #249@(32,20)* #250@(27,22)* #251@(23,23)* #252@(21,21)* #253@(18,20)* #255@(22,23)\n  e3 (Rocket Soldier) x3: #226@(91,13) #229@(91,14) #230@(84,15)*\n  harv (Ore Truck (harvester)) x2: #132@(10,20)50% #200@(7,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 39 units\n  - repair #130: ordered\n  - rally #134: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Enemy fact #121 at (95,11), critically damaged. All army attack it; proc is under construction, infantry e1 queue nearly complete. Place ready fix now.", "raw": "{\"thoughts\":\"Our infantry force is deep in the enemy start area and the enemy Construction Yard was likely destroyed. Keep sweeping the enemy base while the refinery finishes and repair the damaged refinery to sustain income.\",\"notes\":\"Enemy start at 95,11; enemy fact was critically damaged/likely destroyed. Army is strung along route with main force at 91,12; continue sweeping east/northeast.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":101,\"y\":8},{\"do\":\"repair\",\"building\":130},{\"do\":\"rally\",\"building\":134,\"x\":91,\"y\":12},{\"do\":\"rally\",\"building\":159,\"x\":91,\"y\":12},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1789, "completion_tokens": 279, "total_tokens": 2068, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1787, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00860145, "upstream_inference_prompt_cost": 0.00491865, "upstream_inference_completions_cost": 0.0036828}, "completion_tokens_details": {"reasoning_tokens": 82, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "Our infantry force is deep in the enemy start area and the enemy Construction Yard was likely destroyed. Keep sweeping the enemy base while the refinery finishes and repair the damaged refinery to sustain income.", "notes": "Enemy start at 95,11; enemy fact was critically damaged/likely destroyed. Army is strung along route with main force at 91,12; continue sweeping east/northeast.", "commands": [{"do": "attack_move", "units": "all_army", "x": 101, "y": 8}, {"do": "repair", "building": 130}, {"do": "rally", "building": 134, "x": 91, "y": 12}, {"do": "rally", "building": 159, "x": 91, "y": 12}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}], "feedback": ["attack_move: 40 units", "repair #130: ordered", "rally #134: ordered", "rally #159: ordered", "train 5x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 9700, "deaths_cost": 4300, "units_killed": 33, "units_lost": 32, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 15900, "army_value": 4600, "income": 5500, "experience": 97, "order_count": 88}}
{"tick": 12601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:24 (tick 12601 of 21000; you act every 200 ticks = 8s). 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 $703 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6800, army $2900, killed $4300 (32 units, 0 bldgs), lost $11400 (34 units, 5 bldgs). Map explored 26.3%.\nPRODUCTION: Vehicle: ftrk 3%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Infantry: e1 5%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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) 11%, #158 weap@(98,10) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #259@(94,9)81%\n  ftrk (Mobile Flak) x1: #258@(98,11)\n  harv (Ore Truck (harvester)) x2: #131@(97,18) #225@(105,24)\nVISIBLE ENEMY UNITS (22):\n  #202 e1@(93,12) 34%, #203 e1@(94,11) 65%, #204 e1@(93,12) 83%, #205 e1@(93,12) 39%, #208 e1@(93,12) 96%, #209 e1@(91,10) 63%, #210 e1@(91,10) 95%, #211 e1@(91,10) 80%, #212 e1@(91,11) 13%, #213 e1@(93,12) 100%, #214 e1@(90,10) 26%, #215 e1@(91,10) 98%, #216 e1@(93,12) 84%, #217 e1@(90,9) 100%, #218 e1@(92,12) 96%, #219 e1@(92,12) 25%, #222 e1@(92,13) 100%, #223 e1@(91,11) 100%, #226 e3@(92,13) 100%, #229 e3@(92,13) 100%, #230 e3@(92,13) 100%, #232 e1@(92,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train 10x e3: queued\n  - train 10x e1: queued\n  - train 5x ftrk: queued\n  - rally #133: ordered\n  - rally #158: ordered\nYOUR NOTES FROM LAST TURN: Enemy infantry massed at (90-91,9-14); no friendly combat units are currently deployed. Barracks #133 and war factory #158 remain, with refineries under pressure. MCV/construction yard is lost; queues are heavily backed up.", "raw": "{\"thoughts\":\"The base is overrun by about 22 enemy infantry. I have no Construction Yard and no power, and the barracks is at 11% HP. I'll sell the dying barracks so the enemy gets no kill value, cancel the clogged infantry queue so the money goes to Mobile Flak, and fight with the flak and my one rifleman while the harvesters keep mining away from the fight.\",\"notes\":\"No CY, no power. Enemy infantry blob at (90-94,9-13) inside base. Strategy: preserve assets, produce ftrk from weap #158, keep harvesters mining safely. Sold barracks.\",\"commands\":[{\"do\":\"sell\",\"building\":133},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"attack\",\"units\":[258,259],\"target\":212},{\"do\":\"stance\",\"units\":[258,259],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":225},{\"do\":\"rally\",\"building\":158,\"x\":99,\"y\":12}]}", "routed_model": "anthropic/claude-opus-5.5", "usage": {"prompt_tokens": 2792, "completion_tokens": 994, "total_tokens": 3786, "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": 0.031048, "upstream_inference_prompt_cost": 0.011168, "upstream_inference_completions_cost": 0.01988}, "completion_tokens_details": {"reasoning_tokens": 509, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 13.71, "thoughts": "The base is overrun by about 22 enemy infantry. I have no Construction Yard and no power, and the barracks is at 11% HP. I'll sell the dying barracks so the enemy gets no kill value, cancel the clogged infantry queue so the money goes to Mobile Flak, and fight with the flak and my one rifleman while the harvesters keep mining away from the fight.", "notes": "No CY, no power. Enemy infantry blob at (90-94,9-13) inside base. Strategy: preserve assets, produce ftrk from weap #158, keep harvesters mining safely. Sold barracks.", "commands": [{"do": "sell", "building": 133}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "attack", "units": [258, 259], "target": 212}, {"do": "stance", "units": [258, 259], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 225}, {"do": "rally", "building": 158, "x": 99, "y": 12}], "feedback": ["sell #133: ordered", "attack: 2 units", "stance: 2 units", "rally #158: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4300, "deaths_cost": 11400, "units_killed": 32, "units_lost": 34, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 6800, "army_value": 700, "income": 4000, "experience": 43, "order_count": 105}}
{"tick": 12601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:24 (tick 12601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 190 made / 140 used, harvesters 2.\nSCORE: assets $16000, army $6900, killed $11400 (34 units, 5 bldgs), lost $4300 (32 units, 0 bldgs). Map explored 27.9%.\nPRODUCTION: Building: proc 37%; Infantry: e3 27%; 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: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%, #254 fix@(19,15) 100%\nYOUR UNITS (43) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x38: #202@(93,12)34% #203@(94,11)65% #204@(93,12)83% #205@(93,12)39% #208@(93,12)96% #209@(91,10)63% #210@(91,10)95% #211@(91,10)80% #212@(91,11)13% #213@(93,12) #214@(90,10)26% #215@(91,10)98% #216@(93,12)84% #217@(90,9) #218@(92,12)96% #219@(92,12)25% #222@(92,13) #223@(91,11) #232@(92,13) #233@(85,8) #234@(82,11) #235@(80,12) #236@(75,14) #237@(72,17) #238@(71,18) #239@(69,20) #241@(67,22) #244@(51,26) #246@(48,26) #247@(47,24) #248@(43,24) #249@(41,24) #250@(36,24) #251@(33,24) #252@(30,24) #253@(26,25) #255@(32,24) #257@(20,21)\n  e3 (Rocket Soldier) x3: #226@(92,13) #229@(92,13) #230@(92,13)\n  harv (Ore Truck (harvester)) x2: #132@(6,29)50% #200@(9,27)\nVISIBLE ENEMY UNITS (2):\n  #258 ftrk@(98,11) 100%, #259 e1@(94,9) 81%\nVISIBLE ENEMY BUILDINGS (1):\n  #133 barr@(95,8) 11%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 40 units\n  - repair #130: ordered\n  - rally #134: ordered\n  - rally #159: ordered\n  - train 5x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy start at 95,11; enemy fact was critically damaged/likely destroyed. Army is strung along route with main force at 91,12; continue sweeping east/northeast.", "raw": "{\"thoughts\":\"Our forward force is on top of the enemy start and their last visible barracks is nearly destroyed. Keep all combat units aggressively clearing the area while the refinery completes to restore spending power.\",\"notes\":\"Enemy start 95,11. Destroy #133 barracks and sweep around 95,8; refinery #130 is 37% and must be placed when ready.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":133},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":101,\"y\":7},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200},{\"do\":\"repair\",\"building\":130}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1875, "completion_tokens": 219, "total_tokens": 2094, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1873, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00804595, "upstream_inference_prompt_cost": 0.00515515, "upstream_inference_completions_cost": 0.0028908}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "Our forward force is on top of the enemy start and their last visible barracks is nearly destroyed. Keep all combat units aggressively clearing the area while the refinery completes to restore spending power.", "notes": "Enemy start 95,11. Destroy #133 barracks and sweep around 95,8; refinery #130 is 37% and must be placed when ready.", "commands": [{"do": "attack", "units": "all_army", "target": 133}, {"do": "attack_move", "units": "all_army", "x": 101, "y": 7}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}, {"do": "repair", "building": 130}], "feedback": ["attack: 41 units", "attack_move: 41 units", "repair #130: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 11400, "deaths_cost": 4300, "units_killed": 34, "units_lost": 32, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 16000, "army_value": 4700, "income": 5075, "experience": 114, "order_count": 95}}
{"tick": 12801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:32 (tick 12801 of 21000; you act every 200 ticks = 8s). 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 $17 + stored ore $595 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $5600, army $2200, killed $4500 (34 units, 0 bldgs), lost $12200 (37 units, 5 bldgs). Map explored 26.3%.\nPRODUCTION: Vehicle: ftrk 21%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; 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) 43%, #158 weap@(98,10) 88%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(105,25) #225@(102,21)\nVISIBLE ENEMY UNITS (22):\n  #202 e1@(94,11) 13%, #204 e1@(93,12) 77%, #205 e1@(94,11) 6%, #208 e1@(94,11) 73%, #209 e1@(94,10) 28%, #210 e1@(94,10) 91%, #211 e1@(93,10) 76%, #213 e1@(94,11) 38%, #214 e1@(94,10) 26%, #215 e1@(94,10) 93%, #216 e1@(93,12) 84%, #217 e1@(94,8) 100%, #218 e1@(94,11) 84%, #219 e1@(93,11) 21%, #222 e1@(94,12) 100%, #223 e1@(94,10) 93%, #226 e3@(93,13) 100%, #229 e3@(94,12) 98%, #230 e3@(94,12) 95%, #232 e1@(93,13) 100%, #233 e1@(95,6) 100%, #234 e1@(92,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - sell #133: ordered\n  - attack: 2 units\n  - stance: 2 units\n  - rally #158: ordered\nYOUR NOTES FROM LAST TURN: No CY, no power. Enemy infantry blob at (90-94,9-13) inside base. Strategy: preserve assets, produce ftrk from weap #158, keep harvesters mining safely. Sold barracks.", "raw": "{\"thoughts\":\"We are asset-poor with no Construction Yard or power, so the refinery and war factory must be preserved while newly produced Flak Trucks defend against the large enemy infantry force. Keep both harvesters mining and continue filling the war factory queue.\",\"notes\":\"No CY or power. Enemy infantry massed inside our base at (92-95,6-13). War factory #158 has multiple ftrk queues; rally toward the enemy blob. Harvesters #131 and #225 are at the map edge and should mine.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":225},{\"do\":\"train\",\"item\":\"ftrk\",\"count\":10},{\"do\":\"rally\",\"building\":158,\"x\":92,\"y\":11}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1669, "completion_tokens": 435, "total_tokens": 2104, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 141, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.95, "thoughts": "We are asset-poor with no Construction Yard or power, so the refinery and war factory must be preserved while newly produced Flak Trucks defend against the large enemy infantry force. Keep both harvesters mining and continue filling the war factory queue.", "notes": "No CY or power. Enemy infantry massed inside our base at (92-95,6-13). War factory #158 has multiple ftrk queues; rally toward the enemy blob. Harvesters #131 and #225 are at the map edge and should mine.", "commands": [{"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 225}, {"do": "train", "item": "ftrk", "count": 10}, {"do": "rally", "building": 158, "x": 92, "y": 11}], "feedback": ["train 10x ftrk: queued", "rally #158: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4500, "deaths_cost": 12200, "units_killed": 34, "units_lost": 37, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 5600, "army_value": 0, "income": 4017, "experience": 45, "order_count": 115}}
{"tick": 12801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:32 (tick 12801 of 21000; you act every 200 ticks = 8s). 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 $361 (storage 4000), power 190 made / 140 used, harvesters 2.\nSCORE: assets $15800, army $6700, killed $12200 (37 units, 5 bldgs), lost $4500 (34 units, 0 bldgs). Map explored 28.7%.\nPRODUCTION: Building: proc 42%; Infantry: e3 51%; 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: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%, #254 fix@(19,15) 100%\nYOUR UNITS (41) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x36: #202@(94,11)13% #204@(93,12)77% #205@(94,11)6% #208@(94,11)73% #209@(94,10)28% #210@(94,10)91% #211@(93,10)76% #213@(94,11)38% #214@(94,10)26% #215@(94,10)93% #216@(93,12)84% #217@(94,8) #218@(94,11)84% #219@(93,11)21% #222@(94,12) #223@(94,10)93% #232@(93,13) #233@(95,6) #234@(92,10) #235@(91,11) #236@(85,14) #237@(80,9) #238@(78,10) #239@(77,12) #241@(74,15) #244@(61,27) #246@(58,28) #247@(56,28) #248@(52,27) #249@(51,26) #250@(47,24) #251@(44,24) #252@(41,24) #253@(36,24) #255@(43,24) #257@(29,24)\n  e3 (Rocket Soldier) x3: #226@(93,13) #229@(94,12)98% #230@(94,12)95%\n  harv (Ore Truck (harvester)) x2: #132@(9,22)50% #200@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #158 weap@(98,10) 88%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 41 units\n  - attack_move: 41 units\n  - repair #130: ordered\nYOUR NOTES FROM LAST TURN: Enemy start 95,11. Destroy #133 barracks and sweep around 95,8; refinery #130 is 37% and must be placed when ready.", "raw": "{\"thoughts\":\"Our infantry swarm is at the enemy start and their War Factory is the only visible remaining structure. Focus all combat units on destroying it, while the damaged refinery continues repairs and ore converts into cash for resumed production.\",\"notes\":\"Enemy start 95,11. Visible enemy War Factory #158 at 98,10; all army ordered to destroy. Own refinery #130 repairing at 37%; building queue refinery is 42%.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":158},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"repair\",\"building\":130},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":200}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1809, "completion_tokens": 240, "total_tokens": 2049, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1807, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00814165, "upstream_inference_prompt_cost": 0.00497365, "upstream_inference_completions_cost": 0.003168}, "completion_tokens_details": {"reasoning_tokens": 84, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.43, "thoughts": "Our infantry swarm is at the enemy start and their War Factory is the only visible remaining structure. Focus all combat units on destroying it, while the damaged refinery continues repairs and ore converts into cash for resumed production.", "notes": "Enemy start 95,11. Visible enemy War Factory #158 at 98,10; all army ordered to destroy. Own refinery #130 repairing at 37%; building queue refinery is 42%.", "commands": [{"do": "attack", "units": "all_army", "target": 158}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "repair", "building": 130}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 200}], "feedback": ["attack: 39 units", "stance: 39 units", "repair #130: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 12200, "deaths_cost": 4500, "units_killed": 37, "units_lost": 34, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 15800, "army_value": 4500, "income": 5075, "experience": 122, "order_count": 95}}
{"tick": 13001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:40 (tick 13001 of 21000; you act every 200 ticks = 8s). 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 $17 + stored ore $984 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $5600, army $2200, killed $4500 (34 units, 0 bldgs), lost $12200 (37 units, 5 bldgs). Map explored 26.4%.\nPRODUCTION: Vehicle: ftrk 40%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; 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) 42%, #158 weap@(98,10) 16%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #131@(103,23) #225@(98,14)\nVISIBLE ENEMY UNITS (24):\n  #202 e1@(94,11) 13%, #204 e1@(93,12) 77%, #205 e1@(94,11) 6%, #208 e1@(94,11) 73%, #209 e1@(94,10) 28%, #210 e1@(94,10) 91%, #211 e1@(93,10) 76%, #213 e1@(94,11) 38%, #214 e1@(94,10) 26%, #215 e1@(94,10) 93%, #216 e1@(93,12) 84%, #217 e1@(94,8) 100%, #218 e1@(94,11) 84%, #219 e1@(93,11) 21%, #222 e1@(94,12) 100%, #223 e1@(94,10) 93%, #226 e3@(93,13) 100%, #229 e3@(94,12) 98%, #230 e3@(94,12) 95%, #232 e1@(93,13) 100%, #233 e1@(95,6) 100%, #234 e1@(93,10) 100%, #235 e1@(93,10) 100%, #236 e1@(94,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 10x ftrk: queued\n  - rally #158: ordered\nYOUR NOTES FROM LAST TURN: No CY or power. Enemy infantry massed inside our base at (92-95,6-13). War factory #158 has multiple ftrk queues; rally toward the enemy blob. Harvesters #131 and #225 are at the map edge and should mine.", "raw": "{\"thoughts\":\"Our base is under immediate infantry attack, but we have no combat units, no Construction Yard, and only $17. The war factory is badly damaged and power is unavailable, so I will keep both harvesters mining and stop wasting the stalled vehicle production until funds are available.\",\"notes\":\"Enemy infantry massed at (92-95,6-13) inside our base. Harvesters #131 and #225 are mining. No CY or power; #158 weap is at 16% HP with stalled ftrk queues.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":225},{\"do\":\"cancel\",\"item\":\"ftrk\"}]}", "routed_model": "stealth/space-bunny-alpha", "usage": {"prompt_tokens": 1771, "completion_tokens": 529, "total_tokens": 2300, "cost": 0, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 140, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0, "upstream_inference_prompt_cost": 0, "upstream_inference_completions_cost": 0}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.42, "thoughts": "Our base is under immediate infantry attack, but we have no combat units, no Construction Yard, and only $17. The war factory is badly damaged and power is unavailable, so I will keep both harvesters mining and stop wasting the stalled vehicle production until funds are available.", "notes": "Enemy infantry massed at (92-95,6-13) inside our base. Harvesters #131 and #225 are mining. No CY or power; #158 weap is at 16% HP with stalled ftrk queues.", "commands": [{"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 225}, {"do": "cancel", "item": "ftrk"}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 4500, "deaths_cost": 12200, "units_killed": 34, "units_lost": 37, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 5600, "army_value": 0, "income": 4517, "experience": 45, "order_count": 125}}
{"tick": 13001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:40 (tick 13001 of 21000; you act every 200 ticks = 8s). 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 $196 (storage 4000), power 190 made / 140 used, harvesters 2.\nSCORE: assets $16100, army $7000, killed $12200 (37 units, 5 bldgs), lost $4500 (34 units, 0 bldgs). Map explored 28.8%.\nPRODUCTION: Building: proc 65%; Infantry: e3 61%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%, #254 fix@(19,15) 100%\nYOUR UNITS (42) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x36: #202@(94,11)13% #204@(93,12)77% #205@(94,11)6% #208@(94,11)73% #209@(94,10)28% #210@(94,10)91% #211@(93,10)76% #213@(94,11)38% #214@(94,10)26% #215@(94,10)93% #216@(93,12)84% #217@(94,8) #218@(94,11)84% #219@(93,11)21% #222@(94,12) #223@(94,10)93% #232@(93,13) #233@(95,6) #234@(93,10) #235@(93,10) #236@(94,13) #237@(90,10) #238@(89,10) #239@(87,12) #241@(85,14) #244@(69,23) #246@(67,25) #247@(65,27) #248@(62,27) #249@(60,27) #250@(56,28) #251@(53,27) #252@(51,26) #253@(47,24) #255@(52,27) #257@(40,24)\n  e3 (Rocket Soldier) x4: #226@(93,13) #229@(94,12)98% #230@(94,12)95% #261@(19,20)\n  harv (Ore Truck (harvester)) x2: #132@(7,24)50% #200@(3,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #129 proc@(98,13) 42%, #158 weap@(98,10) 16%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 39 units\n  - stance: 39 units\n  - repair #130: ordered\nYOUR NOTES FROM LAST TURN: Enemy start 95,11. Visible enemy War Factory #158 at 98,10; all army ordered to destroy. Own refinery #130 repairing at 37%; building queue refinery is 42%.", "raw": "{\"thoughts\":\"Our infantry swarm is inside the exposed enemy base and their remaining visible refinery and war factory are critically damaged. Focus all combat units on these buildings for the immediate win while repairing our damaged refinery and maintaining pressure.\",\"notes\":\"Enemy base at 95,11; visible #158 weap 16% at 98,10 and #129 proc 42% at 98,13. All infantry stream is already at/approaching base; own #130 refinery damaged but repair ordered.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":158},{\"do\":\"attack\",\"units\":\"all_army\",\"target\":129},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"repair\",\"building\":130},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":159,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1826, "completion_tokens": 308, "total_tokens": 2134, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1824, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009086, "upstream_inference_prompt_cost": 0.0050204, "upstream_inference_completions_cost": 0.0040656}, "completion_tokens_details": {"reasoning_tokens": 111, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.12, "thoughts": "Our infantry swarm is inside the exposed enemy base and their remaining visible refinery and war factory are critically damaged. Focus all combat units on these buildings for the immediate win while repairing our damaged refinery and maintaining pressure.", "notes": "Enemy base at 95,11; visible #158 weap 16% at 98,10 and #129 proc 42% at 98,13. All infantry stream is already at/approaching base; own #130 refinery damaged but repair ordered.", "commands": [{"do": "attack", "units": "all_army", "target": 158}, {"do": "attack", "units": "all_army", "target": 129}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "repair", "building": 130}, {"do": "rally", "building": 134, "x": 95, "y": 11}, {"do": "rally", "building": 159, "x": 95, "y": 11}], "feedback": ["attack: 40 units", "attack: 40 units", "stance: 40 units", "repair #130: ordered", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "kills_cost": 12200, "deaths_cost": 4500, "units_killed": 37, "units_lost": 34, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 16100, "army_value": 4800, "income": 5075, "experience": 122, "order_count": 95}}
{"tick": 13201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:48 (tick 13201 of 21000; you act every 200 ticks = 8s). 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 $17 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $0, army $0, killed $4500 (34 units, 0 bldgs), lost $15600 (37 units, 7 bldgs). Map explored 28%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (2):\n  #132 harv@(3,29) 50%, #200 harv@(8,28) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy infantry massed at (92-95,6-13) inside our base. Harvesters #131 and #225 are mining. No CY or power; #158 weap is at 16% HP with stalled ftrk queues.", "raw": "{\"thoughts\":\"We have no units, buildings, or production capacity, so there are no available actions.\",\"notes\":\"Base and army eliminated; waiting for the match to end.\",\"commands\":[]}", "routed_model": "openai/gpt-6-sol", "usage": {"prompt_tokens": 1115, "completion_tokens": 74, "total_tokens": 1189, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1113, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00387915, "upstream_inference_prompt_cost": 0.00306515, "upstream_inference_completions_cost": 0.000814}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.41, "thoughts": "We have no units, buildings, or production capacity, so there are no available actions.", "notes": "Base and army eliminated; waiting for the match to end.", "commands": [], "feedback": [], "stats": {"win_state": "Lost", "faction": "ukraine", "kills_cost": 4500, "deaths_cost": 15600, "units_killed": 34, "units_lost": 37, "buildings_killed": 0, "buildings_lost": 7, "assets_value": 0, "army_value": 0, "income": 4017, "experience": 45, "order_count": 126}}
{"tick": 13201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 8:48 (tick 13201 of 21000; you act every 200 ticks = 8s). 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 190 made / 140 used, harvesters 2.\nSCORE: assets $16100, army $7000, killed $15600 (37 units, 7 bldgs), lost $4500 (34 units, 0 bldgs). Map explored 28.9%.\nPRODUCTION: Building: proc 72%; Infantry: e3 93%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #130 proc@(16,17) 37%, #134 barr@(15,21) 100%, #159 weap@(12,13) 100%, #165 powr@(15,15) 90%, #199 proc@(10,19) 100%, #254 fix@(19,15) 100%\nYOUR UNITS (42) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x36: #202@(94,11)13%* #204@(93,12)77%* #205@(94,11)6%* #208@(94,11)73%* #209@(94,10)28%* #210@(94,10)91%* #211@(93,10)76%* #213@(94,11)38%* #214@(94,10)26%* #215@(94,10)93%* #216@(93,12)84%* #217@(95,9)* #218@(94,11)84%* #219@(93,11)21%* #222@(94,12)* #223@(94,10)93%* #232@(93,13)* #233@(95,9)* #234@(93,10)* #235@(95,9)* #236@(94,13)* #237@(93,13)* #238@(93,13)* #239@(92,12)* #241@(89,14)* #244@(73,19)* #246@(71,21)* #247@(69,23)* #248@(66,26)* #249@(64,27)* #250@(61,28)* #251@(57,28)* #252@(54,28)* #253@(51,26)* #255@(56,28)* #257@(45,24)*\n  e3 (Rocket Soldier) x4: #226@(93,13)* #229@(94,12)98%* #230@(94,12)95%* #261@(23,21)*\n  harv (Ore Truck (harvester)) x2: #132@(3,29)50% #200@(8,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 40 units\n  - attack: 40 units\n  - stance: 40 units\n  - repair #130: ordered\n  - rally #134: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at 95,11; visible #158 weap 16% at 98,10 and #129 proc 42% at 98,13. All infantry stream is already at/approaching base; own #130 refinery damaged but repair ordered.", "raw": "{\"thoughts\":\"Our infantry mass is inside the enemy start area and should finish any remaining structures immediately. Keep pressure on the last known enemy base cells while repairing the damaged refinery and maintaining forward rallies.\",\"notes\":\"Enemy base centered around 95,11; last known war factory 98,10 and refinery 98,13. Infantry mass is at/near target; refinery #130 is damaged and under repair.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":98,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"repair\",\"building\":130},{\"do\":\"rally\",\"building\":134,\"x\":94,\"y\":11},{\"do\":\"rally\",\"building\":159,\"x\":94,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1860, "completion_tokens": 284, "total_tokens": 2144, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1858, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0088627, "upstream_inference_prompt_cost": 0.0051139, "upstream_inference_completions_cost": 0.0037488}, "completion_tokens_details": {"reasoning_tokens": 114, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.95, "thoughts": "Our infantry mass is inside the enemy start area and should finish any remaining structures immediately. Keep pressure on the last known enemy base cells while repairing the damaged refinery and maintaining forward rallies.", "notes": "Enemy base centered around 95,11; last known war factory 98,10 and refinery 98,13. Infantry mass is at/near target; refinery #130 is damaged and under repair.", "commands": [{"do": "attack_move", "units": "all_army", "x": 98, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "repair", "building": 130}, {"do": "rally", "building": 134, "x": 94, "y": 11}, {"do": "rally", "building": 159, "x": 94, "y": 11}], "feedback": ["attack_move: 40 units", "stance: 40 units", "repair #130: ordered", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Won", "faction": "russia", "kills_cost": 15600, "deaths_cost": 4500, "units_killed": 37, "units_lost": 34, "buildings_killed": 7, "buildings_lost": 0, "assets_value": 16100, "army_value": 4800, "income": 4575, "experience": 156, "order_count": 95}}
