{"tick": 1, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy MCV to start base, then queue power plant.\",\"notes\":\"Enemy likely at (95,11). Start base at (12,16). Plan: deploy MCV, build powr, proc, barracks, war factory, then attack.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1648, "completion_tokens": 105, "total_tokens": 1753, "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": 0.004346, "upstream_inference_prompt_cost": 0.003296, "upstream_inference_completions_cost": 0.00105}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.15, "thoughts": "Deploy MCV to start base, then queue power plant.", "notes": "Enemy likely at (95,11). Start base at (12,16). Plan: deploy MCV, build powr, proc, barracks, war factory, then attack.", "commands": [{"do": "deploy", "unit": 119}], "feedback": ["deploy #119: 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": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Starting the match. Deploying MCV immediately to establish our Construction Yard and queuing our first Power Plant.\",\"notes\":\"Opening build order: powr -> proc -> tent -> weap. Enemy likely at (12, 16).\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1153, "completion_tokens": 110, "total_tokens": 1263, "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": 0.0025545, "upstream_inference_prompt_cost": 0.0017295, "upstream_inference_completions_cost": 0.000825}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.15, "thoughts": "Starting the match. Deploying MCV immediately to establish our Construction Yard and queuing our first Power Plant.", "notes": "Opening build order: powr -> proc -> tent -> weap. Enemy likely at (12, 16).", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "france", "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": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11). Start base at (12,16). Plan: deploy MCV, build powr, proc, barracks, war factory, then attack.", "raw": "{\"thoughts\":\"Deploy MCV already ordered; now start economy build queue.\",\"notes\":\"Enemy likely at (95,11). Build order: powr, proc, barr, weap. Expand army once economy running.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1706, "completion_tokens": 93, "total_tokens": 1799, "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": 0.004342, "upstream_inference_prompt_cost": 0.003412, "upstream_inference_completions_cost": 0.00093}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.4, "thoughts": "Deploy MCV already ordered; now start economy build queue.", "notes": "Enemy likely at (95,11). Build order: powr, proc, barr, weap. Expand army once economy running.", "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": 0}}
{"tick": 201, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening build order: powr -> proc -> tent -> weap. Enemy likely at (12, 16).", "raw": "{\"thoughts\": \"MCV successfully deployed into ConYard. Power plant should finish shortly or needs to be queued/placed.\", \"notes\": \"Build powr -> proc -> tent -> weap. Target enemy around (12, 16).\", \"commands\": [{\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1188, "completion_tokens": 67, "total_tokens": 1255, "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": 0.0022845, "upstream_inference_prompt_cost": 0.001782, "upstream_inference_completions_cost": 0.0005025}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.79, "thoughts": "MCV successfully deployed into ConYard. Power plant should finish shortly or needs to be queued/placed.", "notes": "Build powr -> proc -> tent -> weap. Target enemy around (12, 16).", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "france", "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": "anthropic/claude-sonnet-5", "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 (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  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11). Build order: powr, proc, barr, weap. Expand army once economy running.", "raw": "{\"thoughts\":\"Place power plant, then start ore refinery and barracks to build economy.\",\"notes\":\"Enemy likely at (95,11). Build order: powr, proc, barr, weap. Expand army once economy running.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1696, "completion_tokens": 127, "total_tokens": 1823, "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": 0.004662, "upstream_inference_prompt_cost": 0.003392, "upstream_inference_completions_cost": 0.00127}, "completion_tokens_details": {"reasoning_tokens": 17, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.05, "thoughts": "Place power plant, then start ore refinery and barracks to build economy.", "notes": "Enemy likely at (95,11). Build order: powr, proc, barr, weap. Expand army once economy running.", "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": 1}}
{"tick": 401, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Build powr -> proc -> tent -> weap. Target enemy around (12, 16).", "raw": "{\"thoughts\": \"Power plant is ready; placing it immediately and starting an Ore Refinery to establish economy and get a harvester.\", \"notes\": \"Plan: proc -> tent -> weap -> 2nd proc. Enemy likely at (12, 16).\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1179, "completion_tokens": 82, "total_tokens": 1261, "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": 0.0023835, "upstream_inference_prompt_cost": 0.0017685, "upstream_inference_completions_cost": 0.000615}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.93, "thoughts": "Power plant is ready; placing it immediately and starting an Ore Refinery to establish economy and get a harvester.", "notes": "Plan: proc -> tent -> weap -> 2nd proc. Enemy likely at (12, 16).", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "france", "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": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11). Build order: powr, proc, barr, weap. Expand army once economy running.", "raw": "{\"thoughts\":\"Continue economy buildup: proc, barr, then war factory. Keep queue busy.\",\"notes\":\"Enemy at (95,11). Build order: proc, barr, weap, expand army. Fact at (12,16), powr at (10,16).\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1803, "completion_tokens": 108, "total_tokens": 1911, "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": 0.004686, "upstream_inference_prompt_cost": 0.003606, "upstream_inference_completions_cost": 0.00108}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.3, "thoughts": "Continue economy buildup: proc, barr, then war factory. Keep queue busy.", "notes": "Enemy at (95,11). Build order: proc, barr, weap, expand army. Fact at (12,16), powr at (10,16).", "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": 2}}
{"tick": 601, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Plan: proc -> tent -> weap -> 2nd proc. Enemy likely at (12, 16).", "raw": "{\"thoughts\": \"Power plant is placed and active. Now starting Ore Refinery (proc) to establish economy.\", \"notes\": \"Plan: proc -> tent -> weap -> 2nd proc. Enemy likely at (12, 16).\", \"commands\": [{\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1256, "completion_tokens": 67, "total_tokens": 1323, "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": 0.0023865, "upstream_inference_prompt_cost": 0.001884, "upstream_inference_completions_cost": 0.0005025}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.38, "thoughts": "Power plant is placed and active. Now starting Ore Refinery (proc) to establish economy.", "notes": "Plan: proc -> tent -> weap -> 2nd proc. Enemy likely at (12, 16).", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "france", "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": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: proc, barr, weap, expand army. Fact at (12,16), powr at (10,16).", "raw": "{\"thoughts\":\"Continue economy build-up: after proc finishes, place it, then build barracks and power. Keep queue busy.\",\"notes\":\"Enemy at (95,11). Build order: proc, barr, powr, weap, expand army. Fact at (12,16), powr at (10,16). Waiting for proc to finish and place.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1760, "completion_tokens": 131, "total_tokens": 1891, "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": 0.00483, "upstream_inference_prompt_cost": 0.00352, "upstream_inference_completions_cost": 0.00131}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "Continue economy build-up: after proc finishes, place it, then build barracks and power. Keep queue busy.", "notes": "Enemy at (95,11). Build order: proc, barr, powr, weap, expand army. Fact at (12,16), powr at (10,16). Waiting for proc to finish and place.", "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": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Plan: proc -> tent -> weap -> 2nd proc. Enemy likely at (12, 16).", "raw": "{\"thoughts\": \"Refinery is currently building at 23%. Waiting for it to finish so we can get our economy rolling with the free harvester.\", \"notes\": \"Plan: place proc -> tent -> weap -> 2nd proc. Enemy likely at (12, 16).\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1229, "completion_tokens": 66, "total_tokens": 1295, "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": 0.0023385, "upstream_inference_prompt_cost": 0.0018435, "upstream_inference_completions_cost": 0.000495}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.6, "thoughts": "Refinery is currently building at 23%. Waiting for it to finish so we can get our economy rolling with the free harvester.", "notes": "Plan: place proc -> tent -> weap -> 2nd proc. Enemy likely at (12, 16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "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": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: proc, barr, powr, weap, expand army. Fact at (12,16), powr at (10,16). Waiting for proc to finish and place.", "raw": "{\"thoughts\":\"Continue economy buildup; proc and powr are queued. Once ready, place them and start barracks.\",\"notes\":\"Enemy at (95,11). Build order: proc, powr, barr, weap. Fact at (12,16), powr at (10,16). Waiting for proc to finish and place.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1786, "completion_tokens": 109, "total_tokens": 1895, "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": 0.004662, "upstream_inference_prompt_cost": 0.003572, "upstream_inference_completions_cost": 0.00109}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.96, "thoughts": "Continue economy buildup; proc and powr are queued. Once ready, place them and start barracks.", "notes": "Enemy at (95,11). Build order: proc, powr, barr, weap. Fact at (12,16), powr at (10,16). Waiting for proc to finish and place.", "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": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Plan: place proc -> tent -> weap -> 2nd proc. Enemy likely at (12, 16).", "raw": "{\"thoughts\": \"Refinery is currently building at 46%. No units or defenses needed yet, waiting for refinery completion to start harvesting and build Allied Barracks.\", \"notes\": \"Plan: place proc upon completion, then build tent -> weap. Harvester will auto-mine.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1216, "completion_tokens": 63, "total_tokens": 1279, "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": 0.0022965, "upstream_inference_prompt_cost": 0.001824, "upstream_inference_completions_cost": 0.0004725}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.33, "thoughts": "Refinery is currently building at 46%. No units or defenses needed yet, waiting for refinery completion to start harvesting and build Allied Barracks.", "notes": "Plan: place proc upon completion, then build tent -> weap. Harvester will auto-mine.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "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": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: proc, powr, barr, weap. Fact at (12,16), powr at (10,16). Waiting for proc to finish and place.", "raw": "{\"thoughts\":\"Continue base build-up: wait for proc, keep queue busy with barracks next.\",\"notes\":\"Enemy at (95,11). Build order: proc, powr, barr, weap. Fact at (12,16), powr at (10,16). Waiting for proc/powr to finish and place.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1752, "completion_tokens": 107, "total_tokens": 1859, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004574, "upstream_inference_prompt_cost": 0.003504, "upstream_inference_completions_cost": 0.00107}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.16, "thoughts": "Continue base build-up: wait for proc, keep queue busy with barracks next.", "notes": "Enemy at (95,11). Build order: proc, powr, barr, weap. Fact at (12,16), powr at (10,16). Waiting for proc/powr to finish and place.", "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": 1201, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Plan: place proc upon completion, then build tent -> weap. Harvester will auto-mine.", "raw": "{\"thoughts\": \"Ore Refinery is almost finished. I need to queue Barracks (tent) once ready, place the refinery, and start vehicle production soon.\", \"notes\": \"Placing proc next turn, then building tent then weap. Harvester will deploy automatically.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1211, "completion_tokens": 59, "total_tokens": 1270, "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": 0.002259, "upstream_inference_prompt_cost": 0.0018165, "upstream_inference_completions_cost": 0.0004425}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.49, "thoughts": "Ore Refinery is almost finished. I need to queue Barracks (tent) once ready, place the refinery, and start vehicle production soon.", "notes": "Placing proc next turn, then building tent then weap. Harvester will deploy automatically.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "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": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: proc, powr, barr, weap. Fact at (12,16), powr at (10,16). Waiting for proc/powr to finish and place.", "raw": "{\"thoughts\":\"Continue base setup: proc and powr are building. Once ready I'll place them. Queue barracks next.\",\"notes\":\"Enemy at (95,11). Build order: proc, powr, barr, weap. Fact at (12,16), powr at (10,16). Place proc/powr when ready near base.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1755, "completion_tokens": 111, "total_tokens": 1866, "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": 0.00462, "upstream_inference_prompt_cost": 0.00351, "upstream_inference_completions_cost": 0.00111}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.27, "thoughts": "Continue base setup: proc and powr are building. Once ready I'll place them. Queue barracks next.", "notes": "Enemy at (95,11). Build order: proc, powr, barr, weap. Fact at (12,16), powr at (10,16). Place proc/powr when ready near base.", "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": 1401, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Placing proc next turn, then building tent then weap. Harvester will deploy automatically.", "raw": "{\"thoughts\": \"Ore Refinery is finishing momentarily; pre-queue tent (barracks) immediately after. Once placed, get a second refinery or war factory depending on tech tree unlocks.\", \"notes\": \"Place proc when ready, build tent, prepare for weap / second proc.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}, {\"do\": \"build\", \"item\": \"tent\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1208, "completion_tokens": 85, "total_tokens": 1293, "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": 0.0024495, "upstream_inference_prompt_cost": 0.001812, "upstream_inference_completions_cost": 0.0006375}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.91, "thoughts": "Ore Refinery is finishing momentarily; pre-queue tent (barracks) immediately after. Once placed, get a second refinery or war factory depending on tech tree unlocks.", "notes": "Place proc when ready, build tent, prepare for weap / second proc.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "france", "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": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: proc, powr, barr, weap. Fact at (12,16), powr at (10,16). Place proc/powr when ready near base.", "raw": "{\"thoughts\":\"Place proc, keep building powr, then barracks.\",\"notes\":\"Enemy at (95,11). Build order: proc placed, powr building, then barr, then weap. Fact@(12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":14,\"y\":16},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1757, "completion_tokens": 114, "total_tokens": 1871, "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": 0.004654, "upstream_inference_prompt_cost": 0.003514, "upstream_inference_completions_cost": 0.00114}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.15, "thoughts": "Place proc, keep building powr, then barracks.", "notes": "Enemy at (95,11). Build order: proc placed, powr building, then barr, then weap. Fact@(12,16).", "commands": [{"do": "place", "item": "proc", "x": 14, "y": 16}, {"do": "build", "item": "barr"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Place proc when ready, build tent, prepare for weap / second proc.", "raw": "{\"thoughts\": \"Ore Refinery is ready to place now. Place proc to get our economy and first harvester started, and ensure barracks completes next.\", \"notes\": \"Place proc, complete tent, then build weap for vehicles.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1240, "completion_tokens": 61, "total_tokens": 1301, "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": 0.0023175, "upstream_inference_prompt_cost": 0.00186, "upstream_inference_completions_cost": 0.0004575}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.32, "thoughts": "Ore Refinery is ready to place now. Place proc to get our economy and first harvester started, and ensure barracks completes next.", "notes": "Place proc, complete tent, then build weap for vehicles.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2978 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.8%.\nPRODUCTION: Building: barr 64%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: proc placed, powr building, then barr, then weap. Fact@(12,16).", "raw": "{\"thoughts\":\"Continue economy buildup, queue proc #2 after barracks, keep power ahead.\",\"notes\":\"Enemy at (95,11). Build order: barr -> powr -> proc#2 -> weap. Keep expanding army once barracks done.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1869, "completion_tokens": 95, "total_tokens": 1964, "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": 0.004688, "upstream_inference_prompt_cost": 0.003738, "upstream_inference_completions_cost": 0.00095}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "Continue economy buildup, queue proc #2 after barracks, keep power ahead.", "notes": "Enemy at (95,11). Build order: barr -> powr -> proc#2 -> weap. Keep expanding army once barracks done.", "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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1801, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2978 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Place proc, complete tent, then build weap for vehicles.", "raw": "{\"thoughts\": \"Tent is finishing up shortly. I will queue a War Factory (weap) next to get vehicles rolling, and prepare to place tent and start training infantry for defense and scouting.\", \"notes\": \"Place tent when done, build weap, train riflemen/scouts, scout towards (12, 16).\", \"commands\": [{\"do\": \"build\", \"item\": \"weap\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1306, "completion_tokens": 87, "total_tokens": 1393, "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": 0.0026115, "upstream_inference_prompt_cost": 0.001959, "upstream_inference_completions_cost": 0.0006525}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.23, "thoughts": "Tent is finishing up shortly. I will queue a War Factory (weap) next to get vehicles rolling, and prepare to place tent and start training infantry for defense and scouting.", "notes": "Place tent when done, build weap, train riflemen/scouts, scout towards (12, 16).", "commands": [{"do": "build", "item": "weap"}], "feedback": ["build weap: started"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4%.\nPRODUCTION: Building: barr READY TO PLACE; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(18,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: barr -> powr -> proc#2 -> weap. Keep expanding army once barracks done.", "raw": "{\"thoughts\":\"Place barracks, continue power plant, start expanding economy with second ore refinery and war factory soon.\",\"notes\":\"Enemy at (95,11). Build order: place barr, powr building, then proc#2 and weap. Start training infantry once barr placed.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1819, "completion_tokens": 126, "total_tokens": 1945, "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": 0.004898, "upstream_inference_prompt_cost": 0.003638, "upstream_inference_completions_cost": 0.00126}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.23, "thoughts": "Place barracks, continue power plant, start expanding economy with second ore refinery and war factory soon.", "notes": "Enemy at (95,11). Build order: place barr, powr building, then proc#2 and weap. Start training infantry once barr placed.", "commands": [{"do": "place", "item": "barr"}, {"do": "build", "item": "proc"}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "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": 6}}
{"tick": 2001, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: tent READY TO PLACE; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Place tent when done, build weap, train riflemen/scouts, scout towards (12, 16).", "raw": "{\"thoughts\": \"Place the completed Barracks and immediately start training scout/defense infantry. Keep the War Factory building to transition rapidly into armor.\", \"notes\": \"War Factory building, scout towards (12, 16) with initial infantry, prepare second proc or armor once weap finishes.\", \"commands\": [{\"do\": \"place\", \"item\": \"tent\"}, {\"do\": \"train\", \"item\": \"e1\", \"count\": 5}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1311, "completion_tokens": 113, "total_tokens": 1424, "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": 0.002814, "upstream_inference_prompt_cost": 0.0019665, "upstream_inference_completions_cost": 0.0008475}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.4, "thoughts": "Place the completed Barracks and immediately start training scout/defense infantry. Keep the War Factory building to transition rapidly into armor.", "notes": "War Factory building, scout towards (12, 16) with initial infantry, prepare second proc or armor once weap finishes.", "commands": [{"do": "place", "item": "tent"}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place tent: 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": "france", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2491 + stored ore $235 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: proc 23%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(15,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: place barr, powr building, then proc#2 and weap. Start training infantry once barr placed.", "raw": "{\"thoughts\":\"Base is established. Keep building economy: proc and powr in progress. Start training infantry from barracks now, and queue more production.\",\"notes\":\"Enemy at (95,11). Building proc#2 and powr. Once done, build weap and train tanks. Train infantry now from barr.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1955, "completion_tokens": 122, "total_tokens": 2077, "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": 0.00513, "upstream_inference_prompt_cost": 0.00391, "upstream_inference_completions_cost": 0.00122}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.78, "thoughts": "Base is established. Keep building economy: proc and powr in progress. Start training infantry from barracks now, and queue more production.", "notes": "Enemy at (95,11). Building proc#2 and powr. Once done, build weap and train tanks. Train infantry now from barr.", "commands": [{"do": "train", "item": "e1", "count": 3}], "feedback": ["train 3x 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": 225, "experience": 0, "order_count": 8}}
{"tick": 2201, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2508 + stored ore $468 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: 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: War Factory building, scout towards (12, 16) with initial infantry, prepare second proc or armor once weap finishes.", "raw": "{\"thoughts\": \"Barracks is up, War Factory is under construction. I will train infantry for defense/scouting and prepare to place War Factory and follow up with tanks or a second refinery.\", \"notes\": \"Weap finishing soon. Training riflemen and rocket soldiers. Enemy likely at (12, 16).\", \"commands\": [{\"do\": \"train\", \"item\": \"e1\", \"count\": 4}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1436, "completion_tokens": 109, "total_tokens": 1545, "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": 0.0029715, "upstream_inference_prompt_cost": 0.002154, "upstream_inference_completions_cost": 0.0008175}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.47, "thoughts": "Barracks is up, War Factory is under construction. I will train infantry for defense/scouting and prepare to place War Factory and follow up with tanks or a second refinery.", "notes": "Weap finishing soon. Training riflemen and rocket soldiers. Enemy likely at (12, 16).", "commands": [{"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["train 4x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 475, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2343 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.4%.\nPRODUCTION: Building: proc 47%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(12,14) #137@(11,14)* #138@(12,14)*\n  harv (Ore Truck (harvester)) x1: #131@(19,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc#2 and powr. Once done, build weap and train tanks. Train infantry now from barr.", "raw": "{\"thoughts\":\"Economy building up, keep training infantry and queue power/war factory next.\",\"notes\":\"Enemy at (95,11). Building proc#2+powr. Next build weap after those, then tanks. Keep training e1/e3.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1975, "completion_tokens": 129, "total_tokens": 2104, "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": 0.00524, "upstream_inference_prompt_cost": 0.00395, "upstream_inference_completions_cost": 0.00129}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.88, "thoughts": "Economy building up, keep training infantry and queue power/war factory next.", "notes": "Enemy at (95,11). Building proc#2+powr. Next build weap after those, then tanks. Keep training e1/e3.", "commands": [{"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x 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": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 11}}
{"tick": 2401, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2321 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: weap 32%; Infantry: e3 74%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #136@(95,9)*\n  harv (Ore Truck (harvester)) x1: #132@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Weap finishing soon. Training riflemen and rocket soldiers. Enemy likely at (12, 16).", "raw": "{\"thoughts\": \"War Factory is progressing well and infantry is training. We have plenty of cash ($2321), so we can prepare more infantry production and send our idle scout towards the enemy start to reveal the map.\", \"notes\": \"Weap finishing soon. Scout sent west toward (12, 16). Will build 1tnk/2tnk/jeep once War Factory finishes.\", \"commands\": [{\"do\": \"move\", \"units\": [136], \"x\": 60, \"y\": 20}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}, {\"do\": \"train\", \"item\": \"e1\", \"count\": 3}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1456, "completion_tokens": 154, "total_tokens": 1610, "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": 0.003339, "upstream_inference_prompt_cost": 0.002184, "upstream_inference_completions_cost": 0.001155}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.68, "thoughts": "War Factory is progressing well and infantry is training. We have plenty of cash ($2321), so we can prepare more infantry production and send our idle scout towards the enemy start to reveal the map.", "notes": "Weap finishing soon. Scout sent west toward (12, 16). Will build 1tnk/2tnk/jeep once War Factory finishes.", "commands": [{"do": "move", "units": [136], "x": 60, "y": 20}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["move: 1 units", "train 2x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 14}}
{"tick": 2601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1810 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5800, army $1600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: proc 70%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #135@(13,13)* #137@(13,14)* #138@(13,13)* #140@(11,14)* #142@(12,14)*\n  harv (Ore Truck (harvester)) x1: #131@(16,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc#2+powr. Next build weap after those, then tanks. Keep training e1/e3.", "raw": "{\"thoughts\":\"Economy building underway. Keep training infantry and queue war factory next for tanks.\",\"notes\":\"Enemy at (95,11). proc+powr building. Next: weap, then tanks (3tnk). Keep training e1/e3, defend with idle infantry near base.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1993, "completion_tokens": 162, "total_tokens": 2155, "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": 0.005606, "upstream_inference_prompt_cost": 0.003986, "upstream_inference_completions_cost": 0.00162}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.52, "thoughts": "Economy building underway. Keep training infantry and queue war factory next for tanks.", "notes": "Enemy at (95,11). proc+powr building. Next: weap, then tanks (3tnk). Keep training e1/e3, defend with idle infantry near base.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "build", "item": "weap"}], "feedback": ["train 2x e3: queued", "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": 5800, "army_value": 500, "income": 500, "experience": 0, "order_count": 13}}
{"tick": 2601, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1660 + 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%.\nPRODUCTION: Building: weap 49%; Infantry: e1 51%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #136@(85,10) #141@(96,8)* #143@(95,9)*\n  e3 (Rocket Soldier) x1: #139@(94,9)*\n  harv (Ore Truck (harvester)) x1: #132@(101,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - train 2x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Weap finishing soon. Scout sent west toward (12, 16). Will build 1tnk/2tnk/jeep once War Factory finishes.", "raw": "{\"thoughts\": \"War Factory is nearly done. Continue scouting west with rifle infantry and keep assembling our base defense force.\", \"notes\": \"War Factory will finish in a few seconds. Need proc #2 next or power plant. Continue scouting toward (12, 16).\", \"commands\": [{\"do\": \"move\", \"units\": [136], \"x\": 60, \"y\": 12}, {\"do\": \"attack_move\", \"units\": [139, 141, 143], \"x\": 90, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1530, "completion_tokens": 129, "total_tokens": 1659, "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": 0.0032625, "upstream_inference_prompt_cost": 0.002295, "upstream_inference_completions_cost": 0.0009675}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.89, "thoughts": "War Factory is nearly done. Continue scouting west with rifle infantry and keep assembling our base defense force.", "notes": "War Factory will finish in a few seconds. Need proc #2 next or power plant. Continue scouting toward (12, 16).", "commands": [{"do": "move", "units": [136], "x": 60, "y": 12}, {"do": "attack_move", "units": [139, 141, 143], "x": 90, "y": 14}], "feedback": ["move: 1 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "france", "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": 19}}
{"tick": 2801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1152 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6100, army $1900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: proc 94%; Building: weap 0%; Building: powr 0%; Infantry: e3 8%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #135@(13,13)* #137@(13,14)* #138@(13,13)* #140@(10,13) #142@(12,14)*\n  e3 (Rocket Soldier) x1: #145@(11,14)\n  harv (Ore Truck (harvester)) x1: #131@(15,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). proc+powr building. Next: weap, then tanks (3tnk). Keep training e1/e3, defend with idle infantry near base.", "raw": "{\"thoughts\":\"Continue economy build up: proc finishing, weap started. Queue more power and train infantry. Keep idle army grouped near base.\",\"notes\":\"Enemy at (95,11). Building weap+powr. Plan tanks after weap done. Keep training e1/e3, group idle_army near base.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2057, "completion_tokens": 127, "total_tokens": 2184, "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": 0.005384, "upstream_inference_prompt_cost": 0.004114, "upstream_inference_completions_cost": 0.00127}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.62, "thoughts": "Continue economy build up: proc finishing, weap started. Queue more power and train infantry. Keep idle army grouped near base.", "notes": "Enemy at (95,11). Building weap+powr. Plan tanks after weap done. Keep training e1/e3, group idle_army near base.", "commands": [{"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x 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": 6100, "army_value": 800, "income": 500, "experience": 0, "order_count": 16}}
{"tick": 2801, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1088 + stored ore $406 (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 7.8%.\nPRODUCTION: Building: weap 66%; Infantry: e3 94%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #136@(76,14) #141@(90,13) #143@(90,14)* #144@(94,9)*\n  e3 (Rocket Soldier) x1: #139@(90,14)*\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: War Factory will finish in a few seconds. Need proc #2 next or power plant. Continue scouting toward (12, 16).", "raw": "{\"thoughts\":\"War factory is finishing shortly. I will scout west toward the enemy base at (12, 16) with my lead rifleman while assembling defensive infantry. Once the War Factory completes, we'll queue a second refinery or light tanks.\",\"notes\":\"Weap finishing. Scout west to (12, 16). Next building: proc #2 or powr depending on power drain.\",\"commands\":[{\"do\":\"move\",\"units\":[136],\"x\":50,\"y\":15},{\"do\":\"attack_move\",\"units\":[141,143,144,139],\"x\":80,\"y\":14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1521, "completion_tokens": 142, "total_tokens": 1663, "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": 0.0033465, "upstream_inference_prompt_cost": 0.0022815, "upstream_inference_completions_cost": 0.001065}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.36, "thoughts": "War factory is finishing shortly. I will scout west toward the enemy base at (12, 16) with my lead rifleman while assembling defensive infantry. Once the War Factory completes, we'll queue a second refinery or light tanks.", "notes": "Weap finishing. Scout west to (12, 16). Next building: proc #2 or powr depending on power drain.", "commands": [{"do": "move", "units": [136], "x": 50, "y": 15}, {"do": "attack_move", "units": [141, 143, 144, 139], "x": 80, "y": 14}], "feedback": ["move: 1 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 19}}
{"tick": 3001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1126 + stored ore $119 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6400, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: proc READY TO PLACE; Building: weap 0%; Building: powr 0%; Infantry: e1 56%; 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #133 barr@(12,13) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #135@(13,13)* #137@(13,14)* #138@(13,13)* #140@(10,13)* #142@(11,14)*\n  e3 (Rocket Soldier) x2: #145@(11,14)* #147@(12,14)*\n  harv (Ore Truck (harvester)) x1: #131@(17,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building weap+powr. Plan tanks after weap done. Keep training e1/e3, group idle_army near base.", "raw": "{\"thoughts\":\"Place proc, keep building army and economy. Continue infantry production and defend base while war factory builds.\",\"notes\":\"Enemy at (95,11). Building weap+powr. Place proc when ready. After weap done, build tanks (3tnk after fix). Keep training e1/e3, group idle_army near base for eventual attack push.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2069, "completion_tokens": 170, "total_tokens": 2239, "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": 0.005838, "upstream_inference_prompt_cost": 0.004138, "upstream_inference_completions_cost": 0.0017}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.97, "thoughts": "Place proc, keep building army and economy. Continue infantry production and defend base while war factory builds.", "notes": "Enemy at (95,11). Building weap+powr. Place proc when ready. After weap done, build tanks (3tnk after fix). Keep training e1/e3, group idle_army near base for eventual attack push.", "commands": [{"do": "place", "item": "proc"}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "train 2x e1: queued", "train 2x 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": 6400, "army_value": 1100, "income": 1000, "experience": 0, "order_count": 18}}
{"tick": 3001, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $831 + 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 9.5%.\nPRODUCTION: Building: weap 82%; Infantry: e3 4%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #136@(69,21) #141@(80,14)* #143@(80,14)* #144@(84,11)\n  e3 (Rocket Soldier) x3: #139@(80,14)* #146@(95,9)* #148@(94,9)\n  harv (Ore Truck (harvester)) x1: #132@(104,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Weap finishing. Scout west to (12, 16). Next building: proc #2 or powr depending on power drain.", "raw": "{\"thoughts\": \"War Factory is nearly complete. Scouting unit #136 continues west towards (12, 16), while base defenders consolidate. I will prepare to place the War Factory and queue power or a second refinery next.\", \"notes\": \"Place weap as soon as ready, train light tank/harv/service depot as tech unlocks. Continue scouting enemy at (12, 16).\", \"commands\": [{\"do\": \"move\", \"units\": [136], \"x\": 40, \"y\": 18}, {\"do\": \"attack_move\", \"units\": [141, 143, 144, 139, 146, 148], \"x\": 80, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1525, "completion_tokens": 172, "total_tokens": 1697, "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": 0.0035775, "upstream_inference_prompt_cost": 0.0022875, "upstream_inference_completions_cost": 0.00129}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.35, "thoughts": "War Factory is nearly complete. Scouting unit #136 continues west towards (12, 16), while base defenders consolidate. I will prepare to place the War Factory and queue power or a second refinery next.", "notes": "Place weap as soon as ready, train light tank/harv/service depot as tech unlocks. Continue scouting enemy at (12, 16).", "commands": [{"do": "move", "units": [136], "x": 40, "y": 18}, {"do": "attack_move", "units": [141, 143, 144, 139, 146, 148], "x": 80, "y": 16}], "feedback": ["move: 1 units", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 19}}
{"tick": 3201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $593 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9000, army $3400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.2%.\nPRODUCTION: Building: weap 16%; Building: powr 0%; Infantry: e3 96%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(13,13)* #137@(13,14)* #138@(13,13)* #140@(10,13)* #142@(10,13)* #151@(11,14)*\n  e3 (Rocket Soldier) x2: #145@(12,14)* #147@(12,14)*\n  harv (Ore Truck (harvester)) x2: #131@(15,5) #150@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - train 2x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building weap+powr. Place proc when ready. After weap done, build tanks (3tnk after fix). Keep training e1/e3, group idle_army near base for eventual attack push.", "raw": "{\"thoughts\":\"Continue building economy and army. Keep production queues full, group idle infantry to defend base until war factory finishes.\",\"notes\":\"Enemy at (95,11). Weap+powr building. After weap done, build fix then 3tnk. Keep training e1/e3, group idle_army near base for eventual attack push.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2181, "completion_tokens": 173, "total_tokens": 2354, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006092, "upstream_inference_prompt_cost": 0.004362, "upstream_inference_completions_cost": 0.00173}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.86, "thoughts": "Continue building economy and army. Keep production queues full, group idle infantry to defend base until war factory finishes.", "notes": "Enemy at (95,11). Weap+powr building. After weap done, build fix then 3tnk. Keep training e1/e3, group idle_army near base for eventual attack push.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 2x e1: queued", "train 2x e3: queued", "stance: 8 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": 9000, "army_value": 1200, "income": 1000, "experience": 0, "order_count": 23}}
{"tick": 3201, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $166 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.9%.\nPRODUCTION: Building: weap 99%; Infantry: e1 45%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #136@(61,27) #141@(81,15)* #143@(81,15)* #144@(81,15)*\n  e3 (Rocket Soldier) x4: #139@(81,15)* #146@(85,10) #148@(85,11) #152@(95,9)*\n  harv (Ore Truck (harvester)) x1: #132@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Place weap as soon as ready, train light tank/harv/service depot as tech unlocks. Continue scouting enemy at (12, 16).", "raw": "{\"thoughts\": \"War Factory is about to finish; once placed, queue a second Ore Refinery to ramp up cash flow, or a power plant if needed. Scout e1 is pushing towards enemy start (12, 16) while idle infantry group defensively.\", \"notes\": \"Placing weap next, then proc #2 for economy. Scout towards (12, 16).\", \"commands\": [{\"do\": \"place\", \"item\": \"weap\"}, {\"do\": \"build\", \"item\": \"proc\"}, {\"do\": \"move\", \"units\": [136], \"x\": 35, \"y\": 20}, {\"do\": \"attack_move\", \"units\": [141, 143, 144, 139, 146, 148, 152], \"x\": 75, \"y\": 18}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1535, "completion_tokens": 197, "total_tokens": 1732, "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": 0.00378, "upstream_inference_prompt_cost": 0.0023025, "upstream_inference_completions_cost": 0.0014775}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.51, "thoughts": "War Factory is about to finish; once placed, queue a second Ore Refinery to ramp up cash flow, or a power plant if needed. Scout e1 is pushing towards enemy start (12, 16) while idle infantry group defensively.", "notes": "Placing weap next, then proc #2 for economy. Scout towards (12, 16).", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "proc"}, {"do": "move", "units": [136], "x": 35, "y": 20}, {"do": "attack_move", "units": [141, 143, 144, 139, 146, 148, 152], "x": 75, "y": 18}], "feedback": ["place weap: nothing READY TO PLACE with that type", "build proc: started", "move: 1 units", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 19}}
{"tick": 3401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9300, army $3700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.2%.\nPRODUCTION: Building: weap 30%; Building: powr 0%; Infantry: e3 94%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(13,13)* #137@(13,14)* #138@(13,13)* #140@(10,13)* #142@(10,13)* #151@(12,14)*\n  e3 (Rocket Soldier) x3: #145@(12,14)* #147@(12,14)* #153@(11,14)*\n  harv (Ore Truck (harvester)) x2: #131@(16,16) #150@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - train 2x e3: queued\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Weap+powr building. After weap done, build fix then 3tnk. Keep training e1/e3, group idle_army near base for eventual attack push.", "raw": "{\"thoughts\":\"Continue economy build-up, keep production running, group idle army near base for eventual push.\",\"notes\":\"Enemy at (95,11). Weap+powr building. After weap done, build fix then 3tnk. Keep training e1/e3, group idle_army near base for eventual attack push.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2194, "completion_tokens": 164, "total_tokens": 2358, "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": 0.006028, "upstream_inference_prompt_cost": 0.004388, "upstream_inference_completions_cost": 0.00164}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.34, "thoughts": "Continue economy build-up, keep production running, group idle army near base for eventual push.", "notes": "Enemy at (95,11). Weap+powr building. After weap done, build fix then 3tnk. Keep training e1/e3, group idle_army near base for eventual attack push.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["stance: 9 units", "train 2x e1: queued", "train 2x 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": 9300, "army_value": 1500, "income": 1000, "experience": 0, "order_count": 27}}
{"tick": 3401, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $351 (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 12.6%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e1 25%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #136@(51,28) #141@(75,18)* #143@(75,18)* #144@(75,18)* #154@(95,9)* #155@(94,9)*\n  e3 (Rocket Soldier) x4: #139@(75,18)* #146@(77,15) #148@(76,17) #152@(85,10)\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - build proc: started\n  - move: 1 units\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Placing weap next, then proc #2 for economy. Scout towards (12, 16).", "raw": "{\"thoughts\": \"Place the newly ready War Factory to unlock vehicle production. Continue scouting towards the enemy base at (12, 16) with infantry while building up forces.\", \"notes\": \"Weap placed. Proc #2 in progress. Scouting towards (12, 16). Next prepare to produce 1tnk or harv.\", \"commands\": [{\"do\": \"place\", \"item\": \"weap\"}, {\"do\": \"attack_move\", \"units\": [136], \"x\": 25, \"y\": 20}, {\"do\": \"attack_move\", \"units\": [141, 143, 144, 139, 146, 148], \"x\": 55, \"y\": 25}, {\"do\": \"attack_move\", \"units\": [152, 154, 155], \"x\": 75, \"y\": 18}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1557, "completion_tokens": 233, "total_tokens": 1790, "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": 0.004083, "upstream_inference_prompt_cost": 0.0023355, "upstream_inference_completions_cost": 0.0017475}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.07, "thoughts": "Place the newly ready War Factory to unlock vehicle production. Continue scouting towards the enemy base at (12, 16) with infantry while building up forces.", "notes": "Weap placed. Proc #2 in progress. Scouting towards (12, 16). Next prepare to produce 1tnk or harv.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": [136], "x": 25, "y": 20}, {"do": "attack_move", "units": [141, 143, 144, 139, 146, 148], "x": 55, "y": 25}, {"do": "attack_move", "units": [152, 154, 155], "x": 75, "y": 18}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 1 units", "attack_move: 6 units", "attack_move: 3 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "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": 1350, "experience": 0, "order_count": 20}}
{"tick": 3601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1 + stored ore $475 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9600, army $4000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.2%.\nPRODUCTION: Building: weap 44%; Building: powr 0%; Infantry: e3 81%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(13,13)* #137@(13,14)* #138@(13,13)* #140@(10,13)* #142@(10,13)* #151@(12,14)*\n  e3 (Rocket Soldier) x4: #145@(12,14)* #147@(12,14)* #153@(12,14)* #158@(11,14)*\n  harv (Ore Truck (harvester)) x2: #131@(15,14) #150@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 9 units\n  - train 2x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Weap+powr building. After weap done, build fix then 3tnk. Keep training e1/e3, group idle_army near base for eventual attack push.", "raw": "{\"thoughts\":\"Continue economy and army buildup. War factory finishing soon, need fix depot after. Keep training infantry and set idle units to defend near base.\",\"notes\":\"Enemy at (95,11). After weap done build fix then 3tnk. Keep training e1/e3, mass at base until 8+ units then push toward enemy.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2236, "completion_tokens": 177, "total_tokens": 2413, "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": 0.006242, "upstream_inference_prompt_cost": 0.004472, "upstream_inference_completions_cost": 0.00177}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.16, "thoughts": "Continue economy and army buildup. War factory finishing soon, need fix depot after. Keep training infantry and set idle units to defend near base.", "notes": "Enemy at (95,11). After weap done build fix then 3tnk. Keep training e1/e3, mass at base until 8+ units then push toward enemy.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["stance: 10 units", "train 2x e1: queued", "train 2x 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": 9600, "army_value": 1800, "income": 2000, "experience": 0, "order_count": 31}}
{"tick": 3601, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.8%.\nPRODUCTION: Building: proc 16%; Infantry: e3 55%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #136@(42,24) #141@(68,25) #143@(67,25) #144@(67,26) #154@(85,10) #155@(84,10) #157@(95,9)*\n  e3 (Rocket Soldier) x4: #139@(68,25) #146@(70,23) #148@(69,24) #152@(77,16)\n  harv (Ore Truck (harvester)) x1: #132@(106,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 1 units\n  - attack_move: 6 units\n  - attack_move: 3 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Weap placed. Proc #2 in progress. Scouting towards (12, 16). Next prepare to produce 1tnk or harv.", "raw": "{\"thoughts\": \"War Factory is up, and second Refinery is underway to boost economy. Cash is currently zero while harvester is returning, so hold vehicle queuing until refinery completes or ore deposits. Forward scout rifle unit continues toward enemy spawn.\", \"notes\": \"Proc #2 building. Scout 136 moving to (12, 16). Group forward infantry and prepare to build 1tnk when cash flows.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [136], \"x\": 16, \"y\": 18}, {\"do\": \"attack_move\", \"units\": [141, 143, 144, 139, 146, 148], \"x\": 50, \"y\": 25}, {\"do\": \"attack_move\", \"units\": [152, 154, 155, 157], \"x\": 65, \"y\": 24}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1672, "completion_tokens": 219, "total_tokens": 1891, "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": 0.0041505, "upstream_inference_prompt_cost": 0.002508, "upstream_inference_completions_cost": 0.0016425}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.68, "thoughts": "War Factory is up, and second Refinery is underway to boost economy. Cash is currently zero while harvester is returning, so hold vehicle queuing until refinery completes or ore deposits. Forward scout rifle unit continues toward enemy spawn.", "notes": "Proc #2 building. Scout 136 moving to (12, 16). Group forward infantry and prepare to build 1tnk when cash flows.", "commands": [{"do": "attack_move", "units": [136], "x": 16, "y": 18}, {"do": "attack_move", "units": [141, 143, 144, 139, 146, 148], "x": 50, "y": 25}, {"do": "attack_move", "units": [152, 154, 155, 157], "x": 65, "y": 24}], "feedback": ["attack_move: 1 units", "attack_move: 6 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 23}}
{"tick": 3801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9900, army $4300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: weap 56%; Building: powr 0%; Infantry: e3 60%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(13,13)* #137@(13,14)* #138@(13,13)* #140@(10,13)* #142@(10,13)* #151@(12,14)*\n  e3 (Rocket Soldier) x5: #145@(12,14)* #147@(12,14)* #153@(12,14)* #158@(10,13)* #159@(11,14)*\n  harv (Ore Truck (harvester)) x2: #131@(16,5) #150@(3,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 10 units\n  - train 2x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). After weap done build fix then 3tnk. Keep training e1/e3, mass at base until 8+ units then push toward enemy.", "raw": "{\"thoughts\":\"Weap almost done, keep training infantry and queue power for balance. Mass idle troops near base center for now.\",\"notes\":\"Enemy at (95,11). After weap build fix then 3tnk. Keep training e1/e3, mass units, push once 8+ with tanks.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2272, "completion_tokens": 169, "total_tokens": 2441, "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": 0.006234, "upstream_inference_prompt_cost": 0.004544, "upstream_inference_completions_cost": 0.00169}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.44, "thoughts": "Weap almost done, keep training infantry and queue power for balance. Mass idle troops near base center for now.", "notes": "Enemy at (95,11). After weap build fix then 3tnk. Keep training e1/e3, mass units, push once 8+ with tanks.", "commands": [{"do": "build", "item": "powr"}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["build powr: started", "stance: 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": 9900, "army_value": 2100, "income": 2000, "experience": 0, "order_count": 35}}
{"tick": 3801, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 16.8%.\nPRODUCTION: Building: proc 16%; Infantry: e3 55%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #136@(31,23) #141@(58,28) #143@(58,28) #144@(58,28) #154@(76,13) #155@(75,14) #157@(85,10)\n  e3 (Rocket Soldier) x4: #139@(58,28) #146@(61,27) #148@(60,28) #152@(68,21)\n  harv (Ore Truck (harvester)) x1: #132@(107,22)\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: 6 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Proc #2 building. Scout 136 moving to (12, 16). Group forward infantry and prepare to build 1tnk when cash flows.", "raw": "{\"thoughts\": \"Harvester is about to dump ore, which will fund the second refinery currently at 16%. Scout #136 is approaching the enemy base at (12, 16), while mid-field infantry are advancing. Once cash arrives from harvester delivery, refinery will finish and unlock our second harvester.\", \"notes\": \"Scout #136 probing enemy base (12, 16). Waiting for harvester unload to finish proc #2. Advance mid infantry cautiously.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [136], \"x\": 14, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [141, 143, 144, 139, 146, 148], \"x\": 45, \"y\": 25}, {\"do\": \"attack_move\", \"units\": [152, 154, 155, 157], \"x\": 55, \"y\": 25}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1644, "completion_tokens": 236, "total_tokens": 1880, "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": 0.004236, "upstream_inference_prompt_cost": 0.002466, "upstream_inference_completions_cost": 0.00177}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.94, "thoughts": "Harvester is about to dump ore, which will fund the second refinery currently at 16%. Scout #136 is approaching the enemy base at (12, 16), while mid-field infantry are advancing. Once cash arrives from harvester delivery, refinery will finish and unlock our second harvester.", "notes": "Scout #136 probing enemy base (12, 16). Waiting for harvester unload to finish proc #2. Advance mid infantry cautiously.", "commands": [{"do": "attack_move", "units": [136], "x": 14, "y": 16}, {"do": "attack_move", "units": [141, 143, 144, 139, 146, 148], "x": 45, "y": 25}, {"do": "attack_move", "units": [152, 154, 155, 157], "x": 55, "y": 25}], "feedback": ["attack_move: 1 units", "attack_move: 6 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 23}}
{"tick": 4001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9900, army $4300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: weap 56%; Building: powr 0%; Building: powr 0%; Infantry: e3 60%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(13,13)* #137@(13,14)* #138@(13,13)* #140@(10,13)* #142@(10,13)* #151@(12,14)*\n  e3 (Rocket Soldier) x5: #145@(12,14)* #147@(12,14)* #153@(12,14)* #158@(10,13)* #159@(11,14)*\n  harv (Ore Truck (harvester)) x2: #131@(17,13) #150@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - stance: 11 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). After weap build fix then 3tnk. Keep training e1/e3, mass units, push once 8+ with tanks.", "raw": "{\"thoughts\":\"Production is running well with buildings and infantry queued. Let units group defensively while economy builds up, then push once tanks arrive.\",\"notes\":\"Enemy at (95,11). After weap finishes, build fix then 3tnk. Keep training e1/e3, mass 8+ units then attack_move toward enemy base.\",\"commands\":[{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2261, "completion_tokens": 173, "total_tokens": 2434, "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": 0.006252, "upstream_inference_prompt_cost": 0.004522, "upstream_inference_completions_cost": 0.00173}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.98, "thoughts": "Production is running well with buildings and infantry queued. Let units group defensively while economy builds up, then push once tanks arrive.", "notes": "Enemy at (95,11). After weap finishes, build fix then 3tnk. Keep training e1/e3, mass 8+ units then attack_move toward enemy base.", "commands": [{"do": "stance", "units": "all_army", "stance": "defend"}], "feedback": ["stance: 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": 9900, "army_value": 2100, "income": 2000, "experience": 0, "order_count": 36}}
{"tick": 4001, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.3%.\nPRODUCTION: Building: proc 16%; Infantry: e3 55%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #136@(22,18) #141@(48,27) #143@(48,27) #144@(48,27) #154@(68,20) #155@(68,21) #157@(77,16)\n  e3 (Rocket Soldier) x4: #139@(48,27) #146@(50,28) #148@(50,28) #152@(61,27)\n  harv (Ore Truck (harvester)) x1: #132@(99,13)\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: 6 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Scout #136 probing enemy base (12, 16). Waiting for harvester unload to finish proc #2. Advance mid infantry cautiously.", "raw": "{\"thoughts\": \"Currently out of cash waiting for harvester #132 to unload into proc #130. Scout #136 is approaching the enemy base at (22, 18) towards (12, 16); rally infantry together around mid field.\", \"notes\": \"Scouting enemy base (12, 16). Harvester returning, will fund 2nd proc and vehicles.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [136], \"x\": 14, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [141, 143, 144, 154, 155, 157, 139, 146, 148, 152], \"x\": 42, \"y\": 24}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1639, "completion_tokens": 196, "total_tokens": 1835, "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": 0.0039285, "upstream_inference_prompt_cost": 0.0024585, "upstream_inference_completions_cost": 0.00147}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "Currently out of cash waiting for harvester #132 to unload into proc #130. Scout #136 is approaching the enemy base at (22, 18) towards (12, 16); rally infantry together around mid field.", "notes": "Scouting enemy base (12, 16). Harvester returning, will fund 2nd proc and vehicles.", "commands": [{"do": "attack_move", "units": [136], "x": 14, "y": 16}, {"do": "attack_move", "units": [141, 143, 144, 154, 155, 157, 139, 146, 148, 152], "x": 42, "y": 24}], "feedback": ["attack_move: 1 units", "attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 23}}
{"tick": 4201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $388 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10200, army $4600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: weap 71%; Building: powr 0%; Building: powr 0%; Infantry: e3 62%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 99%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(13,13)* #137@(13,14)* #138@(13,13)* #140@(10,13)* #142@(10,13)* #151@(13,14)*\n  e3 (Rocket Soldier) x6: #145@(13,13)* #147@(13,14)* #153@(13,13)* #158@(10,13)* #159@(11,14)* #160@(12,14)*\n  harv (Ore Truck (harvester)) x2: #131@(17,17)98% #150@(3,26)\nVISIBLE ENEMY UNITS (1):\n  #136 e1@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 11 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). After weap finishes, build fix then 3tnk. Keep training e1/e3, mass 8+ units then attack_move toward enemy base.", "raw": "{\"thoughts\":\"Solid economy and infantry ready. Keep building queue going, prep for tank production, and group idle infantry into a defensive stance while scouting toward enemy base.\",\"notes\":\"Enemy at (95,11). Weap almost done -> build fix then 3tnk. Keep training e1/e3. Mass 8+ units before attacking. Scout with a small group.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2274, "completion_tokens": 216, "total_tokens": 2490, "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": 0.006708, "upstream_inference_prompt_cost": 0.004548, "upstream_inference_completions_cost": 0.00216}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.91, "thoughts": "Solid economy and infantry ready. Keep building queue going, prep for tank production, and group idle infantry into a defensive stance while scouting toward enemy base.", "notes": "Enemy at (95,11). Weap almost done -> build fix then 3tnk. Keep training e1/e3. Mass 8+ units before attacking. Scout with a small group.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["stance: 12 units", "train 2x 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": 10200, "army_value": 2400, "income": 3000, "experience": 0, "order_count": 36}}
{"tick": 4201, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $11 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.8%.\nPRODUCTION: Building: proc 34%; Infantry: e3 36%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #136@(19,16) #141@(42,24)* #143@(42,24)* #144@(42,24)* #154@(61,27) #155@(60,28) #157@(70,23)\n  e3 (Rocket Soldier) x5: #139@(42,24)* #146@(43,24)* #148@(42,24)* #152@(50,28) #161@(95,9)*\n  harv (Ore Truck (harvester)) x1: #132@(103,17)\nVISIBLE ENEMY UNITS (1):\n  #131 harv@(17,17) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Scouting enemy base (12, 16). Harvester returning, will fund 2nd proc and vehicles.", "raw": "{\"thoughts\": \"Scout unit #136 has spotted the enemy harvester near (17,17), confirming their base location. Cash is low while proc #2 is finishing; our army rally should keep advancing towards (17,17) to harass the harvester and scout the main base.\", \"notes\": \"Enemy base confirmed around (12, 16). Harvester #131 spotted at (17, 17). Proc #2 underway, queue Light Tank as soon as cash permits.\", \"commands\": [{\"do\": \"attack\", \"units\": [136], \"target\": 131}, {\"do\": \"attack_move\", \"units\": [141, 143, 144, 154, 155, 157, 139, 146, 148, 152, 161], \"x\": 17, \"y\": 17}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1644, "completion_tokens": 214, "total_tokens": 1858, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004071, "upstream_inference_prompt_cost": 0.002466, "upstream_inference_completions_cost": 0.001605}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.13, "thoughts": "Scout unit #136 has spotted the enemy harvester near (17,17), confirming their base location. Cash is low while proc #2 is finishing; our army rally should keep advancing towards (17,17) to harass the harvester and scout the main base.", "notes": "Enemy base confirmed around (12, 16). Harvester #131 spotted at (17, 17). Proc #2 underway, queue Light Tank as soon as cash permits.", "commands": [{"do": "attack", "units": [136], "target": 131}, {"do": "attack_move", "units": [141, 143, 144, 154, 155, 157, 139, 146, 148, 152, 161], "x": 17, "y": 17}], "feedback": ["attack: 1 units", "attack_move: 11 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 2000, "experience": 0, "order_count": 23}}
{"tick": 4401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (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 100 made / 80 used, harvesters 2.\nSCORE: assets $10500, army $4900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.4%.\nPRODUCTION: Building: weap 81%; Building: powr 0%; Building: powr 0%; Infantry: e3 26%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 99%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(13,13)* #137@(13,14)* #138@(13,13)* #140@(10,13)* #142@(10,13)* #151@(13,14)*\n  e3 (Rocket Soldier) x7: #145@(13,13)* #147@(13,14)* #153@(13,13)* #158@(10,13)* #159@(12,14)* #160@(12,14)* #162@(11,14)*\n  harv (Ore Truck (harvester)) x2: #131@(18,6)97% #150@(8,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 12 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Weap almost done -> build fix then 3tnk. Keep training e1/e3. Mass 8+ units before attacking. Scout with a small group.", "raw": "{\"thoughts\":\"War factory almost done; queue fix depot next for tank production. Keep training infantry, set idle army to defend base for now, scout lightly with a couple units.\",\"notes\":\"Enemy at (95,11). After weap finishes, build fix then 3tnk. Mass 8+ units before attacking. Keep power up with powr builds queued.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2296, "completion_tokens": 199, "total_tokens": 2495, "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": 0.006582, "upstream_inference_prompt_cost": 0.004592, "upstream_inference_completions_cost": 0.00199}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.25, "thoughts": "War factory almost done; queue fix depot next for tank production. Keep training infantry, set idle army to defend base for now, scout lightly with a couple units.", "notes": "Enemy at (95,11). After weap finishes, build fix then 3tnk. Mass 8+ units before attacking. Keep power up with powr builds queued.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["stance: 13 units", "train 2x 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": 10500, "army_value": 2700, "income": 3000, "experience": 0, "order_count": 38}}
{"tick": 4401, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9500, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.9%.\nPRODUCTION: Building: proc 34%; Infantry: e3 38%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #136@(19,10) #141@(32,24) #143@(31,24) #144@(31,24) #154@(50,28) #155@(49,28) #157@(61,27)\n  e3 (Rocket Soldier) x5: #139@(32,24) #146@(32,24) #148@(32,24) #152@(41,23) #161@(86,11)\n  harv (Ore Truck (harvester)) x1: #132@(106,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - attack_move: 11 units\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around (12, 16). Harvester #131 spotted at (17, 17). Proc #2 underway, queue Light Tank as soon as cash permits.", "raw": "{\"thoughts\": \"Harvester #132 will soon unload to fund our second refinery and light tank production. Scouting rifle #136 and our advancing infantry force are closing in on the enemy base at (12, 16) to harass economy and scouts.\", \"notes\": \"Pushing infantry to (14, 16) to pressure enemy base/harvesters. Finish proc #2 and start 1tnk production once cash arrives.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [136], \"x\": 14, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [141, 143, 144, 139, 146, 148], \"x\": 16, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [152, 154, 155, 157, 161], \"x\": 25, \"y\": 20}, {\"do\": \"train\", \"item\": \"1tnk\", \"count\": 1}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1644, "completion_tokens": 254, "total_tokens": 1898, "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": 0.004371, "upstream_inference_prompt_cost": 0.002466, "upstream_inference_completions_cost": 0.001905}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.02, "thoughts": "Harvester #132 will soon unload to fund our second refinery and light tank production. Scouting rifle #136 and our advancing infantry force are closing in on the enemy base at (12, 16) to harass economy and scouts.", "notes": "Pushing infantry to (14, 16) to pressure enemy base/harvesters. Finish proc #2 and start 1tnk production once cash arrives.", "commands": [{"do": "attack_move", "units": [136], "x": 14, "y": 16}, {"do": "attack_move", "units": [141, 143, 144, 139, 146, 148], "x": 16, "y": 16}, {"do": "attack_move", "units": [152, 154, 155, 157, 161], "x": 25, "y": 20}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["attack_move: 1 units", "attack_move: 6 units", "attack_move: 5 units", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 2000, "experience": 0, "order_count": 23}}
{"tick": 4601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $147 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10500, army $4900, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.5%.\nPRODUCTION: Building: weap 90%; Building: powr 0%; Building: powr 0%; Infantry: e3 85%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 99%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(13,13)* #137@(13,14)* #138@(13,13)* #140@(10,13)* #142@(10,13)* #151@(13,14)*\n  e3 (Rocket Soldier) x7: #145@(13,13)* #147@(13,14)* #153@(13,13)* #158@(10,13)* #159@(12,14)* #160@(12,14)* #162@(11,14)*\n  harv (Ore Truck (harvester)) x2: #131@(18,11)97% #150@(6,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 13 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). After weap finishes, build fix then 3tnk. Mass 8+ units before attacking. Keep power up with powr builds queued.", "raw": "{\"thoughts\":\"Idle infantry should mass up near base rather than sit split. Wait for war factory and power to finish; keep training queue full but cash-limited. Group army together for eventual push.\",\"notes\":\"Enemy at (95,11). Weap almost done, then build fix + 3tnk. Mass all e1/e3 near barracks before attacking. Watch power balance with 2 powr in queue.\",\"commands\":[{\"do\":\"move\",\"units\":\"idle_army\",\"x\":13,\"y\":14},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2312, "completion_tokens": 260, "total_tokens": 2572, "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": 0.007224, "upstream_inference_prompt_cost": 0.004624, "upstream_inference_completions_cost": 0.0026}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.73, "thoughts": "Idle infantry should mass up near base rather than sit split. Wait for war factory and power to finish; keep training queue full but cash-limited. Group army together for eventual push.", "notes": "Enemy at (95,11). Weap almost done, then build fix + 3tnk. Mass all e1/e3 near barracks before attacking. Watch power balance with 2 powr in queue.", "commands": [{"do": "move", "units": "idle_army", "x": 13, "y": 14}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["move: 13 units", "stance: 13 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10500, "army_value": 2700, "income": 3500, "experience": 1, "order_count": 40}}
{"tick": 4601, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 20.6%.\nPRODUCTION: Building: proc 34%; Vehicle: 1tnk 0%; Infantry: e3 38%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #141@(23,18) #143@(23,18) #144@(23,18) #154@(41,23) #155@(41,23) #157@(51,26)\n  e3 (Rocket Soldier) x5: #139@(23,18) #146@(24,19) #148@(23,18) #152@(32,20) #161@(77,16)\n  harv (Ore Truck (harvester)) x1: #132@(99,16)\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: 6 units\n  - attack_move: 5 units\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Pushing infantry to (14, 16) to pressure enemy base/harvesters. Finish proc #2 and start 1tnk production once cash arrives.", "raw": "{\"thoughts\": \"Our vanguard infantry (#139, #141, #143, #144, #146, #148) is closing in on enemy start (12, 16). Harvester is unloading soon to unpause proc #2 and light tank production. Keep pressure on the enemy base area.\", \"notes\": \"Scouting and harassing enemy base at (12, 16). Waiting for harvester drop to finish proc #2, then pump light tanks.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [139, 141, 143, 144, 146, 148], \"x\": 12, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [152, 154, 155, 157, 161], \"x\": 18, \"y\": 17}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1661, "completion_tokens": 217, "total_tokens": 1878, "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": 0.004119, "upstream_inference_prompt_cost": 0.0024915, "upstream_inference_completions_cost": 0.0016275}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.53, "thoughts": "Our vanguard infantry (#139, #141, #143, #144, #146, #148) is closing in on enemy start (12, 16). Harvester is unloading soon to unpause proc #2 and light tank production. Keep pressure on the enemy base area.", "notes": "Scouting and harassing enemy base at (12, 16). Waiting for harvester drop to finish proc #2, then pump light tanks.", "commands": [{"do": "attack_move", "units": [139, 141, 143, 144, 146, 148], "x": 12, "y": 16}, {"do": "attack_move", "units": [152, 154, 155, 157, 161], "x": 18, "y": 17}], "feedback": ["attack_move: 6 units", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2000, "experience": 0, "order_count": 24}}
{"tick": 4801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $360 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10800, army $5200, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.7%.\nPRODUCTION: Building: weap 97%; Building: powr 0%; Building: powr 0%; Infantry: e1 96%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 98%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(13,14)* #137@(13,14)* #138@(13,13)* #140@(12,14)* #142@(12,14)* #151@(13,14)*\n  e3 (Rocket Soldier) x8: #145@(13,13)* #147@(13,14)* #153@(13,13)* #158@(12,14)* #159@(13,14)* #160@(13,13)* #162@(13,13)* #165@(12,14)*\n  harv (Ore Truck (harvester)) x2: #131@(15,18)19% #150@(7,27)\nVISIBLE ENEMY UNITS (6):\n  #139 e3@(19,16) 100%, #141 e1@(19,16) 100%, #143 e1@(19,16) 100%, #144 e1@(19,16) 100%, #146 e3@(20,17) 100%, #148 e3@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 13 units\n  - stance: 13 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Weap almost done, then build fix + 3tnk. Mass all e1/e3 near barracks before attacking. Watch power balance with 2 powr in queue.", "raw": "{\"thoughts\":\"Enemy infantry group near our base at (19,16). Attack with our massed infantry to defend and destroy them before they hurt harvesters. Keep building econ/army.\",\"notes\":\"Enemy scouts at (19,16), main base at (95,11). Engage local enemy group with army, then push toward main base once tanks ready. Weap almost done -> build fix+3tnk next.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":19,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2405, "completion_tokens": 235, "total_tokens": 2640, "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": 0.00716, "upstream_inference_prompt_cost": 0.00481, "upstream_inference_completions_cost": 0.00235}, "completion_tokens_details": {"reasoning_tokens": 51, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.02, "thoughts": "Enemy infantry group near our base at (19,16). Attack with our massed infantry to defend and destroy them before they hurt harvesters. Keep building econ/army.", "notes": "Enemy scouts at (19,16), main base at (95,11). Engage local enemy group with army, then push toward main base once tanks ready. Weap almost done -> build fix+3tnk next.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 19, "y": 16}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 14 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 3000, "income": 4000, "experience": 1, "order_count": 40}}
{"tick": 4801, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: proc 46%; Vehicle: 1tnk 24%; Infantry: e3 93%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #141@(19,16) #143@(19,16) #144@(19,16) #154@(31,23) #155@(30,22) #157@(43,21)\n  e3 (Rocket Soldier) x5: #139@(19,16) #146@(20,17) #148@(19,16) #152@(21,18) #161@(70,23)\n  harv (Ore Truck (harvester)) x1: #132@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Scouting and harassing enemy base at (12, 16). Waiting for harvester drop to finish proc #2, then pump light tanks.", "raw": "{\"thoughts\": \"Advanced scout force is at (19, 16), right outside the likely enemy base at (12, 16). Harvester is mining, waiting on funds to complete proc #2 and light tank, then will establish base control.\", \"notes\": \"Scouts entering (12, 16). Proc completing soon for 2nd harvester. Push forward to find enemy base.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [139, 141, 143, 144, 146, 148, 152, 154, 155, 157, 161], \"x\": 12, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1630, "completion_tokens": 169, "total_tokens": 1799, "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": 0.0037125, "upstream_inference_prompt_cost": 0.002445, "upstream_inference_completions_cost": 0.0012675}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Advanced scout force is at (19, 16), right outside the likely enemy base at (12, 16). Harvester is mining, waiting on funds to complete proc #2 and light tank, then will establish base control.", "notes": "Scouts entering (12, 16). Proc completing soon for 2nd harvester. Push forward to find enemy base.", "commands": [{"do": "attack_move", "units": [139, 141, 143, 144, 146, 148, 152, 154, 155, 157, 161], "x": 12, "y": 16}], "feedback": ["attack_move: 11 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2500, "experience": 0, "order_count": 24}}
{"tick": 5001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $4300, killed $1000 (6 units, 0 bldgs), lost $1100 (1 units, 0 bldgs). Map explored 6.8%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Building: powr 0%; Infantry: e3 67%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 42%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(15,14) #137@(15,15) #138@(15,15) #140@(15,14) #142@(15,14) #151@(15,15) #166@(10,14)* #167@(11,14)*\n  e3 (Rocket Soldier) x8: #145@(15,14) #147@(15,15) #153@(16,15) #158@(14,14) #159@(15,15) #160@(15,15) #162@(13,13)* #165@(15,14)\n  harv (Ore Truck (harvester)) x1: #150@(10,20)\n  harv.emptyhusk (harv.emptyhusk) x1: #168@(19,13)90%*\nVISIBLE ENEMY UNITS (2):\n  #146 e3@(20,17) 100%, #152 e3@(19,17) 1%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy scouts at (19,16), main base at (95,11). Engage local enemy group with army, then push toward main base once tanks ready. Weap almost done -> build fix+3tnk next.", "raw": "{\"thoughts\":\"Place war factory, keep econ/army building, attack nearby enemy infantry.\",\"notes\":\"Enemy base at (95,11). Building army at home. Place weap, then build fix+3tnk. Continue producing e1/e3, push toward enemy once tanks ready.\",\"commands\":[\n{\"do\":\"place\",\"item\":\"weap\"},\n{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":19,\"y\":17},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":2},\n{\"do\":\"build\",\"item\":\"powr\"}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2388, "completion_tokens": 206, "total_tokens": 2594, "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": 0.006836, "upstream_inference_prompt_cost": 0.004776, "upstream_inference_completions_cost": 0.00206}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.68, "thoughts": "Place war factory, keep econ/army building, attack nearby enemy infantry.", "notes": "Enemy base at (95,11). Building army at home. Place weap, then build fix+3tnk. Continue producing e1/e3, push toward enemy once tanks ready.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": "idle_army", "x": 19, "y": 17}, {"do": "train", "item": "e3", "count": 2}, {"do": "build", "item": "powr"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 3 units", "train 2x e3: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1000, "deaths_cost": 1100, "units_killed": 6, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 3200, "income": 4000, "experience": 10, "order_count": 42}}
{"tick": 5001, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8500, army $2300, killed $1100 (1 units, 0 bldgs), lost $1000 (6 units, 0 bldgs). Map explored 22.1%.\nPRODUCTION: Building: proc 46%; Vehicle: 1tnk 24%; Infantry: e3 93%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #154@(21,19) #155@(21,18) #157@(35,14)\n  e3 (Rocket Soldier) x3: #146@(20,17) #152@(19,17)1% #161@(61,27)\n  harv (Ore Truck (harvester)) x1: #132@(104,23)\nVISIBLE ENEMY UNITS (2):\n  #153 e3@(16,15) 100%, #168 harv.emptyhusk@(19,13) 90%\nVISIBLE ENEMY BUILDINGS (1):\n  #129 proc@(15,17) 42%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\nYOUR NOTES FROM LAST TURN: Scouts entering (12, 16). Proc completing soon for 2nd harvester. Push forward to find enemy base.", "raw": "{\"thoughts\": \"Our scouting force has located the enemy refinery at (15,17) and an enemy rocket soldier; finish off the refinery and enemy units. Production continues on our 2nd refinery and light tank.\", \"notes\": \"Attacking enemy refinery at (15,17). Proc building to boost economy with second harvester.\", \"commands\": [{\"do\": \"attack\", \"units\": [146, 154, 155], \"target\": 129}, {\"do\": \"attack_move\", \"units\": [157, 161], \"x\": 15, \"y\": 17}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1624, "completion_tokens": 141, "total_tokens": 1765, "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": 0.0034935, "upstream_inference_prompt_cost": 0.002436, "upstream_inference_completions_cost": 0.0010575}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.18, "thoughts": "Our scouting force has located the enemy refinery at (15,17) and an enemy rocket soldier; finish off the refinery and enemy units. Production continues on our 2nd refinery and light tank.", "notes": "Attacking enemy refinery at (15,17). Proc building to boost economy with second harvester.", "commands": [{"do": "attack", "units": [146, 154, 155], "target": 129}, {"do": "attack_move", "units": [157, 161], "x": 15, "y": 17}], "feedback": ["attack: 3 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 1100, "deaths_cost": 1000, "units_killed": 1, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8500, "army_value": 1200, "income": 2500, "experience": 11, "order_count": 24}}
{"tick": 5201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $298 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $12200, army $4600, killed $1800 (10 units, 0 bldgs), lost $1100 (1 units, 0 bldgs). Map explored 7.4%.\nPRODUCTION: Building: powr 33%; Building: powr 0%; Building: powr 0%; Infantry: e3 1%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 35%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #169 weap@(7,16) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(18,17)* #137@(18,15)* #138@(17,16)* #140@(19,17)* #142@(17,15)* #151@(17,15)* #166@(19,17)* #167@(19,17)*\n  e3 (Rocket Soldier) x9: #145@(17,16)* #147@(17,15)* #153@(19,17)* #158@(18,15)* #159@(17,17)* #160@(18,15)* #162@(19,17)* #165@(19,17)* #170@(11,13)\n  harv (Ore Truck (harvester)) x1: #150@(6,27)\n  harv.emptyhusk (harv.emptyhusk) x1: #168@(19,13)72%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 3 units\n  - train 2x e3: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Building army at home. Place weap, then build fix+3tnk. Continue producing e1/e3, push toward enemy once tanks ready.", "raw": "{\"thoughts\":\"Large idle infantry force ready. Push toward enemy base while continuing production and power.\",\"notes\":\"Enemy base at (95,11). Sent 17 infantry attack_move east. Keep building powr, then fix+weap tanks. Watch harvester safety.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2527, "completion_tokens": 221, "total_tokens": 2748, "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": 0.007264, "upstream_inference_prompt_cost": 0.005054, "upstream_inference_completions_cost": 0.00221}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.73, "thoughts": "Large idle infantry force ready. Push toward enemy base while continuing production and power.", "notes": "Enemy base at (95,11). Sent 17 infantry attack_move east. Keep building powr, then fix+weap tanks. Watch harvester safety.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "build", "item": "fix"}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 16 units", "build fix: started", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1800, "deaths_cost": 1100, "units_killed": 10, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12200, "army_value": 3500, "income": 4275, "experience": 18, "order_count": 46}}
{"tick": 5201, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7700, army $1500, killed $1100 (1 units, 0 bldgs), lost $1800 (10 units, 0 bldgs). Map explored 22.3%.\nPRODUCTION: Building: proc 46%; Vehicle: 1tnk 24%; Infantry: e3 93%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #157@(27,18)\n  e3 (Rocket Soldier) x1: #161@(51,28)\n  harv (Ore Truck (harvester)) x1: #132@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Attacking enemy refinery at (15,17). Proc building to boost economy with second harvester.", "raw": "{\"thoughts\": \"Our initial harassing units reached the enemy base area and took losses, but we need to regroup. Second refinery is building to scale economy, while Light Tank and Rocket Soldiers continue production.\", \"notes\": \"Second refinery building; rally reinforcements near enemy base at (20,18) once built.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [157, 161], \"x\": 15, \"y\": 17}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1527, "completion_tokens": 102, "total_tokens": 1629, "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": 0.0030555, "upstream_inference_prompt_cost": 0.0022905, "upstream_inference_completions_cost": 0.000765}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.15, "thoughts": "Our initial harassing units reached the enemy base area and took losses, but we need to regroup. Second refinery is building to scale economy, while Light Tank and Rocket Soldiers continue production.", "notes": "Second refinery building; rally reinforcements near enemy base at (20,18) once built.", "commands": [{"do": "attack_move", "units": [157, 161], "x": 15, "y": 17}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 1100, "deaths_cost": 1800, "units_killed": 1, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7700, "army_value": 400, "income": 2025, "experience": 11, "order_count": 24}}
{"tick": 5401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $76 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $12200, army $4600, killed $1900 (11 units, 0 bldgs), lost $1100 (1 units, 0 bldgs). Map explored 9.6%.\nPRODUCTION: Building: powr 71%; Building: fix 0%; Building: powr 0%; Building: powr 0%; Infantry: e3 37%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 35%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #169 weap@(7,16) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(26,25) #137@(27,20) #138@(25,20) #140@(25,20)98% #142@(25,20) #151@(27,20) #166@(26,20)94% #167@(26,20)70%\n  e3 (Rocket Soldier) x9: #145@(26,20) #147@(25,20) #153@(27,20) #158@(27,20) #159@(24,24) #160@(27,20) #162@(26,20)98% #165@(27,20)94% #170@(12,14)*\n  harv (Ore Truck (harvester)) x1: #150@(7,24)\n  harv.emptyhusk (harv.emptyhusk) x1: #168@(19,13)54%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 16 units\n  - build fix: started\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Sent 17 infantry attack_move east. Keep building powr, then fix+weap tanks. Watch harvester safety.", "raw": "{\"thoughts\":\"Power is low, still building powr. Continue infantry production and push army toward enemy base. Send idle rocket soldier to join main group.\",\"notes\":\"Enemy base at (95,11). Main army (16 units) attack-moving east. Keep queuing e1/e3, build more powr and fix. Watch harvester safety.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2521, "completion_tokens": 212, "total_tokens": 2733, "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": 0.007162, "upstream_inference_prompt_cost": 0.005042, "upstream_inference_completions_cost": 0.00212}, "completion_tokens_details": {"reasoning_tokens": 49, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.94, "thoughts": "Power is low, still building powr. Continue infantry production and push army toward enemy base. Send idle rocket soldier to join main group.", "notes": "Enemy base at (95,11). Main army (16 units) attack-moving east. Keep queuing e1/e3, build more powr and fix. Watch harvester safety.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 1 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 1900, "deaths_cost": 1100, "units_killed": 11, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12200, "army_value": 3500, "income": 4000, "experience": 19, "order_count": 49}}
{"tick": 5401, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $157 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1700, killed $1100 (1 units, 0 bldgs), lost $1900 (11 units, 0 bldgs). Map explored 22.3%.\nPRODUCTION: Building: proc 58%; Vehicle: 1tnk 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #161@(42,24) #171@(95,9)*\n  harv (Ore Truck (harvester)) x1: #132@(98,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Second refinery building; rally reinforcements near enemy base at (20,18) once built.", "raw": "{\"thoughts\": \"Second refinery and light tank are progressing nicely. I will keep infantry moving toward the enemy approach and prepare for the second refinery placement soon.\", \"notes\": \"Place proc when finished, rally reinforcements toward (20,18), tech towards fix for medium tanks.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [161, 171], \"x\": 30, \"y\": 20}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1499, "completion_tokens": 95, "total_tokens": 1594, "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": 0.002961, "upstream_inference_prompt_cost": 0.0022485, "upstream_inference_completions_cost": 0.0007125}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.49, "thoughts": "Second refinery and light tank are progressing nicely. I will keep infantry moving toward the enemy approach and prepare for the second refinery placement soon.", "notes": "Place proc when finished, rally reinforcements toward (20,18), tech towards fix for medium tanks.", "commands": [{"do": "attack_move", "units": [161, 171], "x": 30, "y": 20}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 1100, "deaths_cost": 1900, "units_killed": 1, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2500, "experience": 11, "order_count": 24}}
{"tick": 5601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $410 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $12200, army $4600, killed $2200 (12 units, 0 bldgs), lost $1100 (1 units, 0 bldgs). Map explored 11.3%.\nPRODUCTION: Building: powr 98%; Building: fix 0%; Building: powr 0%; Building: powr 0%; Infantry: e3 65%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 35%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #169 weap@(7,16) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(36,26) #137@(36,24) #138@(34,24) #140@(33,24)98% #142@(32,24) #151@(36,24) #166@(34,24)94% #167@(34,24)70%\n  e3 (Rocket Soldier) x9: #145@(34,24) #147@(33,24) #153@(36,24) #158@(35,24) #159@(33,26) #160@(34,24) #162@(34,24)98% #165@(35,24)94% #170@(21,17)\n  harv (Ore Truck (harvester)) x1: #150@(8,22)\n  harv.emptyhusk (harv.emptyhusk) x1: #168@(19,13)36%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Main army (16 units) attack-moving east. Keep queuing e1/e3, build more powr and fix. Watch harvester safety.", "raw": "{\"thoughts\":\"Power still low, queue more powr. Army is big enough (17 units) to push toward enemy base at (95,11). Keep infantry production going and second harvester.\",\"notes\":\"Enemy base at (95,11). Army pushing east/northeast. Keep building powr/fix, queue harv#2, keep training e1/e3.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2537, "completion_tokens": 180, "total_tokens": 2717, "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": 0.006874, "upstream_inference_prompt_cost": 0.005074, "upstream_inference_completions_cost": 0.0018}, "completion_tokens_details": {"reasoning_tokens": 16, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.37, "thoughts": "Power still low, queue more powr. Army is big enough (17 units) to push toward enemy base at (95,11). Keep infantry production going and second harvester.", "notes": "Enemy base at (95,11). Army pushing east/northeast. Keep building powr/fix, queue harv#2, keep training e1/e3.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: no valid unit ids of yours", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2200, "deaths_cost": 1100, "units_killed": 12, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12200, "army_value": 3500, "income": 4500, "experience": 22, "order_count": 51}}
{"tick": 5601, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $1100 (1 units, 0 bldgs), lost $2200 (12 units, 0 bldgs). Map explored 22.4%.\nPRODUCTION: Building: proc 63%; Vehicle: 1tnk 58%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #171@(86,13)\n  harv (Ore Truck (harvester)) x1: #132@(103,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Place proc when finished, rally reinforcements toward (20,18), tech towards fix for medium tanks.", "raw": "{\"thoughts\": \"Proc is almost done which will provide a second harvester and boost economy. Cash is currently tight, so wait for current proc and 1tnk to finish before ordering further expensive tech.\", \"notes\": \"Place proc when finished, queue powr if needed, save for fix to unlock 2tnk.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [171], \"x\": 60, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1490, "completion_tokens": 99, "total_tokens": 1589, "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": 0.0029775, "upstream_inference_prompt_cost": 0.002235, "upstream_inference_completions_cost": 0.0007425}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.22, "thoughts": "Proc is almost done which will provide a second harvester and boost economy. Cash is currently tight, so wait for current proc and 1tnk to finish before ordering further expensive tech.", "notes": "Place proc when finished, queue powr if needed, save for fix to unlock 2tnk.", "commands": [{"do": "attack_move", "units": [171], "x": 60, "y": 14}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 1100, "deaths_cost": 2200, "units_killed": 1, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 11, "order_count": 24}}
{"tick": 5801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $184 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $12500, army $4900, killed $2200 (12 units, 0 bldgs), lost $1100 (1 units, 0 bldgs). Map explored 13.6%.\nPRODUCTION: Building: powr READY TO PLACE; Building: fix 0%; Building: powr 0%; Building: powr 0%; Vehicle: harv 10%; Infantry: e3 2%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 35%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #169 weap@(7,16) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(47,27) #137@(47,24) #138@(45,24) #140@(44,24)98% #142@(43,24) #151@(48,25) #166@(45,24)94% #167@(45,24)70%\n  e3 (Rocket Soldier) x10: #145@(45,24) #147@(44,24) #153@(47,24) #158@(46,24) #159@(43,27) #160@(45,24) #162@(45,24)98% #165@(46,24)94% #170@(30,22) #172@(12,14)\n  harv (Ore Truck (harvester)) x1: #150@(5,28)\n  harv.emptyhusk (harv.emptyhusk) x1: #168@(19,13)18%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: no valid unit ids of yours\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army pushing east/northeast. Keep building powr/fix, queue harv#2, keep training e1/e3.", "raw": "{\"thoughts\":\"Place ready power plant, keep economy growing, push army toward enemy base with a large attack group.\",\"notes\":\"Enemy base at (95,11). Army group at ~(44-48,24-27) pushing east. Keep training e1/e3, add powr for power balance, build second harv.\",\"commands\":[\n{\"do\":\"place\",\"item\":\"powr\"},\n{\"do\":\"attack_move\",\"units\":[135,137,138,140,142,151,166,167,145,147,153,158,159,160,162,165],\"x\":70,\"y\":18},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":3},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":3}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2550, "completion_tokens": 235, "total_tokens": 2785, "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": 0.00745, "upstream_inference_prompt_cost": 0.0051, "upstream_inference_completions_cost": 0.00235}, "completion_tokens_details": {"reasoning_tokens": 20, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.15, "thoughts": "Place ready power plant, keep economy growing, push army toward enemy base with a large attack group.", "notes": "Enemy base at (95,11). Army group at ~(44-48,24-27) pushing east. Keep training e1/e3, add powr for power balance, build second harv.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": [135, 137, 138, 140, 142, 151, 166, 167, 145, 147, 153, 158, 159, 160, 162, 165], "x": 70, "y": 18}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 16 units", "train 3x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2200, "deaths_cost": 1100, "units_killed": 12, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12500, "army_value": 3800, "income": 4500, "experience": 22, "order_count": 52}}
{"tick": 5801, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $1100 (1 units, 0 bldgs), lost $2200 (12 units, 0 bldgs). Map explored 22.6%.\nPRODUCTION: Building: proc 63%; Vehicle: 1tnk 58%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #171@(76,14)\n  harv (Ore Truck (harvester)) x1: #132@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Place proc when finished, queue powr if needed, save for fix to unlock 2tnk.", "raw": "{\"thoughts\": \"Second refinery is at 63% and Light Tank is at 58%, cash is very low while harvester gathers ore. Need to wait for refinery to finish, place it for extra income and harvester, then build power and fix.\", \"notes\": \"Place proc when finished, build powr next (proc will push power to 110/100, causing low power), then tech fix for 2tnk.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1488, "completion_tokens": 98, "total_tokens": 1586, "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": 0.002967, "upstream_inference_prompt_cost": 0.002232, "upstream_inference_completions_cost": 0.000735}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.16, "thoughts": "Second refinery is at 63% and Light Tank is at 58%, cash is very low while harvester gathers ore. Need to wait for refinery to finish, place it for extra income and harvester, then build power and fix.", "notes": "Place proc when finished, build powr next (proc will push power to 110/100, causing low power), then tech fix for 2tnk.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 1100, "deaths_cost": 2200, "units_killed": 1, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 11, "order_count": 24}}
{"tick": 6001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 1.\nSCORE: assets $12800, army $4900, killed $2200 (12 units, 0 bldgs), lost $1100 (1 units, 0 bldgs). Map explored 15.1%.\nPRODUCTION: Building: fix 5%; Building: powr 0%; Building: powr 0%; Vehicle: harv 15%; Infantry: e3 23%; 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 35%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #169 weap@(7,16) 100%, #173 powr@(15,14) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(58,28) #137@(57,28) #138@(53,27) #140@(52,27)98% #142@(53,27) #151@(58,28) #166@(54,27)94% #167@(54,28)70%\n  e3 (Rocket Soldier) x10: #145@(53,27) #147@(53,27) #153@(56,28) #158@(54,28) #159@(53,28) #160@(54,28) #162@(54,28)98% #165@(54,28)94% #170@(41,24) #172@(12,14)*\n  harv (Ore Truck (harvester)) x1: #150@(10,20)\n  harv.emptyhusk (harv.emptyhusk) x1: #168@(19,13)0%*\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: 16 units\n  - train 3x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army group at ~(44-48,24-27) pushing east. Keep training e1/e3, add powr for power balance, build second harv.", "raw": "{\"thoughts\":\"Army is grouped mid-map heading east. Keep pushing toward enemy base and continue economy/production.\",\"notes\":\"Enemy base at (95,11). Army pushing east from ~(53-58,27-28). Keep training e1/e3, second harv building, watch power.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":90,\"y\":13}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2643, "completion_tokens": 157, "total_tokens": 2800, "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": 0.006856, "upstream_inference_prompt_cost": 0.005286, "upstream_inference_completions_cost": 0.00157}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.32, "thoughts": "Army is grouped mid-map heading east. Keep pushing toward enemy base and continue economy/production.", "notes": "Enemy base at (95,11). Army pushing east from ~(53-58,27-28). Keep training e1/e3, second harv building, watch power.", "commands": [{"do": "attack_move", "units": "all_army", "x": 90, "y": 13}], "feedback": ["attack_move: 18 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2200, "deaths_cost": 1100, "units_killed": 12, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12800, "army_value": 3800, "income": 4000, "experience": 22, "order_count": 59}}
{"tick": 6001, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $185 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $1100 (1 units, 0 bldgs), lost $2200 (12 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Building: proc 75%; Vehicle: 1tnk 80%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #171@(66,14)\n  harv (Ore Truck (harvester)) x1: #132@(98,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Place proc when finished, build powr next (proc will push power to 110/100, causing low power), then tech fix for 2tnk.", "raw": "{\"thoughts\": \"Second refinery is nearly finished; upon placement power will dip, so queue powr immediately. Light tank is completing; queue another light tank and keep economy rolling.\", \"notes\": \"Placing proc will trigger low power; build powr next, then fix to unlock medium tanks (2tnk).\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}, {\"do\": \"build\", \"item\": \"powr\"}, {\"do\": \"train\", \"item\": \"1tnk\", \"count\": 1}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1488, "completion_tokens": 112, "total_tokens": 1600, "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": 0.003072, "upstream_inference_prompt_cost": 0.002232, "upstream_inference_completions_cost": 0.00084}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.27, "thoughts": "Second refinery is nearly finished; upon placement power will dip, so queue powr immediately. Light tank is completing; queue another light tank and keep economy rolling.", "notes": "Placing proc will trigger low power; build powr next, then fix to unlock medium tanks (2tnk).", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "powr"}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build powr: started", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 1100, "deaths_cost": 2200, "units_killed": 1, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 11, "order_count": 24}}
{"tick": 6201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 1.\nSCORE: assets $12800, army $4900, killed $2200 (12 units, 0 bldgs), lost $1100 (1 units, 0 bldgs). Map explored 16.7%.\nPRODUCTION: Building: fix 18%; Building: powr 0%; Building: powr 0%; Vehicle: harv 31%; Infantry: e3 78%; 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 35%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #169 weap@(7,16) 100%, #173 powr@(15,14) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(67,22) #137@(66,22) #138@(62,26) #140@(62,27)98% #142@(62,27) #151@(67,23) #166@(63,26)94% #167@(63,26)70%\n  e3 (Rocket Soldier) x10: #145@(62,27) #147@(61,27) #153@(65,24) #158@(64,25) #159@(63,26) #160@(64,25) #162@(64,25)98% #165@(64,25)94% #170@(50,26) #172@(21,17)\n  harv (Ore Truck (harvester)) x1: #150@(5,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army pushing east from ~(53-58,27-28). Keep training e1/e3, second harv building, watch power.", "raw": "{\"thoughts\":\"Army is grouped mid-map, push toward enemy base at (95,11). Keep econ and production rolling; queue more infantry and a harvester.\",\"notes\":\"Enemy base at (95,11). Army pushing from ~(60-67,22-27) toward enemy. Keep training e1/e3, watch power, build second harv.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2548, "completion_tokens": 206, "total_tokens": 2754, "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": 0.007156, "upstream_inference_prompt_cost": 0.005096, "upstream_inference_completions_cost": 0.00206}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.25, "thoughts": "Army is grouped mid-map, push toward enemy base at (95,11). Keep econ and production rolling; queue more infantry and a harvester.", "notes": "Enemy base at (95,11). Army pushing from ~(60-67,22-27) toward enemy. Keep training e1/e3, watch power, build second harv.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 18 units", "train 4x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2200, "deaths_cost": 1100, "units_killed": 12, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12800, "army_value": 3800, "income": 4500, "experience": 22, "order_count": 59}}
{"tick": 6201, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $1100 (1 units, 0 bldgs), lost $2200 (12 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 81%; Building: powr 0%; Vehicle: 1tnk 94%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #171@(65,14)*\n  harv (Ore Truck (harvester)) x1: #132@(102,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build powr: started\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Placing proc will trigger low power; build powr next, then fix to unlock medium tanks (2tnk).", "raw": "{\"thoughts\": \"Proc is almost finished and will need immediate placement to secure income and our second harvester. Power is queued up, which will offset the power drain once proc finishes. Pulling back solitary rocket soldier to base defense.\", \"notes\": \"Place proc as soon as ready, let powr build to resolve power, then build fix for 2tnk tech.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}, {\"do\": \"move\", \"units\": [171], \"x\": 93, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1531, "completion_tokens": 118, "total_tokens": 1649, "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": 0.0031815, "upstream_inference_prompt_cost": 0.0022965, "upstream_inference_completions_cost": 0.000885}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.65, "thoughts": "Proc is almost finished and will need immediate placement to secure income and our second harvester. Power is queued up, which will offset the power drain once proc finishes. Pulling back solitary rocket soldier to base defense.", "notes": "Place proc as soon as ready, let powr build to resolve power, then build fix for 2tnk tech.", "commands": [{"do": "place", "item": "proc"}, {"do": "move", "units": [171], "x": 93, "y": 14}], "feedback": ["place proc: nothing READY TO PLACE with that type", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 1100, "deaths_cost": 2200, "units_killed": 1, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 11, "order_count": 26}}
{"tick": 6401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 1.\nSCORE: assets $12800, army $4900, killed $2500 (13 units, 0 bldgs), lost $1100 (1 units, 0 bldgs). Map explored 18.7%.\nPRODUCTION: Building: fix 18%; Building: powr 0%; Building: powr 0%; Vehicle: harv 31%; Infantry: e3 78%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 35%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #169 weap@(7,16) 100%, #173 powr@(15,14) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(74,15) #137@(74,14) #138@(70,19) #140@(71,22)98% #142@(71,23) #151@(75,15) #166@(71,18)94% #167@(71,19)70%\n  e3 (Rocket Soldier) x10: #145@(70,19) #147@(70,23) #153@(72,17) #158@(71,18) #159@(70,19) #160@(71,18) #162@(71,17)98% #165@(71,18)94% #170@(60,28) #172@(30,23)\n  harv (Ore Truck (harvester)) x1: #150@(9,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\n  - train 4x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army pushing from ~(60-67,22-27) toward enemy. Keep training e1/e3, watch power, build second harv.", "raw": "{\"thoughts\":\"Army is pushing toward enemy at (95,11). Keep production going, add more harvester income, and continue attack.\",\"notes\":\"Enemy base at (95,11). Army pushing east; continue attack_move toward (95,11). Keep training e1/e3, harv building, watch power.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2643, "completion_tokens": 167, "total_tokens": 2810, "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": 0.006956, "upstream_inference_prompt_cost": 0.005286, "upstream_inference_completions_cost": 0.00167}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.56, "thoughts": "Army is pushing toward enemy at (95,11). Keep production going, add more harvester income, and continue attack.", "notes": "Enemy base at (95,11). Army pushing east; continue attack_move toward (95,11). Keep training e1/e3, harv building, watch power.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 18 units", "train 4x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2500, "deaths_cost": 1100, "units_killed": 13, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12800, "army_value": 3800, "income": 4500, "experience": 25, "order_count": 65}}
{"tick": 6401, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7300, army $1100, killed $1100 (1 units, 0 bldgs), lost $2500 (13 units, 0 bldgs). Map explored 24%.\nPRODUCTION: Building: proc 81%; Building: powr 0%; Vehicle: 1tnk 94%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(99,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Place proc as soon as ready, let powr build to resolve power, then build fix for 2tnk tech.", "raw": "{\"thoughts\": \"Proc is almost done at 81% and light tank at 94%. Cash is currently zero, so wait for the harvester to drop ore and finish the refinery to unlock the second harvester.\", \"notes\": \"Place proc when finished, build powr next for power headroom, then fix for 2tnk.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1495, "completion_tokens": 85, "total_tokens": 1580, "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": 0.00288, "upstream_inference_prompt_cost": 0.0022425, "upstream_inference_completions_cost": 0.0006375}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.21, "thoughts": "Proc is almost done at 81% and light tank at 94%. Cash is currently zero, so wait for the harvester to drop ore and finish the refinery to unlock the second harvester.", "notes": "Place proc when finished, build powr next for power headroom, then fix for 2tnk.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 1100, "deaths_cost": 2500, "units_killed": 1, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2150, "experience": 11, "order_count": 26}}
{"tick": 6601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $61 (storage 4000), power 200 made / 110 used, harvesters 1.\nSCORE: assets $13100, army $5200, killed $2500 (13 units, 0 bldgs), lost $1100 (1 units, 0 bldgs). Map explored 21.3%.\nPRODUCTION: Building: fix 31%; Building: powr 0%; Building: powr 0%; Vehicle: harv 44%; Infantry: e1 81%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 35%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #169 weap@(7,16) 100%, #173 powr@(15,14) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(84,10) #137@(85,14) #138@(77,11) #140@(78,15)98% #142@(78,15) #151@(86,14) #166@(78,11)94% #167@(78,11)70%\n  e3 (Rocket Soldier) x11: #145@(77,12) #147@(77,16) #153@(80,10) #158@(79,10) #159@(78,11) #160@(78,10) #162@(78,10)98% #165@(79,10)94% #170@(68,21) #172@(41,24) #174@(11,14)*\n  harv (Ore Truck (harvester)) x1: #150@(10,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\n  - train 4x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army pushing east; continue attack_move toward (95,11). Keep training e1/e3, harv building, watch power.", "raw": "{\"thoughts\":\"Continue push toward enemy base with main army; keep economy running; queue more units.\",\"notes\":\"Enemy base at (95,11). Army near (77-86,10-16), continue attack_move east to enemy base. Keep training e1/e3, watch power/economy, build harv, fix depot pending.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2703, "completion_tokens": 172, "total_tokens": 2875, "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": 0.007126, "upstream_inference_prompt_cost": 0.005406, "upstream_inference_completions_cost": 0.00172}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.78, "thoughts": "Continue push toward enemy base with main army; keep economy running; queue more units.", "notes": "Enemy base at (95,11). Army near (77-86,10-16), continue attack_move east to enemy base. Keep training e1/e3, watch power/economy, build harv, fix depot pending.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 1 units", "train 4x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2500, "deaths_cost": 1100, "units_killed": 13, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13100, "army_value": 4100, "income": 4000, "experience": 25, "order_count": 71}}
{"tick": 6601, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $383 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8000, army $1800, killed $1100 (1 units, 0 bldgs), lost $2500 (13 units, 0 bldgs). Map explored 24%.\nPRODUCTION: Building: proc 85%; Building: powr 0%; Vehicle: 1tnk 2%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 100%, #156 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #175@(97,9)\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Place proc when finished, build powr next for power headroom, then fix for 2tnk.", "raw": "{\"thoughts\":\"Refinery is finishing soon; we need it placed as soon as ready to boost income with the second harvester. Power is tight, so keep power in queue next, followed by Service Depot (fix) for medium tanks. Keep building 1tnk and rocket soldiers in the meantime.\",\"notes\":\"Proc finishing soon, place it and then build powr. Then fix to unlock 2tnk. Defend base area.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1497, "completion_tokens": 113, "total_tokens": 1610, "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": 0.003093, "upstream_inference_prompt_cost": 0.0022455, "upstream_inference_completions_cost": 0.0008475}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.68, "thoughts": "Refinery is finishing soon; we need it placed as soon as ready to boost income with the second harvester. Power is tight, so keep power in queue next, followed by Service Depot (fix) for medium tanks. Keep building 1tnk and rocket soldiers in the meantime.", "notes": "Proc finishing soon, place it and then build powr. Then fix to unlock 2tnk. Defend base area.", "commands": [{"do": "place", "item": "proc"}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["place proc: nothing READY TO PLACE with that type", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 1100, "deaths_cost": 2500, "units_killed": 1, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8000, "army_value": 700, "income": 2500, "experience": 11, "order_count": 26}}
{"tick": 6801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 110 used, harvesters 1.\nSCORE: assets $13200, army $5300, killed $2500 (13 units, 0 bldgs), lost $1100 (1 units, 0 bldgs). Map explored 22.8%.\nPRODUCTION: Building: fix 32%; Building: powr 0%; Building: powr 0%; Vehicle: harv 46%; Infantry: e1 1%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 35%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #169 weap@(7,16) 100%, #173 powr@(15,14) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(93,9)77% #137@(93,9) #138@(87,9) #140@(87,9)98% #142@(87,10) #151@(92,9) #166@(88,9)94% #167@(88,9)70% #176@(11,14)*\n  e3 (Rocket Soldier) x11: #145@(87,9) #147@(85,10) #153@(90,9) #158@(89,9) #159@(87,9) #160@(89,9) #162@(89,9)98% #165@(89,9)94% #170@(76,14) #172@(50,26) #174@(21,17)\n  harv (Ore Truck (harvester)) x1: #150@(8,29)\nVISIBLE ENEMY UNITS (1):\n  #175 1tnk@(96,9) 96%\nVISIBLE ENEMY BUILDINGS (3):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #134 tent@(95,8) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - train 4x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army near (77-86,10-16), continue attack_move east to enemy base. Keep training e1/e3, watch power/economy, build harv, fix depot pending.", "raw": "{\"thoughts\":\"Army is already near enemy base at (95,11). Push attack with all units to destroy buildings while economy continues in background.\",\"notes\":\"Enemy base at (95,11). Army pushing attack. Keep training e1/e3, build harv, fix depot pending, watch power.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2841, "completion_tokens": 201, "total_tokens": 3042, "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": 0.007692, "upstream_inference_prompt_cost": 0.005682, "upstream_inference_completions_cost": 0.00201}, "completion_tokens_details": {"reasoning_tokens": 38, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.44, "thoughts": "Army is already near enemy base at (95,11). Push attack with all units to destroy buildings while economy continues in background.", "notes": "Enemy base at (95,11). Army pushing attack. Keep training e1/e3, build harv, fix depot pending, watch power.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 20 units", "train 4x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 2500, "deaths_cost": 1100, "units_killed": 13, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13200, "army_value": 4200, "income": 4000, "experience": 25, "order_count": 77}}
{"tick": 6801, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8000, army $1800, killed $1100 (1 units, 0 bldgs), lost $2500 (13 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: proc 95%; Building: powr 0%; Vehicle: 1tnk 21%; Infantry: e3 39%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 tent@(95,8) 99%, #156 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #175@(96,9)96%\n  harv (Ore Truck (harvester)) x1: #132@(101,24)\nVISIBLE ENEMY UNITS (8):\n  #135 e1@(93,9) 77%, #137 e1@(93,9) 99%, #151 e1@(92,9) 100%, #153 e3@(90,9) 100%, #158 e3@(89,9) 100%, #160 e3@(89,9) 100%, #162 e3@(89,9) 98%, #165 e3@(89,9) 94%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Proc finishing soon, place it and then build powr. Then fix to unlock 2tnk. Defend base area.", "raw": "{\"thoughts\": \"Enemy infantry ball is right at our base perimeter (93,9). Proc is 95% done, so place it as soon as ready to secure eco and get second harvester, while using light tank carefully against their rocket/rifle cluster.\", \"notes\": \"Place proc when finished. Build powr next, then fix for 2tnk. Defend base against enemy infantry.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}, {\"do\": \"attack_move\", \"units\": [175], \"x\": 94, \"y\": 9}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1670, "completion_tokens": 127, "total_tokens": 1797, "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": 0.0034575, "upstream_inference_prompt_cost": 0.002505, "upstream_inference_completions_cost": 0.0009525}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.4, "thoughts": "Enemy infantry ball is right at our base perimeter (93,9). Proc is 95% done, so place it as soon as ready to secure eco and get second harvester, while using light tank carefully against their rocket/rifle cluster.", "notes": "Place proc when finished. Build powr next, then fix for 2tnk. Defend base against enemy infantry.", "commands": [{"do": "place", "item": "proc"}, {"do": "attack_move", "units": [175], "x": 94, "y": 9}], "feedback": ["place proc: nothing READY TO PLACE with that type", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 1100, "deaths_cost": 2500, "units_killed": 1, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8000, "army_value": 700, "income": 2500, "experience": 11, "order_count": 29}}
{"tick": 7001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 110 used, harvesters 1.\nSCORE: assets $13200, army $5300, killed $3200 (14 units, 0 bldgs), lost $1100 (1 units, 0 bldgs). Map explored 23.3%.\nPRODUCTION: Building: fix 32%; Building: powr 0%; Building: powr 0%; Vehicle: harv 46%; Infantry: e1 1%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 35%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #169 weap@(7,16) 100%, #173 powr@(15,14) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(95,9)49%* #137@(95,9)98%* #138@(94,9)* #140@(94,9)98%* #142@(93,8)* #151@(95,9)* #166@(88,9)94% #167@(88,9)70% #176@(21,17)\n  e3 (Rocket Soldier) x11: #145@(93,9)* #147@(92,9)* #153@(94,9)* #158@(95,9)* #159@(95,9)* #160@(94,9)* #162@(94,9)98%* #165@(89,9)94% #170@(86,14) #172@(60,28) #174@(29,22)\n  harv (Ore Truck (harvester)) x1: #150@(10,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (5):\n  #122 fact@(95,11) 99%, #124 powr@(93,11) 48%, #130 proc@(98,11) 99%, #134 tent@(95,8) 98%, #156 weap@(97,8) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 20 units\n  - train 4x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Army pushing attack. Keep training e1/e3, build harv, fix depot pending, watch power.", "raw": "{\"thoughts\":\"Army is already near enemy base at (95,11); attack buildings directly to finish them off. Keep economy running.\",\"notes\":\"Enemy base at (95,11), army engaged there. Continue training e1/e3 and building harvesters/power. Focus fire on fact/proc/weap to end game.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":10},{\"do\":\"attack\",\"units\":[135,137,138,140,142,151,145,147,153,158,159,160,162],\"target\":122},{\"do\":\"harvest\",\"unit\":150}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2916, "completion_tokens": 218, "total_tokens": 3134, "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": 0.008012, "upstream_inference_prompt_cost": 0.005832, "upstream_inference_completions_cost": 0.00218}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.75, "thoughts": "Army is already near enemy base at (95,11); attack buildings directly to finish them off. Keep economy running.", "notes": "Enemy base at (95,11), army engaged there. Continue training e1/e3 and building harvesters/power. Focus fire on fact/proc/weap to end game.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 10}, {"do": "attack", "units": [135, 137, 138, 140, 142, 151, 145, 147, 153, 158, 159, 160, 162], "target": 122}, {"do": "harvest", "unit": 150}], "feedback": ["attack_move: 20 units", "attack: 13 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3200, "deaths_cost": 1100, "units_killed": 14, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13200, "army_value": 4200, "income": 4000, "experience": 32, "order_count": 83}}
{"tick": 7001, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 48 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7300, army $1100, killed $1100 (1 units, 0 bldgs), lost $3200 (14 units, 0 bldgs). Map explored 24.3%.\nPRODUCTION: Building: proc 95%; Building: powr 0%; Vehicle: 1tnk 21%; Infantry: e3 39%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 99%, #124 powr@(93,11) 48%, #130 proc@(98,11) 99%, #134 tent@(95,8) 98%, #156 weap@(97,8) 99%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(99,24)\nVISIBLE ENEMY UNITS (14):\n  #135 e1@(95,9) 49%, #137 e1@(95,9) 98%, #138 e1@(94,9) 100%, #140 e1@(94,9) 98%, #142 e1@(93,8) 100%, #145 e3@(93,9) 100%, #147 e3@(92,9) 100%, #151 e1@(95,9) 100%, #153 e3@(94,9) 100%, #158 e3@(95,9) 100%, #159 e3@(95,9) 100%, #160 e3@(94,9) 100%, #162 e3@(94,9) 98%, #165 e3@(89,9) 94%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Place proc when finished. Build powr next, then fix for 2tnk. Defend base against enemy infantry.", "raw": "{\"thoughts\": \"Enemy infantry swarm is directly at our barracks and base! We have $0, low power, and our proc is at 95% while 1tnk is building. We must repair our damaged buildings, let proc finish and place it immediately for cash and a harvester, then squash infantry with our newly built light tank.\", \"notes\": \"Enemy infantry horde at base (95,9). Place proc immediately upon completion, repair powr #124, build power next.\", \"commands\": [{\"do\": \"repair\", \"building\": 124}, {\"do\": \"place\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1747, "completion_tokens": 133, "total_tokens": 1880, "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": 0.003618, "upstream_inference_prompt_cost": 0.0026205, "upstream_inference_completions_cost": 0.0009975}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.46, "thoughts": "Enemy infantry swarm is directly at our barracks and base! We have $0, low power, and our proc is at 95% while 1tnk is building. We must repair our damaged buildings, let proc finish and place it immediately for cash and a harvester, then squash infantry with our newly built light tank.", "notes": "Enemy infantry horde at base (95,9). Place proc immediately upon completion, repair powr #124, build power next.", "commands": [{"do": "repair", "building": 124}, {"do": "place", "item": "proc"}], "feedback": ["repair #124: ordered", "place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 1100, "deaths_cost": 3200, "units_killed": 1, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7300, "army_value": 0, "income": 2500, "experience": 11, "order_count": 29}}
{"tick": 7201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 1.\nSCORE: assets $13300, army $5400, killed $3500 (14 units, 1 bldgs), lost $1100 (1 units, 0 bldgs). Map explored 23.4%.\nPRODUCTION: Building: fix 46%; Building: powr 0%; Building: powr 0%; Vehicle: harv 61%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 35%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #169 weap@(7,16) 100%, #173 powr@(15,14) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #135@(95,9)49% #137@(95,9)98% #138@(94,9) #140@(94,9)98% #142@(93,8) #151@(95,9) #166@(90,9)94% #167@(90,9)70% #176@(30,23) #177@(11,14)*\n  e3 (Rocket Soldier) x11: #145@(93,9) #147@(92,9) #153@(94,9) #158@(95,9) #159@(95,9) #160@(94,9) #162@(94,9)98% #165@(90,9)94% #170@(91,12) #172@(68,21) #174@(39,24)\n  harv (Ore Truck (harvester)) x1: #150@(7,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (4):\n  #122 fact@(95,11) 10%, #130 proc@(98,11) 99%, #134 tent@(95,8) 89%, #156 weap@(97,8) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 20 units\n  - attack: 13 units\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), army engaged there. Continue training e1/e3 and building harvesters/power. Focus fire on fact/proc/weap to end game.", "raw": "{\"thoughts\":\"Army is at enemy base near-destroyed factory. Keep attacking to finish enemy buildings, focus fire fact (10%) first for possible instant kill on structures.\",\"notes\":\"Enemy base (95,11) nearly dead - fact 10%, keep attacking all buildings until destroyed. Continue economy: proc building, power growing.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":122},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":10}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2882, "completion_tokens": 174, "total_tokens": 3056, "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": 0.007504, "upstream_inference_prompt_cost": 0.005764, "upstream_inference_completions_cost": 0.00174}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.31, "thoughts": "Army is at enemy base near-destroyed factory. Keep attacking to finish enemy buildings, focus fire fact (10%) first for possible instant kill on structures.", "notes": "Enemy base (95,11) nearly dead - fact 10%, keep attacking all buildings until destroyed. Continue economy: proc building, power growing.", "commands": [{"do": "attack", "units": "all_army", "target": 122}, {"do": "attack_move", "units": "idle_army", "x": 95, "y": 10}], "feedback": ["attack: 21 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 3500, "deaths_cost": 1100, "units_killed": 14, "units_lost": 1, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 13300, "army_value": 4300, "income": 3500, "experience": 35, "order_count": 83}}
{"tick": 7201, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1209 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7000, army $1100, killed $1100 (1 units, 0 bldgs), lost $3500 (14 units, 1 bldgs). Map explored 24.3%.\nPRODUCTION: Building: powr 14%; Vehicle: 1tnk 27%; Infantry: e3 53%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 10%, #130 proc@(98,11) 99%, #134 tent@(95,8) 89%, #156 weap@(97,8) 99%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(99,13)\nVISIBLE ENEMY UNITS (17):\n  #135 e1@(95,9) 49%, #137 e1@(95,9) 98%, #138 e1@(94,9) 100%, #140 e1@(94,9) 98%, #142 e1@(93,8) 100%, #145 e3@(93,9) 100%, #147 e3@(92,9) 100%, #151 e1@(95,9) 100%, #153 e3@(94,9) 100%, #158 e3@(95,9) 100%, #159 e3@(95,9) 100%, #160 e3@(94,9) 100%, #162 e3@(94,9) 98%, #165 e3@(90,9) 94%, #166 e1@(90,9) 94%, #167 e1@(90,9) 70%, #170 e3@(91,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #124: ordered\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Enemy infantry horde at base (95,9). Place proc immediately upon completion, repair powr #124, build power next.", "raw": "{\"thoughts\": \"Our power plant was destroyed, causing a blackout, and the ConYard #122 is critically damaged at 10% hp with enemy infantry right outside. Immediately repair the ConYard and Tent, build a Pillbox or defensive structure to deal with the mass infantry, and finish the power plant.\", \"notes\": \"ConYard at 10% hp under fire! Repairing fact #122. Building powr and pbox to clear enemy infantry horde at (95,9).\", \"commands\": [{\"do\": \"repair\", \"building\": 122}, {\"do\": \"repair\", \"building\": 134}, {\"do\": \"build\", \"item\": \"pbox\"}, {\"do\": \"train\", \"item\": \"e1\", \"count\": 5}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1752, "completion_tokens": 170, "total_tokens": 1922, "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": 0.003903, "upstream_inference_prompt_cost": 0.002628, "upstream_inference_completions_cost": 0.001275}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.3, "thoughts": "Our power plant was destroyed, causing a blackout, and the ConYard #122 is critically damaged at 10% hp with enemy infantry right outside. Immediately repair the ConYard and Tent, build a Pillbox or defensive structure to deal with the mass infantry, and finish the power plant.", "notes": "ConYard at 10% hp under fire! Repairing fact #122. Building powr and pbox to clear enemy infantry horde at (95,9).", "commands": [{"do": "repair", "building": 122}, {"do": "repair", "building": 134}, {"do": "build", "item": "pbox"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["repair #122: ordered", "repair #134: ordered", "build pbox: started", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 1100, "deaths_cost": 3500, "units_killed": 1, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 7000, "army_value": 0, "income": 2000, "experience": 11, "order_count": 29}}
{"tick": 7401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 1.\nSCORE: assets $13300, army $5400, killed $5500 (14 units, 2 bldgs), lost $1100 (1 units, 0 bldgs). Map explored 23.4%.\nPRODUCTION: Building: fix 46%; Building: powr 0%; Building: powr 0%; Vehicle: harv 61%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 35%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #169 weap@(7,16) 100%, #173 powr@(15,14) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #135@(95,9)49%* #137@(95,9)98%* #138@(94,9)* #140@(94,9)98%* #142@(93,8)* #151@(95,9)* #166@(90,9)94% #167@(90,9)70% #176@(30,23)* #177@(21,17)\n  e3 (Rocket Soldier) x11: #145@(93,9)* #147@(92,9)* #153@(94,9)* #158@(95,9)* #159@(95,9)* #160@(94,9)* #162@(94,9)98%* #165@(90,9)94% #170@(91,12)* #172@(69,21)* #174@(41,24)*\n  harv (Ore Truck (harvester)) x1: #150@(7,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #130 proc@(98,11) 99%, #134 tent@(95,8) 54%, #156 weap@(97,8) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 21 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base (95,11) nearly dead - fact 10%, keep attacking all buildings until destroyed. Continue economy: proc building, power growing.", "raw": "{\"thoughts\":\"Enemy base still has 3 buildings, my army is mostly nearby. Push all units to finish them off.\",\"notes\":\"Enemy base at (95,11) area - proc,tent,weap remaining. Keep attacking until destroyed. Economy stable, keep training.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":97,\"y\":9},{\"do\":\"attack\",\"units\":[145,147,153,158,159,160,162,165],\"target\":130},{\"do\":\"attack\",\"units\":[135,137,138,140,142,151],\"target\":134},{\"do\":\"attack\",\"units\":[166,167,170],\"target\":156}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2880, "completion_tokens": 263, "total_tokens": 3143, "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": 0.00839, "upstream_inference_prompt_cost": 0.00576, "upstream_inference_completions_cost": 0.00263}, "completion_tokens_details": {"reasoning_tokens": 52, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.84, "thoughts": "Enemy base still has 3 buildings, my army is mostly nearby. Push all units to finish them off.", "notes": "Enemy base at (95,11) area - proc,tent,weap remaining. Keep attacking until destroyed. Economy stable, keep training.", "commands": [{"do": "attack_move", "units": "all_army", "x": 97, "y": 9}, {"do": "attack", "units": [145, 147, 153, 158, 159, 160, 162, 165], "target": 130}, {"do": "attack", "units": [135, 137, 138, 140, 142, 151], "target": 134}, {"do": "attack", "units": [166, 167, 170], "target": 156}], "feedback": ["attack_move: 21 units", "attack: 8 units", "attack: 6 units", "attack: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 5500, "deaths_cost": 1100, "units_killed": 14, "units_lost": 1, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13300, "army_value": 4300, "income": 3500, "experience": 55, "order_count": 83}}
{"tick": 7401, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1528 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5000, army $1100, killed $1100 (1 units, 0 bldgs), lost $5500 (14 units, 2 bldgs). Map explored 24.3%.\nPRODUCTION: Vehicle: 1tnk 43%; Infantry: e3 91%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 99%, #134 tent@(95,8) 54%, #156 weap@(97,8) 99%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,20)\nVISIBLE ENEMY UNITS (17):\n  #135 e1@(95,9) 49%, #137 e1@(95,9) 98%, #138 e1@(94,9) 100%, #140 e1@(94,9) 98%, #142 e1@(93,8) 100%, #145 e3@(93,9) 100%, #147 e3@(92,9) 100%, #151 e1@(95,9) 100%, #153 e3@(94,9) 100%, #158 e3@(95,9) 100%, #159 e3@(95,9) 100%, #160 e3@(94,9) 100%, #162 e3@(94,9) 98%, #165 e3@(90,9) 94%, #166 e1@(90,9) 94%, #167 e1@(90,9) 70%, #170 e3@(91,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - repair #134: ordered\n  - build pbox: started\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: ConYard at 10% hp under fire! Repairing fact #122. Building powr and pbox to clear enemy infantry horde at (95,9).", "raw": "{\"thoughts\": \"Our ConYard was destroyed and we are under a massive infantry swarm at our barracks. We have a Light Tank and Rocket Soldiers finishing, and we must build a second harvester or spam Light Tanks to crush the infantry while repairing the Barracks.\", \"notes\": \"ConYard lost. Enemy infantry swarm right at tent (95,8). Light Tank coming to squash infantry. Keep pumping 1tnk and e1/e3.\", \"commands\": [{\"do\": \"repair\", \"building\": 134}, {\"do\": \"train\", \"item\": \"1tnk\", \"count\": 2}, {\"do\": \"attack_move\", \"units\": \"idle_army\", \"x\": 95, \"y\": 9}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1692, "completion_tokens": 158, "total_tokens": 1850, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003723, "upstream_inference_prompt_cost": 0.002538, "upstream_inference_completions_cost": 0.001185}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.08, "thoughts": "Our ConYard was destroyed and we are under a massive infantry swarm at our barracks. We have a Light Tank and Rocket Soldiers finishing, and we must build a second harvester or spam Light Tanks to crush the infantry while repairing the Barracks.", "notes": "ConYard lost. Enemy infantry swarm right at tent (95,8). Light Tank coming to squash infantry. Keep pumping 1tnk and e1/e3.", "commands": [{"do": "repair", "building": 134}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "attack_move", "units": "idle_army", "x": 95, "y": 9}], "feedback": ["repair #134: ordered", "train 2x 1tnk: queued", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 1100, "deaths_cost": 5500, "units_killed": 1, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 5000, "army_value": 0, "income": 2500, "experience": 11, "order_count": 35}}
{"tick": 7601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $385 (storage 4000), power 200 made / 110 used, harvesters 1.\nSCORE: assets $13400, army $5500, killed $6900 (14 units, 3 bldgs), lost $1100 (1 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Building: fix 50%; Building: powr 0%; Building: powr 0%; Vehicle: harv 65%; Infantry: e1 3%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 35%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #169 weap@(7,16) 100%, #173 powr@(15,14) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #135@(95,9)49% #137@(95,9)98% #138@(94,9) #140@(94,9)98% #142@(93,8) #151@(95,9) #166@(91,9)94% #167@(91,9)70% #176@(40,24) #177@(29,22) #180@(11,13)\n  e3 (Rocket Soldier) x11: #145@(93,9)* #147@(93,9)* #153@(94,9)* #158@(95,9)* #159@(95,9)* #160@(94,9)* #162@(94,9)98%* #165@(93,11)94% #170@(93,11) #172@(76,14) #174@(51,26)\n  harv (Ore Truck (harvester)) x1: #150@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #134 tent@(95,8) 13%, #156 weap@(97,8) 87%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 21 units\n  - attack: 8 units\n  - attack: 6 units\n  - attack: 3 units\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11) area - proc,tent,weap remaining. Keep attacking until destroyed. Economy stable, keep training.", "raw": "{\"thoughts\":\"My army is already at the enemy base with tent at 13% hp. Push all attacking units to finish off buildings, keep economy running.\",\"notes\":\"Enemy base (95,11) area - tent 13%, weap 87% remaining. Push all units to destroy them. Keep training e3/e1 and building power.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":9},\n{\"do\":\"attack\",\"units\":[135,137,138,140,142,151,166,167],\"target\":134},\n{\"do\":\"attack\",\"units\":[145,147,153,158,159,160,162,165,170],\"target\":156},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":2}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2868, "completion_tokens": 280, "total_tokens": 3148, "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": 0.008536, "upstream_inference_prompt_cost": 0.005736, "upstream_inference_completions_cost": 0.0028}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.96, "thoughts": "My army is already at the enemy base with tent at 13% hp. Push all attacking units to finish off buildings, keep economy running.", "notes": "Enemy base (95,11) area - tent 13%, weap 87% remaining. Push all units to destroy them. Keep training e3/e1 and building power.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 9}, {"do": "attack", "units": [135, 137, 138, 140, 142, 151, 166, 167], "target": 134}, {"do": "attack", "units": [145, 147, 153, 158, 159, 160, 162, 165, 170], "target": 156}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 22 units", "attack: 8 units", "attack: 9 units", "train 4x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "kills_cost": 6900, "deaths_cost": 1100, "units_killed": 14, "units_lost": 1, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 13400, "army_value": 4400, "income": 3500, "experience": 69, "order_count": 83}}
{"tick": 7601, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 50 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $3600, army $1100, killed $1100 (1 units, 0 bldgs), lost $6900 (14 units, 3 bldgs). Map explored 24.5%.\nPRODUCTION: Vehicle: 1tnk 55%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 100%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #134 tent@(95,8) 13%, #156 weap@(97,8) 87%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(99,27)\nVISIBLE ENEMY UNITS (17):\n  #135 e1@(95,9) 49%, #137 e1@(95,9) 98%, #138 e1@(94,9) 100%, #140 e1@(94,9) 98%, #142 e1@(93,8) 100%, #145 e3@(93,9) 100%, #147 e3@(93,9) 100%, #151 e1@(95,9) 100%, #153 e3@(94,9) 100%, #158 e3@(95,9) 100%, #159 e3@(95,9) 100%, #160 e3@(94,9) 100%, #162 e3@(94,9) 98%, #165 e3@(93,11) 94%, #166 e1@(91,9) 94%, #167 e1@(91,9) 70%, #170 e3@(93,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #134: ordered\n  - train 2x 1tnk: queued\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: ConYard lost. Enemy infantry swarm right at tent (95,8). Light Tank coming to squash infantry. Keep pumping 1tnk and e1/e3.", "raw": "{\"thoughts\": \"Base is under heavy attack by enemy infantry swarming tent #134. We have $0 cash, no refinery, and no ConYard. Harvester #132 is our only asset besides barracks and war factory; let's crush the enemy infantry with harv #132 if possible, or keep harvesting.\", \"notes\": \"No ConYard or refinery. Tent and War Factory under siege by infantry swarm. Harvester is only hope to crush infantry or wait for 1tnk.\", \"commands\": [{\"do\":\"repair\",\"building\":134},{\"do\":\"repair\",\"building\":156},{\"do\":\"attack_move\",\"units\":[132],\"x\":95,\"y\":9}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1672, "completion_tokens": 152, "total_tokens": 1824, "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": 0.003648, "upstream_inference_prompt_cost": 0.002508, "upstream_inference_completions_cost": 0.00114}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.33, "thoughts": "Base is under heavy attack by enemy infantry swarming tent #134. We have $0 cash, no refinery, and no ConYard. Harvester #132 is our only asset besides barracks and war factory; let's crush the enemy infantry with harv #132 if possible, or keep harvesting.", "notes": "No ConYard or refinery. Tent and War Factory under siege by infantry swarm. Harvester is only hope to crush infantry or wait for 1tnk.", "commands": [{"do": "repair", "building": 134}, {"do": "repair", "building": 156}, {"do": "attack_move", "units": [132], "x": 95, "y": 9}], "feedback": ["repair #134: ordered", "repair #156: ordered", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 1100, "deaths_cost": 6900, "units_killed": 1, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 3600, "army_value": 0, "income": 2500, "experience": 11, "order_count": 37}}
{"tick": 7801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 1.\nSCORE: assets $13500, army $5600, killed $9400 (14 units, 5 bldgs), lost $1100 (1 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Building: fix 60%; Building: powr 0%; Building: powr 0%; Vehicle: harv 76%; Infantry: e1 30%; 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: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 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@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 35%, #133 barr@(12,13) 100%, #149 proc@(10,19) 100%, #169 weap@(7,16) 100%, #173 powr@(15,14) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #135@(95,9)49%* #137@(95,9)98%* #138@(94,9)* #140@(94,9)98%* #142@(93,8)* #151@(95,9)* #166@(91,9)94%* #167@(91,9)70%* #176@(50,26) #177@(39,24) #180@(20,16) #181@(11,14)*\n  e3 (Rocket Soldier) x11: #145@(93,9)* #147@(93,9)* #153@(94,9)* #158@(95,9)* #159@(95,9)* #160@(94,9)* #162@(94,9)98%* #165@(93,11)94%* #170@(93,11)* #172@(86,12) #174@(60,28)\n  harv (Ore Truck (harvester)) x1: #150@(6,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 22 units\n  - attack: 8 units\n  - attack: 9 units\n  - train 4x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base (95,11) area - tent 13%, weap 87% remaining. Push all units to destroy them. Keep training e3/e1 and building power.", "raw": "{\"thoughts\":\"My army is clustered near enemy base already; continue attack_move to finish them off. Keep economy running.\",\"notes\":\"Enemy base near (95,11), pushing final assault. Keep training e1/e3, building power/proc.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":150}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2932, "completion_tokens": 180, "total_tokens": 3112, "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": 0.007664, "upstream_inference_prompt_cost": 0.005864, "upstream_inference_completions_cost": 0.0018}, "completion_tokens_details": {"reasoning_tokens": 51, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.49, "thoughts": "My army is clustered near enemy base already; continue attack_move to finish them off. Keep economy running.", "notes": "Enemy base near (95,11), pushing final assault. Keep training e1/e3, building power/proc.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 150}], "feedback": ["attack_move: 18 units"], "stats": {"win_state": "Won", "faction": "ukraine", "kills_cost": 9400, "deaths_cost": 1100, "units_killed": 14, "units_lost": 1, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 13500, "army_value": 4500, "income": 3000, "experience": 94, "order_count": 89}}
{"tick": 7801, "slot": "Multi1", "model": "google/gemini-3.8-flash", "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 france (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $0, army $0, killed $1100 (1 units, 0 bldgs), lost $9400 (14 units, 5 bldgs). Map explored 25.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (6):\n  #150 harv@(6,29) 100%, #172 e3@(86,12) 100%, #174 e3@(60,28) 100%, #176 e1@(50,26) 100%, #177 e1@(39,24) 100%, #180 e1@(20,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #134: ordered\n  - repair #156: ordered\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: No ConYard or refinery. Tent and War Factory under siege by infantry swarm. Harvester is only hope to crush infantry or wait for 1tnk.", "raw": "{\"thoughts\": \"We have been completely wiped out\u2014zero buildings, zero units, and zero cash. The match is effectively lost as there are no assets left to command.\", \"notes\": \"Eliminated. Defeat.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1269, "completion_tokens": 50, "total_tokens": 1319, "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": 0.0022785, "upstream_inference_prompt_cost": 0.0019035, "upstream_inference_completions_cost": 0.000375}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.53, "thoughts": "We have been completely wiped out\u2014zero buildings, zero units, and zero cash. The match is effectively lost as there are no assets left to command.", "notes": "Eliminated. Defeat.", "commands": [], "feedback": [], "stats": {"win_state": "Lost", "faction": "france", "kills_cost": 1100, "deaths_cost": 9400, "units_killed": 1, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 0, "army_value": 0, "income": 2000, "experience": 11, "order_count": 37}}
