{"tick": 1, "slot": "Multi0", "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: Multi0, faction england (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: #119@(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 kicking off Power Plant production.\", \"notes\": \"MCV deployed at (95, 11). Plan: powr -> proc -> tent -> weap -> fix -> 2tnk push toward enemy at (12, 16).\", \"commands\": [{\"do\": \"deploy\", \"unit\": 119}, {\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1153, "completion_tokens": 101, "total_tokens": 1254, "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": 0.002487, "upstream_inference_prompt_cost": 0.0017295, "upstream_inference_completions_cost": 0.0007575}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.29, "thoughts": "Starting the match. Deploying MCV immediately to establish our Construction Yard and kicking off Power Plant production.", "notes": "MCV deployed at (95, 11). Plan: powr -> proc -> tent -> weap -> fix -> 2tnk push toward enemy at (12, 16).", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:00 (tick 1 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy immediately and begin the standard power/economy opening. Enemy is expected in the far northeast, so early production will rally eastward later.\",\"notes\":\"Base at (12,16); likely enemy start (95,11). Opening: deploy, power, refinery, barracks, second refinery/war factory.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1096, "completion_tokens": 108, "total_tokens": 1204, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 1094, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00167068, "upstream_inference_prompt_cost": 0.00024508, "upstream_inference_completions_cost": 0.0014256}, "completion_tokens_details": {"reasoning_tokens": 14, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.66, "thoughts": "Deploy immediately and begin the standard power/economy opening. Enemy is expected in the far northeast, so early production will rally eastward later.", "notes": "Base at (12,16); likely enemy start (95,11). Opening: deploy, power, refinery, barracks, second refinery/war factory.", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "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": "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: Multi0, faction england (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  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: MCV deployed at (95, 11). Plan: powr -> proc -> tent -> weap -> fix -> 2tnk push toward enemy at (12, 16).", "raw": "{\"thoughts\": \"MCV is deployed. Need to start building the first Power Plant to power future infrastructure.\", \"notes\": \"MCV deployed at (95, 11). Building powr -> proc -> tent -> weap.\", \"commands\": [{\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1205, "completion_tokens": 64, "total_tokens": 1269, "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": 0.0022875, "upstream_inference_prompt_cost": 0.0018075, "upstream_inference_completions_cost": 0.00048}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.04, "thoughts": "MCV is deployed. Need to start building the first Power Plant to power future infrastructure.", "notes": "MCV deployed at (95, 11). Building powr -> proc -> tent -> weap.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:08 (tick 201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16); likely enemy start (95,11). Opening: deploy, power, refinery, barracks, second refinery/war factory.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first power plant should be ready to place. Establish ore income immediately, then unlock infantry scouting.\",\"notes\":\"Base (12,16); enemy likely (95,11). Place power, build refinery, then barracks and second refinery.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":16,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1136, "completion_tokens": 136, "total_tokens": 1272, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1134, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0049181, "upstream_inference_prompt_cost": 0.0031229, "upstream_inference_completions_cost": 0.0017952}, "completion_tokens_details": {"reasoning_tokens": 44, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.97, "thoughts": "Construction Yard is deployed and the first power plant should be ready to place. Establish ore income immediately, then unlock infantry scouting.", "notes": "Base (12,16); enemy likely (95,11). Place power, build refinery, then barracks and second refinery.", "commands": [{"do": "place", "item": "powr", "x": 16, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "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": "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: Multi0, faction england (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  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: MCV deployed at (95, 11). Building powr -> proc -> tent -> weap.", "raw": "{\"thoughts\": \"Power plant is ready; placing it immediately and starting the Ore Refinery (proc) to jumpstart income. Standard opening sequence progressing smoothly.\", \"notes\": \"Placing powr, building proc. Next: tent (barracks) -> weap (war factory) or second proc.\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1180, "completion_tokens": 89, "total_tokens": 1269, "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": 0.0024375, "upstream_inference_prompt_cost": 0.00177, "upstream_inference_completions_cost": 0.0006675}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.72, "thoughts": "Power plant is ready; placing it immediately and starting the Ore Refinery (proc) to jumpstart income. Standard opening sequence progressing smoothly.", "notes": "Placing powr, building proc. Next: tent (barracks) -> weap (war factory) or second proc.", "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": "england", "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": 401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:16 (tick 401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base (12,16); enemy likely (95,11). Place power, build refinery, then barracks and second refinery.", "raw": "{\"thoughts\":\"Deploy economy infrastructure immediately: start power, then place it and build a refinery as soon as available.\",\"notes\":\"Base at (12,16), enemy likely near (95,11). Opening power -> refinery -> barracks/second refinery.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1143, "completion_tokens": 80, "total_tokens": 1223, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1141, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00419815, "upstream_inference_prompt_cost": 0.00314215, "upstream_inference_completions_cost": 0.001056}, "completion_tokens_details": {"reasoning_tokens": 9, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.52, "thoughts": "Deploy economy infrastructure immediately: start power, then place it and build a refinery as soon as available.", "notes": "Base at (12,16), enemy likely near (95,11). Opening power -> refinery -> barracks/second refinery.", "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": 601, "slot": "Multi0", "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: Multi0, faction england (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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Placing powr, building proc. Next: tent (barracks) -> weap (war factory) or second proc.", "raw": "{\"thoughts\": \"Power plant is placed and functioning. Now queueing our first Ore Refinery to get economy and harvester rolling.\", \"notes\": \"proc building; next will place proc, then build tent and weap.\", \"commands\": [{\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1257, "completion_tokens": 59, "total_tokens": 1316, "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": 0.002328, "upstream_inference_prompt_cost": 0.0018855, "upstream_inference_completions_cost": 0.0004425}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.4, "thoughts": "Power plant is placed and functioning. Now queueing our first Ore Refinery to get economy and harvester rolling.", "notes": "proc building; next will place proc, then build tent and weap.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "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": 601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:24 (tick 601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely near (95,11). Opening power -> refinery -> barracks/second refinery.", "raw": "{\"thoughts\":\"Deploy the opening power plant immediately, then start the first refinery to establish income. Enemy is expected far east, so prioritize a fast economic opening.\",\"notes\":\"Base (12,16); enemy likely (95,11). Place powr then first proc; follow with barracks and second refinery.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1126, "completion_tokens": 110, "total_tokens": 1236, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1124, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0045474, "upstream_inference_prompt_cost": 0.0030954, "upstream_inference_completions_cost": 0.001452}, "completion_tokens_details": {"reasoning_tokens": 12, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.28, "thoughts": "Deploy the opening power plant immediately, then start the first refinery to establish income. Enemy is expected far east, so prioritize a fast economic opening.", "notes": "Base (12,16); enemy likely (95,11). Place powr then first proc; follow with barracks and second refinery.", "commands": [{"do": "place", "item": "powr", "x": 15, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "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": 801, "slot": "Multi0", "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: Multi0, faction england (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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: proc building; next will place proc, then build tent and weap.", "raw": "{\"thoughts\": \"Refinery is currently at 23%. Waiting for it to finish constructing so we can deploy our first harvester and establish cash flow.\", \"notes\": \"Waiting for proc to finish, then place it, queue tent, then weap.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1219, "completion_tokens": 56, "total_tokens": 1275, "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": 0.0022485, "upstream_inference_prompt_cost": 0.0018285, "upstream_inference_completions_cost": 0.00042}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.95, "thoughts": "Refinery is currently at 23%. Waiting for it to finish constructing so we can deploy our first harvester and establish cash flow.", "notes": "Waiting for proc to finish, then place it, queue tent, then weap.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "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": 801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:32 (tick 801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\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@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base (12,16); enemy likely (95,11). Place powr then first proc; follow with barracks and second refinery.", "raw": "{\"thoughts\":\"Power is online and the first priority is establishing ore income. Start the first refinery immediately, then place it and transition into barracks plus a second refinery.\",\"notes\":\"Base at (12,16), enemy likely at (95,11). First refinery is now building; place as soon as ready, then barracks and second proc.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1185, "completion_tokens": 106, "total_tokens": 1291, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1183, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00465685, "upstream_inference_prompt_cost": 0.00325765, "upstream_inference_completions_cost": 0.0013992}, "completion_tokens_details": {"reasoning_tokens": 17, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.58, "thoughts": "Power is online and the first priority is establishing ore income. Start the first refinery immediately, then place it and transition into barracks plus a second refinery.", "notes": "Base at (12,16), enemy likely at (95,11). First refinery is now building; place as soon as ready, then barracks and second proc.", "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": 1001, "slot": "Multi0", "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: Multi0, faction england (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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Waiting for proc to finish, then place it, queue tent, then weap.", "raw": "{\"thoughts\": \"Refinery is currently at 46% completion. Waiting for it to finish so we can place it and immediately start a Barracks (tent).\", \"notes\": \"Place proc when ready, build tent, then weap. Enemy likely at (12, 16).\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1207, "completion_tokens": 159, "total_tokens": 1366, "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": 0.003003, "upstream_inference_prompt_cost": 0.0018105, "upstream_inference_completions_cost": 0.0011925}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.91, "thoughts": "Refinery is currently at 46% completion. Waiting for it to finish so we can place it and immediately start a Barracks (tent).", "notes": "Place proc when ready, build tent, then weap. Enemy likely at (12, 16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:40 (tick 1001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: 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@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base at (12,16), enemy likely at (95,11). First refinery is now building; place as soon as ready, then barracks and second proc.", "raw": "{\"thoughts\":\"First refinery is still under construction. I will place it immediately when ready, then establish infantry production and expand ore income.\",\"notes\":\"Base (12,16); enemy likely (95,11). Refinery currently 23%; next: place proc, build tent, then second proc.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1167, "completion_tokens": 109, "total_tokens": 1276, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1165, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00464695, "upstream_inference_prompt_cost": 0.00320815, "upstream_inference_completions_cost": 0.0014388}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.45, "thoughts": "First refinery is still under construction. I will place it immediately when ready, then establish infantry production and expand ore income.", "notes": "Base (12,16); enemy likely (95,11). Refinery currently 23%; next: place proc, build tent, then second proc.", "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": "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: Multi0, faction england (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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Place proc when ready, build tent, then weap. Enemy likely at (12, 16).", "raw": "{\"thoughts\": \"Refinery is at 70% and almost finished. Once placed, it will provide our first harvester and income stream, and unlock barracks and war factory.\", \"notes\": \"Refinery almost done; next is tent and weap. Harvester will auto-harvest upon proc placement.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1213, "completion_tokens": 66, "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": 0.0023145, "upstream_inference_prompt_cost": 0.0018195, "upstream_inference_completions_cost": 0.000495}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.67, "thoughts": "Refinery is at 70% and almost finished. Once placed, it will provide our first harvester and income stream, and unlock barracks and war factory.", "notes": "Refinery almost done; next is tent and weap. Harvester will auto-harvest upon proc placement.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:48 (tick 1201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: 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@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (12,16); enemy likely (95,11). Refinery currently 23%; next: place proc, build tent, then second proc.", "raw": "{\"thoughts\":\"Refinery is still under construction. I will place it as soon as it completes, then immediately establish infantry production and expand ore income.\",\"notes\":\"Base 12,16. Proc at 47%; place next turn, build tent, then second proc. Enemy likely at 95,11.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1149, "completion_tokens": 108, "total_tokens": 1257, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1147, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00458425, "upstream_inference_prompt_cost": 0.00315865, "upstream_inference_completions_cost": 0.0014256}, "completion_tokens_details": {"reasoning_tokens": 36, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.72, "thoughts": "Refinery is still under construction. I will place it as soon as it completes, then immediately establish infantry production and expand ore income.", "notes": "Base 12,16. Proc at 47%; place next turn, build tent, then second proc. Enemy likely at 95,11.", "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": "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: Multi0, faction england (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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Refinery almost done; next is tent and weap. Harvester will auto-harvest upon proc placement.", "raw": "{\"thoughts\": \"Refinery is at 94% and will finish in seconds. I'll immediately queue Allied Barracks (tent) as soon as possible, or start it right away if the queue permits; wait, proc is still finishing, so next build command will be queued once placed. Let's make sure we place proc if ready or prepare tent.\", \"notes\": \"Refinery finishing shortly; place proc, start tent then weap.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}, {\"do\": \"build\", \"item\": \"tent\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1211, "completion_tokens": 120, "total_tokens": 1331, "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": 0.0027165, "upstream_inference_prompt_cost": 0.0018165, "upstream_inference_completions_cost": 0.0009}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.97, "thoughts": "Refinery is at 94% and will finish in seconds. I'll immediately queue Allied Barracks (tent) as soon as possible, or start it right away if the queue permits; wait, proc is still finishing, so next build command will be queued once placed. Let's make sure we place proc if ready or prepare tent.", "notes": "Refinery finishing shortly; place proc, start tent then weap.", "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": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:56 (tick 1401 of 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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: 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@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base 12,16. Proc at 47%; place next turn, build tent, then second proc. Enemy likely at 95,11.", "raw": "{\"thoughts\":\"First refinery is nearly complete; place it immediately and begin barracks production infrastructure. Then establish a steady infantry screen while expanding ore income.\",\"notes\":\"Base 12,16; place ready proc, construct tent, train infantry once placed; enemy likely 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1148, "completion_tokens": 113, "total_tokens": 1261, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1146, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0046475, "upstream_inference_prompt_cost": 0.0031559, "upstream_inference_completions_cost": 0.0014916}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.63, "thoughts": "First refinery is nearly complete; place it immediately and begin barracks production infrastructure. Then establish a steady infantry screen while expanding ore income.", "notes": "Base 12,16; place ready proc, construct tent, train infantry once placed; enemy likely 95,11.", "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": "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: Multi0, faction england (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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Refinery finishing shortly; place proc, start tent then weap.", "raw": "{\"thoughts\": \"Refinery is ready to place now. I will place it to start harvesting economy and ensure barracks finishes next.\", \"notes\": \"Placing proc, waiting for tent to finish, next will build weap.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1237, "completion_tokens": 61, "total_tokens": 1298, "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": 0.002313, "upstream_inference_prompt_cost": 0.0018555, "upstream_inference_completions_cost": 0.0004575}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.1, "thoughts": "Refinery is ready to place now. I will place it to start harvesting economy and ensure barracks finishes next.", "notes": "Placing proc, waiting for tent to finish, next will build weap.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:04 (tick 1601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 94%; 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@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Base 12,16; place ready proc, construct tent, train infantry once placed; enemy likely 95,11.", "raw": "{\"thoughts\":\"First refinery is nearly complete, with the barracks queued behind it. I will place the refinery as soon as it finishes, then immediately establish infantry production and expand toward a war factory.\",\"notes\":\"Base 12,16. Proc is 94% and tent queued; place refinery next tick, then barracks and infantry. Enemy expected near 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":20,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1177, "completion_tokens": 207, "total_tokens": 1384, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1175, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00596805, "upstream_inference_prompt_cost": 0.00323565, "upstream_inference_completions_cost": 0.0027324}, "completion_tokens_details": {"reasoning_tokens": 104, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.64, "thoughts": "First refinery is nearly complete, with the barracks queued behind it. I will place the refinery as soon as it finishes, then immediately establish infantry production and expand toward a war factory.", "notes": "Base 12,16. Proc is 94% and tent queued; place refinery next tick, then barracks and infantry. Enemy expected near 95,11.", "commands": [{"do": "place", "item": "proc", "x": 20, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type"], "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": "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: Multi0, faction england (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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(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: Placing proc, waiting for tent to finish, next will build weap.", "raw": "{\"thoughts\": \"Tent is almost done at 64%. Once finished, I'll place it and build a War Factory to start ramping up vehicle production.\", \"notes\": \"Waiting for tent to finish, then place and build weap. Scout enemy base soon.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1308, "completion_tokens": 59, "total_tokens": 1367, "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": 0.0024045, "upstream_inference_prompt_cost": 0.001962, "upstream_inference_completions_cost": 0.0004425}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.72, "thoughts": "Tent is almost done at 64%. Once finished, I'll place it and build a War Factory to start ramping up vehicle production.", "notes": "Waiting for tent to finish, then place and build weap. Scout enemy base soon.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "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": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:12 (tick 1801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\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@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Base 12,16. Proc is 94% and tent queued; place refinery next tick, then barracks and infantry. Enemy expected near 95,11.", "raw": "{\"thoughts\":\"First refinery is ready and barracks is building. Place the refinery immediately, then use the free harvester for income while preparing infantry production.\",\"notes\":\"Base 12,16; refinery placed this turn, tent still building. Enemy likely 95,11. Next: place tent, train scouts/rocket soldiers, start second refinery or war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":21}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1180, "completion_tokens": 155, "total_tokens": 1335, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1178, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0052899, "upstream_inference_prompt_cost": 0.0032439, "upstream_inference_completions_cost": 0.002046}, "completion_tokens_details": {"reasoning_tokens": 55, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.42, "thoughts": "First refinery is ready and barracks is building. Place the refinery immediately, then use the free harvester for income while preparing infantry production.", "notes": "Base 12,16; refinery placed this turn, tent still building. Enemy likely 95,11. Next: place tent, train scouts/rocket soldiers, start second refinery or war factory.", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 21}], "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": 2001, "slot": "Multi0", "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: Multi0, faction england (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\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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Waiting for tent to finish, then place and build weap. Scout enemy base soon.", "raw": "{\"thoughts\":\"The tent is ready, so I will place it immediately and queue up a War Factory. I'll also train a rifleman to start scouting toward the enemy's expected start location.\",\"notes\":\"Placed tent, building weap. Scouting toward (12, 16) with infantry once trained.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":1}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1281, "completion_tokens": 98, "total_tokens": 1379, "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": 0.0026565, "upstream_inference_prompt_cost": 0.0019215, "upstream_inference_completions_cost": 0.000735}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.55, "thoughts": "The tent is ready, so I will place it immediately and queue up a War Factory. I'll also train a rifleman to start scouting toward the enemy's expected start location.", "notes": "Placed tent, building weap. Scouting toward (12, 16) with infantry once trained.", "commands": [{"do": "place", "item": "tent"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 1}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:20 (tick 2001 of 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 (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(2,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Base 12,16; refinery placed this turn, tent still building. Enemy likely 95,11. Next: place tent, train scouts/rocket soldiers, start second refinery or war factory.", "raw": "{\"thoughts\":\"Barracks is nearing completion and the first refinery is operating. Keep the harvester mining; immediately establish infantry production when the barracks becomes ready, then expand with a second refinery or War Factory.\",\"notes\":\"Base at 12,16; barracks 64% building. One harvester mining near 2,24. Enemy unscouted, likely 95,11.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1236, "completion_tokens": 141, "total_tokens": 1377, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1234, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0052591, "upstream_inference_prompt_cost": 0.0033979, "upstream_inference_completions_cost": 0.0018612}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.94, "thoughts": "Barracks is nearing completion and the first refinery is operating. Keep the harvester mining; immediately establish infantry production when the barracks becomes ready, then expand with a second refinery or War Factory.", "notes": "Base at 12,16; barracks 64% building. One harvester mining near 2,24. Enemy unscouted, likely 95,11.", "commands": [{"do": "harvest", "unit": 132}], "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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi0", "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: Multi0, faction england (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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(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  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Placed tent, building weap. Scouting toward (12, 16) with infantry once trained.", "raw": "{\"thoughts\": \"War factory is building nicely. Barracks is now ready, so start training scouts and rocket infantry while queuing light defenses or preparing for the war factory finish.\", \"notes\": \"Weap at ~16%, training scouts (e1) to explore towards (12, 16) and e3 for defense.\", \"commands\": [{\"do\": \"train\", \"item\": \"e1\", \"count\": 3}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1421, "completion_tokens": 110, "total_tokens": 1531, "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": 0.0029565, "upstream_inference_prompt_cost": 0.0021315, "upstream_inference_completions_cost": 0.000825}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.08, "thoughts": "War factory is building nicely. Barracks is now ready, so start training scouts and rocket infantry while queuing light defenses or preparing for the war factory finish.", "notes": "Weap at ~16%, training scouts (e1) to explore towards (12, 16) and e3 for defense.", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["train 3x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "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": 2201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:28 (tick 2201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.7%.\nPRODUCTION: Building: tent READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(4,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base at 12,16; barracks 64% building. One harvester mining near 2,24. Enemy unscouted, likely 95,11.", "raw": "{\"thoughts\":\"Barracks is ready and the economy needs a second refinery immediately. I will begin infantry scouting while expanding income, then transition into a War Factory.\",\"notes\":\"Place tent; build second proc. Train/scout riflemen east toward enemy likely at 95,11; base 12,16.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":15,\"y\":21},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":16},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1206, "completion_tokens": 203, "total_tokens": 1409, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1204, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005995, "upstream_inference_prompt_cost": 0.0033154, "upstream_inference_completions_cost": 0.0026796}, "completion_tokens_details": {"reasoning_tokens": 67, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.47, "thoughts": "Barracks is ready and the economy needs a second refinery immediately. I will begin infantry scouting while expanding income, then transition into a War Factory.", "notes": "Place tent; build second proc. Train/scout riflemen east toward enemy likely at 95,11; base 12,16.", "commands": [{"do": "place", "item": "tent", "x": 15, "y": 21}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 45, "y": 16}, {"do": "harvest", "unit": 132}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally: #133 is not your building"], "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": 2401, "slot": "Multi0", "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: Multi0, faction england (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%\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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(94,9)*\n  harv (Ore Truck (harvester)) x1: #130@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Weap at ~16%, training scouts (e1) to explore towards (12, 16) and e3 for defense.", "raw": "{\"thoughts\": \"War Factory is progressing well. Sending idle infantry to scout across the map towards the enemy base at (12, 16) and queuing light defense/scouting.\", \"notes\": \"War Factory finishing soon; scout enemy base at (12, 16); prepare to build 1tnk/2tnk or harv next.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 60, \"y\": 20}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1456, "completion_tokens": 128, "total_tokens": 1584, "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": 0.003144, "upstream_inference_prompt_cost": 0.002184, "upstream_inference_completions_cost": 0.00096}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.61, "thoughts": "War Factory is progressing well. Sending idle infantry to scout across the map towards the enemy base at (12, 16) and queuing light defense/scouting.", "notes": "War Factory finishing soon; scout enemy base at (12, 16); prepare to build 1tnk/2tnk or harv next.", "commands": [{"do": "attack_move", "units": [135], "x": 60, "y": 20}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 1 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "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": 13}}
{"tick": 2401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:36 (tick 2401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2548 + stored ore $430 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: proc 23%\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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(9,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally: #133 is not your building\nYOUR NOTES FROM LAST TURN: Place tent; build second proc. Train/scout riflemen east toward enemy likely at 95,11; base 12,16.", "raw": "{\"thoughts\":\"Second refinery is under construction; use the barracks immediately to establish scouting infantry while preserving cash for a War Factory next. Rally infantry east-northeast toward the likely enemy base.\",\"notes\":\"Base at 12,16. Proc #2 building 23%; place when ready, then build War Factory. Barracks #134 rally/scouts toward 95,11.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"rally\",\"building\":134,\"x\":45,\"y\":14},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1319, "completion_tokens": 194, "total_tokens": 1513, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1317, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00618695, "upstream_inference_prompt_cost": 0.00362615, "upstream_inference_completions_cost": 0.0025608}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.47, "thoughts": "Second refinery is under construction; use the barracks immediately to establish scouting infantry while preserving cash for a War Factory next. Rally infantry east-northeast toward the likely enemy base.", "notes": "Base at 12,16. Proc #2 building 23%; place when ready, then build War Factory. Barracks #134 rally/scouts toward 95,11.", "commands": [{"do": "train", "item": "e1", "count": 10}, {"do": "rally", "building": 134, "x": 45, "y": 14}, {"do": "stance", "units": "idle_army", "stance": "attack_anything"}], "feedback": ["train 10x e1: queued", "rally #134: ordered", "stance: no valid unit ids of yours"], "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": 500, "experience": 0, "order_count": 8}}
{"tick": 2601, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1656 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.2%.\nPRODUCTION: Building: weap 49%; Infantry: e3 85%; Infantry: e3 0%; Infantry: e3 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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(84,9)\n  e3 (Rocket Soldier) x1: #136@(94,9)*\n  harv (Ore Truck (harvester)) x1: #130@(101,20)\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: War Factory finishing soon; scout enemy base at (12, 16); prepare to build 1tnk/2tnk or harv next.", "raw": "{\"thoughts\": \"War Factory is halfway done. Scout infantry #135 continues moving towards the enemy base at (12, 16) to locate their layout. Once War Factory finishes next turn, we will place it and begin vehicle production.\", \"notes\": \"War factory almost done; scouting (12, 16); prepare to place weap and start producing 1tnk/harv/fix.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 60, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1486, "completion_tokens": 120, "total_tokens": 1606, "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": 0.003129, "upstream_inference_prompt_cost": 0.002229, "upstream_inference_completions_cost": 0.0009}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.59, "thoughts": "War Factory is halfway done. Scout infantry #135 continues moving towards the enemy base at (12, 16) to locate their layout. Once War Factory finishes next turn, we will place it and begin vehicle production.", "notes": "War factory almost done; scouting (12, 16); prepare to place weap and start producing 1tnk/harv/fix.", "commands": [{"do": "attack_move", "units": [135], "x": 60, "y": 14}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:44 (tick 2601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2328 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: proc 46%; Infantry: e1 18%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #137@(18,14) #138@(15,14) #139@(12,14)\n  harv (Ore Truck (harvester)) x1: #132@(4,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 10x e1: queued\n  - rally #134: ordered\n  - stance: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Base at 12,16. Proc #2 building 23%; place when ready, then build War Factory. Barracks #134 rally/scouts toward 95,11.", "raw": "{\"thoughts\":\"Second refinery is progressing and power is ample. I will keep scouting toward the likely enemy start while barracks production builds an infantry screen, then place the refinery and transition into a War Factory.\",\"notes\":\"Proc #2 at 46%; base 12,16. Infantry scouting east/northeast toward enemy likely at 95,11; build War Factory immediately after placing refinery.\",\"commands\":[{\"do\":\"rally\",\"building\":134,\"x\":55,\"y\":13},{\"do\":\"attack_move\",\"units\":[137,138,139],\"x\":55,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1386, "completion_tokens": 273, "total_tokens": 1659, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1384, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007414, "upstream_inference_prompt_cost": 0.0038104, "upstream_inference_completions_cost": 0.0036036}, "completion_tokens_details": {"reasoning_tokens": 132, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.02, "thoughts": "Second refinery is progressing and power is ample. I will keep scouting toward the likely enemy start while barracks production builds an infantry screen, then place the refinery and transition into a War Factory.", "notes": "Proc #2 at 46%; base 12,16. Infantry scouting east/northeast toward enemy likely at 95,11; build War Factory immediately after placing refinery.", "commands": [{"do": "rally", "building": 134, "x": 55, "y": 13}, {"do": "attack_move", "units": [137, 138, 139], "x": 55, "y": 13}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["rally #134: ordered", "attack_move: 3 units", "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": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 18}}
{"tick": 2801, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1084 + stored ore $407 (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 7.7%.\nPRODUCTION: Building: weap 66%; Infantry: e3 95%; Infantry: e3 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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(74,9)\n  e3 (Rocket Soldier) x2: #136@(93,8)* #140@(94,9)*\n  harv (Ore Truck (harvester)) x1: #130@(98,12)\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: War factory almost done; scouting (12, 16); prepare to place weap and start producing 1tnk/harv/fix.", "raw": "{\"thoughts\": \"War Factory is nearly complete. Scout rifleman continues advancing toward enemy base at (12, 16), while rocket soldiers assemble to protect home base and refinery.\", \"notes\": \"Place weap as soon as ready, build 2nd harvester or light tanks, scout enemy start (12, 16).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 12, \"y\": 16}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1477, "completion_tokens": 122, "total_tokens": 1599, "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": 0.0031305, "upstream_inference_prompt_cost": 0.0022155, "upstream_inference_completions_cost": 0.000915}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.18, "thoughts": "War Factory is nearly complete. Scout rifleman continues advancing toward enemy base at (12, 16), while rocket soldiers assemble to protect home base and refinery.", "notes": "Place weap as soon as ready, build 2nd harvester or light tanks, scout enemy start (12, 16).", "commands": [{"do": "attack_move", "units": [135], "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 1 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "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": 15}}
{"tick": 2801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:52 (tick 2801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1666 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: proc 70%; Infantry: e1 46%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #137@(19,14)* #138@(16,14)* #139@(11,14)* #141@(13,13)* #142@(13,13)* #143@(12,14)*\n  harv (Ore Truck (harvester)) x1: #132@(8,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - attack_move: 3 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Proc #2 at 46%; base 12,16. Infantry scouting east/northeast toward enemy likely at 95,11; build War Factory immediately after placing refinery.", "raw": "{\"thoughts\":\"Second refinery is nearly ready; place it immediately when available, then start a War Factory. Infantry will continue scouting aggressively toward the likely Soviet base while the harvester mines.\",\"notes\":\"Proc #2 currently 70%; next turn place it and build weap. Six rifles scouting east toward likely enemy at 95,11; retain economy momentum.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[137,138,139,141,142,143],\"x\":72,\"y\":13},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":55,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1406, "completion_tokens": 261, "total_tokens": 1667, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1404, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0073106, "upstream_inference_prompt_cost": 0.0038654, "upstream_inference_completions_cost": 0.0034452}, "completion_tokens_details": {"reasoning_tokens": 125, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.42, "thoughts": "Second refinery is nearly ready; place it immediately when available, then start a War Factory. Infantry will continue scouting aggressively toward the likely Soviet base while the harvester mines.", "notes": "Proc #2 currently 70%; next turn place it and build weap. Six rifles scouting east toward likely enemy at 95,11; retain economy momentum.", "commands": [{"do": "attack_move", "units": [137, 138, 139, 141, 142, 143], "x": 72, "y": 13}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 55, "y": 14}], "feedback": ["attack_move: 6 units", "rally #134: ordered"], "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": 21}}
{"tick": 3001, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $828 + 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 9.1%.\nPRODUCTION: Building: weap 82%; Infantry: e3 5%; Infantry: e3 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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(66,16)\n  e3 (Rocket Soldier) x4: #136@(93,8)* #140@(94,9)* #144@(95,9) #148@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(104,22)\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: Place weap as soon as ready, build 2nd harvester or light tanks, scout enemy start (12, 16).", "raw": "{\"thoughts\": \"War Factory is nearly ready at 82%. Scouting with rifle infantry towards enemy base at (12, 16). Preparing to place War Factory and begin vehicle production.\", \"notes\": \"Place weap when ready, build harv/1tnk/2tnk, scout enemy base around (12, 16).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 40, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [136, 140, 144, 148], \"x\": 91, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1504, "completion_tokens": 152, "total_tokens": 1656, "cost": 0.001698, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001698, "upstream_inference_prompt_cost": 0.001128, "upstream_inference_completions_cost": 0.00057}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.87, "thoughts": "War Factory is nearly ready at 82%. Scouting with rifle infantry towards enemy base at (12, 16). Preparing to place War Factory and begin vehicle production.", "notes": "Place weap when ready, build harv/1tnk/2tnk, scout enemy base around (12, 16).", "commands": [{"do": "attack_move", "units": [135], "x": 40, "y": 16}, {"do": "attack_move", "units": [136, 140, 144, 148], "x": 91, "y": 14}], "feedback": ["attack_move: 1 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "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": 17}}
{"tick": 3001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:00 (tick 3001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1353 + stored ore $151 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.5%.\nPRODUCTION: Building: proc 94%; Infantry: e1 75%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #137@(27,20) #138@(25,20) #139@(21,17) #141@(22,18) #142@(22,18) #143@(21,17) #145@(13,13)* #146@(11,14)* #147@(12,14)*\n  harv (Ore Truck (harvester)) x1: #132@(8,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Proc #2 currently 70%; next turn place it and build weap. Six rifles scouting east toward likely enemy at 95,11; retain economy momentum.", "raw": "{\"thoughts\":\"Second refinery is nearly complete; place it as soon as it is ready, then save toward a War Factory. The rifle scout continues east while barracks production transitions toward anti-tank rockets.\",\"notes\":\"Proc #2 should be ready next tick; immediately place and start weap when affordable. Scout rifles advancing east toward enemy start.\",\"commands\":[{\"do\":\"rally\",\"building\":134,\"x\":35,\"y\":18},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"attack_move\",\"units\":[137,138,139,141,142,143],\"x\":48,\"y\":17},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1392, "completion_tokens": 355, "total_tokens": 1747, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1390, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0085129, "upstream_inference_prompt_cost": 0.0038269, "upstream_inference_completions_cost": 0.004686}, "completion_tokens_details": {"reasoning_tokens": 209, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.87, "thoughts": "Second refinery is nearly complete; place it as soon as it is ready, then save toward a War Factory. The rifle scout continues east while barracks production transitions toward anti-tank rockets.", "notes": "Proc #2 should be ready next tick; immediately place and start weap when affordable. Scout rifles advancing east toward enemy start.", "commands": [{"do": "rally", "building": 134, "x": 35, "y": 18}, {"do": "train", "item": "e3", "count": 4}, {"do": "attack_move", "units": [137, 138, 139, 141, 142, 143], "x": 48, "y": 17}, {"do": "harvest", "unit": 132}], "feedback": ["rally #134: ordered", "train 4x e3: queued", "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": 6200, "army_value": 900, "income": 1000, "experience": 0, "order_count": 21}}
{"tick": 3201, "slot": "Multi0", "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: Multi0, faction england (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $163 + 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 10.8%.\nPRODUCTION: Building: weap 99%; Infantry: e3 16%; 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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(65,24)\n  e3 (Rocket Soldier) x5: #136@(91,14)* #140@(91,14)* #144@(91,14) #148@(91,14)* #155@(94,9)*\n  harv (Ore Truck (harvester)) x1: #130@(103,19)\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: 4 units\nYOUR NOTES FROM LAST TURN: Place weap when ready, build harv/1tnk/2tnk, scout enemy base around (12, 16).", "raw": "{\"thoughts\": \"War Factory is finishing; place it immediately and queue another Harvester or Light Tank once funds arrive. Keep scouting towards the enemy base with e1 and maintain rocket soldiers defensively.\", \"notes\": \"Place weap, build harv/1tnk, continue scouting towards (12, 16).\", \"commands\": [{\"do\": \"place\", \"item\": \"weap\"}, {\"do\": \"attack_move\", \"units\": [135], \"x\": 40, \"y\": 20}, {\"do\": \"attack_move\", \"units\": [136, 140, 144, 148, 155], \"x\": 88, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1512, "completion_tokens": 162, "total_tokens": 1674, "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": 0.003483, "upstream_inference_prompt_cost": 0.002268, "upstream_inference_completions_cost": 0.001215}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.56, "thoughts": "War Factory is finishing; place it immediately and queue another Harvester or Light Tank once funds arrive. Keep scouting towards the enemy base with e1 and maintain rocket soldiers defensively.", "notes": "Place weap, build harv/1tnk, continue scouting towards (12, 16).", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": [135], "x": 40, "y": 20}, {"do": "attack_move", "units": [136, 140, 144, 148, 155], "x": 88, "y": 16}], "feedback": ["place weap: nothing READY TO PLACE with that type", "attack_move: 1 units", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "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": 17}}
{"tick": 3201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:08 (tick 3201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1096 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $7100, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9%.\nPRODUCTION: Building: proc READY TO PLACE; Infantry: e3 1%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #137@(38,20) #138@(36,20) #139@(31,17) #141@(32,19) #142@(32,19) #143@(32,18) #145@(13,13)* #146@(11,14)* #147@(13,13)* #149@(21,14) #150@(31,22)* #151@(32,19)* #152@(31,23)* #153@(26,18)* #154@(26,19)*\n  e3 (Rocket Soldier) x1: #156@(12,13)\n  harv (Ore Truck (harvester)) x1: #132@(4,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - train 4x e3: queued\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Proc #2 should be ready next tick; immediately place and start weap when affordable. Scout rifles advancing east toward enemy start.", "raw": "{\"thoughts\":\"Second refinery is ready and should be placed immediately to accelerate income. Our infantry scouts are advancing east; keep them together and continue pushing toward the likely enemy start while the existing barracks queue completes.\",\"notes\":\"Placed proc #2; save for War Factory at $2000. Infantry scouting east along y~18-20; enemy likely at (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":8,\"y\":20},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":134,\"x\":35,\"y\":19},{\"do\":\"attack_move\",\"units\":[137,138,139,141,142,143,149,150,151,152,153,154],\"x\":62,\"y\":17},{\"do\":\"attack_move\",\"units\":[145,146,147,156],\"x\":42,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1468, "completion_tokens": 284, "total_tokens": 1752, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1466, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0077847, "upstream_inference_prompt_cost": 0.0040359, "upstream_inference_completions_cost": 0.0037488}, "completion_tokens_details": {"reasoning_tokens": 92, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.74, "thoughts": "Second refinery is ready and should be placed immediately to accelerate income. Our infantry scouts are advancing east; keep them together and continue pushing toward the likely enemy start while the existing barracks queue completes.", "notes": "Placed proc #2; save for War Factory at $2000. Infantry scouting east along y~18-20; enemy likely at (95,11).", "commands": [{"do": "place", "item": "proc", "x": 8, "y": 20}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 35, "y": 19}, {"do": "attack_move", "units": [137, 138, 139, 141, 142, 143, 149, 150, 151, 152, 153, 154], "x": 62, "y": 17}, {"do": "attack_move", "units": [145, 146, 147, 156], "x": 42, "y": 15}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "rally #134: ordered", "attack_move: 12 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": 7100, "army_value": 1800, "income": 1000, "experience": 0, "order_count": 25}}
{"tick": 3401, "slot": "Multi0", "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: Multi0, faction england (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 $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.5%.\nPRODUCTION: Building: weap READY TO PLACE; Infantry: e3 75%; 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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(55,28)\n  e3 (Rocket Soldier) x5: #136@(88,16)* #140@(88,16)* #144@(88,16)* #148@(88,16)* #155@(88,16)\n  harv (Ore Truck (harvester)) x1: #130@(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  - attack_move: 1 units\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Place weap, build harv/1tnk, continue scouting towards (12, 16).", "raw": "{\"thoughts\": \"War Factory is ready to place now. We will place it, start a second Ore Refinery to ramp economy, and keep scout infantry probing towards enemy coordinates (12, 16).\", \"notes\": \"Placed weap; queueing proc; continuing scout towards (12, 16). Next: train 1tnk / harv once weap finishes placing.\", \"commands\": [{\"do\": \"place\", \"item\": \"weap\"}, {\"do\": \"build\", \"item\": \"proc\"}, {\"do\": \"attack_move\", \"units\": [135], \"x\": 12, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [136, 140, 144, 148, 155], \"x\": 65, \"y\": 20}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1518, "completion_tokens": 188, "total_tokens": 1706, "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": 0.003687, "upstream_inference_prompt_cost": 0.002277, "upstream_inference_completions_cost": 0.00141}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.04, "thoughts": "War Factory is ready to place now. We will place it, start a second Ore Refinery to ramp economy, and keep scout infantry probing towards enemy coordinates (12, 16).", "notes": "Placed weap; queueing proc; continuing scout towards (12, 16). Next: train 1tnk / harv once weap finishes placing.", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "proc"}, {"do": "attack_move", "units": [135], "x": 12, "y": 16}, {"do": "attack_move", "units": [136, 140, 144, 148, 155], "x": 65, "y": 20}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "attack_move: 1 units", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "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": 1350, "experience": 0, "order_count": 17}}
{"tick": 3401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:16 (tick 3401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $793 + stored ore $422 (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 11.7%.\nPRODUCTION: Infantry: e3 12%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #137@(47,24) #138@(45,24) #139@(40,23) #141@(39,26) #142@(41,24) #143@(41,23) #145@(23,13) #146@(21,15) #147@(23,13) #149@(29,21) #150@(40,24) #151@(39,26) #152@(41,24) #153@(34,24) #154@(34,24)\n  e3 (Rocket Soldier) x2: #156@(22,15) #159@(12,14)\n  harv (Ore Truck (harvester)) x2: #132@(9,22) #158@(5,27)\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  - rally #134: ordered\n  - attack_move: 12 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Placed proc #2; save for War Factory at $2000. Infantry scouting east along y~18-20; enemy likely at (95,11).", "raw": "{\"thoughts\":\"Second refinery is established and infantry scouts are advancing east. Power must be expanded before the planned War Factory; keep harvesters mining while rifle groups continue scouting toward the enemy start.\",\"notes\":\"Building power plant now, then save/build War Factory. Infantry scouts are spread east around x39-47; enemy base likely x95,y11.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":158},{\"do\":\"attack_move\",\"units\":[137,138,139,141,142,143,149,150,151,152,153,154],\"x\":70,\"y\":18},{\"do\":\"attack_move\",\"units\":[145,146,147,156,159],\"x\":60,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1502, "completion_tokens": 284, "total_tokens": 1786, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1500, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0078782, "upstream_inference_prompt_cost": 0.0041294, "upstream_inference_completions_cost": 0.0037488}, "completion_tokens_details": {"reasoning_tokens": 112, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.57, "thoughts": "Second refinery is established and infantry scouts are advancing east. Power must be expanded before the planned War Factory; keep harvesters mining while rifle groups continue scouting toward the enemy start.", "notes": "Building power plant now, then save/build War Factory. Infantry scouts are spread east around x39-47; enemy base likely x95,y11.", "commands": [{"do": "build", "item": "powr"}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 158}, {"do": "attack_move", "units": [137, 138, 139, 141, 142, 143, 149, 150, 151, 152, 153, 154], "x": 70, "y": 18}, {"do": "attack_move", "units": [145, 146, 147, 156, 159], "x": 60, "y": 12}], "feedback": ["build powr: started", "attack_move: 12 units", "attack_move: 5 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": 9900, "army_value": 2100, "income": 1425, "experience": 0, "order_count": 26}}
{"tick": 3601, "slot": "Multi0", "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: Multi0, faction england (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 $100 (1 units, 0 bldgs). Map explored 14.1%.\nPRODUCTION: Building: proc 16%; Infantry: e1 66%\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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #160 weap@(97,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #162@(94,9)*\n  e3 (Rocket Soldier) x6: #136@(79,14) #140@(78,14) #144@(78,15) #148@(79,14) #155@(79,14) #161@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(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  - build proc: started\n  - attack_move: 1 units\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Placed weap; queueing proc; continuing scout towards (12, 16). Next: train 1tnk / harv once weap finishes placing.", "raw": "{\"thoughts\": \"War Factory is placed; currently building a second Refinery to boost economy. Cash is at $0, waiting for harvester dump, while scouting westward towards enemy base.\", \"notes\": \"Second proc building; scout squad moving west towards (12, 16); start queuing light tanks or harvester when cash arrives.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [136, 140, 144, 148, 155], \"x\": 60, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [161, 162], \"x\": 78, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1609, "completion_tokens": 155, "total_tokens": 1764, "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": 0.003576, "upstream_inference_prompt_cost": 0.0024135, "upstream_inference_completions_cost": 0.0011625}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.04, "thoughts": "War Factory is placed; currently building a second Refinery to boost economy. Cash is at $0, waiting for harvester dump, while scouting westward towards enemy base.", "notes": "Second proc building; scout squad moving west towards (12, 16); start queuing light tanks or harvester when cash arrives.", "commands": [{"do": "attack_move", "units": [136, 140, 144, 148, 155], "x": 60, "y": 15}, {"do": "attack_move", "units": [161, 162], "x": 78, "y": 14}], "feedback": ["attack_move: 5 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 19}}
{"tick": 3601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:24 (tick 3601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $666 + stored ore $417 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10200, army $4600, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13%.\nPRODUCTION: Building: powr READY TO PLACE; Infantry: e3 22%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #137@(52,27)25% #138@(52,27) #139@(49,26) #141@(50,26) #142@(51,26) #143@(50,26) #145@(31,20) #146@(28,22) #147@(31,20) #149@(38,24) #150@(50,26) #151@(50,26) #152@(50,26) #153@(45,24) #154@(45,24)\n  e3 (Rocket Soldier) x3: #156@(29,22) #159@(22,18) #163@(13,14)\n  harv (Ore Truck (harvester)) x2: #132@(7,28) #158@(9,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - attack_move: 12 units\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Building power plant now, then save/build War Factory. Infantry scouts are spread east around x39-47; enemy base likely x95,y11.", "raw": "{\"thoughts\":\"Place the ready power plant to preserve power headroom while income accumulates for a War Factory. Push all available infantry east toward the likely enemy start, keeping pressure and scouting active.\",\"notes\":\"Power plant placed; save for War Factory ($2000). All current combat infantry advancing toward enemy start around 95,11; enemy still unseen.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":17,\"y\":17},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1489, "completion_tokens": 230, "total_tokens": 1719, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1487, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00712965, "upstream_inference_prompt_cost": 0.00409365, "upstream_inference_completions_cost": 0.003036}, "completion_tokens_details": {"reasoning_tokens": 112, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.02, "thoughts": "Place the ready power plant to preserve power headroom while income accumulates for a War Factory. Push all available infantry east toward the likely enemy start, keeping pressure and scouting active.", "notes": "Power plant placed; save for War Factory ($2000). All current combat infantry advancing toward enemy start around 95,11; enemy still unseen.", "commands": [{"do": "place", "item": "powr", "x": 17, "y": 17}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 18 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 2400, "income": 1925, "experience": 1, "order_count": 27}}
{"tick": 3801, "slot": "Multi0", "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: Multi0, faction england (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 $100 (1 units, 0 bldgs). Map explored 14.5%.\nPRODUCTION: Building: proc 16%; Infantry: e1 66%\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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #160 weap@(97,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #162@(84,11)\n  e3 (Rocket Soldier) x6: #136@(68,15) #140@(68,15) #144@(68,15) #148@(69,15) #155@(69,15) #161@(85,10)\n  harv (Ore Truck (harvester)) x1: #130@(107,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Second proc building; scout squad moving west towards (12, 16); start queuing light tanks or harvester when cash arrives.", "raw": "{\"thoughts\": \"Harvester is currently gathering ore at (107, 22), so cash is temporarily $0 while the second refinery builds. Scout team of rocket soldiers is pushing west toward the enemy base at (12, 16). Continue moving the forward squad to uncover enemy territory.\", \"notes\": \"Waiting for harvester drop to fund 2nd proc completion and start 1tnk production. Forward team advancing toward (12, 16).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [136, 140, 144, 148, 155], \"x\": 45, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [161, 162], \"x\": 65, \"y\": 15}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1576, "completion_tokens": 187, "total_tokens": 1763, "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": 0.0037665, "upstream_inference_prompt_cost": 0.002364, "upstream_inference_completions_cost": 0.0014025}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.69, "thoughts": "Harvester is currently gathering ore at (107, 22), so cash is temporarily $0 while the second refinery builds. Scout team of rocket soldiers is pushing west toward the enemy base at (12, 16). Continue moving the forward squad to uncover enemy territory.", "notes": "Waiting for harvester drop to fund 2nd proc completion and start 1tnk production. Forward team advancing toward (12, 16).", "commands": [{"do": "attack_move", "units": [136, 140, 144, 148, 155], "x": 45, "y": 15}, {"do": "attack_move", "units": [161, 162], "x": 65, "y": 15}], "feedback": ["attack_move: 5 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 19}}
{"tick": 3801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:32 (tick 3801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $666 + stored ore $134 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10800, army $4900, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.5%.\nPRODUCTION: Infantry: e1 100%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #137@(62,27)25% #138@(62,27) #139@(59,28) #141@(59,28) #142@(61,27) #143@(60,28) #145@(40,24) #146@(38,24) #147@(40,24) #149@(48,25) #150@(60,28) #151@(60,28) #152@(60,28) #153@(54,27) #154@(54,28)\n  e3 (Rocket Soldier) x4: #156@(39,24) #159@(31,24) #163@(23,19) #165@(14,14)\n  harv (Ore Truck (harvester)) x2: #132@(9,22) #158@(4,26)\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: 18 units\nYOUR NOTES FROM LAST TURN: Power plant placed; save for War Factory ($2000). All current combat infantry advancing toward enemy start around 95,11; enemy still unseen.", "raw": "{\"thoughts\":\"Infantry is advancing across the center with no enemy contact yet. Continue pressure toward the likely enemy start while banking briefly for the War Factory and adding cheap rifle reinforcements.\",\"notes\":\"Enemy still unseen; main infantry force moving east/northeast toward (95,11). Need War Factory immediately at $2000, then vehicle production.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":6},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":22},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1497, "completion_tokens": 247, "total_tokens": 1744, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1495, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00737605, "upstream_inference_prompt_cost": 0.00411565, "upstream_inference_completions_cost": 0.0032604}, "completion_tokens_details": {"reasoning_tokens": 116, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.94, "thoughts": "Infantry is advancing across the center with no enemy contact yet. Continue pressure toward the likely enemy start while banking briefly for the War Factory and adding cheap rifle reinforcements.", "notes": "Enemy still unseen; main infantry force moving east/northeast toward (95,11). Need War Factory immediately at $2000, then vehicle production.", "commands": [{"do": "train", "item": "e1", "count": 6}, {"do": "rally", "building": 134, "x": 70, "y": 22}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["train 6x e1: queued", "rally #134: ordered", "attack_move: 19 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 2700, "income": 2000, "experience": 1, "order_count": 28}}
{"tick": 4001, "slot": "Multi0", "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: Multi0, faction england (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 $0 (0 units, 0 bldgs), lost $1300 (5 units, 0 bldgs). Map explored 14.6%.\nPRODUCTION: Building: proc 16%; Infantry: e1 66%\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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #160 weap@(97,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #162@(74,11)\n  e3 (Rocket Soldier) x2: #155@(64,19)88% #161@(77,15)\n  harv (Ore Truck (harvester)) x1: #130@(99,13)\nVISIBLE ENEMY UNITS (1):\n  #138 e1@(67,21) 72%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Waiting for harvester drop to fund 2nd proc completion and start 1tnk production. Forward team advancing toward (12, 16).", "raw": "{\"thoughts\": \"Proc is building and harvester is about to unload. Continuing push towards enemy base while taking out isolated scout #138.\", \"notes\": \"Proc finishing soon; queue 1tnk and e3 once cash arrives; press toward (12,16).\", \"commands\": [{\"do\": \"attack\", \"units\": [155, 161, 162], \"target\": 138}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1555, "completion_tokens": 94, "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": 0.0030375, "upstream_inference_prompt_cost": 0.0023325, "upstream_inference_completions_cost": 0.000705}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.94, "thoughts": "Proc is building and harvester is about to unload. Continuing push towards enemy base while taking out isolated scout #138.", "notes": "Proc finishing soon; queue 1tnk and e3 once cash arrives; press toward (12,16).", "commands": [{"do": "attack", "units": [155, 161, 162], "target": 138}], "feedback": ["attack: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 1300, "units_killed": 0, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8000, "army_value": 700, "income": 1500, "experience": 0, "order_count": 19}}
{"tick": 4001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:40 (tick 4001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $666 + stored ore $309 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $11200, army $5300, killed $1300 (5 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.6%.\nPRODUCTION: Infantry: e1 26%; Infantry: e1 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #137@(67,22)16% #138@(67,21)72% #139@(65,23) #141@(66,23) #142@(67,22) #143@(66,23) #145@(50,26) #146@(48,25) #147@(50,26) #149@(58,28) #150@(66,23) #151@(66,23) #152@(67,22) #153@(63,26) #154@(63,25) #166@(22,14) #167@(18,16) #168@(15,15) #169@(12,14)\n  e3 (Rocket Soldier) x4: #156@(49,26) #159@(41,24) #163@(31,24) #165@(23,19)\n  harv (Ore Truck (harvester)) x2: #132@(5,28) #158@(8,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 6x e1: queued\n  - rally #134: ordered\n  - attack_move: 19 units\nYOUR NOTES FROM LAST TURN: Enemy still unseen; main infantry force moving east/northeast toward (95,11). Need War Factory immediately at $2000, then vehicle production.", "raw": "{\"thoughts\":\"Two refineries are funding the War Factory, so conserve cash until it can be started. Keep the entire infantry force advancing toward the likely Soviet start to scout and pressure while avoiding more rifle production for now.\",\"notes\":\"Save for weap $2000; infantry/rockets advancing northeast toward enemy start (95,11). No enemy sighted yet.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[137,138,139,141,142,143,145,146,147,149,150,151,152,153,154,156,159,163,165,166,167,168,169],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1543, "completion_tokens": 249, "total_tokens": 1792, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1541, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00752895, "upstream_inference_prompt_cost": 0.00424215, "upstream_inference_completions_cost": 0.0032868}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.72, "thoughts": "Two refineries are funding the War Factory, so conserve cash until it can be started. Keep the entire infantry force advancing toward the likely Soviet start to scout and pressure while avoiding more rifle production for now.", "notes": "Save for weap $2000; infantry/rockets advancing northeast toward enemy start (95,11). No enemy sighted yet.", "commands": [{"do": "attack_move", "units": [137, 138, 139, 141, 142, 143, 145, 146, 147, 149, 150, 151, 152, 153, 154, 156, 159, 163, 165, 166, 167, 168, 169], "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 70, "y": 20}], "feedback": ["attack_move: 23 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 1300, "deaths_cost": 0, "units_killed": 5, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11200, "army_value": 3100, "income": 2500, "experience": 13, "order_count": 34}}
{"tick": 4201, "slot": "Multi0", "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: Multi0, faction england (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 $220 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7400, army $1200, killed $0 (0 units, 0 bldgs), lost $2000 (8 units, 0 bldgs). Map explored 14.7%.\nPRODUCTION: Building: proc 34%\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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #160 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #171@(94,9)*\n  harv (Ore Truck (harvester)) x1: #130@(103,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\nYOUR NOTES FROM LAST TURN: Proc finishing soon; queue 1tnk and e3 once cash arrives; press toward (12,16).", "raw": "{\"thoughts\": \"Current funds are low with proc at 34% completion. We need the second refinery to boost our economy, then we can pump light tanks and rocket infantry.\", \"notes\": \"Waiting for proc to finish; place proc once ready, then build power plant or service depot and mass 1tnk.\", \"commands\": [{\"do\": \"train\", \"item\": \"e1\", \"count\": 1}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1479, "completion_tokens": 88, "total_tokens": 1567, "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": 0.0028785, "upstream_inference_prompt_cost": 0.0022185, "upstream_inference_completions_cost": 0.00066}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.86, "thoughts": "Current funds are low with proc at 34% completion. We need the second refinery to boost our economy, then we can pump light tanks and rocket infantry.", "notes": "Waiting for proc to finish; place proc once ready, then build power plant or service depot and mass 1tnk.", "commands": [{"do": "train", "item": "e1", "count": 1}], "feedback": ["train 1x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 2000, "units_killed": 0, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7400, "army_value": 100, "income": 2000, "experience": 0, "order_count": 19}}
{"tick": 4201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:48 (tick 4201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $666 + stored ore $480 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $11500, army $5600, killed $2000 (8 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Infantry: e1 55%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%\nYOUR UNITS (28) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x22: #137@(72,17)10% #138@(71,17)25% #139@(72,17)98% #141@(72,17) #142@(73,16) #143@(71,17) #145@(60,28) #146@(58,28) #147@(59,28) #149@(67,24) #150@(71,17) #151@(70,17) #152@(71,18)94% #153@(69,19) #154@(70,18) #166@(29,21) #167@(28,21) #168@(24,20) #169@(22,18) #170@(19,16) #172@(16,15) #173@(13,14)\n  e3 (Rocket Soldier) x4: #156@(59,28) #159@(51,26) #163@(42,24) #165@(32,24)\n  harv (Ore Truck (harvester)) x2: #132@(8,23) #158@(3,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 23 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Save for weap $2000; infantry/rockets advancing northeast toward enemy start (95,11). No enemy sighted yet.", "raw": "{\"thoughts\":\"Our infantry column is nearing the likely enemy side without contact, while income from two refineries is healthy. Keep pressure advancing northeast and use available funds for anti-vehicle rocket support while saving toward a War Factory.\",\"notes\":\"Army advancing from central map toward enemy start (95,11); no enemy discovered. Save for War Factory, then add vehicles and refinery/power as needed.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":78,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1533, "completion_tokens": 264, "total_tokens": 1797, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1531, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00769945, "upstream_inference_prompt_cost": 0.00421465, "upstream_inference_completions_cost": 0.0034848}, "completion_tokens_details": {"reasoning_tokens": 125, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.71, "thoughts": "Our infantry column is nearing the likely enemy side without contact, while income from two refineries is healthy. Keep pressure advancing northeast and use available funds for anti-vehicle rocket support while saving toward a War Factory.", "notes": "Army advancing from central map toward enemy start (95,11); no enemy discovered. Save for War Factory, then add vehicles and refinery/power as needed.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 134, "x": 78, "y": 16}], "feedback": ["attack_move: 26 units", "train 3x e3: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 2000, "deaths_cost": 0, "units_killed": 8, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11500, "army_value": 3400, "income": 3000, "experience": 20, "order_count": 34}}
{"tick": 4401, "slot": "Multi0", "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: Multi0, faction england (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 $7500, army $1300, killed $0 (0 units, 0 bldgs), lost $2000 (8 units, 0 bldgs). Map explored 14.7%.\nPRODUCTION: Building: proc 42%\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  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #160 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #171@(93,9)* #175@(94,9)*\n  harv (Ore Truck (harvester)) x1: #130@(106,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x e1: queued\nYOUR NOTES FROM LAST TURN: Waiting for proc to finish; place proc once ready, then build power plant or service depot and mass 1tnk.", "raw": "{\"thoughts\": \"Second Ore Refinery is currently building at 42%. With zero cash in bank, we need to wait for harvester #130 to unload and proc to complete before queuing vehicles.\", \"notes\": \"Proc is building (42%). Once completed, place it to double income and gain 2nd harvester. Then build power and start producing 1tnk tanks.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1490, "completion_tokens": 84, "total_tokens": 1574, "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": 0.002865, "upstream_inference_prompt_cost": 0.002235, "upstream_inference_completions_cost": 0.00063}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.49, "thoughts": "Second Ore Refinery is currently building at 42%. With zero cash in bank, we need to wait for harvester #130 to unload and proc to complete before queuing vehicles.", "notes": "Proc is building (42%). Once completed, place it to double income and gain 2nd harvester. Then build power and start producing 1tnk tanks.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 2000, "units_killed": 0, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7500, "army_value": 200, "income": 2000, "experience": 0, "order_count": 20}}
{"tick": 4401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:56 (tick 4401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $666 + stored ore $649 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $11600, army $5700, killed $2000 (8 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.5%.\nPRODUCTION: Infantry: e3 95%; Infantry: e3 0%; Infantry: e3 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%\nYOUR UNITS (29) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x23: #137@(79,10)10% #138@(80,10)25% #139@(79,10)98% #141@(81,10) #142@(81,10) #143@(79,10) #145@(67,22) #146@(66,23) #147@(67,21) #149@(72,16) #150@(80,10) #151@(78,10) #152@(79,10)94% #153@(77,11) #154@(78,10) #166@(39,24) #167@(37,24) #168@(33,24) #169@(30,23) #170@(28,21) #172@(25,20) #173@(22,18) #174@(20,16)\n  e3 (Rocket Soldier) x4: #156@(67,22) #159@(61,27) #163@(52,27) #165@(43,24)\n  harv (Ore Truck (harvester)) x2: #132@(4,27) #158@(3,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 26 units\n  - train 3x e3: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Army advancing from central map toward enemy start (95,11); no enemy discovered. Save for War Factory, then add vehicles and refinery/power as needed.", "raw": "{\"thoughts\":\"Our infantry spearhead is at the likely enemy start and should press immediately while reinforcements continue advancing. Cash is still short of a War Factory, so keep the barracks output flowing and concentrate all combat units on the enemy location.\",\"notes\":\"Push all army toward (95,11); front infantry already near target, rockets/rear reinforcements en route. Save cash for War Factory once affordable.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1569, "completion_tokens": 264, "total_tokens": 1833, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1567, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00779845, "upstream_inference_prompt_cost": 0.00431365, "upstream_inference_completions_cost": 0.0034848}, "completion_tokens_details": {"reasoning_tokens": 133, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.85, "thoughts": "Our infantry spearhead is at the likely enemy start and should press immediately while reinforcements continue advancing. Cash is still short of a War Factory, so keep the barracks output flowing and concentrate all combat units on the enemy location.", "notes": "Push all army toward (95,11); front infantry already near target, rockets/rear reinforcements en route. Save cash for War Factory once affordable.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 95, "y": 11}], "feedback": ["attack_move: 27 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 2000, "deaths_cost": 0, "units_killed": 8, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11600, "army_value": 3500, "income": 3500, "experience": 20, "order_count": 37}}
{"tick": 4601, "slot": "Multi0", "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: Multi0, faction england (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 83 made / 80 used, harvesters 1.\nSCORE: assets $7500, army $1300, killed $0 (0 units, 0 bldgs), lost $2000 (8 units, 0 bldgs). Map explored 14.7%.\nPRODUCTION: Building: proc 42%\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  #121 fact@(95,11) 100%, #123 powr@(93,11) 83%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #160 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #171@(93,9) #175@(94,9)*\n  harv (Ore Truck (harvester)) x1: #130@(99,16)\nVISIBLE ENEMY UNITS (6):\n  #138 e1@(89,10) 10%, #141 e1@(88,10) 97%, #142 e1@(88,10) 25%, #143 e1@(88,10) 97%, #150 e1@(88,10) 91%, #152 e1@(88,10) 94%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc is building (42%). Once completed, place it to double income and gain 2nd harvester. Then build power and start producing 1tnk tanks.", "raw": "{\"thoughts\": \"Enemy rifle infantry squad is pressing right outside our base; use our 2 riflemen to eliminate the weak ones while holding near the base. Cash is zero while proc builds; let the harvester unload to finish proc and then queue power and 1tnk.\", \"notes\": \"Proc finishing soon; place it, build powr, then mass 1tnk. Defend base against infantry rush.\", \"commands\": [{\"do\":\"repair\",\"building\":123},{\"do\":\"attack_move\",\"units\":[171,175],\"x\":89,\"y\":10}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1580, "completion_tokens": 125, "total_tokens": 1705, "cost": 0.00165375, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00165375, "upstream_inference_prompt_cost": 0.001185, "upstream_inference_completions_cost": 0.00046875}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.76, "thoughts": "Enemy rifle infantry squad is pressing right outside our base; use our 2 riflemen to eliminate the weak ones while holding near the base. Cash is zero while proc builds; let the harvester unload to finish proc and then queue power and 1tnk.", "notes": "Proc finishing soon; place it, build powr, then mass 1tnk. Defend base against infantry rush.", "commands": [{"do": "repair", "building": 123}, {"do": "attack_move", "units": [171, 175], "x": 89, "y": 10}], "feedback": ["repair #123: ordered", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 0, "deaths_cost": 2000, "units_killed": 0, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7500, "army_value": 200, "income": 2000, "experience": 0, "order_count": 20}}
{"tick": 4601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:04 (tick 4601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $666 + stored ore $819 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $12200, army $6300, killed $2000 (8 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.6%.\nPRODUCTION: Infantry: e3 5%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%\nYOUR UNITS (31) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x23: #137@(87,9)10% #138@(89,10)10% #139@(87,10)98% #141@(88,10)97% #142@(88,10)25% #143@(88,10)97% #145@(75,14) #146@(74,15) #147@(75,14) #149@(80,10) #150@(88,10)91% #151@(87,10) #152@(88,10)94% #153@(87,10) #154@(87,10) #166@(49,26) #167@(47,24) #168@(44,24) #169@(41,24) #170@(37,24) #172@(34,24) #173@(31,24) #174@(29,22)\n  e3 (Rocket Soldier) x6: #156@(74,15) #159@(68,21) #163@(61,27) #165@(53,27) #176@(21,17) #179@(12,14)\n  harv (Ore Truck (harvester)) x2: #132@(3,28) #158@(9,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 27 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Push all army toward (95,11); front infantry already near target, rockets/rear reinforcements en route. Save cash for War Factory once affordable.", "raw": "{\"thoughts\":\"Our infantry spearhead is nearing the likely enemy start and has not met resistance, so keep sweeping east while establishing vehicle production. Economy and power are healthy enough for a War Factory immediately.\",\"notes\":\"War Factory started; all infantry/rockets continue attack-moving toward enemy likely start (95,11). No enemy assets spotted yet.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":8},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1566, "completion_tokens": 204, "total_tokens": 1770, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1564, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0069982, "upstream_inference_prompt_cost": 0.0043054, "upstream_inference_completions_cost": 0.0026928}, "completion_tokens_details": {"reasoning_tokens": 53, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.73, "thoughts": "Our infantry spearhead is nearing the likely enemy start and has not met resistance, so keep sweeping east while establishing vehicle production. Economy and power are healthy enough for a War Factory immediately.", "notes": "War Factory started; all infantry/rockets continue attack-moving toward enemy likely start (95,11). No enemy assets spotted yet.", "commands": [{"do": "build", "item": "weap"}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 8}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 90, "y": 11}], "feedback": ["build weap: started", "train 4x e3: queued", "train 8x e1: queued", "attack_move: 29 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 2000, "deaths_cost": 0, "units_killed": 8, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12200, "army_value": 4100, "income": 4000, "experience": 20, "order_count": 37}}
{"tick": 4801, "slot": "Multi0", "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: Multi0, faction england (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 $443 (storage 2000), power 25 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7500, army $1300, killed $500 (5 units, 0 bldgs), lost $2000 (8 units, 0 bldgs). Map explored 14.7%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 25%, #129 proc@(98,11) 100%, #133 tent@(95,8) 100%, #160 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #171@(93,9) #175@(93,9)\n  harv (Ore Truck (harvester)) x1: #130@(99,16)\nVISIBLE ENEMY UNITS (4):\n  #143 e1@(88,10) 96%, #149 e1@(89,8) 52%, #150 e1@(88,10) 69%, #152 e1@(88,10) 89%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #123: ordered\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Proc finishing soon; place it, build powr, then mass 1tnk. Defend base against infantry rush.", "raw": "{\"thoughts\":\"Power is critically low and our only power plant is damaged, slowing our second refinery production. We need to hold off the small squad of enemy riflemen near our base with our infantry and train defensive units as cash trickles in.\",\"notes\":\"Proc nearing completion; once placed build powr immediately to fix low power. Defend base from enemy e1 group.\",\"commands\":[{\"do\":\"repair\",\"building\":123},{\"do\":\"attack_move\",\"units\":[171,175],\"x\":88,\"y\":10},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1574, "completion_tokens": 128, "total_tokens": 1702, "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": 0.003321, "upstream_inference_prompt_cost": 0.002361, "upstream_inference_completions_cost": 0.00096}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.71, "thoughts": "Power is critically low and our only power plant is damaged, slowing our second refinery production. We need to hold off the small squad of enemy riflemen near our base with our infantry and train defensive units as cash trickles in.", "notes": "Proc nearing completion; once placed build powr immediately to fix low power. Defend base from enemy e1 group.", "commands": [{"do": "repair", "building": 123}, {"do": "attack_move", "units": [171, 175], "x": 88, "y": 10}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["repair #123: ordered", "attack_move: 2 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 500, "deaths_cost": 2000, "units_killed": 5, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7500, "army_value": 200, "income": 2500, "experience": 5, "order_count": 20}}
{"tick": 4801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:12 (tick 4801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $666 + stored ore $663 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $12000, army $6100, killed $2000 (8 units, 0 bldgs), lost $500 (5 units, 0 bldgs). Map explored 20.5%.\nPRODUCTION: Building: weap 16%; Infantry: e1 48%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%\nYOUR UNITS (27) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x18: #139@(88,9)97% #143@(88,10)96% #145@(85,12) #146@(82,10) #147@(84,12) #149@(89,8)52% #150@(88,10)69% #152@(88,10)89% #153@(88,9)80% #154@(88,9)96% #166@(58,28) #167@(56,28) #168@(53,27) #169@(51,26) #170@(48,25) #172@(45,24) #173@(42,24) #174@(38,24)\n  e3 (Rocket Soldier) x7: #156@(85,14) #159@(76,13) #163@(69,20) #165@(62,27) #176@(29,22) #179@(21,17) #180@(13,14)\n  harv (Ore Truck (harvester)) x2: #132@(9,22) #158@(2,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\n  - train 4x e3: queued\n  - train 8x e1: queued\n  - attack_move: 29 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: War Factory started; all infantry/rockets continue attack-moving toward enemy likely start (95,11). No enemy assets spotted yet.", "raw": "{\"thoughts\":\"War Factory is nearly complete and our forward infantry screen is approaching the likely enemy base without visible resistance. Keep pressure toward the northeast while adding a modest base defense; spend incoming income on vehicles immediately after the factory completes.\",\"notes\":\"War Factory 16% complete; infantry/rockets spread along route to likely enemy start (95,11). Defense pillbox started; place when ready. Set War Factory rally east and produce tanks/scouts next turn.\",\"commands\":[{\"do\":\"build\",\"item\":\"pbox\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1645, "completion_tokens": 281, "total_tokens": 1926, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1643, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00823185, "upstream_inference_prompt_cost": 0.00452265, "upstream_inference_completions_cost": 0.0037092}, "completion_tokens_details": {"reasoning_tokens": 132, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.92, "thoughts": "War Factory is nearly complete and our forward infantry screen is approaching the likely enemy base without visible resistance. Keep pressure toward the northeast while adding a modest base defense; spend incoming income on vehicles immediately after the factory completes.", "notes": "War Factory 16% complete; infantry/rockets spread along route to likely enemy start (95,11). Defense pillbox started; place when ready. Set War Factory rally east and produce tanks/scouts next turn.", "commands": [{"do": "build", "item": "pbox"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 88, "y": 11}], "feedback": ["build pbox: started", "attack_move: 25 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 2000, "deaths_cost": 500, "units_killed": 8, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12000, "army_value": 3900, "income": 4500, "experience": 20, "order_count": 50}}
{"tick": 5001, "slot": "Multi0", "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: Multi0, faction england (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 $993 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7100, army $1200, killed $800 (8 units, 0 bldgs), lost $2500 (10 units, 1 bldgs). Map explored 14.8%.\nPRODUCTION: Infantry: e1 8%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: 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  #121 fact@(95,11) 96%, #129 proc@(98,11) 100%, #133 tent@(95,8) 97%, #160 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #184@(94,9)\n  harv (Ore Truck (harvester)) x1: #130@(104,23)\nVISIBLE ENEMY UNITS (8):\n  #139 e1@(90,9) 76%, #143 e1@(91,10) 85%, #145 e1@(91,12) 100%, #146 e1@(90,10) 100%, #147 e1@(91,12) 100%, #152 e1@(91,10) 79%, #153 e1@(90,9) 74%, #156 e3@(91,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #123: ordered\n  - attack_move: 2 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Proc nearing completion; once placed build powr immediately to fix low power. Defend base from enemy e1 group.", "raw": "{\"thoughts\": \"We have 0 power and 80 used, crippling production, while an enemy infantry squad is pressing into our base at (90, 10). We must immediately build and place power, start vehicle production (Light Tank) from our War Factory, and hold off the infantry with defensive units.\", \"notes\": \"Building power plant to restore production speed. Training 1tnk to squash enemy infantry rush. Need second powr and fix depot later for medium tanks.\", \"commands\": [{\"do\": \"build\", \"item\": \"powr\"}, {\"do\": \"train\", \"item\": \"1tnk\", \"count\": 1}, {\"do\": \"attack_move\", \"units\": \"idle_army\", \"x\": 92, \"y\": 10}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1606, "completion_tokens": 166, "total_tokens": 1772, "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": 0.003654, "upstream_inference_prompt_cost": 0.002409, "upstream_inference_completions_cost": 0.001245}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.7, "thoughts": "We have 0 power and 80 used, crippling production, while an enemy infantry squad is pressing into our base at (90, 10). We must immediately build and place power, start vehicle production (Light Tank) from our War Factory, and hold off the infantry with defensive units.", "notes": "Building power plant to restore production speed. Training 1tnk to squash enemy infantry rush. Need second powr and fix depot later for medium tanks.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "1tnk", "count": 1}, {"do": "attack_move", "units": "idle_army", "x": 92, "y": 10}], "feedback": ["build powr: started", "train 1x 1tnk: queued", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 800, "deaths_cost": 2500, "units_killed": 8, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 7100, "army_value": 100, "income": 2500, "experience": 8, "order_count": 23}}
{"tick": 5001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:20 (tick 5001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $346 + stored ore $0 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $12000, army $6100, killed $2500 (10 units, 1 bldgs), lost $800 (8 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: weap 32%; Defense: pbox 53%; Infantry: e1 76%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%\nYOUR UNITS (27) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x18: #139@(90,9)76% #143@(91,10)85% #145@(91,12) #146@(90,10) #147@(91,12) #152@(91,10)79% #153@(90,9)74% #166@(67,22) #167@(65,24) #168@(63,26) #169@(60,28) #170@(57,28) #172@(54,28) #173@(51,26) #174@(49,26) #181@(20,16) #182@(16,15) #183@(13,14)\n  e3 (Rocket Soldier) x7: #156@(91,12) #159@(86,12) #163@(76,13) #165@(70,19) #176@(39,24) #179@(30,23) #180@(22,18)\n  harv (Ore Truck (harvester)) x2: #132@(3,29) #158@(6,27)\nVISIBLE ENEMY UNITS (1):\n  #184 e1@(94,9) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build pbox: started\n  - attack_move: 25 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: War Factory 16% complete; infantry/rockets spread along route to likely enemy start (95,11). Defense pillbox started; place when ready. Set War Factory rally east and produce tanks/scouts next turn.", "raw": "{\"thoughts\":\"Our forward force is nearing the enemy start and has contact with a lone rifleman. War Factory and Pillbox are close to ready; keep pressure while preserving the base guard and prepare vehicle production.\",\"notes\":\"Enemy likely at 95,11; forward infantry/rockets are spread from 22,18 to 91,12. Place weap/pbox immediately when ready, rally weap east, build Service Depot then medium tanks.\",\"commands\":[{\"do\":\"attack\",\"units\":[139,143,145,146,147,152,153,156,159],\"target\":184},{\"do\":\"attack_move\",\"units\":[139,143,145,146,147,152,153,156,159,163,165,166,167,168,169,170,172,173,174,176,179],\"x\":96,\"y\":11},{\"do\":\"stance\",\"units\":[139,143,145,146,147,152,153,156,159,163,165,166,167,168,169,170,172,173,174,176,179],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1629, "completion_tokens": 394, "total_tokens": 2023, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1627, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00967945, "upstream_inference_prompt_cost": 0.00447865, "upstream_inference_completions_cost": 0.0052008}, "completion_tokens_details": {"reasoning_tokens": 136, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.45, "thoughts": "Our forward force is nearing the enemy start and has contact with a lone rifleman. War Factory and Pillbox are close to ready; keep pressure while preserving the base guard and prepare vehicle production.", "notes": "Enemy likely at 95,11; forward infantry/rockets are spread from 22,18 to 91,12. Place weap/pbox immediately when ready, rally weap east, build Service Depot then medium tanks.", "commands": [{"do": "attack", "units": [139, 143, 145, 146, 147, 152, 153, 156, 159], "target": 184}, {"do": "attack_move", "units": [139, 143, 145, 146, 147, 152, 153, 156, 159, 163, 165, 166, 167, 168, 169, 170, 172, 173, 174, 176, 179], "x": 96, "y": 11}, {"do": "stance", "units": [139, 143, 145, 146, 147, 152, 153, 156, 159, 163, 165, 166, 167, 168, 169, 170, 172, 173, 174, 176, 179], "stance": "attack_anything"}, {"do": "rally", "building": 134, "x": 70, "y": 18}], "feedback": ["attack: 9 units", "attack_move: 21 units", "stance: 21 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 2500, "deaths_cost": 800, "units_killed": 10, "units_lost": 8, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12000, "army_value": 3900, "income": 4500, "experience": 25, "order_count": 51}}
{"tick": 5201, "slot": "Multi0", "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: Multi0, faction england (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 $663 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7100, army $1200, killed $800 (8 units, 0 bldgs), lost $2600 (11 units, 1 bldgs). Map explored 14.9%.\nPRODUCTION: Building: powr 36%; Vehicle: 1tnk 15%; Infantry: e1 19%\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  #121 fact@(95,11) 75%, #129 proc@(98,11) 100%, #133 tent@(95,8) 79%, #160 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #187@(94,9)\n  harv (Ore Truck (harvester)) x1: #130@(99,17)\nVISIBLE ENEMY UNITS (9):\n  #139 e1@(90,9) 76%, #143 e1@(91,10) 14%, #145 e1@(91,12) 100%, #146 e1@(90,10) 93%, #147 e1@(91,12) 100%, #152 e1@(91,10) 76%, #153 e1@(90,9) 74%, #156 e3@(91,12) 100%, #159 e3@(91,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 1x 1tnk: queued\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Building power plant to restore production speed. Training 1tnk to squash enemy infantry rush. Need second powr and fix depot later for medium tanks.", "raw": "{\"thoughts\": \"Power is urgently needed to restore production speed; currently building a power plant. Enemy infantry horde is right outside our base at (90,10), so repair damaged buildings and keep unit queues running.\", \"notes\": \"Waiting for powr to finish so we can restore power and accelerate 1tnk. Enemy infantry cluster at (90,10). Repairing fact and tent.\", \"commands\": [{\"do\": \"repair\", \"building\": 121}, {\"do\": \"repair\", \"building\": 133}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1644, "completion_tokens": 115, "total_tokens": 1759, "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": 0.0033285, "upstream_inference_prompt_cost": 0.002466, "upstream_inference_completions_cost": 0.0008625}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.75, "thoughts": "Power is urgently needed to restore production speed; currently building a power plant. Enemy infantry horde is right outside our base at (90,10), so repair damaged buildings and keep unit queues running.", "notes": "Waiting for powr to finish so we can restore power and accelerate 1tnk. Enemy infantry cluster at (90,10). Repairing fact and tent.", "commands": [{"do": "repair", "building": 121}, {"do": "repair", "building": 133}], "feedback": ["repair #121: ordered", "repair #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 800, "deaths_cost": 2600, "units_killed": 8, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 7100, "army_value": 100, "income": 2025, "experience": 8, "order_count": 25}}
{"tick": 5201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:28 (tick 5201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $187 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $12200, army $6300, killed $2600 (11 units, 1 bldgs), lost $800 (8 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: weap 44%; Defense: pbox 90%; Infantry: e1 93%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%\nYOUR UNITS (29) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x20: #139@(90,9)76% #143@(91,10)14% #145@(91,12) #146@(90,10)93% #147@(91,12) #152@(91,10)76% #153@(90,9)74% #166@(74,15) #167@(73,16) #168@(70,19) #169@(68,21) #170@(66,23) #172@(64,25) #173@(61,27) #174@(58,28) #181@(29,22) #182@(26,20) #183@(23,19) #185@(20,16) #186@(14,15)\n  e3 (Rocket Soldier) x7: #156@(91,12) #159@(91,12) #163@(86,10) #165@(77,12) #176@(49,26) #179@(40,24) #180@(31,24)\n  harv (Ore Truck (harvester)) x2: #132@(7,24) #158@(8,24)\nVISIBLE ENEMY UNITS (1):\n  #187 e1@(94,9) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack_move: 21 units\n  - stance: 21 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at 95,11; forward infantry/rockets are spread from 22,18 to 91,12. Place weap/pbox immediately when ready, rally weap east, build Service Depot then medium tanks.", "raw": "{\"thoughts\":\"Our infantry spearhead has reached the likely enemy start, but the base remains hidden. Keep pressure on the visible defender and push the entire force through the suspected base area while production completes.\",\"notes\":\"Enemy start remains around 95,11; infantry/rocket column spans home to enemy edge. War Factory is 44% and pillbox 90%; place both when ready, then build Service Depot and medium tanks.\",\"commands\":[{\"do\":\"attack\",\"units\":[139,143,145,146,147,152,153,156,159,163],\"target\":187},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":101,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1641, "completion_tokens": 296, "total_tokens": 1937, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1639, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00841885, "upstream_inference_prompt_cost": 0.00451165, "upstream_inference_completions_cost": 0.0039072}, "completion_tokens_details": {"reasoning_tokens": 117, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.0, "thoughts": "Our infantry spearhead has reached the likely enemy start, but the base remains hidden. Keep pressure on the visible defender and push the entire force through the suspected base area while production completes.", "notes": "Enemy start remains around 95,11; infantry/rocket column spans home to enemy edge. War Factory is 44% and pillbox 90%; place both when ready, then build Service Depot and medium tanks.", "commands": [{"do": "attack", "units": [139, 143, 145, 146, 147, 152, 153, 156, 159, 163], "target": 187}, {"do": "attack_move", "units": "all_army", "x": 101, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 134, "x": 88, "y": 12}], "feedback": ["attack: 10 units", "attack_move: 27 units", "stance: 27 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 2600, "deaths_cost": 800, "units_killed": 11, "units_lost": 8, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12200, "army_value": 4100, "income": 5000, "experience": 26, "order_count": 51}}
{"tick": 5401, "slot": "Multi0", "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: Multi0, faction england (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 $862 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7100, army $1200, killed $900 (9 units, 0 bldgs), lost $2700 (12 units, 1 bldgs). Map explored 14.9%.\nPRODUCTION: Building: powr 73%; Vehicle: 1tnk 31%\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  #121 fact@(95,11) 45%, #129 proc@(98,11) 100%, #133 tent@(95,8) 65%, #160 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #190@(94,9)97%\n  harv (Ore Truck (harvester)) x1: #130@(98,15)\nVISIBLE ENEMY UNITS (9):\n  #139 e1@(90,9) 76%, #145 e1@(91,12) 100%, #146 e1@(90,10) 90%, #147 e1@(91,12) 100%, #152 e1@(91,10) 66%, #153 e1@(90,9) 74%, #156 e3@(91,12) 100%, #159 e3@(91,12) 100%, #163 e3@(91,10) 33%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #121: ordered\n  - repair #133: ordered\nYOUR NOTES FROM LAST TURN: Waiting for powr to finish so we can restore power and accelerate 1tnk. Enemy infantry cluster at (90,10). Repairing fact and tent.", "raw": "{\"thoughts\": \"Power plant is nearly complete; once placed it will restore power and speed up our 1tnk production. Enemy infantry swarm is right outside our base around (90,10), so queue rocket soldiers/riflemen and keep our lone rifleman defensively positioned near the buildings.\", \"notes\": \"Place powr as soon as it completes, build defense or another powr/proc. Produce 1tnk and e1/e3 to repel enemy infantry push.\", \"commands\": [{\"do\": \"train\", \"item\": \"e1\", \"count\": 2}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}, {\"do\": \"repair\", \"building\": 121}, {\"do\": \"repair\", \"building\": 133}, {\"do\": \"stance\", \"units\": [190], \"stance\": \"defend\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1629, "completion_tokens": 191, "total_tokens": 1820, "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": 0.003876, "upstream_inference_prompt_cost": 0.0024435, "upstream_inference_completions_cost": 0.0014325}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.18, "thoughts": "Power plant is nearly complete; once placed it will restore power and speed up our 1tnk production. Enemy infantry swarm is right outside our base around (90,10), so queue rocket soldiers/riflemen and keep our lone rifleman defensively positioned near the buildings.", "notes": "Place powr as soon as it completes, build defense or another powr/proc. Produce 1tnk and e1/e3 to repel enemy infantry push.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}, {"do": "repair", "building": 121}, {"do": "repair", "building": 133}, {"do": "stance", "units": [190], "stance": "defend"}], "feedback": ["train 2x e1: queued", "train 2x e3: queued", "repair #121: ordered", "repair #133: ordered", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 900, "deaths_cost": 2700, "units_killed": 9, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 7100, "army_value": 100, "income": 2500, "experience": 9, "order_count": 25}}
{"tick": 5401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:36 (tick 5401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $143 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $12400, army $6500, killed $2700 (12 units, 1 bldgs), lost $900 (9 units, 0 bldgs). Map explored 21.3%.\nPRODUCTION: Building: weap 56%; Defense: pbox READY TO PLACE; Infantry: e3 11%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%\nYOUR UNITS (31) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x22: #139@(90,9)76% #145@(91,12) #146@(90,10)90% #147@(91,12) #152@(91,10)66% #153@(90,9)74% #166@(84,14) #167@(82,15) #168@(78,11) #169@(75,14) #170@(73,16) #172@(72,20) #173@(70,22) #174@(66,23) #181@(38,24) #182@(35,24) #183@(32,24) #185@(29,22) #186@(23,19) #188@(21,17) #189@(15,15) #191@(12,14)\n  e3 (Rocket Soldier) x7: #156@(91,12) #159@(91,12) #163@(91,10)33% #165@(87,11) #176@(59,28) #179@(50,26) #180@(42,24)\n  harv (Ore Truck (harvester)) x2: #132@(7,26) #158@(6,28)\nVISIBLE ENEMY UNITS (1):\n  #190 e1@(94,9) 97%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 10 units\n  - attack_move: 27 units\n  - stance: 27 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy start remains around 95,11; infantry/rocket column spans home to enemy edge. War Factory is 44% and pillbox 90%; place both when ready, then build Service Depot and medium tanks.", "raw": "{\"thoughts\":\"Our infantry mass has reached the enemy start area, but no enemy structures are yet visible. Place the ready pillbox for home defense, complete the War Factory, and keep the entire force pressing into the likely enemy base while rocket production continues.\",\"notes\":\"Enemy start at 95,11; infantry/rocket force is converging there. War Factory 56% complete; place pillbox now and place factory when ready, then build Service Depot/medium tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"pbox\",\"x\":15,\"y\":14},{\"do\":\"attack\",\"units\":[139,145,146,147,152,153,156,159,163,165],\"target\":190},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":98,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1634, "completion_tokens": 279, "total_tokens": 1913, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1632, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0081752, "upstream_inference_prompt_cost": 0.0044924, "upstream_inference_completions_cost": 0.0036828}, "completion_tokens_details": {"reasoning_tokens": 90, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "Our infantry mass has reached the enemy start area, but no enemy structures are yet visible. Place the ready pillbox for home defense, complete the War Factory, and keep the entire force pressing into the likely enemy base while rocket production continues.", "notes": "Enemy start at 95,11; infantry/rocket force is converging there. War Factory 56% complete; place pillbox now and place factory when ready, then build Service Depot/medium tanks.", "commands": [{"do": "place", "item": "pbox", "x": 15, "y": 14}, {"do": "attack", "units": [139, 145, 146, 147, 152, 153, 156, 159, 163, 165], "target": 190}, {"do": "attack_move", "units": "all_army", "x": 98, "y": 11}, {"do": "rally", "building": 134, "x": 90, "y": 11}], "feedback": ["place pbox: ordered (auto-relocated near base if the spot was invalid)", "attack: 10 units", "attack_move: 29 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 2700, "deaths_cost": 900, "units_killed": 12, "units_lost": 9, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12400, "army_value": 4300, "income": 5000, "experience": 27, "order_count": 51}}
{"tick": 5601, "slot": "Multi0", "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: Multi0, faction england (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 $563 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7100, army $1200, killed $900 (9 units, 0 bldgs), lost $2800 (13 units, 1 bldgs). Map explored 15%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: 1tnk 47%; Infantry: e3 2%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: 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  #121 fact@(95,11) 1%, #129 proc@(98,11) 100%, #133 tent@(95,8) 51%, #160 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #194@(95,9)\n  harv (Ore Truck (harvester)) x1: #130@(103,23)\nVISIBLE ENEMY UNITS (12):\n  #139 e1@(90,9) 76%, #145 e1@(91,12) 100%, #146 e1@(90,10) 90%, #147 e1@(91,12) 100%, #152 e1@(91,10) 64%, #153 e1@(90,9) 74%, #156 e3@(91,12) 100%, #159 e3@(91,12) 100%, #163 e3@(91,10) 16%, #165 e3@(91,12) 100%, #166 e1@(92,14) 100%, #167 e1@(92,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - train 2x e3: queued\n  - repair #121: ordered\n  - repair #133: ordered\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Place powr as soon as it completes, build defense or another powr/proc. Produce 1tnk and e1/e3 to repel enemy infantry push.", "raw": "{\"thoughts\": \"Place the ready power plant immediately to restore power and speed up production. The enemy has a large infantry squad right outside our base; repair ConYard and Barracks, start a Pillbox, and prepare defending units to repel them.\", \"notes\": \"Place powr, build pbox for defense against enemy infantry blob. 1tnk and e1/e3 will reinforce defense.\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"build\", \"item\": \"pbox\"}, {\"do\": \"repair\", \"building\": 121}, {\"do\": \"repair\", \"building\": 133}, {\"do\": \"attack_move\", \"units\": \"idle_army\", \"x\": 94, \"y\": 10}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1730, "completion_tokens": 168, "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": 0.003855, "upstream_inference_prompt_cost": 0.002595, "upstream_inference_completions_cost": 0.00126}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.36, "thoughts": "Place the ready power plant immediately to restore power and speed up production. The enemy has a large infantry squad right outside our base; repair ConYard and Barracks, start a Pillbox, and prepare defending units to repel them.", "notes": "Place powr, build pbox for defense against enemy infantry blob. 1tnk and e1/e3 will reinforce defense.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "pbox"}, {"do": "repair", "building": 121}, {"do": "repair", "building": 133}, {"do": "attack_move", "units": "idle_army", "x": 94, "y": 10}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build pbox: started", "repair #121: ordered", "repair #133: ordered", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 900, "deaths_cost": 2800, "units_killed": 9, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 7100, "army_value": 100, "income": 2500, "experience": 9, "order_count": 29}}
{"tick": 5601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:44 (tick 5601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 100 used, harvesters 2.\nSCORE: assets $13100, army $6500, killed $2800 (13 units, 1 bldgs), lost $900 (9 units, 0 bldgs). Map explored 22.1%.\nPRODUCTION: Building: weap 59%; Infantry: e3 34%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%, #192 pbox@(15,14) 100%\nYOUR UNITS (31) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x22: #139@(90,9)76% #145@(91,12) #146@(90,10)90% #147@(91,12) #152@(91,10)64% #153@(90,9)74% #166@(92,14) #167@(92,16) #168@(88,12) #169@(85,12) #170@(82,12) #172@(79,13) #173@(77,15) #174@(74,15) #181@(48,25) #182@(46,24) #183@(43,24) #185@(39,24) #186@(32,24) #188@(30,23) #189@(24,20) #191@(22,18)\n  e3 (Rocket Soldier) x7: #156@(91,12) #159@(91,12) #163@(91,10)16% #165@(91,12) #176@(67,22) #179@(60,28) #180@(51,26)\n  harv (Ore Truck (harvester)) x2: #132@(7,29) #158@(9,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place pbox: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 10 units\n  - attack_move: 29 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy start at 95,11; infantry/rocket force is converging there. War Factory 56% complete; place pillbox now and place factory when ready, then build Service Depot/medium tanks.", "raw": "{\"thoughts\":\"War Factory is nearly ready while our large infantry force is pressing toward the likely enemy start. Keep the attack moving and rally fresh infantry east; place the factory immediately when it completes, then shift to armor production.\",\"notes\":\"Enemy base still unspotted near 95,11. All infantry/rockets advancing east; War Factory 59% and cash empty. Place weap next turn, then build fix and produce 2tnk.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":82,\"y\":12},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1637, "completion_tokens": 223, "total_tokens": 1860, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1635, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00744425, "upstream_inference_prompt_cost": 0.00450065, "upstream_inference_completions_cost": 0.0029436}, "completion_tokens_details": {"reasoning_tokens": 68, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.97, "thoughts": "War Factory is nearly ready while our large infantry force is pressing toward the likely enemy start. Keep the attack moving and rally fresh infantry east; place the factory immediately when it completes, then shift to armor production.", "notes": "Enemy base still unspotted near 95,11. All infantry/rockets advancing east; War Factory 59% and cash empty. Place weap next turn, then build fix and produce 2tnk.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 82, "y": 12}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["attack_move: 29 units", "rally #134: ordered", "stance: 29 units"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 2800, "deaths_cost": 900, "units_killed": 13, "units_lost": 9, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 13100, "army_value": 4400, "income": 5000, "experience": 28, "order_count": 52}}
{"tick": 5801, "slot": "Multi0", "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: Multi0, faction england (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 $263 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5000, army $1100, killed $1600 (12 units, 0 bldgs), lost $5200 (14 units, 3 bldgs). Map explored 15.2%.\nPRODUCTION: Vehicle: 1tnk 68%; Infantry: e3 52%; Infantry: e3 0%; Infantry: e1 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  #129 proc@(98,11) 100%, #133 tent@(95,8) 35%, #160 weap@(97,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(99,19)\nVISIBLE ENEMY UNITS (12):\n  #139 e1@(90,9) 76%, #145 e1@(92,12) 82%, #146 e1@(90,10) 90%, #147 e1@(92,12) 96%, #153 e1@(90,9) 74%, #159 e3@(92,12) 98%, #165 e3@(92,12) 94%, #166 e1@(93,12) 100%, #167 e1@(93,13) 100%, #168 e1@(91,11) 100%, #169 e1@(91,11) 100%, #170 e1@(91,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build pbox: started\n  - repair #121: ordered\n  - repair #133: ordered\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Place powr, build pbox for defense against enemy infantry blob. 1tnk and e1/e3 will reinforce defense.", "raw": "{\"thoughts\": \"We have lost our ConYard and power, and an enemy infantry swarm is attacking our base around (91-93, 11-13). We need our 1tnk to finish and defend, and prioritize repairing the tent and weapon factory while keeping harv safe.\", \"notes\": \"No ConYard left, surviving with proc, tent, weap. Enemy infantry rush at our base. Use completed 1tnk to crush/shoot infantry.\", \"commands\": [{\"do\": \"repair\", \"building\": 133}, {\"do\": \"rally\", \"building\": 160, \"x\": 95, \"y\": 10}, {\"do\": \"rally\", \"building\": 133, \"x\": 95, \"y\": 10}, {\"do\": \"attack_move\", \"units\": \"idle_army\", \"x\": 93, \"y\": 11}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1598, "completion_tokens": 202, "total_tokens": 1800, "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": 0.003912, "upstream_inference_prompt_cost": 0.002397, "upstream_inference_completions_cost": 0.001515}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.97, "thoughts": "We have lost our ConYard and power, and an enemy infantry swarm is attacking our base around (91-93, 11-13). We need our 1tnk to finish and defend, and prioritize repairing the tent and weapon factory while keeping harv safe.", "notes": "No ConYard left, surviving with proc, tent, weap. Enemy infantry rush at our base. Use completed 1tnk to crush/shoot infantry.", "commands": [{"do": "repair", "building": 133}, {"do": "rally", "building": 160, "x": 95, "y": 10}, {"do": "rally", "building": 133, "x": 95, "y": 10}, {"do": "attack_move", "units": "idle_army", "x": 93, "y": 11}], "feedback": ["repair #133: ordered", "rally #160: ordered", "rally #133: ordered", "attack_move: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1600, "deaths_cost": 5200, "units_killed": 12, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 5000, "army_value": 0, "income": 2000, "experience": 16, "order_count": 31}}
{"tick": 5801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:52 (tick 5801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $73 (storage 4000), power 200 made / 100 used, harvesters 2.\nSCORE: assets $12700, army $6100, killed $5200 (14 units, 3 bldgs), lost $1600 (12 units, 0 bldgs). Map explored 22.5%.\nPRODUCTION: Building: weap 70%; Infantry: e3 5%; Infantry: e3 0%; Infantry: e3 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%, #192 pbox@(15,14) 100%\nYOUR UNITS (29) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x21: #139@(90,9)76% #145@(92,12)82% #146@(90,10)90% #147@(92,12)96% #153@(90,9)74% #166@(93,12) #167@(93,13) #168@(91,11) #169@(91,11) #170@(91,11) #172@(90,12) #173@(87,14) #174@(84,14) #181@(58,28) #182@(55,28) #183@(52,27) #185@(49,26) #186@(43,24) #188@(40,24) #189@(34,24) #191@(31,24)\n  e3 (Rocket Soldier) x6: #159@(92,12)98% #165@(92,12)94% #176@(75,14) #179@(68,21) #180@(61,27) #196@(12,14)\n  harv (Ore Truck (harvester)) x2: #132@(9,22) #158@(7,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 29 units\n  - rally #134: ordered\n  - stance: 29 units\nYOUR NOTES FROM LAST TURN: Enemy base still unspotted near 95,11. All infantry/rockets advancing east; War Factory 59% and cash empty. Place weap next turn, then build fix and produce 2tnk.", "raw": "{\"thoughts\":\"War Factory is nearly complete while our infantry force is pressing into the likely enemy start area. Keep all troops advancing to reveal and engage the enemy base, then immediately place the factory and transition into tanks.\",\"notes\":\"War Factory 70% complete; all army directed toward likely enemy base at 95,11. Place weap when ready, then build Service Depot and produce Medium Tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":11},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":158}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1605, "completion_tokens": 276, "total_tokens": 1881, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1603, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00805585, "upstream_inference_prompt_cost": 0.00441265, "upstream_inference_completions_cost": 0.0036432}, "completion_tokens_details": {"reasoning_tokens": 115, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "War Factory is nearly complete while our infantry force is pressing into the likely enemy start area. Keep all troops advancing to reveal and engage the enemy base, then immediately place the factory and transition into tanks.", "notes": "War Factory 70% complete; all army directed toward likely enemy base at 95,11. Place weap when ready, then build Service Depot and produce Medium Tanks.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 134, "x": 90, "y": 11}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 158}], "feedback": ["attack_move: 27 units", "stance: 27 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 5200, "deaths_cost": 1600, "units_killed": 14, "units_lost": 12, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 12700, "army_value": 4000, "income": 5500, "experience": 32, "order_count": 52}}
{"tick": 6001, "slot": "Multi0", "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: Multi0, faction england (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 $808 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $4500, army $1100, killed $1600 (12 units, 0 bldgs), lost $5700 (14 units, 4 bldgs). Map explored 15.2%.\nPRODUCTION: Vehicle: 1tnk 84%\nCAN PRODUCE NOW:\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  #129 proc@(98,11) 79%, #160 weap@(97,8) 98%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(98,12)\nVISIBLE ENEMY UNITS (15):\n  #139 e1@(93,10) 76%, #145 e1@(93,11) 82%, #146 e1@(93,10) 90%, #147 e1@(94,11) 96%, #153 e1@(93,10) 74%, #159 e3@(94,11) 98%, #165 e3@(93,11) 94%, #166 e1@(94,12) 100%, #167 e1@(94,12) 100%, #168 e1@(94,11) 100%, #169 e1@(94,11) 100%, #170 e1@(93,11) 100%, #172 e1@(93,12) 100%, #173 e1@(94,12) 100%, #174 e1@(94,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #133: ordered\n  - rally #160: ordered\n  - rally #133: ordered\n  - attack_move: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: No ConYard left, surviving with proc, tent, weap. Enemy infantry rush at our base. Use completed 1tnk to crush/shoot infantry.", "raw": "{\"thoughts\": \"A large mass of enemy infantry is right outside the refinery and war factory. Light tank is completing soon; we can also use our harvester to crush infantry. Order repairs on refinery and queue another light tank.\", \"notes\": \"No ConYard. Crush enemy infantry with harvester and emerging light tanks.\", \"commands\": [{\"do\":\"repair\",\"building\":129},{\"do\":\"move\",\"units\":[130],\"x\":94,\"y\":11},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1562, "completion_tokens": 111, "total_tokens": 1673, "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": 0.0031755, "upstream_inference_prompt_cost": 0.002343, "upstream_inference_completions_cost": 0.0008325}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.44, "thoughts": "A large mass of enemy infantry is right outside the refinery and war factory. Light tank is completing soon; we can also use our harvester to crush infantry. Order repairs on refinery and queue another light tank.", "notes": "No ConYard. Crush enemy infantry with harvester and emerging light tanks.", "commands": [{"do": "repair", "building": 129}, {"do": "move", "units": [130], "x": 94, "y": 11}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["repair #129: ordered", "move: 1 units", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1600, "deaths_cost": 5700, "units_killed": 12, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 4500, "army_value": 0, "income": 2500, "experience": 16, "order_count": 31}}
{"tick": 6001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:00 (tick 6001 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 100 used, harvesters 2.\nSCORE: assets $13000, army $6400, killed $5700 (14 units, 4 bldgs), lost $1600 (12 units, 0 bldgs). Map explored 22.8%.\nPRODUCTION: Building: weap 85%; Infantry: e3 0%; Infantry: e3 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%, #192 pbox@(15,14) 100%\nYOUR UNITS (30) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x21: #139@(93,10)76% #145@(93,11)82% #146@(93,10)90% #147@(94,11)96% #153@(93,10)74% #166@(94,12) #167@(94,12) #168@(94,11) #169@(94,11) #170@(93,11) #172@(93,12) #173@(94,12) #174@(94,12) #181@(66,23) #182@(64,25) #183@(62,27) #185@(59,28) #186@(52,27) #188@(50,26) #189@(45,24) #191@(41,24)\n  e3 (Rocket Soldier) x7: #159@(94,11)98% #165@(93,11)94% #176@(85,14) #179@(75,14) #180@(68,21) #196@(21,17) #197@(13,14)\n  harv (Ore Truck (harvester)) x2: #132@(9,29) #158@(2,29)\nVISIBLE ENEMY UNITS (1):\n  #130 harv@(98,12) 99%\nVISIBLE ENEMY BUILDINGS (1):\n  #129 proc@(98,11) 79%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 27 units\n  - stance: 27 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: War Factory 70% complete; all army directed toward likely enemy base at 95,11. Place weap when ready, then build Service Depot and produce Medium Tanks.", "raw": "{\"thoughts\":\"Our forward infantry force is already on the exposed enemy refinery and can likely cripple their economy immediately. The War Factory is nearly ready; place it as soon as possible and transition into vehicle production once income resumes.\",\"notes\":\"Enemy refinery #129 at 98,11 is under direct infantry assault; enemy harvester #130 at 98,12. War Factory is 85% complete and needs placement next turn.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":129},{\"do\":\"attack\",\"units\":[139,145,146,147,153,159,165,166,167,168,169,170,172,173,174],\"target\":129},{\"do\":\"rally\",\"building\":134,\"x\":91,\"y\":12},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":158}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1614, "completion_tokens": 279, "total_tokens": 1893, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1612, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0081202, "upstream_inference_prompt_cost": 0.0044374, "upstream_inference_completions_cost": 0.0036828}, "completion_tokens_details": {"reasoning_tokens": 94, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.87, "thoughts": "Our forward infantry force is already on the exposed enemy refinery and can likely cripple their economy immediately. The War Factory is nearly ready; place it as soon as possible and transition into vehicle production once income resumes.", "notes": "Enemy refinery #129 at 98,11 is under direct infantry assault; enemy harvester #130 at 98,12. War Factory is 85% complete and needs placement next turn.", "commands": [{"do": "attack", "units": "all_army", "target": 129}, {"do": "attack", "units": [139, 145, 146, 147, 153, 159, 165, 166, 167, 168, 169, 170, 172, 173, 174], "target": 129}, {"do": "rally", "building": 134, "x": 91, "y": 12}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 158}], "feedback": ["attack: 28 units", "attack: 15 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 5700, "deaths_cost": 1600, "units_killed": 14, "units_lost": 12, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 13000, "army_value": 4300, "income": 5500, "experience": 37, "order_count": 52}}
{"tick": 6201, "slot": "Multi0", "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: Multi0, faction england (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 $696 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5200, army $1800, killed $1700 (13 units, 0 bldgs), lost $5700 (14 units, 4 bldgs). Map explored 15.2%.\nPRODUCTION: Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\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  #129 proc@(98,11) 12%, #160 weap@(97,8) 98%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #198@(97,8)\n  harv (Ore Truck (harvester)) x1: #130@(94,11)81%*\nVISIBLE ENEMY UNITS (15):\n  #139 e1@(93,10) 76%, #145 e1@(93,11) 82%, #146 e1@(93,10) 90%, #147 e1@(94,10) 96%, #153 e1@(93,10) 74%, #159 e3@(95,10) 80%, #165 e3@(93,11) 94%, #166 e1@(94,12) 100%, #167 e1@(94,12) 100%, #168 e1@(93,12) 100%, #170 e1@(93,11) 100%, #172 e1@(93,12) 100%, #173 e1@(94,12) 100%, #174 e1@(94,12) 100%, #176 e3@(93,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #129: ordered\n  - move: 1 units\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: No ConYard. Crush enemy infantry with harvester and emerging light tanks.", "raw": "{\"thoughts\":\"Enemy infantry swarm is right next to our surviving buildings. Use Harvester #130 and Light Tank #198 to run over and eliminate the infantry immediately. Repair proc while defending.\",\"notes\":\"Crush infantry swarm with harvester #130 and 1tnk #198. Keep producing 1tnk once funds permit.\",\"commands\":[{\"do\":\"repair\",\"building\":129},{\"do\":\"move\",\"units\":[130],\"x\":93,\"y\":11},{\"do\":\"attack_move\",\"units\":[198],\"x\":93,\"y\":11},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1557, "completion_tokens": 144, "total_tokens": 1701, "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": 0.0034155, "upstream_inference_prompt_cost": 0.0023355, "upstream_inference_completions_cost": 0.00108}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.65, "thoughts": "Enemy infantry swarm is right next to our surviving buildings. Use Harvester #130 and Light Tank #198 to run over and eliminate the infantry immediately. Repair proc while defending.", "notes": "Crush infantry swarm with harvester #130 and 1tnk #198. Keep producing 1tnk once funds permit.", "commands": [{"do": "repair", "building": 129}, {"do": "move", "units": [130], "x": 93, "y": 11}, {"do": "attack_move", "units": [198], "x": 93, "y": 11}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["repair #129: ordered", "move: 1 units", "attack_move: 1 units", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1700, "deaths_cost": 5700, "units_killed": 13, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 5200, "army_value": 700, "income": 2500, "experience": 17, "order_count": 32}}
{"tick": 6201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:08 (tick 6201 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 100 used, harvesters 2.\nSCORE: assets $12900, army $6300, killed $5700 (14 units, 4 bldgs), lost $1700 (13 units, 0 bldgs). Map explored 23.3%.\nPRODUCTION: Building: weap 85%; Infantry: e3 0%; Infantry: e3 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%, #192 pbox@(15,14) 100%\nYOUR UNITS (29) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x20: #139@(93,10)76% #145@(93,11)82% #146@(93,10)90% #147@(94,10)96% #153@(93,10)74% #166@(94,12) #167@(94,12) #168@(93,12) #170@(93,11) #172@(93,12) #173@(94,12) #174@(94,12) #181@(75,18) #182@(73,20) #183@(70,23) #185@(68,25) #186@(62,27) #188@(59,28) #189@(54,28) #191@(51,26)\n  e3 (Rocket Soldier) x7: #159@(95,10)80% #165@(93,11)94% #176@(93,14) #179@(85,13) #180@(77,16) #196@(32,18) #197@(22,14)\n  harv (Ore Truck (harvester)) x2: #132@(9,27) #158@(9,22)\nVISIBLE ENEMY UNITS (2):\n  #130 harv@(94,11) 81%, #198 1tnk@(97,8) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #129 proc@(98,11) 12%, #160 weap@(97,8) 98%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 28 units\n  - attack: 15 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy refinery #129 at 98,11 is under direct infantry assault; enemy harvester #130 at 98,12. War Factory is 85% complete and needs placement next turn.", "raw": "{\"thoughts\":\"Our infantry swarm is inside the enemy base and their refinery is nearly destroyed; focus it down and then eliminate the exposed War Factory. The War Factory at home is nearly ready, so keep income flowing and prepare to place it immediately next turn.\",\"notes\":\"Enemy base confirmed around (97,8-11): refinery #129 at 12%, war factory #160 at 98%. Assault infantry/rockets are at enemy base; trailing infantry advancing east. Home weap is 85% and needs placement when ready.\",\"commands\":[{\"do\":\"attack\",\"units\":[139,145,146,147,153,166,167,168,170,172,173,174,159,165,176],\"target\":129},{\"do\":\"attack\",\"units\":[139,145,146,147,153,166,167,168,170,172,173,174,159,165,176],\"target\":160},{\"do\":\"attack\",\"units\":[179,180],\"target\":198},{\"do\":\"attack_move\",\"units\":[181,182,183,185,186,188,189,191,196,197],\"x\":96,\"y\":10},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":158},{\"do\":\"rally\",\"building\":134,\"x\":91,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1636, "completion_tokens": 386, "total_tokens": 2022, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1634, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0095931, "upstream_inference_prompt_cost": 0.0044979, "upstream_inference_completions_cost": 0.0050952}, "completion_tokens_details": {"reasoning_tokens": 104, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.8, "thoughts": "Our infantry swarm is inside the enemy base and their refinery is nearly destroyed; focus it down and then eliminate the exposed War Factory. The War Factory at home is nearly ready, so keep income flowing and prepare to place it immediately next turn.", "notes": "Enemy base confirmed around (97,8-11): refinery #129 at 12%, war factory #160 at 98%. Assault infantry/rockets are at enemy base; trailing infantry advancing east. Home weap is 85% and needs placement when ready.", "commands": [{"do": "attack", "units": [139, 145, 146, 147, 153, 166, 167, 168, 170, 172, 173, 174, 159, 165, 176], "target": 129}, {"do": "attack", "units": [139, 145, 146, 147, 153, 166, 167, 168, 170, 172, 173, 174, 159, 165, 176], "target": 160}, {"do": "attack", "units": [179, 180], "target": 198}, {"do": "attack_move", "units": [181, 182, 183, 185, 186, 188, 189, 191, 196, 197], "x": 96, "y": 10}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 158}, {"do": "rally", "building": 134, "x": 91, "y": 12}], "feedback": ["attack: 15 units", "attack: 15 units", "attack: 2 units", "attack_move: 10 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 5700, "deaths_cost": 1700, "units_killed": 14, "units_lost": 13, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 12900, "army_value": 4200, "income": 5500, "experience": 37, "order_count": 52}}
{"tick": 6401, "slot": "Multi0", "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: Multi0, faction england (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 $586 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $5200, army $1800, killed $1800 (14 units, 0 bldgs), lost $5700 (14 units, 4 bldgs). Map explored 15.2%.\nPRODUCTION: Vehicle: 1tnk 16%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\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  #129 proc@(98,11) 4%, #160 weap@(97,8) 60%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #198@(97,9)\n  harv (Ore Truck (harvester)) x1: #130@(93,11)54%*\nVISIBLE ENEMY UNITS (15):\n  #139 e1@(93,10) 76%, #145 e1@(92,12) 82%, #146 e1@(93,10) 90%, #147 e1@(94,10) 96%, #153 e1@(93,10) 74%, #159 e3@(95,10) 0%, #165 e3@(93,10) 94%, #166 e1@(94,12) 100%, #167 e1@(94,12) 100%, #168 e1@(93,12) 100%, #172 e1@(93,12) 100%, #173 e1@(94,12) 100%, #174 e1@(94,12) 100%, #176 e3@(94,12) 100%, #179 e3@(94,11) 94%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #129: ordered\n  - move: 1 units\n  - attack_move: 1 units\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Crush infantry swarm with harvester #130 and 1tnk #198. Keep producing 1tnk once funds permit.", "raw": "{\"thoughts\": \"Base is under heavy infantry siege, proc #129 is nearly dead. I must use harvester #130 and tank #198 to aggressively run over the infantry swarm right next to them.\", \"notes\": \"Crush enemy infantry with harvester #130 and 1tnk #198. Protect proc and weap.\", \"commands\": [{\"do\": \"repair\", \"building\": 129}, {\"do\": \"move\", \"units\": [130], \"x\": 94, \"y\": 12}, {\"do\": \"attack_move\", \"units\": [198], \"x\": 93, \"y\": 11}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1589, "completion_tokens": 150, "total_tokens": 1739, "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": 0.0035085, "upstream_inference_prompt_cost": 0.0023835, "upstream_inference_completions_cost": 0.001125}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.12, "thoughts": "Base is under heavy infantry siege, proc #129 is nearly dead. I must use harvester #130 and tank #198 to aggressively run over the infantry swarm right next to them.", "notes": "Crush enemy infantry with harvester #130 and 1tnk #198. Protect proc and weap.", "commands": [{"do": "repair", "building": 129}, {"do": "move", "units": [130], "x": 94, "y": 12}, {"do": "attack_move", "units": [198], "x": 93, "y": 11}], "feedback": ["repair #129: ordered", "move: 1 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 1800, "deaths_cost": 5700, "units_killed": 14, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 5200, "army_value": 700, "income": 2150, "experience": 18, "order_count": 33}}
{"tick": 6401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:16 (tick 6401 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $502 (storage 4000), power 200 made / 100 used, harvesters 2.\nSCORE: assets $12800, army $6200, killed $5700 (14 units, 4 bldgs), lost $1800 (14 units, 0 bldgs). Map explored 23.4%.\nPRODUCTION: Building: weap 97%; Infantry: e3 83%; Infantry: e3 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%, #192 pbox@(15,14) 100%\nYOUR UNITS (28) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #139@(93,10)76% #145@(92,12)82% #146@(93,10)90% #147@(94,10)96% #153@(93,10)74% #166@(94,12) #167@(94,12) #168@(93,12) #172@(93,12) #173@(94,12) #174@(94,12) #181@(82,11) #182@(80,13) #183@(78,15) #185@(76,17) #186@(70,20) #188@(67,22) #189@(63,26) #191@(60,28)\n  e3 (Rocket Soldier) x7: #159@(95,10)0% #165@(93,10)94% #176@(94,12) #179@(94,11)94% #180@(87,15) #196@(41,24) #197@(30,21)\n  harv (Ore Truck (harvester)) x2: #132@(9,23) #158@(9,29)\nVISIBLE ENEMY UNITS (2):\n  #130 harv@(93,11) 54%, #198 1tnk@(97,9) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #129 proc@(98,11) 4%, #160 weap@(97,8) 60%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 15 units\n  - attack: 15 units\n  - attack: 2 units\n  - attack_move: 10 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around (97,8-11): refinery #129 at 12%, war factory #160 at 98%. Assault infantry/rockets are at enemy base; trailing infantry advancing east. Home weap is 85% and needs placement when ready.", "raw": "{\"thoughts\":\"Enemy refinery is nearly destroyed and their war factory is damaged; finish both while rockets focus the defending tank. War Factory will be placed as soon as it completes, then expand vehicle production and keep infantry pressure flowing.\",\"notes\":\"Enemy base at (97,8-11); refinery #129 4%, war factory #160 60%, tank #198 at (97,9). Home War Factory is 97% complete awaiting placement.\",\"commands\":[{\"do\":\"attack\",\"units\":[139,145,146,147,153,166,167,168,172,173,174],\"target\":129},{\"do\":\"attack\",\"units\":[165,176,179,180],\"target\":198},{\"do\":\"attack_move\",\"units\":[181,182,183,185,186,188,189,191,196,197],\"x\":96,\"y\":10},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":11},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1663, "completion_tokens": 340, "total_tokens": 2003, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1661, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00906015, "upstream_inference_prompt_cost": 0.00457215, "upstream_inference_completions_cost": 0.004488}, "completion_tokens_details": {"reasoning_tokens": 124, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.78, "thoughts": "Enemy refinery is nearly destroyed and their war factory is damaged; finish both while rockets focus the defending tank. War Factory will be placed as soon as it completes, then expand vehicle production and keep infantry pressure flowing.", "notes": "Enemy base at (97,8-11); refinery #129 4%, war factory #160 60%, tank #198 at (97,9). Home War Factory is 97% complete awaiting placement.", "commands": [{"do": "attack", "units": [139, 145, 146, 147, 153, 166, 167, 168, 172, 173, 174], "target": 129}, {"do": "attack", "units": [165, 176, 179, 180], "target": 198}, {"do": "attack_move", "units": [181, 182, 183, 185, 186, 188, 189, 191, 196, 197], "x": 96, "y": 10}, {"do": "rally", "building": 134, "x": 90, "y": 11}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["attack: 11 units", "attack: 4 units", "attack_move: 10 units", "rally #134: ordered", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 5700, "deaths_cost": 1800, "units_killed": 14, "units_lost": 14, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 12800, "army_value": 4100, "income": 6075, "experience": 37, "order_count": 52}}
{"tick": 6601, "slot": "Multi0", "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: Multi0, faction england (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 / 30 used LOW POWER - production slowed, build power!, harvesters 0.\nSCORE: assets $2000, army $0, killed $2200 (16 units, 0 bldgs), lost $8900 (16 units, 5 bldgs). Map explored 15.2%.\nPRODUCTION: Vehicle: 1tnk 18%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #160 weap@(97,8) 51%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv.emptyhusk (harv.emptyhusk) x1: #202@(94,12)96%*\nVISIBLE ENEMY UNITS (15):\n  #139 e1@(93,10) 76%, #145 e1@(93,12) 82%, #146 e1@(93,10) 86%, #147 e1@(94,10) 48%, #153 e1@(93,10) 74%, #165 e3@(93,10) 94%, #166 e1@(94,11) 72%, #167 e1@(94,11) 45%, #168 e1@(93,12) 100%, #172 e1@(93,12) 90%, #174 e1@(94,11) 73%, #176 e3@(94,11) 84%, #179 e3@(94,11) 94%, #180 e3@(93,12) 100%, #181 e1@(92,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #129: ordered\n  - move: 1 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Crush enemy infantry with harvester #130 and 1tnk #198. Protect proc and weap.", "raw": "{\"thoughts\": \"Our base and army have been virtually eliminated; only a damaged War Factory remains with $0 and no harvesters, surrounded by enemy infantry. We will sell the War Factory if possible to extract any salvage cash/infantry or attempt to survive, though sell may not be supported directly or worthwhile, let's repair #160 and cancel queued tanks to regain any partial funds.\", \"notes\": \"Almost wiped out. Only weap #160 left. Cancel tank queue to free cash or salvage.\", \"commands\": [{\"do\": \"cancel\", \"item\": \"1tnk\"}, {\"do\": \"cancel\", \"item\": \"1tnk\"}, {\"do\": \"repair\", \"building\": 160}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1514, "completion_tokens": 152, "total_tokens": 1666, "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": 0.003411, "upstream_inference_prompt_cost": 0.002271, "upstream_inference_completions_cost": 0.00114}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.07, "thoughts": "Our base and army have been virtually eliminated; only a damaged War Factory remains with $0 and no harvesters, surrounded by enemy infantry. We will sell the War Factory if possible to extract any salvage cash/infantry or attempt to survive, though sell may not be supported directly or worthwhile, let's repair #160 and cancel queued tanks to regain any partial funds.", "notes": "Almost wiped out. Only weap #160 left. Cancel tank queue to free cash or salvage.", "commands": [{"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "repair", "building": 160}], "feedback": ["repair #160: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "kills_cost": 2200, "deaths_cost": 8900, "units_killed": 16, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 2000, "army_value": 0, "income": 2000, "experience": 22, "order_count": 33}}
{"tick": 6601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:24 (tick 6601 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $123 (storage 4000), power 200 made / 100 used, harvesters 2.\nSCORE: assets $12900, army $6300, killed $8900 (16 units, 5 bldgs), lost $2200 (16 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: weap READY TO PLACE; Infantry: e1 78%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%, #192 pbox@(15,14) 100%\nYOUR UNITS (29) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x20: #139@(93,10)76% #145@(93,12)82%* #146@(93,10)86% #147@(94,10)48% #153@(93,10)74% #166@(94,11)72% #167@(94,11)45% #168@(93,12)* #172@(93,12)90%* #174@(94,11)73% #181@(92,10) #182@(90,12) #183@(88,14) #185@(83,10) #186@(77,13) #188@(75,14) #189@(70,19) #191@(68,21) #200@(16,15) #201@(13,14)\n  e3 (Rocket Soldier) x7: #165@(93,10)94% #176@(94,11)84% #179@(94,11)94% #180@(93,12)* #196@(50,26) #197@(39,24) #199@(20,16)\n  harv (Ore Truck (harvester)) x2: #132@(7,30) #158@(9,28)\nVISIBLE ENEMY UNITS (1):\n  #202 harv.emptyhusk@(94,12) 96%\nVISIBLE ENEMY BUILDINGS (1):\n  #160 weap@(97,8) 51%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 11 units\n  - attack: 4 units\n  - attack_move: 10 units\n  - rally #134: ordered\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (97,8-11); refinery #129 4%, war factory #160 60%, tank #198 at (97,9). Home War Factory is 97% complete awaiting placement.", "raw": "{\"thoughts\":\"Our infantry and rocket force is already inside the exposed enemy base, with their damaged War Factory visible at 97,8. Place our War Factory immediately, keep infantry production flowing, and finish the enemy production building while the assault force sweeps the base.\",\"notes\":\"Place WEAP; enemy base centered 97,8-12. Main infantry/rocket group is at 93,10 and should destroy #160 then attack-move through base. Queue vehicle production once War Factory is active and funds arrive.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":17,\"y\":21},{\"do\":\"attack\",\"units\":[139,145,146,147,153,165,166,167,168,172,174,176,179,180,181,182],\"target\":160},{\"do\":\"attack_move\",\"units\":[183,185,186,188,189,191,196,197],\"x\":100,\"y\":10},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":12},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":158}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1665, "completion_tokens": 288, "total_tokens": 1953, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1663, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00837925, "upstream_inference_prompt_cost": 0.00457765, "upstream_inference_completions_cost": 0.0038016}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.5, "thoughts": "Our infantry and rocket force is already inside the exposed enemy base, with their damaged War Factory visible at 97,8. Place our War Factory immediately, keep infantry production flowing, and finish the enemy production building while the assault force sweeps the base.", "notes": "Place WEAP; enemy base centered 97,8-12. Main infantry/rocket group is at 93,10 and should destroy #160 then attack-move through base. Queue vehicle production once War Factory is active and funds arrive.", "commands": [{"do": "place", "item": "weap", "x": 17, "y": 21}, {"do": "attack", "units": [139, 145, 146, 147, 153, 165, 166, 167, 168, 172, 174, 176, 179, 180, 181, 182], "target": 160}, {"do": "attack_move", "units": [183, 185, 186, 188, 189, 191, 196, 197], "x": 100, "y": 10}, {"do": "rally", "building": 134, "x": 88, "y": 12}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 158}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack: 16 units", "attack_move: 8 units", "rally #134: ordered", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "france", "kills_cost": 8900, "deaths_cost": 2200, "units_killed": 16, "units_lost": 16, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 12900, "army_value": 4200, "income": 5575, "experience": 69, "order_count": 57}}
{"tick": 6801, "slot": "Multi0", "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: Multi0, faction england (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 $2200 (16 units, 0 bldgs), lost $10900 (16 units, 6 bldgs). Map explored 19.6%.\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 (30):\n  #132 harv@(9,23) 100%, #139 e1@(93,10) 76%, #145 e1@(93,12) 82%, #146 e1@(93,10) 86%, #147 e1@(94,10) 48%, #153 e1@(93,10) 74%, #158 harv@(9,22) 100%, #165 e3@(93,10) 94%, #166 e1@(94,11) 72%, #167 e1@(94,11) 45%, #168 e1@(93,12) 100%, #172 e1@(93,12) 90%, #174 e1@(94,11) 73%, #176 e3@(94,11) 84%, #179 e3@(94,11) 94%, #180 e3@(93,11) 100%, #181 e1@(93,10) 100%, #182 e1@(93,11) 100%, #183 e1@(98,12) 100%, #185 e1@(93,9) 100%, #186 e1@(87,10) 100%, #188 e1@(85,14) 100%, #189 e1@(78,11) 100%, #191 e1@(76,13) 100%, #196 e3@(60,28) 100%, #197 e3@(49,26) 100%, #199 e3@(29,22) 100%, #200 e1@(26,20) 100%, #201 e1@(23,19) 100%, #204 e1@(20,16) 100%\nVISIBLE ENEMY BUILDINGS (3):\n  #157 proc@(9,21) 100%, #164 powr@(18,18) 100%, #203 weap@(12,20) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #160: ordered\nYOUR NOTES FROM LAST TURN: Almost wiped out. Only weap #160 left. Cancel tank queue to free cash or salvage.", "raw": "{\"thoughts\": \"We have been completely wiped out with 0 buildings, 0 units, and $0 cash. The game is lost.\", \"notes\": \"Defeated. No units or buildings remaining.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1709, "completion_tokens": 48, "total_tokens": 1757, "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": 0.0029235, "upstream_inference_prompt_cost": 0.0025635, "upstream_inference_completions_cost": 0.00036}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.63, "thoughts": "We have been completely wiped out with 0 buildings, 0 units, and $0 cash. The game is lost.", "notes": "Defeated. No units or buildings remaining.", "commands": [], "feedback": [], "stats": {"win_state": "Lost", "faction": "england", "kills_cost": 2200, "deaths_cost": 10900, "units_killed": 16, "units_lost": 16, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 0, "army_value": 0, "income": 2000, "experience": 22, "order_count": 35}}
{"tick": 6801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:32 (tick 6801 of 21000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction france (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $393 (storage 4000), power 200 made / 130 used, harvesters 2.\nSCORE: assets $15000, army $6400, killed $10900 (16 units, 6 bldgs), lost $2200 (16 units, 0 bldgs). Map explored 24.2%.\nPRODUCTION: Infantry: e3 69%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 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, 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(9,16) 100%, #134 tent@(12,13) 100%, #157 proc@(9,21) 100%, #164 powr@(18,18) 100%, #192 pbox@(15,14) 100%, #203 weap@(12,20) 100%\nYOUR UNITS (30) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x21: #139@(93,10)76%* #145@(93,12)82%* #146@(93,10)86%* #147@(94,10)48%* #153@(93,10)74%* #166@(94,11)72%* #167@(94,11)45%* #168@(93,12)* #172@(93,12)90%* #174@(94,11)73%* #181@(93,10)* #182@(93,11)* #183@(98,12) #185@(93,9) #186@(87,10) #188@(85,14) #189@(78,11) #191@(76,13) #200@(26,20) #201@(23,19) #204@(20,16)\n  e3 (Rocket Soldier) x7: #165@(93,10)94%* #176@(94,11)84%* #179@(94,11)94%* #180@(93,11)* #196@(60,28) #197@(49,26) #199@(29,22)\n  harv (Ore Truck (harvester)) x2: #132@(9,23) #158@(9,22)\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: 16 units\n  - attack_move: 8 units\n  - rally #134: ordered\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Place WEAP; enemy base centered 97,8-12. Main infantry/rocket group is at 93,10 and should destroy #160 then attack-move through base. Queue vehicle production once War Factory is active and funds arrive.", "raw": "{\"thoughts\":\"Our forward infantry mass is sitting directly on the enemy start area, so it should sweep through the base immediately. The new War Factory should begin producing armor as income arrives, while a Service Depot unlocks Medium Tanks.\",\"notes\":\"Enemy base was around 95,11; forward infantry/rockets at 93,10 are assaulting it. Rear units and rockets are moving east; build Service Depot then Medium Tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[139,145,146,147,153,166,167,168,172,174,181,182,183,185,186,165,176,179,180],\"x\":101,\"y\":10},{\"do\":\"attack_move\",\"units\":[188,189,191,196,197,199,200,201,204],\"x\":83,\"y\":12},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"rally\",\"building\":203,\"x\":75,\"y\":13},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":158}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1737, "completion_tokens": 390, "total_tokens": 2127, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1735, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00992365, "upstream_inference_prompt_cost": 0.00477565, "upstream_inference_completions_cost": 0.005148}, "completion_tokens_details": {"reasoning_tokens": 149, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.9, "thoughts": "Our forward infantry mass is sitting directly on the enemy start area, so it should sweep through the base immediately. The new War Factory should begin producing armor as income arrives, while a Service Depot unlocks Medium Tanks.", "notes": "Enemy base was around 95,11; forward infantry/rockets at 93,10 are assaulting it. Rear units and rockets are moving east; build Service Depot then Medium Tanks.", "commands": [{"do": "attack_move", "units": [139, 145, 146, 147, 153, 166, 167, 168, 172, 174, 181, 182, 183, 185, 186, 165, 176, 179, 180], "x": 101, "y": 10}, {"do": "attack_move", "units": [188, 189, 191, 196, 197, 199, 200, 201, 204], "x": 83, "y": 12}, {"do": "build", "item": "fix"}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "rally", "building": 203, "x": 75, "y": 13}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 158}], "feedback": ["attack_move: 19 units", "attack_move: 9 units", "build fix: started", "train 3x 1tnk: queued", "rally #203: ordered"], "stats": {"win_state": "Won", "faction": "france", "kills_cost": 10900, "deaths_cost": 2200, "units_killed": 16, "units_lost": 16, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 15000, "army_value": 4300, "income": 6000, "experience": 89, "order_count": 61}}
