{"tick": 1, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:00 (tick 1 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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: #119@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy immediately and begin the standard economic opening with power, then refinery and barracks.\",\"notes\":\"Home base at (12,16); enemy likely at (95,11). Prioritize early refineries, scouting infantry, then war factory.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1096, "completion_tokens": 109, "total_tokens": 1205, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1094, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0044517, "upstream_inference_prompt_cost": 0.0030129, "upstream_inference_completions_cost": 0.0014388}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.85, "thoughts": "Deploy immediately and begin the standard economic opening with power, then refinery and barracks.", "notes": "Home base at (12,16); enemy likely at (95,11). Prioritize early refineries, scouting infantry, then war factory.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\": \"Starting the game. Deploying MCV at home base and starting power plant production immediately.\", \"notes\": \"Deploy MCV -> powr -> proc -> barr -> weap. Enemy likely at (12, 16).\", \"commands\": [{\"do\": \"deploy\", \"unit\": 120}, {\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1152, "completion_tokens": 196, "total_tokens": 1348, "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": 0.003198, "upstream_inference_prompt_cost": 0.001728, "upstream_inference_completions_cost": 0.00147}, "completion_tokens_details": {"reasoning_tokens": 115, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "Starting the game. Deploying MCV at home base and starting power plant production immediately.", "notes": "Deploy MCV -> powr -> proc -> barr -> weap. Enemy likely at (12, 16).", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:08 (tick 201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home base at (12,16); enemy likely at (95,11). Prioritize early refineries, scouting infantry, then war factory.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first power plant is underway. I will place it as soon as ready, then immediately establish ore income and infantry scouting.\",\"notes\":\"Base (12,16), enemy likely (95,11). First power plant in progress; next priorities refinery, barracks, second refinery/war factory.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1133, "completion_tokens": 108, "total_tokens": 1241, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1131, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00454025, "upstream_inference_prompt_cost": 0.00311465, "upstream_inference_completions_cost": 0.0014256}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.79, "thoughts": "Construction Yard is deployed and the first power plant is underway. I will place it as soon as ready, then immediately establish ore income and infantry scouting.", "notes": "Base (12,16), enemy likely (95,11). First power plant in progress; next priorities refinery, barracks, second refinery/war factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Deploy MCV -> powr -> proc -> barr -> weap. Enemy likely at (12, 16).", "raw": "{\"thoughts\": \"Power plant is under construction; nothing else can be queued in the Building queue. Just waiting for powr to complete before placing it and starting the refinery.\", \"notes\": \"Opening: powr in progress -> place powr -> proc -> barr -> weap. Enemy likely at (12,16).\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1174, "completion_tokens": 291, "total_tokens": 1465, "cost": 0.000400344, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 1024, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000400344, "upstream_inference_prompt_cost": 5.1144e-05, "upstream_inference_completions_cost": 0.0003492}, "completion_tokens_details": {"reasoning_tokens": 217, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.64, "thoughts": "Power plant is under construction; nothing else can be queued in the Building queue. Just waiting for powr to complete before placing it and starting the refinery.", "notes": "Opening: powr in progress -> place powr -> proc -> barr -> weap. Enemy likely at (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:16 (tick 401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy likely (95,11). First power plant in progress; next priorities refinery, barracks, second refinery/war factory.", "raw": "{\"thoughts\":\"Construction Yard is deployed with ample starting cash. Begin power immediately, then place it and establish refinery-driven economy followed by infantry production.\",\"notes\":\"Base at (12,16); enemy likely near (95,11). Power started; place when ready, then refinery and barracks.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1112, "completion_tokens": 108, "total_tokens": 1220, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1110, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0044825, "upstream_inference_prompt_cost": 0.0030569, "upstream_inference_completions_cost": 0.0014256}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.61, "thoughts": "Construction Yard is deployed with ample starting cash. Begin power immediately, then place it and establish refinery-driven economy followed by infantry production.", "notes": "Base at (12,16); enemy likely near (95,11). Power started; place when ready, then refinery and barracks.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: powr in progress -> place powr -> proc -> barr -> weap. Enemy likely at (12,16).", "raw": "{\"thoughts\": \"Game just started, Construction Yard is up. Begin standard Soviet opening: power plant first, then refinery for income.\", \"notes\": \"Opening: building powr now -> place powr -> proc -> barr -> weap. Enemy likely at (12,16).\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1153, "completion_tokens": 132, "total_tokens": 1285, "cost": 0.000203244, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 1024, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000203244, "upstream_inference_prompt_cost": 4.4844e-05, "upstream_inference_completions_cost": 0.0001584}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.49, "thoughts": "Game just started, Construction Yard is up. Begin standard Soviet opening: power plant first, then refinery for income.", "notes": "Opening: building powr now -> place powr -> proc -> barr -> weap. Enemy likely at (12,16).", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:24 (tick 601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16); enemy likely near (95,11). Power started; place when ready, then refinery and barracks.", "raw": "{\"thoughts\":\"Deploy the initial power plant immediately and start the first refinery to establish income. Then add barracks and a second refinery/war factory while scouting toward the enemy start.\",\"notes\":\"Base (12,16), enemy likely (95,11). Place power, build refinery next.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1128, "completion_tokens": 110, "total_tokens": 1238, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1126, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0045529, "upstream_inference_prompt_cost": 0.0031009, "upstream_inference_completions_cost": 0.001452}, "completion_tokens_details": {"reasoning_tokens": 16, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.9, "thoughts": "Deploy the initial power plant immediately and start the first refinery to establish income. Then add barracks and a second refinery/war factory while scouting toward the enemy start.", "notes": "Base (12,16), enemy likely (95,11). Place power, build refinery next.", "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": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: building powr now -> place powr -> proc -> barr -> weap. Enemy likely at (12,16).", "raw": "{\"thoughts\": \"Opening turn: place the ready power plant, then immediately start the ore refinery for income. No army yet, nothing to attack with.\", \"notes\": \"Opening: powr placed -> proc now -> barr -> weap. Enemy likely at (12,16). Keep building queue busy.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1174, "completion_tokens": 250, "total_tokens": 1424, "cost": 0.000351144, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 1024, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000351144, "upstream_inference_prompt_cost": 5.1144e-05, "upstream_inference_completions_cost": 0.0003}, "completion_tokens_details": {"reasoning_tokens": 161, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.94, "thoughts": "Opening turn: place the ready power plant, then immediately start the ore refinery for income. No army yet, nothing to attack with.", "notes": "Opening: powr placed -> proc now -> barr -> weap. Enemy likely at (12,16). Keep building queue busy.", "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": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:32 (tick 801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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  #121 fact@(12,16) 100%, #123 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 power, build refinery next.", "raw": "{\"thoughts\":\"Power is online and the immediate priority is establishing ore income. I will start the first refinery, then place it and expand infantry production next turn.\",\"notes\":\"Base (12,16), enemy likely (95,11). Refinery started; place when ready, then barracks and second refinery/war factory.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1177, "completion_tokens": 111, "total_tokens": 1288, "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": 0.00470085, "upstream_inference_prompt_cost": 0.00323565, "upstream_inference_completions_cost": 0.0014652}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.08, "thoughts": "Power is online and the immediate priority is establishing ore income. I will start the first refinery, then place it and expand infantry production next turn.", "notes": "Base (12,16), enemy likely (95,11). Refinery started; place when ready, then barracks and second refinery/war factory.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening: powr placed -> proc now -> barr -> weap. Enemy likely at (12,16). Keep building queue busy.", "raw": "{\"thoughts\": \"Opening is on track: Construction Yard and Power Plant are up, power is fine. Need economy now, so start the Ore Refinery (comes with a free harvester) and keep the queue busy.\", \"notes\": \"Built proc next; place it, then barr -> weap. Enemy likely at (12,16), map mostly unexplored.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1239, "completion_tokens": 330, "total_tokens": 1569, "cost": 0.000504276, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000504276, "upstream_inference_prompt_cost": 0.000108276, "upstream_inference_completions_cost": 0.000396}, "completion_tokens_details": {"reasoning_tokens": 238, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.06, "thoughts": "Opening is on track: Construction Yard and Power Plant are up, power is fine. Need economy now, so start the Ore Refinery (comes with a free harvester) and keep the queue busy.", "notes": "Built proc next; place it, then barr -> weap. Enemy likely at (12,16), map mostly unexplored.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:40 (tick 1001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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  #121 fact@(12,16) 100%, #123 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 (12,16), enemy likely (95,11). Refinery started; place when ready, then barracks and second refinery/war factory.", "raw": "{\"thoughts\":\"The first refinery is still constructing, so I will preserve cash until it is ready. Once placed, the free harvester will establish income and enable immediate expansion into infantry and armor production.\",\"notes\":\"Base (12,16), enemy likely (95,11). Proc at 23%; place immediately next turn when ready, then barracks and second refinery/war factory.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1164, "completion_tokens": 109, "total_tokens": 1273, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1162, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0046387, "upstream_inference_prompt_cost": 0.0031999, "upstream_inference_completions_cost": 0.0014388}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.6, "thoughts": "The first refinery is still constructing, so I will preserve cash until it is ready. Once placed, the free harvester will establish income and enable immediate expansion into infantry and armor production.", "notes": "Base (12,16), enemy likely (95,11). Proc at 23%; place immediately next turn when ready, then barracks and second refinery/war factory.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Built proc next; place it, then barr -> weap. Enemy likely at (12,16), map mostly unexplored.", "raw": "{\"thoughts\": \"Proc is only 23% built, so the building queue is busy and we have no barracks yet. Nothing productive to order this turn; just wait for the refinery to finish so we can place it and start our economy.\", \"notes\": \"Plan: place proc when ready, then build barr -> weap. Enemy likely at (12,16). Queue up a scout rifleman once barracks is up to explore map.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1212, "completion_tokens": 517, "total_tokens": 1729, "cost": 0.000720576, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000720576, "upstream_inference_prompt_cost": 0.000100176, "upstream_inference_completions_cost": 0.0006204}, "completion_tokens_details": {"reasoning_tokens": 421, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.87, "thoughts": "Proc is only 23% built, so the building queue is busy and we have no barracks yet. Nothing productive to order this turn; just wait for the refinery to finish so we can place it and start our economy.", "notes": "Plan: place proc when ready, then build barr -> weap. Enemy likely at (12,16). Queue up a scout rifleman once barracks is up to explore map.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:48 (tick 1201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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  #121 fact@(12,16) 100%, #123 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). Proc at 23%; place immediately next turn when ready, then barracks and second refinery/war factory.", "raw": "{\"thoughts\":\"The first refinery is still under construction, so I will preserve cash for immediate expansion once it is ready. Our base is safe and the enemy is expected in the far northeast.\",\"notes\":\"Place proc immediately when ready; then build tent, second proc, and weap. Enemy likely at (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1153, "completion_tokens": 108, "total_tokens": 1261, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1151, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00459525, "upstream_inference_prompt_cost": 0.00316965, "upstream_inference_completions_cost": 0.0014256}, "completion_tokens_details": {"reasoning_tokens": 32, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.65, "thoughts": "The first refinery is still under construction, so I will preserve cash for immediate expansion once it is ready. Our base is safe and the enemy is expected in the far northeast.", "notes": "Place proc immediately when ready; then build tent, second proc, and weap. Enemy likely at (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Plan: place proc when ready, then build barr -> weap. Enemy likely at (12,16). Queue up a scout rifleman once barracks is up to explore map.", "raw": "{\"thoughts\": \"Just started; ore refinery is 47% done. Nothing else to build in parallel since the building queue is busy. Waiting for the refinery to finish so I can place it and get a harvester mining.\", \"notes\": \"Plan: place proc when ready, then build powr if needed, barr -> weap. Enemy likely at (12,16). Build scout infantry from barracks to explore.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1208, "completion_tokens": 406, "total_tokens": 1614, "cost": 0.000623808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000623808, "upstream_inference_prompt_cost": 0.000136608, "upstream_inference_completions_cost": 0.0004872}, "completion_tokens_details": {"reasoning_tokens": 314, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.41, "thoughts": "Just started; ore refinery is 47% done. Nothing else to build in parallel since the building queue is busy. Waiting for the refinery to finish so I can place it and get a harvester mining.", "notes": "Plan: place proc when ready, then build powr if needed, barr -> weap. Enemy likely at (12,16). Build scout infantry from barracks to explore.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:56 (tick 1401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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  #121 fact@(12,16) 100%, #123 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: Place proc immediately when ready; then build tent, second proc, and weap. Enemy likely at (95,11).", "raw": "{\"thoughts\":\"First refinery is nearly complete; place it immediately next turn and transition into infantry plus a second refinery for sustained income.\",\"notes\":\"First proc 70% at 0:56. Place when ready; build tent, then second proc and war factory. Enemy likely (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1143, "completion_tokens": 93, "total_tokens": 1236, "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": 0.00436975, "upstream_inference_prompt_cost": 0.00314215, "upstream_inference_completions_cost": 0.0012276}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.72, "thoughts": "First refinery is nearly complete; place it immediately next turn and transition into infantry plus a second refinery for sustained income.", "notes": "First proc 70% at 0:56. Place when ready; build tent, then second proc and war factory. Enemy likely (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Plan: place proc when ready, then build powr if needed, barr -> weap. Enemy likely at (12,16). Build scout infantry from barracks to explore.", "raw": "{\"thoughts\": \"Refinery is at 70% and almost finished. Preparing to place it to begin harvesting ore, then we will immediately start building a barracks and power plant to work toward a War Factory.\", \"notes\": \"Refinery finishing soon. Next: place proc, build barr, then powr and weap. Harvester will auto-mine.\", \"commands\": [{\"do\": \"place\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1232, "completion_tokens": 990, "total_tokens": 2222, "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": 0.009273, "upstream_inference_prompt_cost": 0.001848, "upstream_inference_completions_cost": 0.007425}, "completion_tokens_details": {"reasoning_tokens": 901, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.34, "thoughts": "Refinery is at 70% and almost finished. Preparing to place it to begin harvesting ore, then we will immediately start building a barracks and power plant to work toward a War Factory.", "notes": "Refinery finishing soon. Next: place proc, build barr, then powr and weap. Harvester will auto-mine.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:04 (tick 1601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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%\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@(12,16) 100%, #123 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: First proc 70% at 0:56. Place when ready; build tent, then second proc and war factory. Enemy likely (95,11).", "raw": "{\"thoughts\":\"First refinery is nearly ready and must be placed immediately to start income. I will follow with barracks and infantry scouting while preparing a second refinery.\",\"notes\":\"Place proc; queue tent. Train scouts once barracks is available; enemy likely northeast at 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":20},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1150, "completion_tokens": 122, "total_tokens": 1272, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1148, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0047718, "upstream_inference_prompt_cost": 0.0031614, "upstream_inference_completions_cost": 0.0016104}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.06, "thoughts": "First refinery is nearly ready and must be placed immediately to start income. I will follow with barracks and infantry scouting while preparing a second refinery.", "notes": "Place proc; queue tent. Train scouts once barracks is available; enemy likely northeast at 95,11.", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 20}, {"do": "build", "item": "tent"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Refinery finishing soon. Next: place proc, build barr, then powr and weap. Harvester will auto-mine.", "raw": "{\"thoughts\": \"Refinery is at 94% completion and will be ready momentarily. Next turn it will be fully built and ready to place, followed immediately by barracks.\", \"notes\": \"Place proc at start of next turn, then build barr.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1242, "completion_tokens": 786, "total_tokens": 2028, "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": 0.007758, "upstream_inference_prompt_cost": 0.001863, "upstream_inference_completions_cost": 0.005895}, "completion_tokens_details": {"reasoning_tokens": 729, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.27, "thoughts": "Refinery is at 94% completion and will be ready momentarily. Next turn it will be fully built and ready to place, followed immediately by barracks.", "notes": "Place proc at start of next turn, then build barr.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:12 (tick 1801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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  #121 fact@(12,16) 100%, #123 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: Place proc; queue tent. Train scouts once barracks is available; enemy likely northeast at 95,11.", "raw": "{\"thoughts\":\"The refinery is ready and must be placed to start income; barracks construction is queued behind it. I will place the refinery and prepare early scouting infantry as soon as the barracks completes.\",\"notes\":\"Place refinery now; barracks is constructing. Enemy likely northeast near 95,11; scout with infantry when available.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1176, "completion_tokens": 167, "total_tokens": 1343, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1174, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0054373, "upstream_inference_prompt_cost": 0.0032329, "upstream_inference_completions_cost": 0.0022044}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.42, "thoughts": "The refinery is ready and must be placed to start income; barracks construction is queued behind it. I will place the refinery and prepare early scouting infantry as soon as the barracks completes.", "notes": "Place refinery now; barracks is constructing. Enemy likely northeast near 95,11; scout with infantry when available.", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 20}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (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\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Place proc at start of next turn, then build barr.", "raw": "{\"thoughts\": \"Fresh start: deploy refinery for economy, then barracks for infantry. Cash is high, so keep production moving.\", \"notes\": \"Placed proc; building barr. Next: train infantry (e1/e3) from barr, then second proc or war factory. Find ore.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"}, {\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1188, "completion_tokens": 444, "total_tokens": 1632, "cost": 0.000625776, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000625776, "upstream_inference_prompt_cost": 9.2976e-05, "upstream_inference_completions_cost": 0.0005328}, "completion_tokens_details": {"reasoning_tokens": 356, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.62, "thoughts": "Fresh start: deploy refinery for economy, then barracks for infantry. Cash is high, so keep production moving.", "notes": "Placed proc; building barr. Next: train infantry (e1/e3) from barr, then second proc or war factory. Find ore.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "barr"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 2001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:20 (tick 2001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(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: Place refinery now; barracks is constructing. Enemy likely northeast near 95,11; scout with infantry when available.", "raw": "{\"thoughts\":\"Barracks will complete shortly; immediately place it and begin infantry scouting toward the northeast. A second refinery is the priority after it to scale income.\",\"notes\":\"Enemy likely at 95,11. Place tent when ready, train scouts, then build/place refinery #2 and later war factory.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":121,\"x\":40,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1220, "completion_tokens": 141, "total_tokens": 1361, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1218, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0052151, "upstream_inference_prompt_cost": 0.0033539, "upstream_inference_completions_cost": 0.0018612}, "completion_tokens_details": {"reasoning_tokens": 43, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.23, "thoughts": "Barracks will complete shortly; immediately place it and begin infantry scouting toward the northeast. A second refinery is the priority after it to scale income.", "notes": "Enemy likely at 95,11. Place tent when ready, train scouts, then build/place refinery #2 and later war factory.", "commands": [{"do": "harvest", "unit": 131}, {"do": "rally", "building": 121, "x": 40, "y": 14}], "feedback": ["rally #121: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: barr 64%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Placed proc; building barr. Next: train infantry (e1/e3) from barr, then second proc or war factory. Find ore.", "raw": "{\"thoughts\": \"Barracks nearly done; economy is decent with one harvester and $2980. I'll queue the War Factory next and start pumping infantry once the barracks completes, while keeping the harvester mining.\", \"notes\": \"Home (95,11). barr ~done, building weap next. Then train e1/e3 and tanks. Need service depot later for heavy tanks. Enemy likely at (12,16) far west.\", \"commands\": [{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":130,\"x\":100,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1290, "completion_tokens": 463, "total_tokens": 1753, "cost": 0.000679176, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000679176, "upstream_inference_prompt_cost": 0.000123576, "upstream_inference_completions_cost": 0.0005556}, "completion_tokens_details": {"reasoning_tokens": 329, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.29, "thoughts": "Barracks nearly done; economy is decent with one harvester and $2980. I'll queue the War Factory next and start pumping infantry once the barracks completes, while keeping the harvester mining.", "notes": "Home (95,11). barr ~done, building weap next. Then train e1/e3 and tanks. Need service depot later for heavy tanks. Enemy likely at (12,16) far west.", "commands": [{"do": "build", "item": "weap"}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 130, "x": 100, "y": 14}], "feedback": ["build weap: started", "rally #130: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:28 (tick 2201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(4,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #121: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at 95,11. Place tent when ready, train scouts, then build/place refinery #2 and later war factory.", "raw": "{\"thoughts\":\"Barracks is ready and the economy has enough cash to immediately expand with a second refinery. I will scout toward the likely enemy position while securing continuous income.\",\"notes\":\"Place tent; build refinery #2. Train infantry scouts and send east/northeast toward enemy start (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":15,\"y\":21},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":121,\"x\":45,\"y\":14},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1214, "completion_tokens": 178, "total_tokens": 1392, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1212, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005687, "upstream_inference_prompt_cost": 0.0033374, "upstream_inference_completions_cost": 0.0023496}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.07, "thoughts": "Barracks is ready and the economy has enough cash to immediately expand with a second refinery. I will scout toward the likely enemy position while securing continuous income.", "notes": "Place tent; build refinery #2. Train infantry scouts and send east/northeast toward enemy start (95,11).", "commands": [{"do": "place", "item": "tent", "x": 15, "y": 21}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 121, "x": 45, "y": 14}, {"do": "harvest", "unit": 131}], "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 #121: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: barr READY TO PLACE; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\n  - rally #130: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11). barr ~done, building weap next. Then train e1/e3 and tanks. Need service depot later for heavy tanks. Enemy likely at (12,16) far west.", "raw": "{\"thoughts\": \"Barracks is ready to place, War Factory in progress. I'll place the barracks and start producing infantry to defend and later push west. Cash is healthy so I'll keep economy building after the War Factory.\", \"notes\": \"Home (95,11). Enemy likely far west ~(12,16). barr placing now, weap building. Next: proc #2 for economy, then heavy tanks (need fix depot). Train e1/e3.\", \"commands\": [{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1301, "completion_tokens": 676, "total_tokens": 1977, "cost": 0.000938076, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000938076, "upstream_inference_prompt_cost": 0.000126876, "upstream_inference_completions_cost": 0.0008112}, "completion_tokens_details": {"reasoning_tokens": 536, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.44, "thoughts": "Barracks is ready to place, War Factory in progress. I'll place the barracks and start producing infantry to defend and later push west. Cash is healthy so I'll keep economy building after the War Factory.", "notes": "Home (95,11). Enemy likely far west ~(12,16). barr placing now, weap building. Next: proc #2 for economy, then heavy tanks (need fix depot). Train e1/e3.", "commands": [{"do": "place", "item": "barr"}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:36 (tick 2401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(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 #121: ordered\nYOUR NOTES FROM LAST TURN: Place tent; build refinery #2. Train infantry scouts and send east/northeast toward enemy start (95,11).", "raw": "{\"thoughts\":\"Second refinery is underway and power is ample. Begin constant infantry production, set an eastern scouting rally, and keep the harvester mining while preparing for a War Factory next.\",\"notes\":\"Refinery #2 building at 23%; barracks #133 active. Scout/rally east toward likely enemy start (95,11); build War Factory after refinery placement.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":14},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1313, "completion_tokens": 213, "total_tokens": 1526, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1311, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00642125, "upstream_inference_prompt_cost": 0.00360965, "upstream_inference_completions_cost": 0.0028116}, "completion_tokens_details": {"reasoning_tokens": 76, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.97, "thoughts": "Second refinery is underway and power is ample. Begin constant infantry production, set an eastern scouting rally, and keep the harvester mining while preparing for a War Factory next.", "notes": "Refinery #2 building at 23%; barracks #133 active. Scout/rally east toward likely enemy start (95,11); build War Factory after refinery placement.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 133, "x": 45, "y": 14}, {"do": "harvest", "unit": 131}], "feedback": ["train 5x e1: queued", "train 2x e3: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). 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 $445 (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: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely far west ~(12,16). barr placing now, weap building. Next: proc #2 for economy, then heavy tanks (need fix depot). Train e1/e3.", "raw": "{\"thoughts\": \"Weap is building; barracks is placed so I can start infantry now. Cash is healthy ($2508), so I'll queue some rocket soldiers and rifles, keep the harvester mining, and prep for a second refinery once the war factory finishes.\", \"notes\": \"Home (95,11). Enemy likely west ~(12,16). weap building -> then proc #2, then fix depot + heavy tanks. Infantry: e3 x2, e1 x3 queued at barr.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1383, "completion_tokens": 354, "total_tokens": 1737, "cost": 0.000576276, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000576276, "upstream_inference_prompt_cost": 0.000151476, "upstream_inference_completions_cost": 0.0004248}, "completion_tokens_details": {"reasoning_tokens": 190, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.29, "thoughts": "Weap is building; barracks is placed so I can start infantry now. Cash is healthy ($2508), so I'll queue some rocket soldiers and rifles, keep the harvester mining, and prep for a second refinery once the war factory finishes.", "notes": "Home (95,11). Enemy likely west ~(12,16). weap building -> then proc #2, then fix depot + heavy tanks. Infantry: e3 x2, e1 x3 queued at barr.", "commands": [{"do": "harvest", "unit": 132}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 134, "x": 85, "y": 11}], "feedback": ["train 2x e3: queued", "train 3x e1: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 450, "experience": 0, "order_count": 8}}
{"tick": 2601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:44 (tick 2601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2325 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: proc 46%; Infantry: e3 73%; Infantry: e3 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  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(18,14)\n  harv (Ore Truck (harvester)) x1: #131@(4,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 2x e3: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Refinery #2 building at 23%; barracks #133 active. Scout/rally east toward likely enemy start (95,11); build War Factory after refinery placement.", "raw": "{\"thoughts\":\"Second refinery is nearly complete, improving income with its free harvester. Our first infantry is scouting east toward the expected Soviet base while barracks production continues.\",\"notes\":\"Place proc #2 immediately when ready, then build weap. Scout #135 advancing east; likely enemy start 95,11.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[135],\"x\":55,\"y\":14},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1364, "completion_tokens": 216, "total_tokens": 1580, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1362, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0066011, "upstream_inference_prompt_cost": 0.0037499, "upstream_inference_completions_cost": 0.0028512}, "completion_tokens_details": {"reasoning_tokens": 108, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Second refinery is nearly complete, improving income with its free harvester. Our first infantry is scouting east toward the expected Soviet base while barracks production continues.", "notes": "Place proc #2 immediately when ready, then build weap. Scout #135 advancing east; likely enemy start 95,11.", "commands": [{"do": "attack_move", "units": [135], "x": 55, "y": 14}, {"do": "rally", "building": 133, "x": 45, "y": 14}], "feedback": ["attack_move: 1 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2325 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: weap 32%; Infantry: e1 21%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #136@(94,9)\n  harv (Ore Truck (harvester)) x1: #132@(104,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - train 3x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west ~(12,16). weap building -> then proc #2, then fix depot + heavy tanks. Infantry: e3 x2, e1 x3 queued at barr.", "raw": "{\"thoughts\": \"Opening is progressing: weap 32%, barracks up. Need to keep economy and production flowing. Queue a powr next (for upcoming weap+proc #2), keep infantry producing, and send the e3 to defend the harvester area west.\", \"notes\": \"Home (95,11). Enemy likely west ~(12,16). weap building, then powr, then proc#2, then fix+heavy tanks. Infantry queued e1x3+e3x2. Keep harvester mining.\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}, {\"do\":\"train\",\"item\":\"e1\",\"count\":3}, {\"do\":\"train\",\"item\":\"e3\",\"count\":2}, {\"do\":\"rally\",\"building\":130,\"x\":98,\"y\":11}, {\"do\":\"move\",\"units\":[136],\"x\":100,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1409, "completion_tokens": 468, "total_tokens": 1877, "cost": 0.000720876, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000720876, "upstream_inference_prompt_cost": 0.000159276, "upstream_inference_completions_cost": 0.0005616}, "completion_tokens_details": {"reasoning_tokens": 280, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.67, "thoughts": "Opening is progressing: weap 32%, barracks up. Need to keep economy and production flowing. Queue a powr next (for upcoming weap+proc #2), keep infantry producing, and send the e3 to defend the harvester area west.", "notes": "Home (95,11). Enemy likely west ~(12,16). weap building, then powr, then proc#2, then fix+heavy tanks. Infantry queued e1x3+e3x2. Keep harvester mining.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 130, "x": 98, "y": 11}, {"do": "move", "units": [136], "x": 100, "y": 11}], "feedback": ["build powr: started", "train 3x e1: queued", "train 2x e3: queued", "rally #130: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 13}}
{"tick": 2801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:52 (tick 2801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1659 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5%.\nPRODUCTION: Building: proc 70%; Infantry: e3 84%; 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  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(19,14)*\n  e3 (Rocket Soldier) x1: #137@(19,14)\n  harv (Ore Truck (harvester)) x1: #131@(8,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place proc #2 immediately when ready, then build weap. Scout #135 advancing east; likely enemy start 95,11.", "raw": "{\"thoughts\":\"Second refinery is nearing completion, improving income and adding a harvester. Keep infantry production flowing and send the small scout group toward the likely eastern enemy start while saving for a War Factory.\",\"notes\":\"Proc #2 70%; place immediately next turn, then start weap when funds reach $2000. Scout group advancing east toward 95,11.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":35,\"y\":14},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack_move\",\"units\":[135,137],\"x\":45,\"y\":14},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1352, "completion_tokens": 285, "total_tokens": 1637, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1350, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0074789, "upstream_inference_prompt_cost": 0.0037169, "upstream_inference_completions_cost": 0.003762}, "completion_tokens_details": {"reasoning_tokens": 142, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.59, "thoughts": "Second refinery is nearing completion, improving income and adding a harvester. Keep infantry production flowing and send the small scout group toward the likely eastern enemy start while saving for a War Factory.", "notes": "Proc #2 70%; place immediately next turn, then start weap when funds reach $2000. Scout group advancing east toward 95,11.", "commands": [{"do": "rally", "building": 133, "x": 35, "y": 14}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": [135, 137], "x": 45, "y": 14}, {"do": "harvest", "unit": 131}], "feedback": ["rally #133: ordered", "train 5x e1: queued", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 2801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1659 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.7%.\nPRODUCTION: Building: weap 49%; Building: powr 0%; Infantry: e3 84%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #138@(87,9)\n  e3 (Rocket Soldier) x1: #136@(100,11)*\n  harv (Ore Truck (harvester)) x1: #132@(102,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 3x e1: queued\n  - train 2x e3: queued\n  - rally #130: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west ~(12,16). weap building, then powr, then proc#2, then fix+heavy tanks. Infantry queued e1x3+e3x2. Keep harvester mining.", "raw": "{\"thoughts\": \"Economy is light (1 harvester). War factory nearly done, power plant queued. I'll keep infantry producing, add a second refinery for income, and scout west toward the likely enemy start while keeping the rocket soldier near base.\", \"notes\": \"Home (95,11). Enemy likely west ~(12,16). weap building then powr, add proc#2. Keep harvester mining. e1 scouting west. e3 defending base. Next: build fix (Service Depot) and heavy tanks after weap.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[138],\"x\":75,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1485, "completion_tokens": 590, "total_tokens": 2075, "cost": 0.000890076, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000890076, "upstream_inference_prompt_cost": 0.000182076, "upstream_inference_completions_cost": 0.000708}, "completion_tokens_details": {"reasoning_tokens": 406, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.3, "thoughts": "Economy is light (1 harvester). War factory nearly done, power plant queued. I'll keep infantry producing, add a second refinery for income, and scout west toward the likely enemy start while keeping the rocket soldier near base.", "notes": "Home (95,11). Enemy likely west ~(12,16). weap building then powr, add proc#2. Keep harvester mining. e1 scouting west. e3 defending base. Next: build fix (Service Depot) and heavy tanks after weap.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 3}, {"do": "harvest", "unit": 132}, {"do": "move", "units": [138], "x": 75, "y": 13}, {"do": "rally", "building": 134, "x": 92, "y": 16}], "feedback": ["build proc: started", "train 3x e1: queued", "move: 1 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 19}}
{"tick": 3001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:00 (tick 3001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1350 + stored ore $148 (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 81%; 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  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(29,14) #141@(17,14) #143@(14,14)\n  e3 (Rocket Soldier) x2: #137@(30,14) #139@(20,14)\n  harv (Ore Truck (harvester)) x1: #131@(8,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - train 5x e1: queued\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Proc #2 70%; place immediately next turn, then start weap when funds reach $2000. Scout group advancing east toward 95,11.", "raw": "{\"thoughts\":\"Second refinery is ready and should be placed immediately to expand income. Keep the existing infantry scouting east while the barracks finishes its rifle queue; save cash for a War Factory.\",\"notes\":\"Place proc #2 now. Scout force is moving east/northeast toward likely enemy start at 95,11; build War Factory as soon as $2000 is available.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":7,\"y\":12},{\"do\":\"rally\",\"building\":133,\"x\":38,\"y\":13},{\"do\":\"attack_move\",\"units\":[135,137,139,141,143],\"x\":48,\"y\":13},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1404, "completion_tokens": 235, "total_tokens": 1639, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1402, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0069619, "upstream_inference_prompt_cost": 0.0038599, "upstream_inference_completions_cost": 0.003102}, "completion_tokens_details": {"reasoning_tokens": 81, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "Second refinery is ready and should be placed immediately to expand income. Keep the existing infantry scouting east while the barracks finishes its rifle queue; save cash for a War Factory.", "notes": "Place proc #2 now. Scout force is moving east/northeast toward likely enemy start at 95,11; build War Factory as soon as $2000 is available.", "commands": [{"do": "place", "item": "proc", "x": 7, "y": 12}, {"do": "rally", "building": 133, "x": 38, "y": 13}, {"do": "attack_move", "units": [135, 137, 139, 141, 143], "x": 48, "y": 13}, {"do": "harvest", "unit": 131}], "feedback": ["place proc: nothing READY TO PLACE with that type", "rally #133: ordered", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6200, "army_value": 900, "income": 1000, "experience": 0, "order_count": 20}}
{"tick": 3001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1038 + stored ore $285 (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 7.4%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Building: powr 0%; Infantry: e1 81%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #138@(77,11) #142@(91,11) #144@(92,9)\n  e3 (Rocket Soldier) x2: #136@(100,11)* #140@(92,14)\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train 3x e1: queued\n  - move: 1 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west ~(12,16). weap building then powr, add proc#2. Keep harvester mining. e1 scouting west. e3 defending base. Next: build fix (Service Depot) and heavy tanks after weap.", "raw": "{\"thoughts\": \"War Factory nearly done, proc#2 queued. Cash low-ish so I'll keep infantry flowing from barracks and continue scouting west toward the enemy base. Need power soon since weap + units will drain it.\", \"notes\": \"Home (95,11). Enemy likely west ~(12,16). weap finishing, proc#2 next; queue powr after. e1 scouting west (was @77,11). e3 anti-tank defending. Next turn: build fix (Service Depot) then 3tnk Heavy Tanks.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"move\",\"units\":[138],\"x\":60,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":12},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1507, "completion_tokens": 743, "total_tokens": 2250, "cost": 0.001080276, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001080276, "upstream_inference_prompt_cost": 0.000188676, "upstream_inference_completions_cost": 0.0008916}, "completion_tokens_details": {"reasoning_tokens": 550, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.86, "thoughts": "War Factory nearly done, proc#2 queued. Cash low-ish so I'll keep infantry flowing from barracks and continue scouting west toward the enemy base. Need power soon since weap + units will drain it.", "notes": "Home (95,11). Enemy likely west ~(12,16). weap finishing, proc#2 next; queue powr after. e1 scouting west (was @77,11). e3 anti-tank defending. Next turn: build fix (Service Depot) then 3tnk Heavy Tanks.", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "move", "units": [138], "x": 60, "y": 14}, {"do": "rally", "building": 134, "x": 90, "y": 12}, {"do": "build", "item": "powr"}], "feedback": ["train 3x e1: queued", "train 2x e3: queued", "move: 1 units", "rally #134: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6200, "army_value": 900, "income": 800, "experience": 0, "order_count": 23}}
{"tick": 3201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:08 (tick 3201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1093 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.9%.\nPRODUCTION: Building: proc READY TO PLACE; Infantry: e1 8%; 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@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(39,15) #141@(27,17) #143@(24,17) #145@(21,14) #147@(18,14) #148@(15,14) #150@(12,14)\n  e3 (Rocket Soldier) x2: #137@(40,16) #139@(30,17)\n  harv (Ore Truck (harvester)) x1: #131@(4,26)\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  - rally #133: ordered\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Place proc #2 now. Scout force is moving east/northeast toward likely enemy start at 95,11; build War Factory as soon as $2000 is available.", "raw": "{\"thoughts\":\"A second refinery is ready and must be placed to accelerate income. Our scouting infantry is advancing toward the likely enemy start; add rockets and power while saving toward a War Factory.\",\"notes\":\"Place proc #2; scout force continues east toward 95,11. Build War Factory once funds reach $2000.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":8,\"y\":20},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":133,\"x\":40,\"y\":15},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":70,\"y\":13}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1411, "completion_tokens": 300, "total_tokens": 1711, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1409, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00783915, "upstream_inference_prompt_cost": 0.00387915, "upstream_inference_completions_cost": 0.00396}, "completion_tokens_details": {"reasoning_tokens": 150, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.1, "thoughts": "A second refinery is ready and must be placed to accelerate income. Our scouting infantry is advancing toward the likely enemy start; add rockets and power while saving toward a War Factory.", "notes": "Place proc #2; scout force continues east toward 95,11. Build War Factory once funds reach $2000.", "commands": [{"do": "place", "item": "proc", "x": 8, "y": 20}, {"do": "build", "item": "powr"}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 133, "x": 40, "y": 15}, {"do": "attack_move", "units": "all_army", "x": 70, "y": 13}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "train 2x e3: queued", "rally #133: ordered", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 20}}
{"tick": 3201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $835 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9%.\nPRODUCTION: Building: weap 82%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e3 3%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #138@(68,14) #142@(92,16)* #144@(92,16)* #146@(90,12)*\n  e3 (Rocket Soldier) x3: #136@(100,11)* #140@(92,16)* #149@(94,9)\n  harv (Ore Truck (harvester)) x1: #132@(103,22)\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\n  - move: 1 units\n  - rally #134: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west ~(12,16). weap finishing, proc#2 next; queue powr after. e1 scouting west (was @77,11). e3 anti-tank defending. Next turn: build fix (Service Depot) then 3tnk Heavy Tanks.", "raw": "{\"thoughts\": \"War Factory is nearly done and the building queue is already busy (powr then proc#2), so no new building needed yet. I'll keep the lone rifle scouting west toward the suspected enemy base and stage the infantry near the base front while saving cash for the Service Depot/tanks that unlock once weap completes.\", \"notes\": \"Home (95,11). Enemy likely west ~(12,16); e1 #138 scouting west. weap finishing this turn; then queued powr, proc#2. Once weap is up: build fix (Service Depot) then queue 3tnk Heavy Tanks. Keep barracks pumping e1/e3.\", \"commands\": [{\"do\": \"move\", \"units\": [138], \"x\": 40, \"y\": 16}, {\"do\": \"rally\", \"building\": 134, \"x\": 90, \"y\": 16}, {\"do\": \"move\", \"units\": [146, 149], \"x\": 91, \"y\": 15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1571, "completion_tokens": 2044, "total_tokens": 3615, "cost": 0.002660676, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002660676, "upstream_inference_prompt_cost": 0.000207876, "upstream_inference_completions_cost": 0.0024528}, "completion_tokens_details": {"reasoning_tokens": 1822, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 14.38, "thoughts": "War Factory is nearly done and the building queue is already busy (powr then proc#2), so no new building needed yet. I'll keep the lone rifle scouting west toward the suspected enemy base and stage the infantry near the base front while saving cash for the Service Depot/tanks that unlock once weap completes.", "notes": "Home (95,11). Enemy likely west ~(12,16); e1 #138 scouting west. weap finishing this turn; then queued powr, proc#2. Once weap is up: build fix (Service Depot) then queue 3tnk Heavy Tanks. Keep barracks pumping e1/e3.", "commands": [{"do": "move", "units": [138], "x": 40, "y": 16}, {"do": "rally", "building": 134, "x": 90, "y": 16}, {"do": "move", "units": [146, 149], "x": 91, "y": 15}], "feedback": ["move: 1 units", "rally #134: ordered", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 29}}
{"tick": 3401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:16 (tick 3401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $497 + stored ore $439 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9200, army $3600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.7%.\nPRODUCTION: Building: powr READY TO PLACE; Infantry: e3 80%; 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@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(45,22) #141@(34,24) #143@(31,24) #145@(29,21) #147@(27,20) #148@(24,20) #150@(21,17) #153@(19,14)\n  e3 (Rocket Soldier) x2: #137@(45,22) #139@(37,24)\n  harv (Ore Truck (harvester)) x2: #131@(9,22) #152@(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  - build powr: started\n  - train 2x e3: queued\n  - rally #133: ordered\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Place proc #2; scout force continues east toward 95,11. Build War Factory once funds reach $2000.", "raw": "{\"thoughts\":\"Power plant is ready and the scout force is advancing east. I will place it to preserve power headroom and keep the infantry pressure moving toward the expected enemy start while saving for a War Factory.\",\"notes\":\"Place ready powr. Infantry/rockets scouting east from x45 toward likely enemy base at 95,11; save cash for weap.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":17,\"y\":21},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1456, "completion_tokens": 245, "total_tokens": 1701, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1454, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0072369, "upstream_inference_prompt_cost": 0.0040029, "upstream_inference_completions_cost": 0.003234}, "completion_tokens_details": {"reasoning_tokens": 124, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.69, "thoughts": "Power plant is ready and the scout force is advancing east. I will place it to preserve power headroom and keep the infantry pressure moving toward the expected enemy start while saving for a War Factory.", "notes": "Place ready powr. Infantry/rockets scouting east from x45 toward likely enemy base at 95,11; save cash for weap.", "commands": [{"do": "place", "item": "powr", "x": 17, "y": 21}, {"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: 10 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1400, "income": 1450, "experience": 0, "order_count": 24}}
{"tick": 3401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $169 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.5%.\nPRODUCTION: Building: weap 99%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e1 43%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #138@(66,22) #142@(92,16)* #144@(92,16)* #146@(91,15)*\n  e3 (Rocket Soldier) x4: #136@(100,11)* #140@(92,16)* #149@(91,15)* #154@(93,9)\n  harv (Ore Truck (harvester)) x1: #132@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #134: ordered\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west ~(12,16); e1 #138 scouting west. weap finishing this turn; then queued powr, proc#2. Once weap is up: build fix (Service Depot) then queue 3tnk Heavy Tanks. Keep barracks pumping e1/e3.", "raw": "{\"thoughts\": \"War Factory finishes this turn; place it, then start a Service Depot to unlock Heavy Tanks. Cash is very low so I mostly need to wait on income \u2014 keep scouting west with the rifleman and stage idle units at home.\",\"notes\": \"Home (95,11). Enemy likely west ~(12,16); #138 scouting. weap ready -> place, then build fix. Need harvester/proc income before heavy tanks.\",\"commands\": [{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"move\",\"units\":[138],\"x\":40,\"y\":18},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1552, "completion_tokens": 994, "total_tokens": 2546, "cost": 0.001394976, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001394976, "upstream_inference_prompt_cost": 0.000202176, "upstream_inference_completions_cost": 0.0011928}, "completion_tokens_details": {"reasoning_tokens": 839, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.07, "thoughts": "War Factory finishes this turn; place it, then start a Service Depot to unlock Heavy Tanks. Cash is very low so I mostly need to wait on income \u2014 keep scouting west with the rifleman and stage idle units at home.", "notes": "Home (95,11). Enemy likely west ~(12,16); #138 scouting. weap ready -> place, then build fix. Need harvester/proc income before heavy tanks.", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "fix"}, {"do": "move", "units": [138], "x": 40, "y": 18}, {"do": "rally", "building": 134, "x": 92, "y": 14}], "feedback": ["place weap: nothing READY TO PLACE with that type", "build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)", "move: 1 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 29}}
{"tick": 3601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:24 (tick 3601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $497 + stored ore $558 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9800, army $3900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.5%.\nPRODUCTION: Infantry: e3 90%; 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@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(53,27) #141@(44,24) #143@(42,24) #145@(38,24) #147@(36,24) #148@(33,24) #150@(30,23) #153@(27,20)\n  e3 (Rocket Soldier) x3: #137@(53,27) #139@(47,26) #157@(19,14)\n  harv (Ore Truck (harvester)) x2: #131@(5,27) #152@(9,22)\nVISIBLE ENEMY UNITS (1):\n  #138 e1@(58,28) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: Place ready powr. Infantry/rockets scouting east from x45 toward likely enemy base at 95,11; save cash for weap.", "raw": "{\"thoughts\":\"Our infantry spearhead is approaching the enemy\u2019s likely side with only a lone rifle spotted. Start the War Factory as income arrives and keep the entire combat force advancing northeast to locate and pressure the enemy base.\",\"notes\":\"War Factory ordered; attack group advancing from x53,y27 toward likely enemy start 95,11. Enemy rifle #138 at 58,28; no structures scouted yet.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1449, "completion_tokens": 241, "total_tokens": 1690, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1447, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00716485, "upstream_inference_prompt_cost": 0.00398365, "upstream_inference_completions_cost": 0.0031812}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.58, "thoughts": "Our infantry spearhead is approaching the enemy\u2019s likely side with only a lone rifle spotted. Start the War Factory as income arrives and keep the entire combat force advancing northeast to locate and pressure the enemy base.", "notes": "War Factory ordered; attack group advancing from x53,y27 toward likely enemy start 95,11. Enemy rifle #138 at 58,28; no structures scouted yet.", "commands": [{"do": "build", "item": "weap"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["build weap: started", "attack_move: 11 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9800, "army_value": 1700, "income": 1900, "experience": 0, "order_count": 25}}
{"tick": 3601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $7100, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.9%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Building: proc 0%; Building: powr 0%; Infantry: e1 1%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #138@(58,28) #142@(92,16)* #144@(92,16)* #146@(91,15)* #156@(92,14)* #158@(91,11)\n  e3 (Rocket Soldier) x4: #136@(100,11)* #140@(92,16)* #149@(91,15)* #154@(90,16)*\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - move: 1 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west ~(12,16); #138 scouting. weap ready -> place, then build fix. Need harvester/proc income before heavy tanks.", "raw": "{\"thoughts\": \"Cash is at $0 so all production is stalled; I need to place the ready War Factory and get income flowing. Placing weap unlocks the Service Depot (fix). One harvester is thin, so I should push for another proc soon.\", \"notes\": \"Home (95,11). Enemy likely west ~(12,16); #138 scouting. Place weap now, then fix, then more economy (proc #2).\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\",\"x\":91,\"y\":18},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[138],\"x\":40,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1553, "completion_tokens": 518, "total_tokens": 2071, "cost": 0.000861708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000861708, "upstream_inference_prompt_cost": 0.000240108, "upstream_inference_completions_cost": 0.0006216}, "completion_tokens_details": {"reasoning_tokens": 349, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.79, "thoughts": "Cash is at $0 so all production is stalled; I need to place the ready War Factory and get income flowing. Placing weap unlocks the Service Depot (fix). One harvester is thin, so I should push for another proc soon.", "notes": "Home (95,11). Enemy likely west ~(12,16); #138 scouting. Place weap now, then fix, then more economy (proc #2).", "commands": [{"do": "place", "item": "weap", "x": 91, "y": 18}, {"do": "build", "item": "fix"}, {"do": "rally", "building": 134, "x": 92, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "move", "units": [138], "x": 40, "y": 20}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #134: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7100, "army_value": 1800, "income": 1000, "experience": 0, "order_count": 29}}
{"tick": 3801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:32 (tick 3801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $497 + stored ore $81 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10300, army $4400, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.3%.\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@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #135@(57,28) #141@(53,27) #143@(52,27) #145@(48,25) #147@(46,24) #148@(44,24) #150@(40,24) #153@(36,24) #161@(17,14) #163@(14,15)\n  e3 (Rocket Soldier) x4: #137@(58,28) #139@(56,28) #157@(27,20) #160@(20,14)\n  harv (Ore Truck (harvester)) x2: #131@(9,22) #152@(6,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\n  - attack_move: 11 units\nYOUR NOTES FROM LAST TURN: War Factory ordered; attack group advancing from x53,y27 toward likely enemy start 95,11. Enemy rifle #138 at 58,28; no structures scouted yet.", "raw": "{\"thoughts\":\"War Factory is nearing completion while the forward infantry screen continues scouting toward the enemy start. Preserve cash for immediate vehicle production, reinforce the advancing force with nearby infantry, and keep pressure eastward.\",\"notes\":\"War Factory 16% at 2:32; primary scout/attack infantry are around x36-58,y24-28 advancing to enemy start x95,y11. Two home rifles and two rockets can reinforce behind them. No enemy structures seen.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[135,137,139,141,143,145,147,148,150,153],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[157,160,161,163],\"x\":70,\"y\":22},{\"do\":\"train\",\"item\":\"e1\",\"count\":1},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":22}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1442, "completion_tokens": 261, "total_tokens": 1703, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1440, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0074096, "upstream_inference_prompt_cost": 0.0039644, "upstream_inference_completions_cost": 0.0034452}, "completion_tokens_details": {"reasoning_tokens": 68, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.31, "thoughts": "War Factory is nearing completion while the forward infantry screen continues scouting toward the enemy start. Preserve cash for immediate vehicle production, reinforce the advancing force with nearby infantry, and keep pressure eastward.", "notes": "War Factory 16% at 2:32; primary scout/attack infantry are around x36-58,y24-28 advancing to enemy start x95,y11. Two home rifles and two rockets can reinforce behind them. No enemy structures seen.", "commands": [{"do": "attack_move", "units": [135, 137, 139, 141, 143, 145, 147, 148, 150, 153], "x": 95, "y": 11}, {"do": "attack_move", "units": [157, 160, 161, 163], "x": 70, "y": 22}, {"do": "train", "item": "e1", "count": 1}, {"do": "rally", "building": 133, "x": 70, "y": 22}], "feedback": ["attack_move: 10 units", "attack_move: 4 units", "train 1x e1: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 2200, "income": 2000, "experience": 1, "order_count": 26}}
{"tick": 3801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 12.9%.\nPRODUCTION: Building: powr 83%; Building: proc 0%; Building: powr 0%; Infantry: e3 50%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #142@(92,16)* #144@(92,16)* #146@(91,15)* #156@(92,14)* #158@(92,14)* #162@(91,11)\n  e3 (Rocket Soldier) x4: #136@(100,11)* #140@(92,16)* #149@(91,15)* #154@(90,16)*\n  harv (Ore Truck (harvester)) x1: #132@(100,20)\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 fix: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #134: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west ~(12,16); #138 scouting. Place weap now, then fix, then more economy (proc #2).", "raw": "{\"thoughts\": \"Early game with only one harvester and $0 cash, so economy is the bottleneck. Infantry queue is already running; I need a second refinery and more harvesters to snowball. War Factory just placed \u2014 start a harvester there and keep infantry flowing. Send idle infantry to guard the base approach from the west.\", \"notes\": \"Home (95,11). Enemy likely west ~(12,16). weap@(97,8) built. Need: proc #2 + harvesters. Building queue: powr->proc->powr. Keep production nonstop.\", \"commands\": [{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":159,\"x\":90,\"y\":14},{\"do\":\"attack_move\",\"units\":[142,144,146,156,158,140,149,154],\"x\":85,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1601, "completion_tokens": 494, "total_tokens": 2095, "cost": 0.000809676, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000809676, "upstream_inference_prompt_cost": 0.000216876, "upstream_inference_completions_cost": 0.0005928}, "completion_tokens_details": {"reasoning_tokens": 282, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.5, "thoughts": "Early game with only one harvester and $0 cash, so economy is the bottleneck. Infantry queue is already running; I need a second refinery and more harvesters to snowball. War Factory just placed \u2014 start a harvester there and keep infantry flowing. Send idle infantry to guard the base approach from the west.", "notes": "Home (95,11). Enemy likely west ~(12,16). weap@(97,8) built. Need: proc #2 + harvesters. Building queue: powr->proc->powr. Keep production nonstop.", "commands": [{"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 159, "x": 90, "y": 14}, {"do": "attack_move", "units": [142, 144, 146, 156, 158, 140, 149, 154], "x": 85, "y": 14}], "feedback": ["train 1x harv: queued", "train 5x e1: queued", "build proc: started", "rally #159: ordered", "attack_move: 8 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 1500, "experience": 0, "order_count": 30}}
{"tick": 4001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:40 (tick 4001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $416 + stored ore $229 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10400, army $4500, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 16.8%.\nPRODUCTION: Building: weap 32%\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@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #135@(66,23) #141@(63,26) #143@(61,27) #145@(58,28) #147@(55,28) #148@(53,27) #150@(50,26) #153@(47,24) #161@(26,20) #163@(23,19) #164@(18,16)\n  e3 (Rocket Soldier) x4: #137@(66,22) #139@(65,24) #157@(37,22) #160@(28,21)\n  harv (Ore Truck (harvester)) x2: #131@(3,26) #152@(9,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack_move: 4 units\n  - train 1x e1: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: War Factory 16% at 2:32; primary scout/attack infantry are around x36-58,y24-28 advancing to enemy start x95,y11. Two home rifles and two rockets can reinforce behind them. No enemy structures seen.", "raw": "{\"thoughts\":\"War Factory is nearly complete and our infantry screen is advancing toward the likely enemy start without contact. Keep barracks production active, complete the factory, and push the combat force northeast to scout and engage.\",\"notes\":\"War Factory should be ready next turn; place immediately, then begin vehicle production. Main infantry/rockets advancing from x66,y23 toward enemy start x95,y11; no enemy sighted.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[135,137,139,141,143,145,147,148,150,153,157,160],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[161,163,164],\"x\":78,\"y\":18},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":21}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1483, "completion_tokens": 294, "total_tokens": 1777, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1481, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00795795, "upstream_inference_prompt_cost": 0.00407715, "upstream_inference_completions_cost": 0.0038808}, "completion_tokens_details": {"reasoning_tokens": 108, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.8, "thoughts": "War Factory is nearly complete and our infantry screen is advancing toward the likely enemy start without contact. Keep barracks production active, complete the factory, and push the combat force northeast to scout and engage.", "notes": "War Factory should be ready next turn; place immediately, then begin vehicle production. Main infantry/rockets advancing from x66,y23 toward enemy start x95,y11; no enemy sighted.", "commands": [{"do": "attack_move", "units": [135, 137, 139, 141, 143, 145, 147, 148, 150, 153, 157, 160], "x": 95, "y": 11}, {"do": "attack_move", "units": [161, 163, 164], "x": 78, "y": 18}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 70, "y": 21}], "feedback": ["attack_move: 12 units", "attack_move: 3 units", "train 5x e1: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 2300, "income": 2500, "experience": 1, "order_count": 27}}
{"tick": 4001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 13.3%.\nPRODUCTION: Building: powr 83%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 0%; Infantry: e3 50%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #142@(86,15)* #144@(86,15)* #146@(85,14)* #156@(85,14)* #158@(85,14)* #162@(92,16)*\n  e3 (Rocket Soldier) x4: #136@(100,11)* #140@(86,15)* #149@(85,14)* #154@(85,14)*\n  harv (Ore Truck (harvester)) x1: #132@(104,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - train 5x e1: queued\n  - build proc: started\n  - rally #159: ordered\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely west ~(12,16). weap@(97,8) built. Need: proc #2 + harvesters. Building queue: powr->proc->powr. Keep production nonstop.", "raw": "{\"thoughts\": \"Power plant is nearly done and harvester will soon deposit ore to fund it and vehicle production. Scouting west towards likely enemy base at (12,16) with individual scouts while grouping defenders.\", \"notes\": \"Scouting towards (12,16). powr finishing soon, then proc #2. Harv #2 in queue. Home base at (95,11).\", \"commands\": [{\"do\": \"move\", \"units\": [142], \"x\": 60, \"y\": 18}, {\"do\": \"move\", \"units\": [162], \"x\": 75, \"y\": 30}, {\"do\": \"attack_move\", \"units\": [144, 146, 156, 158, 140, 149, 154], \"x\": 80, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1767, "completion_tokens": 772, "total_tokens": 2539, "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": 0.0084405, "upstream_inference_prompt_cost": 0.0026505, "upstream_inference_completions_cost": 0.00579}, "completion_tokens_details": {"reasoning_tokens": 569, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.06, "thoughts": "Power plant is nearly done and harvester will soon deposit ore to fund it and vehicle production. Scouting west towards likely enemy base at (12,16) with individual scouts while grouping defenders.", "notes": "Scouting towards (12,16). powr finishing soon, then proc #2. Harv #2 in queue. Home base at (95,11).", "commands": [{"do": "move", "units": [142], "x": 60, "y": 18}, {"do": "move", "units": [162], "x": 75, "y": 30}, {"do": "attack_move", "units": [144, 146, 156, 158, 140, 149, 154], "x": 80, "y": 16}], "feedback": ["move: 1 units", "move: 1 units", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 1500, "experience": 0, "order_count": 37}}
{"tick": 4201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:48 (tick 4201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $416 + stored ore $76 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10700, army $4800, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.2%.\nPRODUCTION: Building: weap 49%; Infantry: e1 19%; 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@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #135@(73,16) #141@(70,19) #143@(69,20) #145@(66,23) #147@(64,25) #148@(62,27) #150@(60,28) #153@(56,28) #161@(34,24) #163@(32,24) #164@(27,20) #165@(18,16) #166@(15,15) #167@(12,14)\n  e3 (Rocket Soldier) x4: #137@(74,15) #139@(72,16) #157@(47,24) #160@(37,24)\n  harv (Ore Truck (harvester)) x2: #131@(3,27) #152@(8,29)\nVISIBLE ENEMY UNITS (1):\n  #142 e1@(77,15) 70%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - attack_move: 3 units\n  - train 5x e1: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: War Factory should be ready next turn; place immediately, then begin vehicle production. Main infantry/rockets advancing from x66,y23 toward enemy start x95,y11; no enemy sighted.", "raw": "{\"thoughts\":\"War Factory is nearly complete; keep infantry pressure advancing toward the likely enemy base while adding anti-vehicle rockets. Preserve cash for immediate War Factory placement and vehicle production.\",\"notes\":\"WF at 49% building progress. Forward infantry/rockets are around x56-74 advancing northeast; enemy start remains x95,y11. Two harvesters mining southwest.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"rally\",\"building\":133,\"x\":72,\"y\":17},{\"do\":\"attack\",\"units\":[135,137,139,141,143],\"target\":142},{\"do\":\"attack_move\",\"units\":[145,147,148,150,153,157,160],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[161,163,164,165,166,167],\"x\":80,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1517, "completion_tokens": 334, "total_tokens": 1851, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1515, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00857945, "upstream_inference_prompt_cost": 0.00417065, "upstream_inference_completions_cost": 0.0044088}, "completion_tokens_details": {"reasoning_tokens": 143, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.93, "thoughts": "War Factory is nearly complete; keep infantry pressure advancing toward the likely enemy base while adding anti-vehicle rockets. Preserve cash for immediate War Factory placement and vehicle production.", "notes": "WF at 49% building progress. Forward infantry/rockets are around x56-74 advancing northeast; enemy start remains x95,y11. Two harvesters mining southwest.", "commands": [{"do": "train", "item": "e3", "count": 1}, {"do": "rally", "building": 133, "x": 72, "y": 17}, {"do": "attack", "units": [135, 137, 139, 141, 143], "target": 142}, {"do": "attack_move", "units": [145, 147, 148, 150, 153, 157, 160], "x": 95, "y": 11}, {"do": "attack_move", "units": [161, 163, 164, 165, 166, 167], "x": 80, "y": 16}], "feedback": ["train 1x e3: queued", "rally #133: ordered", "attack: 5 units", "attack_move: 7 units", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 2600, "income": 3000, "experience": 1, "order_count": 32}}
{"tick": 4201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 15.1%.\nPRODUCTION: Building: powr 83%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 0%; Infantry: e3 50%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #142@(77,15)70% #144@(82,15)* #146@(81,14)* #156@(82,14)* #158@(82,14)* #162@(87,24)\n  e3 (Rocket Soldier) x4: #136@(100,11)* #140@(82,15)* #149@(80,14)* #154@(82,14)*\n  harv (Ore Truck (harvester)) x1: #132@(99,14)\nVISIBLE ENEMY UNITS (1):\n  #137 e3@(74,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 1 units\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Scouting towards (12,16). powr finishing soon, then proc #2. Harv #2 in queue. Home base at (95,11).", "raw": "{\"thoughts\": \"Economy is starving ($0, 1 harvester) so priority is getting the harvester mining and letting queued procs/harv finish. My scouting group is near an enemy rocket soldier at (74,15) \u2014 push the group to engage and keep scouting west toward the enemy base at (12,16).\", \"notes\": \"Base at (95,11): fact,powr,proc,barr,weap. Building queue: powr(finishing)->proc->proc->powr. Vehicle queue: harv. Army group ~(80,14) pushing west, enemy e3 seen at (74,15). Need Service Depot (fix) for tanks once cash allows.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"attack_move\", \"units\": [144, 146, 156, 158, 140, 149, 154], \"x\": 72, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [142], \"x\": 74, \"y\": 15}, {\"do\": \"train\", \"item\": \"e1\", \"count\": 3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1634, "completion_tokens": 1303, "total_tokens": 2937, "cost": 0.001790376, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001790376, "upstream_inference_prompt_cost": 0.000226776, "upstream_inference_completions_cost": 0.0015636}, "completion_tokens_details": {"reasoning_tokens": 1045, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.7, "thoughts": "Economy is starving ($0, 1 harvester) so priority is getting the harvester mining and letting queued procs/harv finish. My scouting group is near an enemy rocket soldier at (74,15) \u2014 push the group to engage and keep scouting west toward the enemy base at (12,16).", "notes": "Base at (95,11): fact,powr,proc,barr,weap. Building queue: powr(finishing)->proc->proc->powr. Vehicle queue: harv. Army group ~(80,14) pushing west, enemy e3 seen at (74,15). Need Service Depot (fix) for tanks once cash allows.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [144, 146, 156, 158, 140, 149, 154], "x": 72, "y": 15}, {"do": "attack_move", "units": [142], "x": 74, "y": 15}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 7 units", "attack_move: 1 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1800, "income": 1500, "experience": 0, "order_count": 37}}
{"tick": 4401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:56 (tick 4401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $406 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10100, army $4200, killed $500 (3 units, 0 bldgs), lost $700 (3 units, 0 bldgs). Map explored 18.5%.\nPRODUCTION: Building: weap 64%; Infantry: e3 71%; 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@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #141@(73,18) #143@(72,19)* #145@(73,16)71% #147@(72,17) #148@(70,19) #150@(68,21) #153@(65,24) #161@(45,24) #163@(43,24) #164@(36,24) #165@(27,20) #166@(24,20) #167@(21,17) #168@(19,16)\n  e3 (Rocket Soldier) x2: #157@(56,28) #160@(48,25)\n  harv (Ore Truck (harvester)) x2: #131@(9,22) #152@(9,23)\nVISIBLE ENEMY UNITS (3):\n  #144 e1@(76,14) 90%, #146 e1@(76,15) 25%, #156 e1@(76,15) 62%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x e3: queued\n  - rally #133: ordered\n  - attack: 5 units\n  - attack_move: 7 units\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: WF at 49% building progress. Forward infantry/rockets are around x56-74 advancing northeast; enemy start remains x95,y11. Two harvesters mining southwest.", "raw": "{\"thoughts\":\"War Factory is nearly complete and our infantry force has pushed deep toward the enemy start. Keep infantry production queued, eliminate the exposed enemy scouts, and concentrate the army toward the likely base location.\",\"notes\":\"WF will be ready shortly; place immediately next turn. Army advancing from x20-74 toward enemy start x95,11; two harvesters safely mining at base.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":8},{\"do\":\"attack\",\"units\":[141,143,145,147,148,150,153,157,160],\"target\":144},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":94,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":82,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1533, "completion_tokens": 394, "total_tokens": 1927, "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": 0.00941545, "upstream_inference_prompt_cost": 0.00421465, "upstream_inference_completions_cost": 0.0052008}, "completion_tokens_details": {"reasoning_tokens": 229, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.59, "thoughts": "War Factory is nearly complete and our infantry force has pushed deep toward the enemy start. Keep infantry production queued, eliminate the exposed enemy scouts, and concentrate the army toward the likely base location.", "notes": "WF will be ready shortly; place immediately next turn. Army advancing from x20-74 toward enemy start x95,11; two harvesters safely mining at base.", "commands": [{"do": "train", "item": "e1", "count": 8}, {"do": "attack", "units": [141, 143, 145, 147, 148, 150, 153, 157, 160], "target": 144}, {"do": "attack_move", "units": "all_army", "x": 94, "y": 11}, {"do": "rally", "building": 133, "x": 82, "y": 14}], "feedback": ["train 8x e1: queued", "attack: 9 units", "attack_move: 16 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 500, "deaths_cost": 700, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 2000, "income": 3500, "experience": 5, "order_count": 33}}
{"tick": 4401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9000, army $2800, killed $700 (3 units, 0 bldgs), lost $500 (3 units, 0 bldgs). Map explored 16.5%.\nPRODUCTION: Building: powr READY TO PLACE; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 20%; Infantry: e1 76%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #144@(76,14)90% #146@(76,15)25% #156@(76,15)62% #158@(77,15) #162@(78,28)\n  e3 (Rocket Soldier) x4: #136@(100,11)* #149@(77,15)95% #154@(77,15)78% #169@(92,9)\n  harv (Ore Truck (harvester)) x1: #132@(103,17)\nVISIBLE ENEMY UNITS (1):\n  #145 e1@(73,16) 71%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 1 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Base at (95,11): fact,powr,proc,barr,weap. Building queue: powr(finishing)->proc->proc->powr. Vehicle queue: harv. Army group ~(80,14) pushing west, enemy e3 seen at (74,15). Need Service Depot (fix) for tanks once cash allows.", "raw": "{\"thoughts\": \"Cash is $0 so I must get economy running and keep pushing. Place the ready power plant, send the harvester back to mining, and push the forward group west toward the enemy base at (12,16) while pulling the idle rocket soldiers forward.\", \"notes\": \"Base (95,11). Queues: proc->proc->powr building, harv vehicle, e1s+e3 infantry. Pushing army west (goal ~60,15 then 12,16). Need fix+weap for tanks once cash flow returns. Watch harvester #132.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":62,\"y\":15},{\"do\":\"rally\",\"building\":159,\"x\":80,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1696, "completion_tokens": 907, "total_tokens": 2603, "cost": 0.001371408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001371408, "upstream_inference_prompt_cost": 0.000283008, "upstream_inference_completions_cost": 0.0010884}, "completion_tokens_details": {"reasoning_tokens": 705, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.19, "thoughts": "Cash is $0 so I must get economy running and keep pushing. Place the ready power plant, send the harvester back to mining, and push the forward group west toward the enemy base at (12,16) while pulling the idle rocket soldiers forward.", "notes": "Base (95,11). Queues: proc->proc->powr building, harv vehicle, e1s+e3 infantry. Pushing army west (goal ~60,15 then 12,16). Need fix+weap for tanks once cash flow returns. Watch harvester #132.", "commands": [{"do": "place", "item": "powr"}, {"do": "harvest", "unit": 132}, {"do": "attack_move", "units": "all_army", "x": 62, "y": 15}, {"do": "rally", "building": 159, "x": 80, "y": 13}, {"do": "rally", "building": 134, "x": 85, "y": 13}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 9 units", "rally #159: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 500, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 1700, "income": 2000, "experience": 7, "order_count": 40}}
{"tick": 4601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:04 (tick 4601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $245 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10400, army $4500, killed $1500 (9 units, 0 bldgs), lost $900 (5 units, 0 bldgs). Map explored 18.8%.\nPRODUCTION: Building: weap 80%; Infantry: e1 41%; 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  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #143@(74,16)1% #147@(74,14) #148@(74,15) #150@(74,15) #153@(72,17) #161@(54,28) #163@(53,27) #164@(47,24) #165@(36,24) #166@(33,24) #167@(30,23) #168@(28,21) #174@(15,15) #175@(13,14)\n  e3 (Rocket Soldier) x3: #157@(65,24) #160@(57,28) #171@(18,16)\n  harv (Ore Truck (harvester)) x2: #131@(5,27) #152@(9,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 8x e1: queued\n  - attack: 9 units\n  - attack_move: 16 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: WF will be ready shortly; place immediately next turn. Army advancing from x20-74 toward enemy start x95,11; two harvesters safely mining at base.", "raw": "{\"thoughts\":\"War Factory is nearly complete while our infantry column is already approaching the enemy\u2019s likely start. Keep the force advancing to scout and engage, while both harvesters sustain the economy for immediate vehicle production once the factory is placed.\",\"notes\":\"WF weap at 80%; place next turn. Main infantry/rocket column advancing east-northeast; likely enemy base x95,y11. Two harvesters mining at home.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1531, "completion_tokens": 256, "total_tokens": 1787, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1529, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00758835, "upstream_inference_prompt_cost": 0.00420915, "upstream_inference_completions_cost": 0.0033792}, "completion_tokens_details": {"reasoning_tokens": 122, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.53, "thoughts": "War Factory is nearly complete while our infantry column is already approaching the enemy\u2019s likely start. Keep the force advancing to scout and engage, while both harvesters sustain the economy for immediate vehicle production once the factory is placed.", "notes": "WF weap at 80%; place next turn. Main infantry/rocket column advancing east-northeast; likely enemy base x95,y11. Two harvesters mining at home.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 17 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1500, "deaths_cost": 900, "units_killed": 9, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 2300, "income": 4000, "experience": 15, "order_count": 41}}
{"tick": 4601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $8300, army $1800, killed $900 (5 units, 0 bldgs), lost $1500 (9 units, 0 bldgs). Map explored 17.5%.\nPRODUCTION: Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 20%; Infantry: e1 76%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%, #170 powr@(93,14) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #162@(69,22)\n  e3 (Rocket Soldier) x2: #136@(91,11) #169@(82,9)\n  harv (Ore Truck (harvester)) x1: #132@(106,22)\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: 9 units\n  - rally #159: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Base (95,11). Queues: proc->proc->powr building, harv vehicle, e1s+e3 infantry. Pushing army west (goal ~60,15 then 12,16). Need fix+weap for tanks once cash flow returns. Watch harvester #132.", "raw": "{\"thoughts\": \"Economy is stalled at $0; only one harvester and it may not be mining. Prioritize getting ore income going, keep infantry queue running, and push the small army west to scout toward the likely enemy start (12,16).\", \"notes\": \"Base (95,11). Queues idle due to $0 - need harvester mining ASAP. Army #162 e1 + #136/#169 e3 pushing west to ~60,15 then enemy start 12,16. Once cash flows: finish harv, add proc #2, then fix+3tnk.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[162,136,169],\"x\":60,\"y\":15},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":14},{\"do\":\"rally\",\"building\":159,\"x\":70,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1633, "completion_tokens": 591, "total_tokens": 2224, "cost": 0.000935676, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000935676, "upstream_inference_prompt_cost": 0.000226476, "upstream_inference_completions_cost": 0.0007092}, "completion_tokens_details": {"reasoning_tokens": 395, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.22, "thoughts": "Economy is stalled at $0; only one harvester and it may not be mining. Prioritize getting ore income going, keep infantry queue running, and push the small army west to scout toward the likely enemy start (12,16).", "notes": "Base (95,11). Queues idle due to $0 - need harvester mining ASAP. Army #162 e1 + #136/#169 e3 pushing west to ~60,15 then enemy start 12,16. Once cash flows: finish harv, add proc #2, then fix+3tnk.", "commands": [{"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [162, 136, 169], "x": 60, "y": 15}, {"do": "rally", "building": 134, "x": 70, "y": 14}, {"do": "rally", "building": 159, "x": 70, "y": 14}], "feedback": ["attack_move: 3 units", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 900, "deaths_cost": 1500, "units_killed": 5, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8300, "army_value": 700, "income": 2000, "experience": 9, "order_count": 41}}
{"tick": 4801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:12 (tick 4801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 / 80 used, harvesters 2.\nSCORE: assets $10200, army $4300, killed $2100 (11 units, 0 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 20.6%.\nPRODUCTION: Building: weap 87%; Infantry: e1 61%; 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  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #143@(82,12)1% #147@(82,14) #148@(83,14)90% #150@(81,12) #153@(81,12) #161@(63,26) #163@(62,26) #164@(56,28) #165@(47,24) #166@(44,24) #167@(41,24) #168@(37,24) #174@(25,20) #175@(22,18) #176@(19,16)\n  e3 (Rocket Soldier) x2: #160@(66,23) #171@(28,21)\n  harv (Ore Truck (harvester)) x2: #131@(5,27) #152@(10,29)\nVISIBLE ENEMY UNITS (1):\n  #162 e1@(66,19) 81%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\nYOUR NOTES FROM LAST TURN: WF weap at 80%; place next turn. Main infantry/rocket column advancing east-northeast; likely enemy base x95,y11. Two harvesters mining at home.", "raw": "{\"thoughts\":\"War Factory is nearly complete and the infantry column is closing on the likely enemy position. Keep the advance moving while production finishes, then place the factory and begin vehicle output immediately.\",\"notes\":\"WF #weap nearly ready; infantry/rockets advancing toward enemy start around 95,11. Avoid exposing 1% rifle #143 if possible; 2 harvesters active.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":20},{\"do\":\"attack_move\",\"units\":[147,148,150,153,161,163,164,165,166,167,168,171,174,175,176],\"x\":92,\"y\":12},{\"do\":\"move\",\"units\":[143],\"x\":70,\"y\":24}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1513, "completion_tokens": 284, "total_tokens": 1797, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1511, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00790845, "upstream_inference_prompt_cost": 0.00415965, "upstream_inference_completions_cost": 0.0037488}, "completion_tokens_details": {"reasoning_tokens": 117, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.45, "thoughts": "War Factory is nearly complete and the infantry column is closing on the likely enemy position. Keep the advance moving while production finishes, then place the factory and begin vehicle output immediately.", "notes": "WF #weap nearly ready; infantry/rockets advancing toward enemy start around 95,11. Avoid exposing 1% rifle #143 if possible; 2 harvesters active.", "commands": [{"do": "rally", "building": 133, "x": 70, "y": 20}, {"do": "attack_move", "units": [147, 148, 150, 153, 161, 163, 164, 165, 166, 167, 168, 171, 174, 175, 176], "x": 92, "y": 12}, {"do": "move", "units": [143], "x": 70, "y": 24}], "feedback": ["rally #133: ordered", "attack_move: 15 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 1200, "units_killed": 11, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 2100, "income": 4000, "experience": 21, "order_count": 41}}
{"tick": 4801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 200 made / 80 used, harvesters 1.\nSCORE: assets $7700, army $1200, killed $1200 (6 units, 0 bldgs), lost $2100 (11 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 20%; Infantry: e1 76%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%, #170 powr@(93,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #162@(66,19)81%\n  harv (Ore Truck (harvester)) x1: #132@(101,16)\nVISIBLE ENEMY UNITS (1):\n  #160 e3@(66,23) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - rally #134: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Base (95,11). Queues idle due to $0 - need harvester mining ASAP. Army #162 e1 + #136/#169 e3 pushing west to ~60,15 then enemy start 12,16. Once cash flows: finish harv, add proc #2, then fix+3tnk.", "raw": "{\"thoughts\": \"Harvester #132 needs to keep bringing in ore to unblock our queues. Our lone rifleman #162 can take down enemy rocket soldier #160 at close range.\", \"notes\": \"Base at (95,11). Cash starved until harvester unloads. #162 engaging enemy e3. Harv #2 at 20%, proc #2 queued. Next: build fix once weap/cash ready for 3tnk.\", \"commands\": [{\"do\": \"attack\", \"units\": [162], \"target\": 160}, {\"do\": \"harvest\", \"unit\": 132}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1713, "completion_tokens": 712, "total_tokens": 2425, "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": 0.0079095, "upstream_inference_prompt_cost": 0.0025695, "upstream_inference_completions_cost": 0.00534}, "completion_tokens_details": {"reasoning_tokens": 572, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.93, "thoughts": "Harvester #132 needs to keep bringing in ore to unblock our queues. Our lone rifleman #162 can take down enemy rocket soldier #160 at close range.", "notes": "Base at (95,11). Cash starved until harvester unloads. #162 engaging enemy e3. Harv #2 at 20%, proc #2 queued. Next: build fix once weap/cash ready for 3tnk.", "commands": [{"do": "attack", "units": [162], "target": 160}, {"do": "harvest", "unit": 132}], "feedback": ["attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2100, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7700, "army_value": 100, "income": 2000, "experience": 12, "order_count": 41}}
{"tick": 5001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:20 (tick 5001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $271 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10000, army $4100, killed $2200 (12 units, 0 bldgs), lost $1500 (7 units, 0 bldgs). Map explored 21.7%.\nPRODUCTION: Building: weap 92%; Infantry: e1 75%; 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  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #143@(74,19)1% #147@(88,14) #148@(88,14)90% #150@(88,12) #153@(88,12) #161@(68,21)62% #163@(68,21)94% #164@(65,24) #165@(56,28) #166@(53,27) #167@(50,26) #168@(48,25) #174@(34,24) #175@(31,24) #176@(28,21) #178@(13,14)\n  e3 (Rocket Soldier) x1: #171@(37,24)\n  harv (Ore Truck (harvester)) x2: #131@(7,24) #152@(9,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - attack_move: 15 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: WF #weap nearly ready; infantry/rockets advancing toward enemy start around 95,11. Avoid exposing 1% rifle #143 if possible; 2 harvesters active.", "raw": "{\"thoughts\":\"War Factory is nearly complete and the forward infantry screen is approaching the likely enemy start. Keep pressure moving east while pulling the critically damaged scout back; place the factory immediately when ready next tick.\",\"notes\":\"WF weap at 92%; enemy base still not visible, likely 95,11. Forward infantry moving east; #143 at 1% retreating. Two harvesters active.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":18},{\"do\":\"attack_move\",\"units\":[147,148,150,153,161,163,164,165,166,167,168,174,175,176,171],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[143],\"x\":20,\"y\":17},{\"do\":\"stance\",\"units\":[147,148,150,153,161,163,164,165,166,167,168,174,175,176,171],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1517, "completion_tokens": 364, "total_tokens": 1881, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1515, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00897545, "upstream_inference_prompt_cost": 0.00417065, "upstream_inference_completions_cost": 0.0048048}, "completion_tokens_details": {"reasoning_tokens": 152, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.76, "thoughts": "War Factory is nearly complete and the forward infantry screen is approaching the likely enemy start. Keep pressure moving east while pulling the critically damaged scout back; place the factory immediately when ready next tick.", "notes": "WF weap at 92%; enemy base still not visible, likely 95,11. Forward infantry moving east; #143 at 1% retreating. Two harvesters active.", "commands": [{"do": "rally", "building": 133, "x": 70, "y": 18}, {"do": "attack_move", "units": [147, 148, 150, 153, 161, 163, 164, 165, 166, 167, 168, 174, 175, 176, 171], "x": 95, "y": 11}, {"do": "move", "units": [143], "x": 20, "y": 17}, {"do": "stance", "units": [147, 148, 150, 153, 161, 163, 164, 165, 166, 167, 168, 174, 175, 176, 171], "stance": "attack_anything"}], "feedback": ["rally #133: ordered", "attack_move: 15 units", "move: 1 units", "stance: 15 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 1500, "units_killed": 12, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 1900, "income": 4500, "experience": 22, "order_count": 41}}
{"tick": 5001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $98 (storage 2000), power 185 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1300, killed $1500 (7 units, 0 bldgs), lost $2200 (12 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 9%; Building: proc 0%; Building: powr 0%; Vehicle: harv 32%; Infantry: e1 8%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 94%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%, #170 powr@(93,14) 91%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #177@(91,9) #179@(94,8)\n  harv (Ore Truck (harvester)) x1: #132@(99,15)\nVISIBLE ENEMY UNITS (2):\n  #147 e1@(88,14) 100%, #148 e1@(88,14) 90%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: Base at (95,11). Cash starved until harvester unloads. #162 engaging enemy e3. Harv #2 at 20%, proc #2 queued. Next: build fix once weap/cash ready for 3tnk.", "raw": "{\"thoughts\": \"Cash-starved at $0 with only one harvester working. Enemy riflemen are probing near (88,14) - my two e1s should clear them. Keep harvester mining; production stalls until ore unloads.\",\"notes\": \"Base (95,11). Two enemy e1 at (88,14) - kill with #177,#179. Harv #132 mining. Cash 0; queued e1s will trickle out. Once cash flows: finish proc #2, then fix for 3tnk.\",\"commands\": [{\"do\":\"attack\",\"units\":[177,179],\"target\":147},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"rally\",\"building\":159,\"x\":92,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1580, "completion_tokens": 494, "total_tokens": 2074, "cost": 0.000803376, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000803376, "upstream_inference_prompt_cost": 0.000210576, "upstream_inference_completions_cost": 0.0005928}, "completion_tokens_details": {"reasoning_tokens": 314, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.12, "thoughts": "Cash-starved at $0 with only one harvester working. Enemy riflemen are probing near (88,14) - my two e1s should clear them. Keep harvester mining; production stalls until ore unloads.", "notes": "Base (95,11). Two enemy e1 at (88,14) - kill with #177,#179. Harv #132 mining. Cash 0; queued e1s will trickle out. Once cash flows: finish proc #2, then fix for 3tnk.", "commands": [{"do": "attack", "units": [177, 179], "target": 147}, {"do": "harvest", "unit": 132}, {"do": "rally", "building": 159, "x": 92, "y": 14}, {"do": "rally", "building": 134, "x": 92, "y": 14}], "feedback": ["attack: 2 units", "rally #159: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1500, "deaths_cost": 2200, "units_killed": 7, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2500, "experience": 15, "order_count": 41}}
{"tick": 5201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:28 (tick 5201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $300 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10200, army $4300, killed $2200 (12 units, 0 bldgs), lost $1700 (9 units, 0 bldgs). Map explored 22.2%.\nPRODUCTION: Building: weap READY TO PLACE; Infantry: e1 1%\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@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x18: #143@(64,24)1% #148@(88,14)72% #153@(88,12)19% #161@(75,13)62% #163@(76,13)94% #164@(73,16) #165@(65,24) #166@(63,26) #167@(60,28) #168@(57,28) #174@(45,24) #175@(41,24) #176@(38,24) #178@(23,19) #180@(20,16) #181@(17,16) #182@(14,15) #183@(11,13)\n  e3 (Rocket Soldier) x1: #171@(48,25)\n  harv (Ore Truck (harvester)) x2: #131@(3,28) #152@(11,30)\nVISIBLE ENEMY UNITS (2):\n  #177 e1@(91,10) 100%, #179 e1@(91,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - attack_move: 15 units\n  - move: 1 units\n  - stance: 15 units\nYOUR NOTES FROM LAST TURN: WF weap at 92%; enemy base still not visible, likely 95,11. Forward infantry moving east; #143 at 1% retreating. Two harvesters active.", "raw": "{\"thoughts\":\"War Factory is ready and must be placed immediately. Our infantry is approaching the likely enemy start; keep pressure while the economy funds vehicle production.\",\"notes\":\"Place WF, rally it and barracks east toward enemy start (95,11). Enemy has only two rifles visible near 91,10; forward infantry group is spread across center/east.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":17,\"y\":20},{\"do\":\"rally\",\"building\":133,\"x\":75,\"y\":13},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[143],\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1536, "completion_tokens": 261, "total_tokens": 1797, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1534, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0076681, "upstream_inference_prompt_cost": 0.0042229, "upstream_inference_completions_cost": 0.0034452}, "completion_tokens_details": {"reasoning_tokens": 93, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "War Factory is ready and must be placed immediately. Our infantry is approaching the likely enemy start; keep pressure while the economy funds vehicle production.", "notes": "Place WF, rally it and barracks east toward enemy start (95,11). Enemy has only two rifles visible near 91,10; forward infantry group is spread across center/east.", "commands": [{"do": "place", "item": "weap", "x": 17, "y": 20}, {"do": "rally", "building": 133, "x": 75, "y": 13}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "move", "units": [143], "x": 12, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "rally #133: ordered", "attack_move: 19 units", "move: 1 units", "stance: 19 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 1700, "units_killed": 12, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 2100, "income": 5000, "experience": 22, "order_count": 41}}
{"tick": 5201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 159 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1300, killed $1700 (9 units, 0 bldgs), lost $2200 (12 units, 0 bldgs). Map explored 17.8%.\nPRODUCTION: Building: proc 12%; Building: proc 0%; Building: powr 0%; Vehicle: harv 35%; Infantry: e1 39%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 80%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%, #170 powr@(93,14) 79%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #177@(91,10) #179@(91,10)\n  harv (Ore Truck (harvester)) x1: #132@(104,23)\nVISIBLE ENEMY UNITS (2):\n  #148 e1@(88,14) 72%, #153 e1@(88,12) 19%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - rally #159: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Base (95,11). Two enemy e1 at (88,14) - kill with #177,#179. Harv #132 mining. Cash 0; queued e1s will trickle out. Once cash flows: finish proc #2, then fix for 3tnk.", "raw": "{\"thoughts\": \"Cash is empty so I must let production continue. Two enemy rifle infantry are near my base; my two rifle infantry can finish them off. Keep harvester mining and queues running.\", \"notes\": \"Base (95,11). Kill enemy e1 #153 (19%) and #148 (72%) with #177,#179. Harv #132 mining at (104,23). Cash 0 - waiting on harvest income. Next: finish proc #2, then fix, then 3tnk.\", \"commands\": [{\"do\":\"attack\",\"units\":[177,179],\"target\":153},{\"do\":\"attack\",\"units\":[177,179],\"target\":148},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":12},{\"do\":\"rally\",\"building\":159,\"x\":90,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1604, "completion_tokens": 368, "total_tokens": 1972, "cost": 0.000659376, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000659376, "upstream_inference_prompt_cost": 0.000217776, "upstream_inference_completions_cost": 0.0004416}, "completion_tokens_details": {"reasoning_tokens": 192, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.85, "thoughts": "Cash is empty so I must let production continue. Two enemy rifle infantry are near my base; my two rifle infantry can finish them off. Keep harvester mining and queues running.", "notes": "Base (95,11). Kill enemy e1 #153 (19%) and #148 (72%) with #177,#179. Harv #132 mining at (104,23). Cash 0 - waiting on harvest income. Next: finish proc #2, then fix, then 3tnk.", "commands": [{"do": "attack", "units": [177, 179], "target": 153}, {"do": "attack", "units": [177, 179], "target": 148}, {"do": "rally", "building": 134, "x": 90, "y": 12}, {"do": "rally", "building": 159, "x": 90, "y": 12}], "feedback": ["attack: 2 units", "attack: 2 units", "rally #134: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 2200, "units_killed": 9, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2500, "experience": 17, "order_count": 41}}
{"tick": 5401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:36 (tick 5401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $375 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12100, army $4200, killed $2200 (12 units, 0 bldgs), lost $1900 (11 units, 0 bldgs). Map explored 22.7%.\nPRODUCTION: all queues idle\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@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #143@(53,27)1% #161@(85,12)62% #163@(86,12)94% #164@(81,10) #165@(73,16) #166@(70,19) #167@(68,21) #168@(66,23) #174@(54,28) #175@(51,26) #176@(48,25) #178@(32,24) #180@(29,22) #181@(27,20) #182@(24,20) #183@(21,17) #185@(18,16)\n  e3 (Rocket Soldier) x1: #171@(57,28)\n  harv (Ore Truck (harvester)) x2: #131@(9,22) #152@(9,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - rally #133: ordered\n  - attack_move: 19 units\n  - move: 1 units\n  - stance: 19 units\nYOUR NOTES FROM LAST TURN: Place WF, rally it and barracks east toward enemy start (95,11). Enemy has only two rifles visible near 91,10; forward infantry group is spread across center/east.", "raw": "{\"thoughts\":\"War Factory is online and our infantry screen is nearing the enemy start. Keep pressure toward the northeast while the damaged scout retreats; use incoming income for continuous tank and infantry production.\",\"notes\":\"Enemy base remains likely around 95,11; infantry assault advancing east. War Factory #184 and barracks #133 should rally northeast; train tanks/rockets as cash arrives.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":72,\"y\":15},{\"do\":\"rally\",\"building\":184,\"x\":72,\"y\":15},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":94,\"y\":11},{\"do\":\"move\",\"units\":[143],\"x\":18,\"y\":16},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1567, "completion_tokens": 258, "total_tokens": 1825, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1565, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00771375, "upstream_inference_prompt_cost": 0.00430815, "upstream_inference_completions_cost": 0.0034056}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.09, "thoughts": "War Factory is online and our infantry screen is nearing the enemy start. Keep pressure toward the northeast while the damaged scout retreats; use incoming income for continuous tank and infantry production.", "notes": "Enemy base remains likely around 95,11; infantry assault advancing east. War Factory #184 and barracks #133 should rally northeast; train tanks/rockets as cash arrives.", "commands": [{"do": "rally", "building": 133, "x": 72, "y": 15}, {"do": "rally", "building": 184, "x": 72, "y": 15}, {"do": "attack_move", "units": "all_army", "x": 94, "y": 11}, {"do": "move", "units": [143], "x": 18, "y": 16}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["rally #133: ordered", "rally #184: ordered", "attack_move: 18 units", "move: 1 units", "stance: 18 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 1900, "units_killed": 12, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12100, "army_value": 2000, "income": 4650, "experience": 22, "order_count": 42}}
{"tick": 5401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 157 made / 80 used, harvesters 1.\nSCORE: assets $7800, army $1300, killed $1900 (11 units, 0 bldgs), lost $2200 (12 units, 0 bldgs). Map explored 17.9%.\nPRODUCTION: Building: proc 12%; Building: proc 0%; Building: powr 0%; Vehicle: harv 35%; Infantry: e1 39%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 80%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%, #170 powr@(93,14) 77%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #177@(91,10)96%* #179@(91,11)43%*\n  harv (Ore Truck (harvester)) x1: #132@(100,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - attack: 2 units\n  - rally #134: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: Base (95,11). Kill enemy e1 #153 (19%) and #148 (72%) with #177,#179. Harv #132 mining at (104,23). Cash 0 - waiting on harvest income. Next: finish proc #2, then fix, then 3tnk.", "raw": "{\"thoughts\": \"Economy is stalled at $0 with only one harvester, so the priority is mining and finishing the queued harvester. With no army and no visible enemy, I'll keep the two riflemen defending the base/mining area and keep production queues busy.\", \"notes\": \"Base (95,11). Cash 0, need income. Harv #132 mining (100,22). Queues: proc 12% (unaffordable), harv 35%, e1 39%. Enemy start ~(12,16). Next: build harv #2, then powr/fix, then 3tnk.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"rally\", \"building\": 134, \"x\": 95, \"y\": 13}, {\"do\": \"rally\", \"building\": 159, \"x\": 95, \"y\": 14}, {\"do\": \"move\", \"units\": [177, 179], \"x\": 99, \"y\": 18}, {\"do\": \"stance\", \"units\": [177, 179], \"stance\": \"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1596, "completion_tokens": 1030, "total_tokens": 2626, "cost": 0.001451376, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001451376, "upstream_inference_prompt_cost": 0.000215376, "upstream_inference_completions_cost": 0.001236}, "completion_tokens_details": {"reasoning_tokens": 777, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.5, "thoughts": "Economy is stalled at $0 with only one harvester, so the priority is mining and finishing the queued harvester. With no army and no visible enemy, I'll keep the two riflemen defending the base/mining area and keep production queues busy.", "notes": "Base (95,11). Cash 0, need income. Harv #132 mining (100,22). Queues: proc 12% (unaffordable), harv 35%, e1 39%. Enemy start ~(12,16). Next: build harv #2, then powr/fix, then 3tnk.", "commands": [{"do": "harvest", "unit": 132}, {"do": "rally", "building": 134, "x": 95, "y": 13}, {"do": "rally", "building": 159, "x": 95, "y": 14}, {"do": "move", "units": [177, 179], "x": 99, "y": 18}, {"do": "stance", "units": [177, 179], "stance": "defend"}], "feedback": ["rally #134: ordered", "rally #159: ordered", "move: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 2200, "units_killed": 11, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 200, "income": 2050, "experience": 19, "order_count": 41}}
{"tick": 5601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:44 (tick 5601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $1200 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12100, army $4200, killed $2300 (13 units, 0 bldgs), lost $1900 (11 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: all queues idle\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@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #143@(42,27)1% #161@(89,12)62% #163@(88,12)94% #164@(88,10) #165@(81,12) #166@(78,12) #167@(75,14) #168@(73,16) #174@(63,26) #175@(61,27) #176@(58,28) #178@(42,24) #180@(39,24) #181@(36,24) #182@(33,24) #183@(30,23) #185@(28,21)\n  e3 (Rocket Soldier) x1: #171@(66,23)\n  harv (Ore Truck (harvester)) x2: #131@(2,27) #152@(10,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - rally #184: ordered\n  - attack_move: 18 units\n  - move: 1 units\n  - stance: 18 units\nYOUR NOTES FROM LAST TURN: Enemy base remains likely around 95,11; infantry assault advancing east. War Factory #184 and barracks #133 should rally northeast; train tanks/rockets as cash arrives.", "raw": "{\"thoughts\":\"Our infantry spearhead is approaching the likely enemy start with no defenders currently visible. Keep the pressure moving northeast while ore unloads, then prioritize a Service Depot to unlock Medium Tanks.\",\"notes\":\"Infantry/rocket attack group pushing toward enemy start (95,11). Need spend incoming cash on fix, then nonstop 2tnk and e3; base has 2 refs/2 harvesters.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[161,163,164,165,166,167,168,171,174,175,176,178,180,181,182,183,185],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[143],\"x\":18,\"y\":18},{\"do\":\"stance\",\"units\":[161,163,164,165,166,167,168,171,174,175,176,178,180,181,182,183,185],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":133,\"x\":82,\"y\":13},{\"do\":\"rally\",\"building\":184,\"x\":82,\"y\":13},{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1555, "completion_tokens": 456, "total_tokens": 2011, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1553, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.01029435, "upstream_inference_prompt_cost": 0.00427515, "upstream_inference_completions_cost": 0.0060192}, "completion_tokens_details": {"reasoning_tokens": 209, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.62, "thoughts": "Our infantry spearhead is approaching the likely enemy start with no defenders currently visible. Keep the pressure moving northeast while ore unloads, then prioritize a Service Depot to unlock Medium Tanks.", "notes": "Infantry/rocket attack group pushing toward enemy start (95,11). Need spend incoming cash on fix, then nonstop 2tnk and e3; base has 2 refs/2 harvesters.", "commands": [{"do": "attack_move", "units": [161, 163, 164, 165, 166, 167, 168, 171, 174, 175, 176, 178, 180, 181, 182, 183, 185], "x": 95, "y": 11}, {"do": "move", "units": [143], "x": 18, "y": 18}, {"do": "stance", "units": [161, 163, 164, 165, 166, 167, 168, 171, 174, 175, 176, 178, 180, 181, 182, 183, 185], "stance": "attack_anything"}, {"do": "rally", "building": 133, "x": 82, "y": 13}, {"do": "rally", "building": 184, "x": 82, "y": 13}, {"do": "build", "item": "fix"}], "feedback": ["attack_move: 17 units", "move: 1 units", "stance: 17 units", "rally #133: ordered", "rally #184: ordered", "build fix: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 1900, "units_killed": 13, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12100, "army_value": 2000, "income": 5500, "experience": 23, "order_count": 42}}
{"tick": 5601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 148 made / 80 used, harvesters 1.\nSCORE: assets $7700, army $1200, killed $1900 (11 units, 0 bldgs), lost $2300 (13 units, 0 bldgs). Map explored 17.9%.\nPRODUCTION: Building: proc 12%; Building: proc 0%; Building: powr 0%; Vehicle: harv 35%; Infantry: e1 39%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 99%, #124 powr@(93,11) 71%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%, #170 powr@(93,14) 77%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #179@(99,18)43%\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (2):\n  #161 e1@(89,12) 62%, #164 e1@(88,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - rally #159: ordered\n  - move: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Base (95,11). Cash 0, need income. Harv #132 mining (100,22). Queues: proc 12% (unaffordable), harv 35%, e1 39%. Enemy start ~(12,16). Next: build harv #2, then powr/fix, then 3tnk.", "raw": "{\"thoughts\": \"Cash is at $0 so nothing advances without ore. Get the harvester mining immediately. Enemy riflemen are probing from the west; keep our lone rifleman alive defensively and queue more cheap infantry plus a second harvester. Keep the proc building since it will finish once ore income resumes.\", \"notes\": \"Base (95,11). Enemy probing from west ~(88,12). Harv #132 must mine (nearest ore ~(100,22)). Queues: proc building, harv 35%, e1 39%. Goal: harv #2 + fix, then 3tnk. Enemy start ~(12,16).\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":14},{\"do\":\"rally\",\"building\":159,\"x\":92,\"y\":16},{\"do\":\"stance\",\"units\":[179],\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1618, "completion_tokens": 692, "total_tokens": 2310, "cost": 0.001090008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001090008, "upstream_inference_prompt_cost": 0.000259608, "upstream_inference_completions_cost": 0.0008304}, "completion_tokens_details": {"reasoning_tokens": 476, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.94, "thoughts": "Cash is at $0 so nothing advances without ore. Get the harvester mining immediately. Enemy riflemen are probing from the west; keep our lone rifleman alive defensively and queue more cheap infantry plus a second harvester. Keep the proc building since it will finish once ore income resumes.", "notes": "Base (95,11). Enemy probing from west ~(88,12). Harv #132 must mine (nearest ore ~(100,22)). Queues: proc building, harv 35%, e1 39%. Goal: harv #2 + fix, then 3tnk. Enemy start ~(12,16).", "commands": [{"do": "harvest", "unit": 132}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 134, "x": 92, "y": 14}, {"do": "rally", "building": 159, "x": 92, "y": 16}, {"do": "stance", "units": [179], "stance": "defend"}], "feedback": ["train 3x e1: queued", "rally #134: ordered", "rally #159: ordered", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 2300, "units_killed": 11, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7700, "army_value": 100, "income": 2000, "experience": 19, "order_count": 41}}
{"tick": 5801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:52 (tick 5801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $875 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12100, army $4200, killed $2300 (13 units, 0 bldgs), lost $1900 (11 units, 0 bldgs). Map explored 24%.\nPRODUCTION: Building: fix 27%\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@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #143@(30,27)1% #161@(89,12)58% #163@(88,12)94% #164@(88,10)25% #165@(89,12)70% #166@(88,12) #167@(85,12) #168@(81,10) #174@(71,18) #175@(68,21) #176@(66,23) #178@(52,27) #180@(49,26) #181@(47,24) #182@(44,24) #183@(40,24) #185@(37,24)\n  e3 (Rocket Soldier) x1: #171@(73,16)\n  harv (Ore Truck (harvester)) x2: #131@(5,27) #152@(8,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - move: 1 units\n  - stance: 17 units\n  - rally #133: ordered\n  - rally #184: ordered\n  - build fix: started\nYOUR NOTES FROM LAST TURN: Infantry/rocket attack group pushing toward enemy start (95,11). Need spend incoming cash on fix, then nonstop 2tnk and e3; base has 2 refs/2 harvesters.", "raw": "{\"thoughts\":\"Our infantry spearhead is at the likely enemy start but has not spotted structures yet, so continue sweeping the area while completing the depot. Queue rockets and a light tank immediately to add anti-vehicle strength as income arrives.\",\"notes\":\"Service Depot nearly ready; place it next turn and transition War Factory into Medium Tanks. Infantry/rocket force is sweeping enemy start around 95,11; no enemy assets currently visible.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":98,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1},{\"do\":\"rally\",\"building\":133,\"x\":82,\"y\":12},{\"do\":\"rally\",\"building\":184,\"x\":82,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1569, "completion_tokens": 392, "total_tokens": 1961, "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": 0.00948805, "upstream_inference_prompt_cost": 0.00431365, "upstream_inference_completions_cost": 0.0051744}, "completion_tokens_details": {"reasoning_tokens": 199, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.51, "thoughts": "Our infantry spearhead is at the likely enemy start but has not spotted structures yet, so continue sweeping the area while completing the depot. Queue rockets and a light tank immediately to add anti-vehicle strength as income arrives.", "notes": "Service Depot nearly ready; place it next turn and transition War Factory into Medium Tanks. Infantry/rocket force is sweeping enemy start around 95,11; no enemy assets currently visible.", "commands": [{"do": "attack_move", "units": "all_army", "x": 98, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "1tnk", "count": 1}, {"do": "rally", "building": 133, "x": 82, "y": 12}, {"do": "rally", "building": 184, "x": 82, "y": 12}], "feedback": ["attack_move: 18 units", "stance: 18 units", "train 3x e3: queued", "train 1x 1tnk: queued", "rally #133: ordered", "rally #184: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 1900, "units_killed": 13, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12100, "army_value": 2000, "income": 5500, "experience": 23, "order_count": 43}}
{"tick": 5801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 122 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1400, killed $1900 (11 units, 0 bldgs), lost $2300 (13 units, 0 bldgs). Map explored 17.9%.\nPRODUCTION: Building: proc 24%; Building: proc 0%; Building: powr 0%; Vehicle: harv 51%; Infantry: e1 3%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 99%, #124 powr@(93,11) 45%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%, #170 powr@(93,14) 77%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #179@(99,18)43%* #186@(92,9) #187@(92,9)\n  harv (Ore Truck (harvester)) x1: #132@(98,20)\nVISIBLE ENEMY UNITS (3):\n  #161 e1@(89,12) 58%, #164 e1@(88,10) 25%, #165 e1@(89,12) 70%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - rally #134: ordered\n  - rally #159: ordered\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Base (95,11). Enemy probing from west ~(88,12). Harv #132 must mine (nearest ore ~(100,22)). Queues: proc building, harv 35%, e1 39%. Goal: harv #2 + fix, then 3tnk. Enemy start ~(12,16).", "raw": "{\"thoughts\": \"Enemy rifle infantry are probing our western power plant at (89,11); intercepting them with our riflemen. Harvester #2 is at 51% and refinery at 24%, needing our single harvester's ore dump to finish.\", \"notes\": \"Eliminate enemy infantry at (89,11). Harv #2 finishing soon. Need Fix (Service Depot) after proc for 3tnk production.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [186, 187], \"x\": 89, \"y\": 11}, {\"do\": \"repair\", \"building\": 124}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1767, "completion_tokens": 1043, "total_tokens": 2810, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.010473, "upstream_inference_prompt_cost": 0.0026505, "upstream_inference_completions_cost": 0.0078225}, "completion_tokens_details": {"reasoning_tokens": 897, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.49, "thoughts": "Enemy rifle infantry are probing our western power plant at (89,11); intercepting them with our riflemen. Harvester #2 is at 51% and refinery at 24%, needing our single harvester's ore dump to finish.", "notes": "Eliminate enemy infantry at (89,11). Harv #2 finishing soon. Need Fix (Service Depot) after proc for 3tnk production.", "commands": [{"do": "attack_move", "units": [186, 187], "x": 89, "y": 11}, {"do": "repair", "building": 124}], "feedback": ["attack_move: 2 units", "repair #124: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1900, "deaths_cost": 2300, "units_killed": 11, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 300, "income": 2500, "experience": 19, "order_count": 44}}
{"tick": 6001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:00 (tick 6001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $395 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12000, army $4100, killed $2300 (13 units, 0 bldgs), lost $2300 (15 units, 0 bldgs). Map explored 24%.\nPRODUCTION: Building: fix 55%; Vehicle: 1tnk 46%; Infantry: e3 7%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #143@(41,26)1% #161@(89,12)39% #163@(88,12)94% #166@(88,12) #174@(79,12) #175@(76,13) #176@(74,15) #178@(62,27) #180@(59,28) #181@(56,28) #182@(53,27) #183@(50,26) #185@(47,24)\n  e3 (Rocket Soldier) x2: #171@(82,12) #188@(12,14)\n  harv (Ore Truck (harvester)) x2: #131@(8,23) #152@(9,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\n  - stance: 18 units\n  - train 3x e3: queued\n  - train 1x 1tnk: queued\n  - rally #133: ordered\n  - rally #184: ordered\nYOUR NOTES FROM LAST TURN: Service Depot nearly ready; place it next turn and transition War Factory into Medium Tanks. Infantry/rocket force is sweeping enemy start around 95,11; no enemy assets currently visible.", "raw": "{\"thoughts\":\"The infantry sweep has reached the suspected enemy start but has not found buildings yet, so I will continue probing east while the Service Depot finishes. Economy is currently depleted, so preserve units and resume production as ore unloads.\",\"notes\":\"Enemy base not visible at 95,11 despite sweep; continue searching east/southeast. Service Depot 55% and then build Medium Tanks; infantry column spans 47-89, damaged #143 should retreat.\",\"commands\":[{\"do\":\"move\",\"units\":[143],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[161,163,166,171,174,175,176],\"x\":103,\"y\":11},{\"do\":\"attack_move\",\"units\":[178,180,181,182,183,185],\"x\":95,\"y\":20},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1572, "completion_tokens": 249, "total_tokens": 1821, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1570, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0076087, "upstream_inference_prompt_cost": 0.0043219, "upstream_inference_completions_cost": 0.0032868}, "completion_tokens_details": {"reasoning_tokens": 55, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.01, "thoughts": "The infantry sweep has reached the suspected enemy start but has not found buildings yet, so I will continue probing east while the Service Depot finishes. Economy is currently depleted, so preserve units and resume production as ore unloads.", "notes": "Enemy base not visible at 95,11 despite sweep; continue searching east/southeast. Service Depot 55% and then build Medium Tanks; infantry column spans 47-89, damaged #143 should retreat.", "commands": [{"do": "move", "units": [143], "x": 12, "y": 16}, {"do": "attack_move", "units": [161, 163, 166, 171, 174, 175, 176], "x": 103, "y": 11}, {"do": "attack_move", "units": [178, 180, 181, 182, 183, 185], "x": 95, "y": 20}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["move: 1 units", "attack_move: 7 units", "attack_move: 6 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 2300, "units_killed": 13, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12000, "army_value": 1900, "income": 5500, "experience": 23, "order_count": 47}}
{"tick": 6001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 91 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1400, killed $2300 (15 units, 0 bldgs), lost $2300 (13 units, 0 bldgs). Map explored 18%.\nPRODUCTION: Building: proc 24%; Building: proc 0%; Building: powr 0%; Vehicle: harv 51%; Infantry: e1 3%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 99%, #124 powr@(93,11) 14%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%, #170 powr@(93,14) 77%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #179@(99,18)43%* #186@(92,9) #187@(92,9)\n  harv (Ore Truck (harvester)) x1: #132@(103,23)\nVISIBLE ENEMY UNITS (1):\n  #161 e1@(89,12) 39%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - repair #124: ordered\nYOUR NOTES FROM LAST TURN: Eliminate enemy infantry at (89,11). Harv #2 finishing soon. Need Fix (Service Depot) after proc for 3tnk production.", "raw": "{\"thoughts\": \"Harvester #1 is out mining; cash is low so production will resume when it unloads. Send infantry to finish off the lone enemy scout at (89,12).\", \"notes\": \"Eliminating enemy scout. Awaiting harv dump to progress proc and harv #2. Next build fix to unlock Heavy Tanks.\", \"commands\": [{\"do\": \"attack\", \"units\": [186, 187, 179], \"target\": 161}, {\"do\": \"repair\", \"building\": 124}, {\"do\": \"repair\", \"building\": 170}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1665, "completion_tokens": 580, "total_tokens": 2245, "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": 0.0068475, "upstream_inference_prompt_cost": 0.0024975, "upstream_inference_completions_cost": 0.00435}, "completion_tokens_details": {"reasoning_tokens": 444, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.5, "thoughts": "Harvester #1 is out mining; cash is low so production will resume when it unloads. Send infantry to finish off the lone enemy scout at (89,12).", "notes": "Eliminating enemy scout. Awaiting harv dump to progress proc and harv #2. Next build fix to unlock Heavy Tanks.", "commands": [{"do": "attack", "units": [186, 187, 179], "target": 161}, {"do": "repair", "building": 124}, {"do": "repair", "building": 170}], "feedback": ["attack: 3 units", "repair #124: ordered", "repair #170: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2300, "deaths_cost": 2300, "units_killed": 15, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 300, "income": 2200, "experience": 23, "order_count": 44}}
{"tick": 6201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:08 (tick 6201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 / 110 used, harvesters 2.\nSCORE: assets $11900, army $4000, killed $2600 (13 units, 1 bldgs), lost $2700 (17 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: fix 80%; Vehicle: 1tnk 89%; Infantry: e3 6%\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@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #143@(33,18)1% #163@(88,12)89% #166@(88,12) #174@(88,11)53% #175@(86,11) #176@(83,15) #178@(71,24) #180@(68,24) #181@(65,24) #182@(62,27) #183@(60,28) #185@(57,28)\n  e3 (Rocket Soldier) x2: #188@(22,18) #189@(13,14)\n  harv (Ore Truck (harvester)) x2: #131@(6,29) #152@(7,28)\nVISIBLE ENEMY UNITS (2):\n  #186 e1@(92,9) 100%, #187 e1@(92,9) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 7 units\n  - attack_move: 6 units\nYOUR NOTES FROM LAST TURN: Enemy base not visible at 95,11 despite sweep; continue searching east/southeast. Service Depot 55% and then build Medium Tanks; infantry column spans 47-89, damaged #143 should retreat.", "raw": "{\"thoughts\":\"Service Depot and current units are nearly complete, while our infantry screen is already deep in enemy territory. Continue the eastern sweep toward the likely base area, withdraw the critically damaged rifleman, and immediately transition the War Factory to armor once funds arrive.\",\"notes\":\"Fix nearly done; current 1tnk and e3 nearly done. Infantry scouts spread from 57,28 to 88,12; enemy rifles at 92,9. Search southeast/east from 95,11; retreat #143.\",\"commands\":[{\"do\":\"move\",\"units\":[143],\"x\":18,\"y\":17},{\"do\":\"attack_move\",\"units\":[163,166,174,175,176],\"x\":101,\"y\":17},{\"do\":\"attack_move\",\"units\":[178,180,181,182,183,185],\"x\":92,\"y\":35},{\"do\":\"attack_move\",\"units\":[188,189],\"x\":45,\"y\":23},{\"do\":\"rally\",\"building\":184,\"x\":62,\"y\":27},{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":27}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1558, "completion_tokens": 356, "total_tokens": 1914, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1556, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0089826, "upstream_inference_prompt_cost": 0.0042834, "upstream_inference_completions_cost": 0.0046992}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.18, "thoughts": "Service Depot and current units are nearly complete, while our infantry screen is already deep in enemy territory. Continue the eastern sweep toward the likely base area, withdraw the critically damaged rifleman, and immediately transition the War Factory to armor once funds arrive.", "notes": "Fix nearly done; current 1tnk and e3 nearly done. Infantry scouts spread from 57,28 to 88,12; enemy rifles at 92,9. Search southeast/east from 95,11; retreat #143.", "commands": [{"do": "move", "units": [143], "x": 18, "y": 17}, {"do": "attack_move", "units": [163, 166, 174, 175, 176], "x": 101, "y": 17}, {"do": "attack_move", "units": [178, 180, 181, 182, 183, 185], "x": 92, "y": 35}, {"do": "attack_move", "units": [188, 189], "x": 45, "y": 23}, {"do": "rally", "building": 184, "x": 62, "y": 27}, {"do": "rally", "building": 133, "x": 55, "y": 27}], "feedback": ["move: 1 units", "attack_move: 5 units", "attack_move: 6 units", "attack_move: 2 units", "rally #184: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 2700, "units_killed": 13, "units_lost": 17, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11900, "army_value": 1800, "income": 6000, "experience": 23, "order_count": 47}}
{"tick": 6201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 74 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7600, army $1400, killed $2700 (17 units, 0 bldgs), lost $2600 (13 units, 1 bldgs). Map explored 18%.\nPRODUCTION: Building: proc 24%; Building: proc 0%; Building: powr 0%; Vehicle: harv 51%; Infantry: e1 3%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 99%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%, #170 powr@(93,14) 74%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #179@(98,18)43%* #186@(92,9) #187@(92,9)\n  harv (Ore Truck (harvester)) x1: #132@(99,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - repair #124: ordered\n  - repair #170: ordered\nYOUR NOTES FROM LAST TURN: Eliminating enemy scout. Awaiting harv dump to progress proc and harv #2. Next build fix to unlock Heavy Tanks.", "raw": "{\"thoughts\": \"Low power and no cash, so economy is the bottleneck. My single harvester needs to keep mining. I'll start a Power Plant to fix the low-power penalty and let the queued refinery finish. No enemy visible, so keep units home defending.\", \"notes\": \"Econ focus: harvester mining, proc 24% finishing, then powr to fix low power. Then fix depot -> Heavy Tanks. Army weak (3 e1), keep near base at (95,11).\", \"commands\": [{\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"build\", \"item\": \"powr\"}, {\"do\": \"rally\", \"building\": 159, \"x\": 95, \"y\": 16}, {\"do\": \"rally\", \"building\": 134, \"x\": 95, \"y\": 16}, {\"do\": \"stance\", \"units\": [179, 186, 187], \"stance\": \"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1559, "completion_tokens": 713, "total_tokens": 2272, "cost": 0.001059876, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001059876, "upstream_inference_prompt_cost": 0.000204276, "upstream_inference_completions_cost": 0.0008556}, "completion_tokens_details": {"reasoning_tokens": 499, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.95, "thoughts": "Low power and no cash, so economy is the bottleneck. My single harvester needs to keep mining. I'll start a Power Plant to fix the low-power penalty and let the queued refinery finish. No enemy visible, so keep units home defending.", "notes": "Econ focus: harvester mining, proc 24% finishing, then powr to fix low power. Then fix depot -> Heavy Tanks. Army weak (3 e1), keep near base at (95,11).", "commands": [{"do": "harvest", "unit": 132}, {"do": "build", "item": "powr"}, {"do": "rally", "building": 159, "x": 95, "y": 16}, {"do": "rally", "building": 134, "x": 95, "y": 16}, {"do": "stance", "units": [179, 186, 187], "stance": "defend"}], "feedback": ["build powr: started", "rally #159: ordered", "rally #134: ordered", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 2600, "units_killed": 17, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 27, "order_count": 44}}
{"tick": 6401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:16 (tick 6401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $265 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11700, army $3800, killed $2700 (14 units, 1 bldgs), lost $2900 (19 units, 0 bldgs). Map explored 27.1%.\nPRODUCTION: Building: fix 81%; Vehicle: 1tnk 91%; Infantry: e3 13%\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@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #143@(20,18)1% #163@(88,12)53% #166@(88,12)79% #176@(88,15) #178@(80,25) #180@(78,24) #181@(74,26) #182@(70,33) #183@(68,34) #185@(65,32)\n  e3 (Rocket Soldier) x2: #188@(32,18) #189@(22,18)\n  harv (Ore Truck (harvester)) x2: #131@(9,22) #152@(5,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 5 units\n  - attack_move: 6 units\n  - attack_move: 2 units\n  - rally #184: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Fix nearly done; current 1tnk and e3 nearly done. Infantry scouts spread from 57,28 to 88,12; enemy rifles at 92,9. Search southeast/east from 95,11; retreat #143.", "raw": "{\"thoughts\":\"Service Depot and current tank are nearly complete; infantry scouts are approaching the likely enemy start but enemy buildings remain unspotted. Keep the forward force searching and pull the critically wounded rifle back while maintaining production rallies east.\",\"notes\":\"Enemy likely around 95,11; forward scouts at 65-88 east/southeast. Fix and 1tnk nearly ready; place fix immediately next turn, then pursue medium tanks and expansion.\",\"commands\":[{\"do\":\"move\",\"units\":[143],\"x\":15,\"y\":17},{\"do\":\"attack_move\",\"units\":[163,166,176],\"x\":98,\"y\":10},{\"do\":\"attack_move\",\"units\":[178,180,181,182,183,185],\"x\":96,\"y\":22},{\"do\":\"attack_move\",\"units\":[188,189],\"x\":55,\"y\":22},{\"do\":\"rally\",\"building\":184,\"x\":62,\"y\":25},{\"do\":\"rally\",\"building\":133,\"x\":60,\"y\":25}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1554, "completion_tokens": 271, "total_tokens": 1825, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1552, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0078496, "upstream_inference_prompt_cost": 0.0042724, "upstream_inference_completions_cost": 0.0035772}, "completion_tokens_details": {"reasoning_tokens": 53, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.55, "thoughts": "Service Depot and current tank are nearly complete; infantry scouts are approaching the likely enemy start but enemy buildings remain unspotted. Keep the forward force searching and pull the critically wounded rifle back while maintaining production rallies east.", "notes": "Enemy likely around 95,11; forward scouts at 65-88 east/southeast. Fix and 1tnk nearly ready; place fix immediately next turn, then pursue medium tanks and expansion.", "commands": [{"do": "move", "units": [143], "x": 15, "y": 17}, {"do": "attack_move", "units": [163, 166, 176], "x": 98, "y": 10}, {"do": "attack_move", "units": [178, 180, 181, 182, 183, 185], "x": 96, "y": 22}, {"do": "attack_move", "units": [188, 189], "x": 55, "y": 22}, {"do": "rally", "building": 184, "x": 62, "y": 25}, {"do": "rally", "building": 133, "x": 60, "y": 25}], "feedback": ["move: 1 units", "attack_move: 3 units", "attack_move: 6 units", "attack_move: 2 units", "rally #184: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 2900, "units_killed": 14, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11700, "army_value": 1600, "income": 5850, "experience": 24, "order_count": 47}}
{"tick": 6401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $396 (storage 2000), power 58 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7500, army $1300, killed $2900 (19 units, 0 bldgs), lost $2700 (14 units, 1 bldgs). Map explored 18%.\nPRODUCTION: Building: proc 26%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 54%; Infantry: e1 38%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 99%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%, #170 powr@(93,14) 58%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #179@(98,18)43%* #186@(92,9)83%*\n  harv (Ore Truck (harvester)) x1: #132@(98,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - rally #159: ordered\n  - rally #134: ordered\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Econ focus: harvester mining, proc 24% finishing, then powr to fix low power. Then fix depot -> Heavy Tanks. Army weak (3 e1), keep near base at (95,11).", "raw": "{\"thoughts\":\"Power is low and building #170 is damaged; repairing it will help maintain power. Harvester is 54% done and Refinery is 26% done; keeping cash flow focused on them before teching to Service Depot. Pull idle riflemen back to guard the base.\",\"notes\":\"Proc and harv building. Repairing damaged powr. Need powr next to fix low power, then Service Depot (fix) for Heavy Tanks.\",\"commands\":[{\"do\":\"repair\",\"building\":170},{\"do\":\"repair\",\"building\":122},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"move\",\"units\":[179,186],\"x\":96,\"y\":12}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1673, "completion_tokens": 464, "total_tokens": 2137, "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": 0.0059895, "upstream_inference_prompt_cost": 0.0025095, "upstream_inference_completions_cost": 0.00348}, "completion_tokens_details": {"reasoning_tokens": 285, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.21, "thoughts": "Power is low and building #170 is damaged; repairing it will help maintain power. Harvester is 54% done and Refinery is 26% done; keeping cash flow focused on them before teching to Service Depot. Pull idle riflemen back to guard the base.", "notes": "Proc and harv building. Repairing damaged powr. Need powr next to fix low power, then Service Depot (fix) for Heavy Tanks.", "commands": [{"do": "repair", "building": 170}, {"do": "repair", "building": 122}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "move", "units": [179, 186], "x": 96, "y": 12}], "feedback": ["repair #170: ordered", "repair #122: ordered", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2900, "deaths_cost": 2700, "units_killed": 19, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 7500, "army_value": 200, "income": 2500, "experience": 29, "order_count": 45}}
{"tick": 6601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:24 (tick 6601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 / 110 used, harvesters 2.\nSCORE: assets $12400, army $4500, killed $2700 (14 units, 1 bldgs), lost $2900 (19 units, 0 bldgs). Map explored 30.7%.\nPRODUCTION: Building: fix 97%; Infantry: e3 77%\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@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(27,22)\n  e1 (Rifle Infantry) x10: #143@(14,17)1%* #163@(88,12)53% #166@(88,12)79% #176@(88,15) #178@(89,26) #180@(87,27) #181@(84,27) #182@(80,33) #183@(78,34) #185@(75,33)\n  e3 (Rocket Soldier) x2: #188@(42,19) #189@(31,24)\n  harv (Ore Truck (harvester)) x2: #131@(4,28) #152@(9,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 3 units\n  - attack_move: 6 units\n  - attack_move: 2 units\n  - rally #184: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely around 95,11; forward scouts at 65-88 east/southeast. Fix and 1tnk nearly ready; place fix immediately next turn, then pursue medium tanks and expansion.", "raw": "{\"thoughts\":\"Service Depot is about to finish; our forward infantry scouts should converge on the likely enemy start while the light tank and rockets follow. Economy is temporarily empty, so preserve the army and place the Depot as soon as it becomes ready.\",\"notes\":\"Place ready Service Depot next turn. Enemy remains unspotted, likely base at 95,11; forward infantry are spread from 75-89 east/southeast. Send armor/rockets east after Depot, then build refinery or second War Factory when funded.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[163,166,176,178,180,181,182,183,185],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[190,188,189],\"x\":88,\"y\":14},{\"do\":\"stance\",\"units\":[163,166,176,178,180,181,182,183,185,190,188,189],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1556, "completion_tokens": 334, "total_tokens": 1890, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1554, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0086867, "upstream_inference_prompt_cost": 0.0042779, "upstream_inference_completions_cost": 0.0044088}, "completion_tokens_details": {"reasoning_tokens": 110, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.64, "thoughts": "Service Depot is about to finish; our forward infantry scouts should converge on the likely enemy start while the light tank and rockets follow. Economy is temporarily empty, so preserve the army and place the Depot as soon as it becomes ready.", "notes": "Place ready Service Depot next turn. Enemy remains unspotted, likely base at 95,11; forward infantry are spread from 75-89 east/southeast. Send armor/rockets east after Depot, then build refinery or second War Factory when funded.", "commands": [{"do": "attack_move", "units": [163, 166, 176, 178, 180, 181, 182, 183, 185], "x": 95, "y": 11}, {"do": "attack_move", "units": [190, 188, 189], "x": 88, "y": 14}, {"do": "stance", "units": [163, 166, 176, 178, 180, 181, 182, 183, 185, 190, 188, 189], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 9 units", "attack_move: 3 units", "stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 2900, "units_killed": 14, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12400, "army_value": 2300, "income": 5600, "experience": 24, "order_count": 47}}
{"tick": 6601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $60 (storage 2000), power 34 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7600, army $1400, killed $2900 (19 units, 0 bldgs), lost $2700 (14 units, 1 bldgs). Map explored 18%.\nPRODUCTION: Building: proc 34%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 64%; Infantry: e1 50%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 99%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%, #170 powr@(93,14) 34%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #179@(96,13)43%* #186@(96,13)83%* #191@(93,11)\n  harv (Ore Truck (harvester)) x1: #132@(104,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #170: ordered\n  - repair #122: ordered\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Proc and harv building. Repairing damaged powr. Need powr next to fix low power, then Service Depot (fix) for Heavy Tanks.", "raw": "{\"thoughts\": \"Still severely low on power and cash is $0, so everything is stalled. Repair orders are in progress. I'll finish the current proc, queue a power plant next, and keep the idle riflemen defending near the base while the harvester mines.\", \"notes\": \"Low power (34/80). Proc building, harv building. Next: powr then fix (Service Depot) for tanks. Harv at (104,23). Base at (95,11), enemy likely (12,16).\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}, {\"do\":\"harvest\",\"unit\":132}, {\"do\":\"stance\",\"units\":[179,186,191],\"stance\":\"defend\"}, {\"do\":\"build\",\"item\":\"ftur\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1537, "completion_tokens": 515, "total_tokens": 2052, "cost": 0.000815676, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000815676, "upstream_inference_prompt_cost": 0.000197676, "upstream_inference_completions_cost": 0.000618}, "completion_tokens_details": {"reasoning_tokens": 349, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.57, "thoughts": "Still severely low on power and cash is $0, so everything is stalled. Repair orders are in progress. I'll finish the current proc, queue a power plant next, and keep the idle riflemen defending near the base while the harvester mines.", "notes": "Low power (34/80). Proc building, harv building. Next: powr then fix (Service Depot) for tanks. Harv at (104,23). Base at (95,11), enemy likely (12,16).", "commands": [{"do": "build", "item": "powr"}, {"do": "harvest", "unit": 132}, {"do": "stance", "units": [179, 186, 191], "stance": "defend"}, {"do": "build", "item": "ftur"}], "feedback": ["build powr: started", "stance: 3 units", "build ftur: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2900, "deaths_cost": 2700, "units_killed": 19, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 29, "order_count": 49}}
{"tick": 6801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:32 (tick 6801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $400 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $12700, army $4800, killed $2700 (14 units, 1 bldgs), lost $2900 (19 units, 0 bldgs). Map explored 31.8%.\nPRODUCTION: Building: fix 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, 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@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(49,26)\n  e1 (Rifle Infantry) x10: #143@(14,17)1%* #163@(88,12)53% #166@(88,12)79% #176@(88,15) #178@(91,18) #180@(91,18) #181@(86,18) #182@(88,26) #183@(85,26) #185@(84,27)\n  e3 (Rocket Soldier) x3: #188@(50,26) #189@(42,24) #192@(17,16)\n  harv (Ore Truck (harvester)) x2: #131@(5,27) #152@(8,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - attack_move: 3 units\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Place ready Service Depot next turn. Enemy remains unspotted, likely base at 95,11; forward infantry are spread from 75-89 east/southeast. Send armor/rockets east after Depot, then build refinery or second War Factory when funded.", "raw": "{\"thoughts\":\"Service Depot is ready and will unlock Medium Tanks. Our forward infantry are close to the expected enemy start, so they should continue probing while the tank and rockets reinforce eastward.\",\"notes\":\"Place Depot; rally War Factory east. Enemy still unseen but likely near 95,11; forward infantry are around 84-91,12-27.\",\"commands\":[{\"do\":\"place\",\"item\":\"fix\",\"x\":16,\"y\":21},{\"do\":\"rally\",\"building\":184,\"x\":70,\"y\":20},{\"do\":\"attack_move\",\"units\":[163,166,176,178,180,181,182,183,185],\"x\":98,\"y\":11},{\"do\":\"attack_move\",\"units\":[190,188,189],\"x\":82,\"y\":18},{\"do\":\"move\",\"units\":[192],\"x\":35,\"y\":20},{\"do\":\"stance\",\"units\":[163,166,176,178,180,181,182,183,185,190,188,189],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1544, "completion_tokens": 290, "total_tokens": 1834, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1542, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0080729, "upstream_inference_prompt_cost": 0.0042449, "upstream_inference_completions_cost": 0.003828}, "completion_tokens_details": {"reasoning_tokens": 68, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.33, "thoughts": "Service Depot is ready and will unlock Medium Tanks. Our forward infantry are close to the expected enemy start, so they should continue probing while the tank and rockets reinforce eastward.", "notes": "Place Depot; rally War Factory east. Enemy still unseen but likely near 95,11; forward infantry are around 84-91,12-27.", "commands": [{"do": "place", "item": "fix", "x": 16, "y": 21}, {"do": "rally", "building": 184, "x": 70, "y": 20}, {"do": "attack_move", "units": [163, 166, 176, 178, 180, 181, 182, 183, 185], "x": 98, "y": 11}, {"do": "attack_move", "units": [190, 188, 189], "x": 82, "y": 18}, {"do": "move", "units": [192], "x": 35, "y": 20}, {"do": "stance", "units": [163, 166, 176, 178, 180, 181, 182, 183, 185, 190, 188, 189], "stance": "attack_anything"}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "rally #184: ordered", "attack_move: 9 units", "attack_move: 3 units", "move: 1 units", "stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 2900, "units_killed": 14, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12700, "army_value": 2600, "income": 6000, "experience": 24, "order_count": 47}}
{"tick": 6801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 9 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7600, army $1400, killed $2900 (19 units, 0 bldgs), lost $2700 (14 units, 1 bldgs). Map explored 18.1%.\nPRODUCTION: Building: proc 35%; Building: powr 0%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Defense: ftur 2%; Vehicle: harv 65%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 99%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%, #170 powr@(93,14) 9%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #179@(96,13)43%* #186@(96,13)83%* #191@(95,16)*\n  harv (Ore Truck (harvester)) x1: #132@(105,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - stance: 3 units\n  - build ftur: started\nYOUR NOTES FROM LAST TURN: Low power (34/80). Proc building, harv building. Next: powr then fix (Service Depot) for tanks. Harv at (104,23). Base at (95,11), enemy likely (12,16).", "raw": "{\"thoughts\": \"Power plant #170 is critically damaged (9% hp) dropping power to 9/80, stalling all production. Cancel the expensive Refinery queue to get invested cash back, repair #170 immediately, and let Power Plants complete to restore the grid.\", \"notes\": \"Canceled proc to recover funds and rush powr. Repairing powr #170. Once power restored, resume proc and build fix for heavy tanks.\", \"commands\": [{\"do\": \"repair\", \"building\": 170}, {\"do\": \"cancel\", \"item\": \"proc\"}, {\"do\": \"move\", \"units\": [179, 186, 191], \"x\": 93, \"y\": 13}, {\"do\": \"stance\", \"units\": [179, 186, 191], \"stance\": \"defend\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1662, "completion_tokens": 711, "total_tokens": 2373, "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": 0.0078255, "upstream_inference_prompt_cost": 0.002493, "upstream_inference_completions_cost": 0.0053325}, "completion_tokens_details": {"reasoning_tokens": 516, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.26, "thoughts": "Power plant #170 is critically damaged (9% hp) dropping power to 9/80, stalling all production. Cancel the expensive Refinery queue to get invested cash back, repair #170 immediately, and let Power Plants complete to restore the grid.", "notes": "Canceled proc to recover funds and rush powr. Repairing powr #170. Once power restored, resume proc and build fix for heavy tanks.", "commands": [{"do": "repair", "building": 170}, {"do": "cancel", "item": "proc"}, {"do": "move", "units": [179, 186, 191], "x": 93, "y": 13}, {"do": "stance", "units": [179, 186, 191], "stance": "defend"}], "feedback": ["repair #170: ordered", "move: 3 units", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2900, "deaths_cost": 2700, "units_killed": 19, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 29, "order_count": 51}}
{"tick": 7001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:40 (tick 7001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $900 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $13800, army $4700, killed $3300 (17 units, 2 bldgs), lost $3000 (20 units, 0 bldgs). Map explored 33.3%.\nPRODUCTION: all queues idle\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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(66,24)\n  e1 (Rifle Infantry) x9: #143@(14,17)1%* #166@(90,12)2% #176@(91,14) #178@(95,15) #180@(94,16) #181@(94,16) #182@(95,18) #183@(92,19) #185@(91,19)\n  e3 (Rocket Soldier) x3: #188@(59,28) #189@(51,28) #192@(27,20)\n  harv (Ore Truck (harvester)) x2: #131@(8,23) #152@(8,27)\nVISIBLE ENEMY UNITS (1):\n  #194 e1@(93,10) 20%\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(95,11) 98%\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - rally #184: ordered\n  - attack_move: 9 units\n  - attack_move: 3 units\n  - move: 1 units\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Place Depot; rally War Factory east. Enemy still unseen but likely near 95,11; forward infantry are around 84-91,12-27.", "raw": "{\"thoughts\":\"Our forward infantry have reached the enemy Construction Yard and should focus it immediately for a decisive win. Keep vehicle and infantry production active as ore unloads, while reinforcements advance east.\",\"notes\":\"Enemy Construction Yard #122 at 95,11 is exposed; forward infantry around it. Send all combat units to destroy it and queue Medium Tanks when funds permit.\",\"commands\":[{\"do\":\"attack\",\"units\":[166,176,178,180,181,182,183,185],\"target\":122},{\"do\":\"attack_move\",\"units\":[190,188,189,192],\"x\":94,\"y\":12},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":1},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":184,\"x\":88,\"y\":15},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":15},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1612, "completion_tokens": 392, "total_tokens": 2004, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1610, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0096063, "upstream_inference_prompt_cost": 0.0044319, "upstream_inference_completions_cost": 0.0051744}, "completion_tokens_details": {"reasoning_tokens": 178, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.15, "thoughts": "Our forward infantry have reached the enemy Construction Yard and should focus it immediately for a decisive win. Keep vehicle and infantry production active as ore unloads, while reinforcements advance east.", "notes": "Enemy Construction Yard #122 at 95,11 is exposed; forward infantry around it. Send all combat units to destroy it and queue Medium Tanks when funds permit.", "commands": [{"do": "attack", "units": [166, 176, 178, 180, 181, 182, 183, 185], "target": 122}, {"do": "attack_move", "units": [190, 188, 189, 192], "x": 94, "y": 12}, {"do": "train", "item": "2tnk", "count": 1}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 184, "x": 88, "y": 15}, {"do": "rally", "building": 133, "x": 88, "y": 15}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["attack: 8 units", "attack_move: 4 units", "train 1x 2tnk: queued", "train 5x e1: queued", "rally #184: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3300, "deaths_cost": 3000, "units_killed": 17, "units_lost": 20, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13800, "army_value": 2500, "income": 6000, "experience": 30, "order_count": 48}}
{"tick": 7001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $168 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7100, army $1200, killed $3000 (20 units, 0 bldgs), lost $3300 (17 units, 2 bldgs). Map explored 18.1%.\nPRODUCTION: Building: powr 27%; Building: powr 0%; Building: powr 0%; Defense: ftur 16%; Vehicle: harv 73%; Infantry: e1 51%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 98%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #194@(93,10)20%\n  harv (Ore Truck (harvester)) x1: #132@(99,13)\nVISIBLE ENEMY UNITS (5):\n  #166 e1@(90,12) 2%, #176 e1@(91,14) 100%, #178 e1@(95,15) 100%, #180 e1@(94,16) 100%, #181 e1@(94,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #170: ordered\n  - move: 3 units\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Canceled proc to recover funds and rush powr. Repairing powr #170. Once power restored, resume proc and build fix for heavy tanks.", "error": "{\"error\": {\"message\": \"Decision model timed out\", \"code\": 504}}", "raw": "{\"thoughts\": \"Cash is at $0 and we're in low power with only 1 harvester \u2014 economy is the priority. Send the harvester back to mining, pull the nearly-dead rifleman to safety, and let the power plant finish so production resumes.\", \"notes\": \"No power plant standing (only fact/proc/barr/weap). Building queue has powr at 27%. Enemy infantry probing base from SW (90-95, 15-16). Once powr done -> proc #2, then fix for tanks. Keep harvester mining.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"move\",\"units\":[194],\"x\":97,\"y\":9},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1534, "completion_tokens": 884, "total_tokens": 2418, "cost": 0.001257576, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001257576, "upstream_inference_prompt_cost": 0.000196776, "upstream_inference_completions_cost": 0.0010608}, "completion_tokens_details": {"reasoning_tokens": 719, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.23, "thoughts": "Cash is at $0 and we're in low power with only 1 harvester \u2014 economy is the priority. Send the harvester back to mining, pull the nearly-dead rifleman to safety, and let the power plant finish so production resumes.", "notes": "No power plant standing (only fact/proc/barr/weap). Building queue has powr at 27%. Enemy infantry probing base from SW (90-95, 15-16). Once powr done -> proc #2, then fix for tanks. Keep harvester mining.", "commands": [{"do": "harvest", "unit": 132}, {"do": "move", "units": [194], "x": 97, "y": 9}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["move: 1 units", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 3300, "units_killed": 20, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 7100, "army_value": 100, "income": 2000, "experience": 30, "order_count": 52}}
{"tick": 7201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:48 (tick 7201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $757 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $14000, army $4900, killed $3300 (17 units, 2 bldgs), lost $3100 (21 units, 0 bldgs). Map explored 33.4%.\nPRODUCTION: Vehicle: 2tnk 38%; Infantry: e1 19%; 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(85,14)\n  e1 (Rifle Infantry) x11: #143@(14,17)1%* #176@(91,14)55% #178@(95,15) #180@(94,16) #181@(95,15) #182@(95,17) #183@(95,16) #185@(92,16) #195@(18,16) #197@(15,15) #198@(12,14)\n  e3 (Rocket Soldier) x3: #188@(67,22) #189@(61,27) #192@(36,24)\n  harv (Ore Truck (harvester)) x2: #131@(3,29) #152@(8,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(95,11) 84%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - attack_move: 4 units\n  - train 1x 2tnk: queued\n  - train 5x e1: queued\n  - rally #184: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy Construction Yard #122 at 95,11 is exposed; forward infantry around it. Send all combat units to destroy it and queue Medium Tanks when funds permit.", "raw": "{\"thoughts\":\"Enemy Construction Yard is exposed at 95,11 and must be destroyed immediately for a decisive win. All combat units converge on it while existing production finishes and income unloads.\",\"notes\":\"Focus fire enemy fact #122 at 95,11; forward infantry and light tank already nearby. Medium tank and rifle queues underway.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":122},{\"do\":\"rally\",\"building\":184,\"x\":86,\"y\":14},{\"do\":\"rally\",\"building\":133,\"x\":86,\"y\":14},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1633, "completion_tokens": 290, "total_tokens": 1923, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1631, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00831765, "upstream_inference_prompt_cost": 0.00448965, "upstream_inference_completions_cost": 0.003828}, "completion_tokens_details": {"reasoning_tokens": 146, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.92, "thoughts": "Enemy Construction Yard is exposed at 95,11 and must be destroyed immediately for a decisive win. All combat units converge on it while existing production finishes and income unloads.", "notes": "Focus fire enemy fact #122 at 95,11; forward infantry and light tank already nearby. Medium tank and rifle queues underway.", "commands": [{"do": "attack", "units": "all_army", "target": 122}, {"do": "rally", "building": 184, "x": 86, "y": 14}, {"do": "rally", "building": 133, "x": 86, "y": 14}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["attack: 15 units", "rally #184: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3300, "deaths_cost": 3100, "units_killed": 17, "units_lost": 21, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 14000, "army_value": 2700, "income": 6000, "experience": 30, "order_count": 54}}
{"tick": 7201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $222 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7200, army $1300, killed $3100 (21 units, 0 bldgs), lost $3300 (17 units, 2 bldgs). Map explored 18.1%.\nPRODUCTION: Building: powr 65%; Building: powr 0%; Building: powr 0%; Defense: ftur 34%; Vehicle: harv 83%; Infantry: e1 63%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 84%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #194@(97,9)20%* #196@(93,10)\n  harv (Ore Truck (harvester)) x1: #132@(103,17)\nVISIBLE ENEMY UNITS (7):\n  #176 e1@(91,14) 55%, #178 e1@(95,15) 100%, #180 e1@(94,16) 100%, #181 e1@(95,15) 100%, #182 e1@(95,17) 100%, #183 e1@(95,16) 100%, #185 e1@(92,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: No power plant standing (only fact/proc/barr/weap). Building queue has powr at 27%. Enemy infantry probing base from SW (90-95, 15-16). Once powr done -> proc #2, then fix for tanks. Keep harvester mining.", "raw": "{\"thoughts\": \"Low power and $0 cash; powr is at 65% and a flame tower at 34%, both already queued. Enemy rifle infantry are probing my base from the SW. I'll repair the damaged ConYard, pull my hurt rifleman back and send the healthy one to skirmish, and keep the harvester mining.\", \"notes\": \"powr building ~65%, ftur 34%. Enemy e1 cluster at 91-95,14-17 (SW of base). No enemy buildings seen yet. Need powr placed ASAP when ready, then proc #2. Cash near zero - avoid new starts.\", \"commands\": [{\"do\":\"repair\",\"building\":122},{\"do\":\"move\",\"units\":[194],\"x\":95,\"y\":9},{\"do\":\"attack_move\",\"units\":[196],\"x\":93,\"y\":15},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1600, "completion_tokens": 859, "total_tokens": 2459, "cost": 0.001247376, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001247376, "upstream_inference_prompt_cost": 0.000216576, "upstream_inference_completions_cost": 0.0010308}, "completion_tokens_details": {"reasoning_tokens": 665, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.0, "thoughts": "Low power and $0 cash; powr is at 65% and a flame tower at 34%, both already queued. Enemy rifle infantry are probing my base from the SW. I'll repair the damaged ConYard, pull my hurt rifleman back and send the healthy one to skirmish, and keep the harvester mining.", "notes": "powr building ~65%, ftur 34%. Enemy e1 cluster at 91-95,14-17 (SW of base). No enemy buildings seen yet. Need powr placed ASAP when ready, then proc #2. Cash near zero - avoid new starts.", "commands": [{"do": "repair", "building": 122}, {"do": "move", "units": [194], "x": 95, "y": 9}, {"do": "attack_move", "units": [196], "x": 93, "y": 15}, {"do": "harvest", "unit": 132}], "feedback": ["repair #122: ordered", "move: 1 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3100, "deaths_cost": 3300, "units_killed": 21, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 7200, "army_value": 200, "income": 2500, "experience": 31, "order_count": 54}}
{"tick": 7401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:56 (tick 7401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1000 + stored ore $243 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $14100, army $5000, killed $3300 (17 units, 2 bldgs), lost $3200 (22 units, 0 bldgs). Map explored 33.6%.\nPRODUCTION: Vehicle: 2tnk 77%\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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(90,11)94%\n  e1 (Rifle Infantry) x12: #143@(25,17)1% #178@(95,15) #180@(94,16) #181@(95,15) #182@(95,17) #183@(95,16) #185@(92,16) #195@(28,16) #197@(25,15) #198@(22,14) #199@(19,16) #201@(16,15)\n  e3 (Rocket Soldier) x3: #188@(76,17) #189@(70,23) #192@(47,24)\n  harv (Ore Truck (harvester)) x2: #131@(9,27) #152@(5,30)\nVISIBLE ENEMY UNITS (2):\n  #196 e1@(93,10) 100%, #200 e1@(94,9) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(95,11) 65%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 15 units\n  - rally #184: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Focus fire enemy fact #122 at 95,11; forward infantry and light tank already nearby. Medium tank and rifle queues underway.", "raw": "{\"thoughts\":\"Enemy Construction Yard is exposed at 65% with our light tank and infantry already surrounding it. Finish it immediately while continuing cheap infantry production and send rockets toward the enemy start.\",\"notes\":\"Enemy fact #122 at 95,11 is priority; light tank #190 and rifles are in position. Vehicle queue medium tank nearly complete.\",\"commands\":[{\"do\":\"attack\",\"units\":[190,178,180,181,182,183,185],\"target\":122},{\"do\":\"attack\",\"units\":[178,180,181,182,183,185],\"target\":196},{\"do\":\"attack_move\",\"units\":[188,189],\"x\":94,\"y\":12},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":92,\"y\":14},{\"do\":\"rally\",\"building\":184,\"x\":92,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1609, "completion_tokens": 260, "total_tokens": 1869, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1607, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00785565, "upstream_inference_prompt_cost": 0.00442365, "upstream_inference_completions_cost": 0.003432}, "completion_tokens_details": {"reasoning_tokens": 68, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.5, "thoughts": "Enemy Construction Yard is exposed at 65% with our light tank and infantry already surrounding it. Finish it immediately while continuing cheap infantry production and send rockets toward the enemy start.", "notes": "Enemy fact #122 at 95,11 is priority; light tank #190 and rifles are in position. Vehicle queue medium tank nearly complete.", "commands": [{"do": "attack", "units": [190, 178, 180, 181, 182, 183, 185], "target": 122}, {"do": "attack", "units": [178, 180, 181, 182, 183, 185], "target": 196}, {"do": "attack_move", "units": [188, 189], "x": 94, "y": 12}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 92, "y": 14}, {"do": "rally", "building": 184, "x": 92, "y": 14}], "feedback": ["attack: 7 units", "attack: 6 units", "attack_move: 2 units", "train 5x e1: queued", "rally #133: ordered", "rally #184: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3300, "deaths_cost": 3200, "units_killed": 17, "units_lost": 22, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 14100, "army_value": 2800, "income": 6500, "experience": 30, "order_count": 54}}
{"tick": 7401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7300, army $1400, killed $3200 (22 units, 0 bldgs), lost $3300 (17 units, 2 bldgs). Map explored 18.1%.\nPRODUCTION: Building: powr 83%; Building: powr 0%; Building: powr 0%; Defense: ftur 43%; Vehicle: harv 88%; Infantry: e1 18%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 65%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #194@(96,9)20%* #196@(93,10) #200@(94,9)\n  harv (Ore Truck (harvester)) x1: #132@(104,24)\nVISIBLE ENEMY UNITS (7):\n  #178 e1@(95,15) 100%, #180 e1@(94,16) 100%, #181 e1@(95,15) 100%, #182 e1@(95,17) 100%, #183 e1@(95,16) 100%, #185 e1@(92,16) 100%, #190 1tnk@(90,11) 94%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - move: 1 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: powr building ~65%, ftur 34%. Enemy e1 cluster at 91-95,14-17 (SW of base). No enemy buildings seen yet. Need powr placed ASAP when ready, then proc #2. Cash near zero - avoid new starts.", "raw": "{\"thoughts\": \"Low power is crippling production; powr is 83% done and must be placed immediately. Enemy e1 cluster + light tank advancing from the SW, so my 3 rifles should intercept near the base while I keep queues busy and rebuild power.\", \"notes\": \"Priority: PLACE the 83% powr ASAP, then finish 2nd/3rd powr. Enemy e1 stack ~90-95,14-17 plus 1tnk ~(90,11). harv #132 mining at (104,24). Cash $0 - no new expensive starts.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[194,196,200],\"x\":95,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1605, "completion_tokens": 942, "total_tokens": 2547, "cost": 0.001348476, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001348476, "upstream_inference_prompt_cost": 0.000218076, "upstream_inference_completions_cost": 0.0011304}, "completion_tokens_details": {"reasoning_tokens": 735, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.39, "thoughts": "Low power is crippling production; powr is 83% done and must be placed immediately. Enemy e1 cluster + light tank advancing from the SW, so my 3 rifles should intercept near the base while I keep queues busy and rebuild power.", "notes": "Priority: PLACE the 83% powr ASAP, then finish 2nd/3rd powr. Enemy e1 stack ~90-95,14-17 plus 1tnk ~(90,11). harv #132 mining at (104,24). Cash $0 - no new expensive starts.", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": [194, 196, 200], "x": 95, "y": 14}, {"do": "rally", "building": 134, "x": 95, "y": 13}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 1}], "feedback": ["place powr: nothing READY TO PLACE with that type", "attack_move: 3 units", "rally #134: ordered", "train 3x e1: queued", "train 1x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3200, "deaths_cost": 3300, "units_killed": 22, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 7300, "army_value": 300, "income": 2000, "experience": 32, "order_count": 54}}
{"tick": 7601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:04 (tick 7601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $861 + stored ore $369 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $15150, army $6050, killed $3400 (18 units, 2 bldgs), lost $3300 (23 units, 0 bldgs). Map explored 33.7%.\nPRODUCTION: Infantry: e1 21%; 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(90,11)88%\n  2tnk (Medium Tank) x1: #207@(15,20)\n  e1 (Rifle Infantry) x14: #143@(38,17)1% #178@(95,14)77% #180@(93,15) #182@(93,15) #183@(95,14)51% #185@(93,15) #195@(37,22) #197@(34,19) #198@(32,14) #199@(28,21) #201@(25,20) #202@(18,16) #208@(15,15) #209@(12,14)\n  e3 (Rocket Soldier) x3: #188@(85,14) #189@(77,16) #192@(55,28)\n  harv (Ore Truck (harvester)) x2: #131@(8,25) #152@(7,25)\nVISIBLE ENEMY UNITS (1):\n  #200 e1@(94,9) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(95,11) 48%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack: 6 units\n  - attack_move: 2 units\n  - train 5x e1: queued\n  - rally #133: ordered\n  - rally #184: ordered\nYOUR NOTES FROM LAST TURN: Enemy fact #122 at 95,11 is priority; light tank #190 and rifles are in position. Vehicle queue medium tank nearly complete.", "raw": "{\"thoughts\":\"The enemy Construction Yard is exposed at 48% HP and our forward infantry/tank can finish it immediately for a decisive win. Keep expanding income and vehicle production behind the attack.\",\"notes\":\"Enemy fact #122 at (95,11) is the only visible enemy building; all forward units should focus it. Start refinery and medium tank while assault resolves.\",\"commands\":[{\"do\":\"attack\",\"units\":[190,178,180,182,183,185,188,189],\"target\":122},{\"do\":\"attack_move\",\"units\":[192],\"x\":95,\"y\":11},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":1},{\"do\":\"rally\",\"building\":184,\"x\":85,\"y\":14},{\"do\":\"rally\",\"building\":133,\"x\":80,\"y\":15},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1668, "completion_tokens": 287, "total_tokens": 1955, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1666, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0083743, "upstream_inference_prompt_cost": 0.0045859, "upstream_inference_completions_cost": 0.0037884}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.46, "thoughts": "The enemy Construction Yard is exposed at 48% HP and our forward infantry/tank can finish it immediately for a decisive win. Keep expanding income and vehicle production behind the attack.", "notes": "Enemy fact #122 at (95,11) is the only visible enemy building; all forward units should focus it. Start refinery and medium tank while assault resolves.", "commands": [{"do": "attack", "units": [190, 178, 180, 182, 183, 185, 188, 189], "target": 122}, {"do": "attack_move", "units": [192], "x": 95, "y": 11}, {"do": "build", "item": "proc"}, {"do": "train", "item": "2tnk", "count": 1}, {"do": "rally", "building": 184, "x": 85, "y": 14}, {"do": "rally", "building": 133, "x": 80, "y": 15}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}], "feedback": ["attack: 8 units", "attack_move: 1 units", "build proc: started", "train 1x 2tnk: queued", "rally #184: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3400, "deaths_cost": 3300, "units_killed": 18, "units_lost": 23, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 15150, "army_value": 3850, "income": 6500, "experience": 31, "order_count": 59}}
{"tick": 7601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7200, army $1300, killed $3300 (23 units, 0 bldgs), lost $3400 (18 units, 2 bldgs). Map explored 18.1%.\nPRODUCTION: Building: powr 83%; Building: powr 0%; Building: powr 0%; Defense: ftur 43%; Vehicle: harv 88%; Infantry: e1 18%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 48%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #194@(95,9)20% #200@(94,9)\n  harv (Ore Truck (harvester)) x1: #132@(99,18)\nVISIBLE ENEMY UNITS (6):\n  #178 e1@(95,14) 77%, #180 e1@(93,15) 100%, #182 e1@(93,15) 100%, #183 e1@(95,14) 51%, #185 e1@(93,15) 100%, #190 1tnk@(90,11) 88%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - attack_move: 3 units\n  - rally #134: ordered\n  - train 3x e1: queued\n  - train 1x e3: queued\nYOUR NOTES FROM LAST TURN: Priority: PLACE the 83% powr ASAP, then finish 2nd/3rd powr. Enemy e1 stack ~90-95,14-17 plus 1tnk ~(90,11). harv #132 mining at (104,24). Cash $0 - no new expensive starts.", "raw": "{\"thoughts\": \"Low power and $0 cash with enemy infantry already at my base edge (93-95,14-17) plus a 1tnk at (90,11). Factory is at 48% hp. I'll repair the factory, keep infantry/rocket production flowing, and push my two riflemen to intercept the enemy infantry while the Flame Tower finishes. Power plant almost done so placement happens next turn.\", \"notes\": \"Repairing fact #122. powr#1 at 83% - PLACE next turn. Enemy e1 cluster ~(93-95,14-17), 1tnk@(90,11). Need power up ASAP; keep e1/e3 queue full. harv#132 mining S.\", \"commands\": [{\"do\":\"repair\",\"building\":122}, {\"do\":\"train\",\"item\":\"e1\",\"count\":5}, {\"do\":\"train\",\"item\":\"e3\",\"count\":2}, {\"do\":\"attack_move\",\"units\":[194,200],\"x\":94,\"y\":13}, {\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1653, "completion_tokens": 908, "total_tokens": 2561, "cost": 0.001322076, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001322076, "upstream_inference_prompt_cost": 0.000232476, "upstream_inference_completions_cost": 0.0010896}, "completion_tokens_details": {"reasoning_tokens": 675, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.55, "thoughts": "Low power and $0 cash with enemy infantry already at my base edge (93-95,14-17) plus a 1tnk at (90,11). Factory is at 48% hp. I'll repair the factory, keep infantry/rocket production flowing, and push my two riflemen to intercept the enemy infantry while the Flame Tower finishes. Power plant almost done so placement happens next turn.", "notes": "Repairing fact #122. powr#1 at 83% - PLACE next turn. Enemy e1 cluster ~(93-95,14-17), 1tnk@(90,11). Need power up ASAP; keep e1/e3 queue full. harv#132 mining S.", "commands": [{"do": "repair", "building": 122}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [194, 200], "x": 94, "y": 13}, {"do": "harvest", "unit": 132}], "feedback": ["repair #122: ordered", "train 5x e1: queued", "train 2x e3: queued", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3300, "deaths_cost": 3400, "units_killed": 23, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 7200, "army_value": 200, "income": 2000, "experience": 33, "order_count": 58}}
{"tick": 7801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:12 (tick 7801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $771 + stored ore $131 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $15150, army $6050, killed $3400 (18 units, 2 bldgs), lost $3500 (25 units, 0 bldgs). Map explored 33.9%.\nPRODUCTION: Building: proc 23%; Vehicle: 2tnk 38%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(90,11)83%\n  2tnk (Medium Tank) x1: #207@(29,22)\n  e1 (Rifle Infantry) x14: #143@(47,24)1% #180@(93,15) #182@(93,15) #185@(93,15) #195@(47,24) #197@(43,24) #198@(41,18) #199@(37,24) #201@(34,24) #202@(27,20) #208@(24,20) #209@(22,18) #210@(19,16) #211@(16,15)\n  e3 (Rocket Soldier) x3: #188@(91,14) #189@(87,15) #192@(65,24)\n  harv (Ore Truck (harvester)) x2: #131@(6,31) #152@(8,27)\nVISIBLE ENEMY UNITS (2):\n  #194 e1@(94,9) 20%, #200 e1@(94,9) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #122 fact@(95,11) 26%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - attack_move: 1 units\n  - build proc: started\n  - train 1x 2tnk: queued\n  - rally #184: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy fact #122 at (95,11) is the only visible enemy building; all forward units should focus it. Start refinery and medium tank while assault resolves.", "raw": "{\"thoughts\":\"Enemy Construction Yard is critically damaged and our forward force is already adjacent. Focus every nearby combat unit on it to end the game immediately while keeping infantry production active.\",\"notes\":\"Enemy fact #122 at (95,11) is 26% HP; forward force at 87-93,14-15 is attacking it. Medium tank remains in production; refinery is building.\",\"commands\":[{\"do\":\"attack\",\"units\":[190,180,182,185,188,189],\"target\":122},{\"do\":\"attack_move\",\"units\":[192],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":90,\"y\":12},{\"do\":\"rally\",\"building\":184,\"x\":90,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1682, "completion_tokens": 262, "total_tokens": 1944, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1680, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0080828, "upstream_inference_prompt_cost": 0.0046244, "upstream_inference_completions_cost": 0.0034584}, "completion_tokens_details": {"reasoning_tokens": 87, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.47, "thoughts": "Enemy Construction Yard is critically damaged and our forward force is already adjacent. Focus every nearby combat unit on it to end the game immediately while keeping infantry production active.", "notes": "Enemy fact #122 at (95,11) is 26% HP; forward force at 87-93,14-15 is attacking it. Medium tank remains in production; refinery is building.", "commands": [{"do": "attack", "units": [190, 180, 182, 185, 188, 189], "target": 122}, {"do": "attack_move", "units": [192], "x": 95, "y": 11}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 90, "y": 12}, {"do": "rally", "building": 184, "x": 90, "y": 12}], "feedback": ["attack: 6 units", "attack_move: 1 units", "train 5x e1: queued", "rally #133: ordered", "rally #184: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3400, "deaths_cost": 3500, "units_killed": 18, "units_lost": 25, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 15150, "army_value": 3850, "income": 7000, "experience": 31, "order_count": 61}}
{"tick": 7801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:12 (tick 7801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $382 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $7200, army $1300, killed $3500 (25 units, 0 bldgs), lost $3400 (18 units, 2 bldgs). Map explored 18.1%.\nPRODUCTION: Building: powr 93%; Building: powr 0%; Building: powr 0%; Defense: ftur 48%; Vehicle: harv 91%; Infantry: e1 48%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 26%, #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #194@(94,9)20% #200@(94,9)\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (5):\n  #180 e1@(93,15) 100%, #182 e1@(93,15) 100%, #185 e1@(93,15) 100%, #188 e3@(91,14) 100%, #190 1tnk@(90,11) 83%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - train 5x e1: queued\n  - train 2x e3: queued\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Repairing fact #122. powr#1 at 83% - PLACE next turn. Enemy e1 cluster ~(93-95,14-17), 1tnk@(90,11). Need power up ASAP; keep e1/e3 queue full. harv#132 mining S.", "raw": "{\"thoughts\": \"Low power is crippling production. The powr#1 is nearly done; I'll keep unit queues full and hold the base entrance against the enemy infantry probe with my riflemen while my Flame Tower finishes.\", \"notes\": \"fact#122 repairing. Waiting for powr#1 to finish to place it. Enemy e1 cluster (93-95,14-17) + 1tnk@(90,11) pushing. ftur 48%. harv#132 mining S. Keep e1/e3 queues full, pool army for a counter-push once power is up.\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}, {\"do\":\"train\",\"item\":\"e3\",\"count\":2}, {\"do\":\"train\",\"item\":\"e1\",\"count\":5}, {\"do\":\"attack_move\",\"units\":[194,200],\"x\":93,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1671, "completion_tokens": 1123, "total_tokens": 2794, "cost": 0.001585476, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001585476, "upstream_inference_prompt_cost": 0.000237876, "upstream_inference_completions_cost": 0.0013476}, "completion_tokens_details": {"reasoning_tokens": 932, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.6, "thoughts": "Low power is crippling production. The powr#1 is nearly done; I'll keep unit queues full and hold the base entrance against the enemy infantry probe with my riflemen while my Flame Tower finishes.", "notes": "fact#122 repairing. Waiting for powr#1 to finish to place it. Enemy e1 cluster (93-95,14-17) + 1tnk@(90,11) pushing. ftur 48%. harv#132 mining S. Keep e1/e3 queues full, pool army for a counter-push once power is up.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": [194, 200], "x": 93, "y": 14}], "feedback": ["build powr: started", "train 2x e3: queued", "train 5x e1: queued", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3500, "deaths_cost": 3400, "units_killed": 25, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 7200, "army_value": 200, "income": 2500, "experience": 35, "order_count": 65}}
{"tick": 8001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:20 (tick 8001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 / 140 used, harvesters 2.\nSCORE: assets $15350, army $6250, killed $5400 (18 units, 3 bldgs), lost $3500 (25 units, 0 bldgs). Map explored 34%.\nPRODUCTION: Building: proc 45%; Vehicle: 2tnk 74%; Infantry: e1 91%; 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, 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(90,11)73%\n  2tnk (Medium Tank) x1: #207@(44,25)\n  e1 (Rifle Infantry) x16: #143@(58,28)1%* #180@(93,15)* #182@(93,15)* #185@(93,15)* #195@(56,28) #197@(52,27)* #198@(48,25)* #199@(48,25) #201@(45,24) #202@(36,24) #208@(33,24) #209@(30,23) #210@(28,21) #211@(25,20) #212@(18,16) #214@(15,15)\n  e3 (Rocket Soldier) x3: #188@(91,14)* #189@(91,14)* #192@(72,17)\n  harv (Ore Truck (harvester)) x2: #131@(9,25) #152@(8,31)\nVISIBLE ENEMY UNITS (3):\n  #194 e1@(94,9) 5%, #200 e1@(94,9) 97%, #213 e1@(94,9) 97%\nVISIBLE ENEMY BUILDINGS (1):\n  #134 barr@(95,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack_move: 1 units\n  - train 5x e1: queued\n  - rally #133: ordered\n  - rally #184: ordered\nYOUR NOTES FROM LAST TURN: Enemy fact #122 at (95,11) is 26% HP; forward force at 87-93,14-15 is attacking it. Medium tank remains in production; refinery is building.", "raw": "{\"thoughts\":\"Our forward force is at the enemy start and their Construction Yard was critically damaged; concentrate all combat units there to finish enemy buildings. Production and refinery construction are already active despite zero cash.\",\"notes\":\"All army ordered to assault enemy start (95,11); enemy barracks #134 at 95,8 and damaged enemy fact #122 near 95,11.\",\"commands\":[{\"do\":\"attack\",\"units\":[190,180,182,185,188,189],\"target\":134},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":90,\"y\":14},{\"do\":\"rally\",\"building\":184,\"x\":90,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1727, "completion_tokens": 425, "total_tokens": 2152, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1725, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.01035815, "upstream_inference_prompt_cost": 0.00474815, "upstream_inference_completions_cost": 0.00561}, "completion_tokens_details": {"reasoning_tokens": 263, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.17, "thoughts": "Our forward force is at the enemy start and their Construction Yard was critically damaged; concentrate all combat units there to finish enemy buildings. Production and refinery construction are already active despite zero cash.", "notes": "All army ordered to assault enemy start (95,11); enemy barracks #134 at 95,8 and damaged enemy fact #122 near 95,11.", "commands": [{"do": "attack", "units": [190, 180, 182, 185, 188, 189], "target": 134}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 133, "x": 90, "y": 14}, {"do": "rally", "building": 184, "x": 90, "y": 14}], "feedback": ["attack: 6 units", "attack_move: 21 units", "rally #133: ordered", "rally #184: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 5400, "deaths_cost": 3500, "units_killed": 18, "units_lost": 25, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 15350, "army_value": 4050, "income": 6500, "experience": 51, "order_count": 66}}
{"tick": 8001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:20 (tick 8001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $741 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6400, army $2500, killed $3500 (25 units, 0 bldgs), lost $5400 (18 units, 3 bldgs). Map explored 18.1%.\nPRODUCTION: Infantry: e1 60%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 100%, #134 barr@(95,8) 100%, #159 weap@(97,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #194@(94,9)5% #200@(94,9)97% #213@(94,9)97%\n  harv (Ore Truck (harvester)) x2: #132@(107,22) #215@(97,9)\nVISIBLE ENEMY UNITS (4):\n  #180 e1@(93,15) 100%, #182 e1@(93,15) 100%, #185 e1@(93,15) 100%, #190 1tnk@(90,11) 73%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 2x e3: queued\n  - train 5x e1: queued\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: fact#122 repairing. Waiting for powr#1 to finish to place it. Enemy e1 cluster (93-95,14-17) + 1tnk@(90,11) pushing. ftur 48%. harv#132 mining S. Keep e1/e3 queues full, pool army for a counter-push once power is up.", "raw": "{\"thoughts\": \"Construction Yard was destroyed, leaving us on low power with Barracks, War Factory, and Refinery. Vehicle queue is open\u2014training a Flak Truck ($600) to counter enemy infantry while rocket infantry and riflemen defend against the attacking Light Tank and riflemen.\", \"notes\": \"Fact lost! Only have Barracks, Weap, Proc. Low power slows production. Harvesters funding army. Train ftrk + e3s. Need to eliminate enemy attacking force at (90-93, 11-15).\", \"commands\": [{\"do\": \"train\", \"item\": \"ftrk\", \"count\": 1}, {\"do\": \"attack\", \"units\": [200, 213, 194], \"target\": 180}, {\"do\": \"stance\", \"units\": [200, 213, 194], \"stance\": \"defend\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1698, "completion_tokens": 1241, "total_tokens": 2939, "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": 0.0118545, "upstream_inference_prompt_cost": 0.002547, "upstream_inference_completions_cost": 0.0093075}, "completion_tokens_details": {"reasoning_tokens": 1038, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.91, "thoughts": "Construction Yard was destroyed, leaving us on low power with Barracks, War Factory, and Refinery. Vehicle queue is open\u2014training a Flak Truck ($600) to counter enemy infantry while rocket infantry and riflemen defend against the attacking Light Tank and riflemen.", "notes": "Fact lost! Only have Barracks, Weap, Proc. Low power slows production. Harvesters funding army. Train ftrk + e3s. Need to eliminate enemy attacking force at (90-93, 11-15).", "commands": [{"do": "train", "item": "ftrk", "count": 1}, {"do": "attack", "units": [200, 213, 194], "target": 180}, {"do": "stance", "units": [200, 213, 194], "stance": "defend"}], "feedback": ["train 1x ftrk: queued", "attack: 3 units", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3500, "deaths_cost": 5400, "units_killed": 25, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 6400, "army_value": 300, "income": 2000, "experience": 35, "order_count": 73}}
{"tick": 8201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:28 (tick 8201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 / 140 used, harvesters 2.\nSCORE: assets $15450, army $6350, killed $5600 (20 units, 3 bldgs), lost $3600 (26 units, 0 bldgs). Map explored 34.3%.\nPRODUCTION: Building: proc 57%; Vehicle: 2tnk 93%; Infantry: e1 55%\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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(91,11)68%\n  2tnk (Medium Tank) x1: #207@(56,28)\n  e1 (Rifle Infantry) x17: #143@(67,21)1% #182@(94,17)83% #185@(94,17)95% #195@(65,24) #197@(62,27) #198@(57,28) #199@(57,28) #201@(54,28) #202@(46,24) #208@(44,24) #209@(41,24) #210@(37,24) #211@(34,24) #212@(27,20) #214@(24,20) #217@(16,15) #218@(14,15)\n  e3 (Rocket Soldier) x3: #188@(93,13)97% #189@(94,18) #192@(80,11)\n  harv (Ore Truck (harvester)) x2: #131@(8,27) #152@(9,26)\nVISIBLE ENEMY UNITS (2):\n  #213 e1@(94,10) 45%, #216 e1@(95,9) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #134 barr@(95,8) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack_move: 21 units\n  - rally #133: ordered\n  - rally #184: ordered\nYOUR NOTES FROM LAST TURN: All army ordered to assault enemy start (95,11); enemy barracks #134 at 95,8 and damaged enemy fact #122 near 95,11.", "raw": "{\"thoughts\":\"Our assault is at the enemy start and the visible barracks is exposed; concentrate all combat units on it while production finishes. Refinery and medium tank will complete shortly, improving income and assault strength.\",\"notes\":\"Enemy base at 95,8-11; attack visible barracks #134 and continue destroying newly revealed structures. Proc is 57%, 2tnk 93%, e1 55%.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":134},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":133,\"x\":92,\"y\":11},{\"do\":\"rally\",\"building\":184,\"x\":92,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1697, "completion_tokens": 247, "total_tokens": 1944, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1695, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00792605, "upstream_inference_prompt_cost": 0.00466565, "upstream_inference_completions_cost": 0.0032604}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.02, "thoughts": "Our assault is at the enemy start and the visible barracks is exposed; concentrate all combat units on it while production finishes. Refinery and medium tank will complete shortly, improving income and assault strength.", "notes": "Enemy base at 95,8-11; attack visible barracks #134 and continue destroying newly revealed structures. Proc is 57%, 2tnk 93%, e1 55%.", "commands": [{"do": "attack", "units": "all_army", "target": 134}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 133, "x": 92, "y": 11}, {"do": "rally", "building": 184, "x": 92, "y": 11}], "feedback": ["attack: 22 units", "stance: 22 units", "rally #133: ordered", "rally #184: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 3600, "units_killed": 20, "units_lost": 26, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 15450, "army_value": 4150, "income": 6500, "experience": 53, "order_count": 66}}
{"tick": 8201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:28 (tick 8201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $521 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6300, army $2400, killed $3600 (26 units, 0 bldgs), lost $5600 (20 units, 3 bldgs). Map explored 18.3%.\nPRODUCTION: Vehicle: ftrk 18%; Infantry: e1 71%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 100%, #134 barr@(95,8) 99%, #159 weap@(97,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #213@(94,10)45% #216@(95,9)\n  harv (Ore Truck (harvester)) x2: #132@(105,21) #215@(98,23)98%\nVISIBLE ENEMY UNITS (2):\n  #188 e3@(93,13) 97%, #190 1tnk@(91,11) 68%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x ftrk: queued\n  - attack: 3 units\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Fact lost! Only have Barracks, Weap, Proc. Low power slows production. Harvesters funding army. Train ftrk + e3s. Need to eliminate enemy attacking force at (90-93, 11-15).", "raw": "{\"thoughts\": \"I lost my Construction Yard, so no more buildings \u2014 I'm locked into Barracks + War Factory production. Power is 0/80 (LOW POWER) but I can't build a plant without a fact. Two enemy raiders (e3, 1tnk) are sitting at (91-93,11-13) next to my base. I'll kill them with my infantry and pump out APCs/rocket soldiers to keep pressure.\", \"notes\": \"Fact lost \u2014 cannot build buildings anymore. Only barr+weap. Produce apc/e3 continuously. Kill enemy raiders near (91-93,11-13), then push toward enemy start (12,16).\", \"commands\": [{\"do\":\"attack\",\"units\":[213,216],\"target\":188},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"apc\",\"count\":2},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":215},{\"do\":\"stance\",\"units\":[213,216],\"stance\":\"attack_anything\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1538, "completion_tokens": 924, "total_tokens": 2462, "cost": 0.001306776, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001306776, "upstream_inference_prompt_cost": 0.000197976, "upstream_inference_completions_cost": 0.0011088}, "completion_tokens_details": {"reasoning_tokens": 692, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.13, "thoughts": "I lost my Construction Yard, so no more buildings \u2014 I'm locked into Barracks + War Factory production. Power is 0/80 (LOW POWER) but I can't build a plant without a fact. Two enemy raiders (e3, 1tnk) are sitting at (91-93,11-13) next to my base. I'll kill them with my infantry and pump out APCs/rocket soldiers to keep pressure.", "notes": "Fact lost \u2014 cannot build buildings anymore. Only barr+weap. Produce apc/e3 continuously. Kill enemy raiders near (91-93,11-13), then push toward enemy start (12,16).", "commands": [{"do": "attack", "units": [213, 216], "target": 188}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "apc", "count": 2}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 215}, {"do": "stance", "units": [213, 216], "stance": "attack_anything"}], "feedback": ["attack: 2 units", "train 4x e3: queued", "train 2x apc: queued", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3600, "deaths_cost": 5600, "units_killed": 26, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 6300, "army_value": 200, "income": 2000, "experience": 36, "order_count": 74}}
{"tick": 8401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:36 (tick 8401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $223 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $16100, army $7000, killed $5600 (20 units, 3 bldgs), lost $3900 (27 units, 0 bldgs). Map explored 34.8%.\nPRODUCTION: Building: proc 69%\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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(91,11)59%\n  2tnk (Medium Tank) x2: #207@(67,25) #221@(15,20)\n  e1 (Rifle Infantry) x18: #143@(77,15)1% #182@(95,12)83% #185@(95,13)95% #195@(73,20) #197@(70,23) #198@(67,26) #199@(67,26) #201@(61,28) #202@(55,28) #208@(53,27) #209@(51,26) #210@(48,25) #211@(45,24) #212@(37,21) #214@(35,20) #217@(27,16) #218@(24,15) #220@(15,15)\n  e3 (Rocket Soldier) x2: #189@(95,13) #192@(90,8)\n  harv (Ore Truck (harvester)) x2: #131@(9,32) #152@(8,27)\nVISIBLE ENEMY UNITS (4):\n  #132 harv@(98,12) 100%, #213 e1@(94,10) 32%, #216 e1@(95,9) 100%, #219 e1@(95,9) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #130 proc@(98,11) 100%, #134 barr@(95,8) 62%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 22 units\n  - stance: 22 units\n  - rally #133: ordered\n  - rally #184: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at 95,8-11; attack visible barracks #134 and continue destroying newly revealed structures. Proc is 57%, 2tnk 93%, e1 55%.", "raw": "{\"thoughts\":\"The enemy base is exposed with only a damaged barracks and refinery visible. Keep all available combat units focused on eliminating these buildings while the refinery finishes for continued income.\",\"notes\":\"Enemy base remains at 95,8-12. Focus #134 barracks first, then #130 refinery; refinery is 69% complete in our building queue.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":134},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":184,\"x\":88,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1726, "completion_tokens": 273, "total_tokens": 1999, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1724, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008349, "upstream_inference_prompt_cost": 0.0047454, "upstream_inference_completions_cost": 0.0036036}, "completion_tokens_details": {"reasoning_tokens": 126, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.81, "thoughts": "The enemy base is exposed with only a damaged barracks and refinery visible. Keep all available combat units focused on eliminating these buildings while the refinery finishes for continued income.", "notes": "Enemy base remains at 95,8-12. Focus #134 barracks first, then #130 refinery; refinery is 69% complete in our building queue.", "commands": [{"do": "attack", "units": "all_army", "target": 134}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 133, "x": 88, "y": 12}, {"do": "rally", "building": 184, "x": 88, "y": 12}], "feedback": ["attack: 23 units", "stance: 23 units", "rally #133: ordered", "rally #184: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 3900, "units_killed": 20, "units_lost": 27, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 16100, "army_value": 4800, "income": 6850, "experience": 53, "order_count": 66}}
{"tick": 8401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:36 (tick 8401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $299 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6400, army $2500, killed $3900 (27 units, 0 bldgs), lost $5600 (20 units, 3 bldgs). Map explored 18.6%.\nPRODUCTION: Vehicle: ftrk 36%; Vehicle: apc 0%; Vehicle: apc 0%; Infantry: e3 27%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 100%, #134 barr@(95,8) 62%, #159 weap@(97,8) 99%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #213@(94,10)32% #216@(95,9) #219@(95,9)\n  harv (Ore Truck (harvester)) x2: #132@(98,12) #215@(100,26)98%\nVISIBLE ENEMY UNITS (5):\n  #182 e1@(95,12) 83%, #185 e1@(95,13) 95%, #189 e3@(95,13) 100%, #190 1tnk@(91,11) 59%, #192 e3@(90,8) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - train 4x e3: queued\n  - train 2x apc: queued\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Fact lost \u2014 cannot build buildings anymore. Only barr+weap. Produce apc/e3 continuously. Kill enemy raiders near (91-93,11-13), then push toward enemy start (12,16).", "raw": "{\"thoughts\": \"Crisis: Construction Yard is gone, so no new buildings (no power fix possible) and low power is throttling everything. I still have barracks+war factory, so I'll spam cheap units, use my 3 riflemen to clear the enemy raiders pressing my base, and keep both harvesters mining to fund production.\", \"notes\": \"No Fact \u2014 cannot build buildings ever again. Only barr+weap produce. Keep e1/e3/apc queued nonstop, harvest with #132 and #215. Enemy raiders around (90-95,8-13); after clearing them push west toward enemy start (12,16).\", \"commands\": [{\"do\": \"train\", \"item\": \"e1\", \"count\": 5}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 3}, {\"do\": \"attack_move\", \"units\": [213, 216, 219], \"x\": 94, \"y\": 12}, {\"do\": \"harvest\", \"unit\": 132}, {\"do\": \"harvest\", \"unit\": 215}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1627, "completion_tokens": 852, "total_tokens": 2479, "cost": 0.001247076, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001247076, "upstream_inference_prompt_cost": 0.000224676, "upstream_inference_completions_cost": 0.0010224}, "completion_tokens_details": {"reasoning_tokens": 611, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.74, "thoughts": "Crisis: Construction Yard is gone, so no new buildings (no power fix possible) and low power is throttling everything. I still have barracks+war factory, so I'll spam cheap units, use my 3 riflemen to clear the enemy raiders pressing my base, and keep both harvesters mining to fund production.", "notes": "No Fact \u2014 cannot build buildings ever again. Only barr+weap produce. Keep e1/e3/apc queued nonstop, harvest with #132 and #215. Enemy raiders around (90-95,8-13); after clearing them push west toward enemy start (12,16).", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "attack_move", "units": [213, 216, 219], "x": 94, "y": 12}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 215}], "feedback": ["train 5x e1: queued", "train 3x e3: queued", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3900, "deaths_cost": 5600, "units_killed": 27, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 6400, "army_value": 300, "income": 2000, "experience": 39, "order_count": 80}}
{"tick": 8601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:44 (tick 8601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 / 140 used, harvesters 2.\nSCORE: assets $15600, army $6500, killed $6100 (20 units, 4 bldgs), lost $4400 (30 units, 0 bldgs). Map explored 34.9%.\nPRODUCTION: Building: proc 85%\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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(92,11)52%\n  2tnk (Medium Tank) x2: #207@(76,16)* #221@(29,20)*\n  e1 (Rifle Infantry) x16: #143@(87,11)1%* #195@(81,14)* #197@(78,15) #198@(74,19)* #199@(74,19)* #201@(70,23)* #202@(65,27)* #208@(62,27)* #209@(60,27) #210@(56,28)* #211@(54,28) #212@(47,24) #214@(45,22) #217@(37,16)* #218@(34,15)* #220@(25,15)*\n  e3 (Rocket Soldier) x1: #192@(90,8)\n  harv (Ore Truck (harvester)) x2: #131@(9,22) #152@(11,32)\nVISIBLE ENEMY UNITS (3):\n  #213 e1@(94,10) 17%, #216 e1@(95,9) 100%, #219 e1@(95,9) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 23 units\n  - stance: 23 units\n  - rally #133: ordered\n  - rally #184: ordered\nYOUR NOTES FROM LAST TURN: Enemy base remains at 95,8-12. Focus #134 barracks first, then #130 refinery; refinery is 69% complete in our building queue.", "raw": "{\"thoughts\":\"Our attack force is spread across the map but the enemy start area is confirmed at the northeast. Push all combat units into the enemy base area immediately while the refinery finishes, then place it for a third harvester and stronger income.\",\"notes\":\"Enemy base vicinity 95,8-12; all army ordered to attack-move there. Refinery is nearly ready and must be placed next turn.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":10},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":133,\"x\":90,\"y\":11},{\"do\":\"rally\",\"building\":184,\"x\":90,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1666, "completion_tokens": 260, "total_tokens": 1926, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1664, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0080124, "upstream_inference_prompt_cost": 0.0045804, "upstream_inference_completions_cost": 0.003432}, "completion_tokens_details": {"reasoning_tokens": 98, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.81, "thoughts": "Our attack force is spread across the map but the enemy start area is confirmed at the northeast. Push all combat units into the enemy base area immediately while the refinery finishes, then place it for a third harvester and stronger income.", "notes": "Enemy base vicinity 95,8-12; all army ordered to attack-move there. Refinery is nearly ready and must be placed next turn.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 10}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 133, "x": 90, "y": 11}, {"do": "rally", "building": 184, "x": 90, "y": 11}], "feedback": ["attack_move: 20 units", "stance: 20 units", "rally #133: ordered", "rally #184: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6100, "deaths_cost": 4400, "units_killed": 20, "units_lost": 30, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 15600, "army_value": 4300, "income": 6000, "experience": 58, "order_count": 66}}
{"tick": 8601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:44 (tick 8601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $770 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $5900, army $2500, killed $4400 (30 units, 0 bldgs), lost $6100 (20 units, 4 bldgs). Map explored 18.6%.\nPRODUCTION: Vehicle: ftrk 55%; Vehicle: apc 0%; Vehicle: apc 0%\nCAN PRODUCE NOW:\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 100%, #159 weap@(97,8) 99%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #213@(94,10)17% #216@(95,9) #219@(95,9)\n  harv (Ore Truck (harvester)) x2: #132@(100,21) #215@(99,15)98%\nVISIBLE ENEMY UNITS (1):\n  #190 1tnk@(92,11) 52%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: No Fact \u2014 cannot build buildings ever again. Only barr+weap produce. Keep e1/e3/apc queued nonstop, harvest with #132 and #215. Enemy raiders around (90-95,8-13); after clearing them push west toward enemy start (12,16).", "raw": "{\"thoughts\": \"No Construction Yard remains, so I can never rebuild power \u2014 stuck at low power and limited to Vehicle production only. Enemy 1tnk is harassing near (92,11); my rifles should kill it while harvesters mine and I add more harvesters to fix my broken economy.\", \"notes\": \"No Fact (lost) \u2014 only weap produces; apc/ftrk/harv only. Keep 2 harvesters mining, add harvesters for income. Kill enemy raiders near base, then push west to (12,16). Infantry queue unavailable.\", \"commands\": [{\"do\":\"attack\",\"units\":[213,216,219],\"target\":190},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":215},{\"do\":\"train\",\"item\":\"harv\",\"count\":2},{\"do\":\"train\",\"item\":\"apc\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1361, "completion_tokens": 1135, "total_tokens": 2496, "cost": 0.001506876, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001506876, "upstream_inference_prompt_cost": 0.000144876, "upstream_inference_completions_cost": 0.001362}, "completion_tokens_details": {"reasoning_tokens": 949, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.41, "thoughts": "No Construction Yard remains, so I can never rebuild power \u2014 stuck at low power and limited to Vehicle production only. Enemy 1tnk is harassing near (92,11); my rifles should kill it while harvesters mine and I add more harvesters to fix my broken economy.", "notes": "No Fact (lost) \u2014 only weap produces; apc/ftrk/harv only. Keep 2 harvesters mining, add harvesters for income. Kill enemy raiders near base, then push west to (12,16). Infantry queue unavailable.", "commands": [{"do": "attack", "units": [213, 216, 219], "target": 190}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 215}, {"do": "train", "item": "harv", "count": 2}, {"do": "train", "item": "apc", "count": 2}], "feedback": ["attack: 3 units", "train 2x harv: queued", "train 2x apc: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4400, "deaths_cost": 6100, "units_killed": 30, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 5900, "army_value": 300, "income": 2500, "experience": 44, "order_count": 88}}
{"tick": 8801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:52 (tick 8801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $300 (storage 4000), power 200 made / 140 used, harvesters 2.\nSCORE: assets $15600, army $6500, killed $6400 (23 units, 4 bldgs), lost $4400 (30 units, 0 bldgs). Map explored 35.2%.\nPRODUCTION: Building: proc 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, 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(93,10)44%\n  2tnk (Medium Tank) x2: #207@(88,12) #221@(43,24)\n  e1 (Rifle Infantry) x16: #143@(92,10)1% #195@(91,14) #197@(88,14) #198@(81,12) #199@(81,11) #201@(77,16) #202@(72,20) #208@(69,20) #209@(68,21) #210@(65,24) #211@(63,26) #212@(56,28) #214@(53,27) #217@(44,23) #218@(41,22) #220@(32,22)\n  e3 (Rocket Soldier) x1: #192@(92,8)\n  harv (Ore Truck (harvester)) x2: #131@(8,28) #152@(9,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #130 proc@(98,11) 100%, #159 weap@(97,8) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 20 units\n  - stance: 20 units\n  - rally #133: ordered\n  - rally #184: ordered\nYOUR NOTES FROM LAST TURN: Enemy base vicinity 95,8-12; all army ordered to attack-move there. Refinery is nearly ready and must be placed next turn.", "raw": "{\"thoughts\":\"Our forward force is already at the exposed enemy base, with their refinery and war factory visible. Place the third refinery for sustained income, keep power queued, and focus-fire the enemy war factory to cripple production.\",\"notes\":\"Enemy base at 95,8-12. Focus #159 war factory first, then #130 refinery; third proc placed this turn. Army is stretched along approach with forward units at target.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":8,\"y\":12},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"attack\",\"units\":\"all_army\",\"target\":159},{\"do\":\"repair\",\"building\":193},{\"do\":\"rally\",\"building\":184,\"x\":88,\"y\":11},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1649, "completion_tokens": 315, "total_tokens": 1964, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1647, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00869165, "upstream_inference_prompt_cost": 0.00453365, "upstream_inference_completions_cost": 0.004158}, "completion_tokens_details": {"reasoning_tokens": 137, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.65, "thoughts": "Our forward force is already at the exposed enemy base, with their refinery and war factory visible. Place the third refinery for sustained income, keep power queued, and focus-fire the enemy war factory to cripple production.", "notes": "Enemy base at 95,8-12. Focus #159 war factory first, then #130 refinery; third proc placed this turn. Army is stretched along approach with forward units at target.", "commands": [{"do": "place", "item": "proc", "x": 8, "y": 12}, {"do": "build", "item": "powr"}, {"do": "attack", "units": "all_army", "target": 159}, {"do": "repair", "building": 193}, {"do": "rally", "building": 184, "x": 88, "y": 11}, {"do": "rally", "building": 133, "x": 88, "y": 11}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "attack: 20 units", "repair #193: ordered", "rally #184: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6400, "deaths_cost": 4400, "units_killed": 23, "units_lost": 30, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 15600, "army_value": 4300, "income": 6500, "experience": 61, "order_count": 66}}
{"tick": 8801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:52 (tick 8801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1158 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $5600, army $2200, killed $4400 (30 units, 0 bldgs), lost $6400 (23 units, 4 bldgs). Map explored 18.6%.\nPRODUCTION: Vehicle: ftrk 73%; Vehicle: apc 0%; Vehicle: apc 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: apc 0%; Vehicle: apc 0%\nCAN PRODUCE NOW:\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 100%, #159 weap@(97,8) 99%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(104,24) #215@(98,16)98%\nVISIBLE ENEMY UNITS (3):\n  #143 e1@(92,10) 1%, #190 1tnk@(93,10) 44%, #192 e3@(92,8) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - train 2x harv: queued\n  - train 2x apc: queued\nYOUR NOTES FROM LAST TURN: No Fact (lost) \u2014 only weap produces; apc/ftrk/harv only. Keep 2 harvesters mining, add harvesters for income. Kill enemy raiders near base, then push west to (12,16). Infantry queue unavailable.", "raw": "{\"thoughts\": \"Enemies are attacking near our War Factory. Ftrk is 73% done; rally War Factory to defend. Sending Harvester #215 to crush the rocket soldier threatening our War Factory.\", \"notes\": \"No Fact/Barracks, only Weap and Proc. Defend Weap at all costs. Ftrk finishing, rally to base defense.\", \"commands\": [{\"do\": \"rally\", \"building\": 159, \"x\": 94, \"y\": 9}, {\"do\": \"move\", \"units\": [215], \"x\": 92, \"y\": 8}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1418, "completion_tokens": 859, "total_tokens": 2277, "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": 0.0085695, "upstream_inference_prompt_cost": 0.002127, "upstream_inference_completions_cost": 0.0064425}, "completion_tokens_details": {"reasoning_tokens": 724, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.61, "thoughts": "Enemies are attacking near our War Factory. Ftrk is 73% done; rally War Factory to defend. Sending Harvester #215 to crush the rocket soldier threatening our War Factory.", "notes": "No Fact/Barracks, only Weap and Proc. Defend Weap at all costs. Ftrk finishing, rally to base defense.", "commands": [{"do": "rally", "building": 159, "x": 94, "y": 9}, {"do": "move", "units": [215], "x": 92, "y": 8}], "feedback": ["rally #159: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4400, "deaths_cost": 6400, "units_killed": 30, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 5600, "army_value": 0, "income": 2500, "experience": 44, "order_count": 92}}
{"tick": 9001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:00 (tick 9001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $500 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $18000, army $7500, killed $6400 (23 units, 4 bldgs), lost $4500 (31 units, 0 bldgs). Map explored 35.6%.\nPRODUCTION: Building: powr 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, 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%, #222 proc@(15,20) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(94,10)44%\n  2tnk (Medium Tank) x2: #207@(93,11) #221@(56,28)\n  e1 (Rifle Infantry) x15: #195@(94,12) #197@(94,12) #198@(92,11) #199@(91,11) #201@(87,15) #202@(80,14) #208@(78,15) #209@(76,17) #210@(73,20) #211@(72,21) #212@(66,27) #214@(63,27) #217@(53,27) #218@(50,26) #220@(43,23)\n  e3 (Rocket Soldier) x1: #192@(93,8)\n  harv (Ore Truck (harvester)) x3: #131@(8,33) #152@(10,27) #223@(12,31)\nVISIBLE ENEMY UNITS (1):\n  #215 harv@(92,8) 98%\nVISIBLE ENEMY BUILDINGS (2):\n  #130 proc@(98,11) 100%, #159 weap@(97,8) 71%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\n  - attack: 20 units\n  - repair #193: ordered\n  - rally #184: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at 95,8-12. Focus #159 war factory first, then #130 refinery; third proc placed this turn. Army is stretched along approach with forward units at target.", "raw": "{\"thoughts\":\"Our forward force is already on the enemy base, with the damaged War Factory exposed. Destroy it immediately, then remove the refinery while expanding income and keeping infantry production active.\",\"notes\":\"Enemy base confirmed around 95,8-12; focus #159 weap then #130 proc. Forward army should finish base; build fourth refinery after placing ready power.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":17,\"y\":14},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack\",\"units\":\"all_army\",\"target\":159},{\"do\":\"rally\",\"building\":133,\"x\":91,\"y\":11},{\"do\":\"rally\",\"building\":184,\"x\":91,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":223}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1702, "completion_tokens": 404, "total_tokens": 2106, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1700, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0100122, "upstream_inference_prompt_cost": 0.0046794, "upstream_inference_completions_cost": 0.0053328}, "completion_tokens_details": {"reasoning_tokens": 206, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.7, "thoughts": "Our forward force is already on the enemy base, with the damaged War Factory exposed. Destroy it immediately, then remove the refinery while expanding income and keeping infantry production active.", "notes": "Enemy base confirmed around 95,8-12; focus #159 weap then #130 proc. Forward army should finish base; build fourth refinery after placing ready power.", "commands": [{"do": "place", "item": "powr", "x": 17, "y": 14}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack", "units": "all_army", "target": 159}, {"do": "rally", "building": 133, "x": 91, "y": 11}, {"do": "rally", "building": 184, "x": 91, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 223}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "train 5x e1: queued", "attack: 19 units", "rally #133: ordered", "rally #184: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6400, "deaths_cost": 4500, "units_killed": 23, "units_lost": 31, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 18000, "army_value": 4200, "income": 6500, "experience": 61, "order_count": 68}}
{"tick": 9001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:00 (tick 9001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1048 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $5600, army $2200, killed $4500 (31 units, 0 bldgs), lost $6400 (23 units, 4 bldgs). Map explored 18.6%.\nPRODUCTION: Vehicle: ftrk 92%; Vehicle: apc 0%; Vehicle: apc 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: apc 0%; Vehicle: apc 0%\nCAN PRODUCE NOW:\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 100%, #159 weap@(97,8) 71%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(100,19) #215@(92,8)98%*\nVISIBLE ENEMY UNITS (7):\n  #190 1tnk@(94,10) 44%, #192 e3@(93,8) 100%, #195 e1@(94,12) 100%, #197 e1@(94,12) 100%, #198 e1@(92,11) 100%, #199 e1@(91,11) 100%, #207 2tnk@(93,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #159: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: No Fact/Barracks, only Weap and Proc. Defend Weap at all costs. Ftrk finishing, rally to base defense.", "raw": "{\"thoughts\": \"Base has no Construction Yard (lost), so only the War Factory can produce. Enemy tanks/infantry are inside our base near (93,11) threatening the Weap. Low power is irrelevant now since we can't build anyway. Must protect the Weap, keep harvesters mining, and finish the Flak Truck to fight the infantry.\", \"notes\": \"No Fact - cannot build buildings. Only Vehicle queue works. Enemy armor at (93,11) inside base. Weap@97,8 is 71% - defend it. Ftrk finishing; get APCs next.\", \"commands\": [{\"do\":\"harvest\",\"unit\":215},{\"do\":\"rally\",\"building\":159,\"x\":96,\"y\":12},{\"do\":\"train\",\"item\":\"apc\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1384, "completion_tokens": 1001, "total_tokens": 2385, "cost": 0.001390608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001390608, "upstream_inference_prompt_cost": 0.000189408, "upstream_inference_completions_cost": 0.0012012}, "completion_tokens_details": {"reasoning_tokens": 829, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.45, "thoughts": "Base has no Construction Yard (lost), so only the War Factory can produce. Enemy tanks/infantry are inside our base near (93,11) threatening the Weap. Low power is irrelevant now since we can't build anyway. Must protect the Weap, keep harvesters mining, and finish the Flak Truck to fight the infantry.", "notes": "No Fact - cannot build buildings. Only Vehicle queue works. Enemy armor at (93,11) inside base. Weap@97,8 is 71% - defend it. Ftrk finishing; get APCs next.", "commands": [{"do": "harvest", "unit": 215}, {"do": "rally", "building": 159, "x": 96, "y": 12}, {"do": "train", "item": "apc", "count": 2}], "feedback": ["rally #159: ordered", "train 2x apc: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4500, "deaths_cost": 6400, "units_killed": 31, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 5600, "army_value": 0, "income": 2500, "experience": 45, "order_count": 92}}
{"tick": 9201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:08 (tick 9201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 6000), power 300 made / 170 used, harvesters 3.\nSCORE: assets $18500, army $7700, killed $6400 (23 units, 4 bldgs), lost $4500 (31 units, 0 bldgs). Map explored 35.8%.\nPRODUCTION: Building: proc 17%; Infantry: e1 51%; 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, 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%, #222 proc@(15,20) 100%, #224 powr@(18,15) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(94,10)34%\n  2tnk (Medium Tank) x2: #207@(93,11) #221@(67,23)\n  e1 (Rifle Infantry) x17: #195@(94,12) #197@(94,12) #198@(92,11) #199@(93,10) #201@(93,10)98% #202@(89,11) #208@(87,13) #209@(86,15) #210@(81,15) #211@(80,14) #212@(73,20) #214@(71,22) #217@(63,27) #218@(60,27) #220@(52,27) #225@(18,16) #227@(15,15)\n  e3 (Rocket Soldier) x1: #192@(93,8)\n  harv (Ore Truck (harvester)) x3: #131@(9,22) #152@(10,33) #223@(10,30)\nVISIBLE ENEMY UNITS (2):\n  #132 harv@(98,12) 100%, #226 ftrk@(97,9) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #130 proc@(98,11) 100%, #159 weap@(97,8) 37%\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\n  - train 5x e1: queued\n  - attack: 19 units\n  - rally #133: ordered\n  - rally #184: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 95,8-12; focus #159 weap then #130 proc. Forward army should finish base; build fourth refinery after placing ready power.", "raw": "{\"thoughts\":\"Our forward force is inside the enemy base and their War Factory is badly damaged. Finish the visible production and economy structures immediately while the refinery build continues at home.\",\"notes\":\"Enemy base at 95,8-12; destroy #159 weap then #130 proc. Damaged light tank retreats toward Service Depot.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":18,\"y\":18},{\"do\":\"attack\",\"units\":[207,192,195,197,198,199,201,202,208,209],\"target\":159},{\"do\":\"attack\",\"units\":[207,192,195,197,198,199,201,202,208,209],\"target\":130},{\"do\":\"move\",\"units\":[190],\"x\":10,\"y\":13},{\"do\":\"attack_move\",\"units\":[210,211,212,214,217,218,220],\"x\":95,\"y\":10},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":223}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1760, "completion_tokens": 356, "total_tokens": 2116, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1758, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0095381, "upstream_inference_prompt_cost": 0.0048389, "upstream_inference_completions_cost": 0.0046992}, "completion_tokens_details": {"reasoning_tokens": 130, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.78, "thoughts": "Our forward force is inside the enemy base and their War Factory is badly damaged. Finish the visible production and economy structures immediately while the refinery build continues at home.", "notes": "Enemy base at 95,8-12; destroy #159 weap then #130 proc. Damaged light tank retreats toward Service Depot.", "commands": [{"do": "place", "item": "powr", "x": 18, "y": 18}, {"do": "attack", "units": [207, 192, 195, 197, 198, 199, 201, 202, 208, 209], "target": 159}, {"do": "attack", "units": [207, 192, 195, 197, 198, 199, 201, 202, 208, 209], "target": 130}, {"do": "move", "units": [190], "x": 10, "y": 13}, {"do": "attack_move", "units": [210, 211, 212, 214, 217, 218, 220], "x": 95, "y": 10}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 223}], "feedback": ["place powr: nothing READY TO PLACE with that type", "attack: 10 units", "attack: 10 units", "move: 1 units", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6400, "deaths_cost": 4500, "units_killed": 23, "units_lost": 31, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 18500, "army_value": 4400, "income": 6000, "experience": 61, "order_count": 75}}
{"tick": 9201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:08 (tick 9201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1436 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6200, army $2800, killed $4500 (31 units, 0 bldgs), lost $6400 (23 units, 4 bldgs). Map explored 18.9%.\nPRODUCTION: Vehicle: apc 7%; Vehicle: apc 0%; Vehicle: apc 0%; Vehicle: apc 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: apc 0%; Vehicle: apc 0%\nCAN PRODUCE NOW:\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 100%, #159 weap@(97,8) 37%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  ftrk (Mobile Flak) x1: #226@(97,9)\n  harv (Ore Truck (harvester)) x2: #132@(98,12) #215@(91,2)98%\nVISIBLE ENEMY UNITS (8):\n  #190 1tnk@(94,10) 34%, #192 e3@(93,8) 100%, #195 e1@(94,12) 100%, #197 e1@(94,12) 100%, #198 e1@(92,11) 100%, #199 e1@(93,10) 100%, #201 e1@(93,10) 98%, #207 2tnk@(93,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #159: ordered\n  - train 2x apc: queued\nYOUR NOTES FROM LAST TURN: No Fact - cannot build buildings. Only Vehicle queue works. Enemy armor at (93,11) inside base. Weap@97,8 is 71% - defend it. Ftrk finishing; get APCs next.", "raw": "{\"thoughts\":\"War Factory is under heavy fire at 37% hp; repairing immediately. Using Flak Truck to eliminate the rocket soldier and infantry while ordering our harvester to help crush enemy infantry.\", \"notes\":\"Repairing Weap #159. Flak truck killing e3 then infantry. Harv crushing infantry. Waiting for APCs.\", \"commands\":[{\"do\":\"repair\",\"building\":159},{\"do\":\"attack\",\"units\":[226],\"target\":192},{\"do\":\"move\",\"units\":[132],\"x\":94,\"y\":12}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1521, "completion_tokens": 750, "total_tokens": 2271, "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": 0.0079065, "upstream_inference_prompt_cost": 0.0022815, "upstream_inference_completions_cost": 0.005625}, "completion_tokens_details": {"reasoning_tokens": 631, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.41, "thoughts": "War Factory is under heavy fire at 37% hp; repairing immediately. Using Flak Truck to eliminate the rocket soldier and infantry while ordering our harvester to help crush enemy infantry.", "notes": "Repairing Weap #159. Flak truck killing e3 then infantry. Harv crushing infantry. Waiting for APCs.", "commands": [{"do": "repair", "building": 159}, {"do": "attack", "units": [226], "target": 192}, {"do": "move", "units": [132], "x": 94, "y": 12}], "feedback": ["repair #159: ordered", "attack: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4500, "deaths_cost": 6400, "units_killed": 31, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 6200, "army_value": 600, "income": 3000, "experience": 45, "order_count": 94}}
{"tick": 9401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:16 (tick 9401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $350 (storage 6000), power 300 made / 170 used, harvesters 3.\nSCORE: assets $18500, army $7700, killed $6400 (23 units, 4 bldgs), lost $4800 (32 units, 0 bldgs). Map explored 36.2%.\nPRODUCTION: Building: proc 37%\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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%, #222 proc@(15,20) 100%, #224 powr@(18,15) 100%\nYOUR UNITS (26) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(77,13)34%\n  2tnk (Medium Tank) x2: #207@(93,11) #221@(76,14)\n  e1 (Rifle Infantry) x20: #195@(93,12) #197@(94,13) #198@(92,11) #199@(93,10)88% #201@(93,10)18% #202@(93,10)72% #208@(93,12) #209@(94,14) #210@(90,14) #211@(90,14) #212@(80,13) #214@(79,14) #217@(71,20) #218@(67,22) #220@(61,27) #225@(27,20) #227@(24,20) #228@(18,16) #229@(15,15) #230@(12,14)\n  harv (Ore Truck (harvester)) x3: #131@(5,29) #152@(10,30) #223@(9,22)\nVISIBLE ENEMY UNITS (3):\n  #132 harv@(94,12) 93%, #215 harv@(93,7) 98%, #226 ftrk@(97,9) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #130 proc@(98,11) 62%, #159 weap@(97,8) 35%\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - attack: 10 units\n  - attack: 10 units\n  - move: 1 units\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Enemy base at 95,8-12; destroy #159 weap then #130 proc. Damaged light tank retreats toward Service Depot.", "raw": "{\"thoughts\":\"Our forward force is inside the enemy base and their War Factory is critically damaged. Focus-fire it immediately, then eliminate the Refinery while the damaged light tank returns for repairs; keep infantry production running.\",\"notes\":\"Enemy base confirmed around 93-98, y7-12. Attack #159 weap first, then #130 proc. Light tank #190 retreating to Service Depot #193.\",\"commands\":[{\"do\":\"attack\",\"units\":[195,197,198,199,201,202,207,208,209,210,211],\"target\":159},{\"do\":\"attack\",\"units\":[195,197,198,199,201,202,207,208,209,210,211],\"target\":130},{\"do\":\"attack_move\",\"units\":[212,214,217,218,220,221],\"x\":95,\"y\":9},{\"do\":\"move\",\"units\":[190],\"x\":9,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":184,\"x\":86,\"y\":13}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1739, "completion_tokens": 351, "total_tokens": 2090, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1737, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00941435, "upstream_inference_prompt_cost": 0.00478115, "upstream_inference_completions_cost": 0.0046332}, "completion_tokens_details": {"reasoning_tokens": 103, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "Our forward force is inside the enemy base and their War Factory is critically damaged. Focus-fire it immediately, then eliminate the Refinery while the damaged light tank returns for repairs; keep infantry production running.", "notes": "Enemy base confirmed around 93-98, y7-12. Attack #159 weap first, then #130 proc. Light tank #190 retreating to Service Depot #193.", "commands": [{"do": "attack", "units": [195, 197, 198, 199, 201, 202, 207, 208, 209, 210, 211], "target": 159}, {"do": "attack", "units": [195, 197, 198, 199, 201, 202, 207, 208, 209, 210, 211], "target": 130}, {"do": "attack_move", "units": [212, 214, 217, 218, 220, 221], "x": 95, "y": 9}, {"do": "move", "units": [190], "x": 9, "y": 13}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 88, "y": 12}, {"do": "rally", "building": 184, "x": 86, "y": 13}], "feedback": ["attack: 11 units", "attack: 11 units", "attack_move: 6 units", "move: 1 units", "train 5x e1: queued", "rally #133: ordered", "rally #184: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6400, "deaths_cost": 4800, "units_killed": 23, "units_lost": 32, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 18500, "army_value": 4400, "income": 6550, "experience": 61, "order_count": 75}}
{"tick": 9401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:16 (tick 9401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1325 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6200, army $2800, killed $4800 (32 units, 0 bldgs), lost $6400 (23 units, 4 bldgs). Map explored 19%.\nPRODUCTION: Vehicle: apc 20%; Vehicle: apc 0%; Vehicle: apc 0%; Vehicle: apc 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: apc 0%; Vehicle: apc 0%\nCAN PRODUCE NOW:\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 62%, #159 weap@(97,8) 35%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  ftrk (Mobile Flak) x1: #226@(97,9)\n  harv (Ore Truck (harvester)) x2: #132@(94,12)93%* #215@(93,7)98%\nVISIBLE ENEMY UNITS (9):\n  #195 e1@(93,12) 100%, #197 e1@(94,13) 99%, #198 e1@(92,11) 100%, #199 e1@(93,10) 88%, #201 e1@(93,10) 18%, #202 e1@(93,10) 72%, #207 2tnk@(93,11) 100%, #208 e1@(93,12) 100%, #209 e1@(94,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #159: ordered\n  - attack: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Repairing Weap #159. Flak truck killing e3 then infantry. Harv crushing infantry. Waiting for APCs.", "raw": "{\"thoughts\": \"Enemy infantry and a medium tank are inside my base with no Construction Yard visible (likely lost) and zero power. I must fight with what I have: use harvesters to crush the infantry cluster and the flak truck to gun them down, while APCs finish.\", \"notes\": \"No ConYard - can only make vehicles. Enemy swarm at (93-94,10-14) in base. Crushing infantry with harvesters, flak covering. APCs pending.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[132],\"x\":93,\"y\":10},{\"do\":\"attack_move\",\"units\":[215],\"x\":94,\"y\":13},{\"do\":\"attack_move\",\"units\":[226],\"x\":93,\"y\":11},{\"do\":\"attack\",\"units\":[226],\"target\":207}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1438, "completion_tokens": 1087, "total_tokens": 2525, "cost": 0.001510008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001510008, "upstream_inference_prompt_cost": 0.000205608, "upstream_inference_completions_cost": 0.0013044}, "completion_tokens_details": {"reasoning_tokens": 912, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.0, "thoughts": "Enemy infantry and a medium tank are inside my base with no Construction Yard visible (likely lost) and zero power. I must fight with what I have: use harvesters to crush the infantry cluster and the flak truck to gun them down, while APCs finish.", "notes": "No ConYard - can only make vehicles. Enemy swarm at (93-94,10-14) in base. Crushing infantry with harvesters, flak covering. APCs pending.", "commands": [{"do": "attack_move", "units": [132], "x": 93, "y": 10}, {"do": "attack_move", "units": [215], "x": 94, "y": 13}, {"do": "attack_move", "units": [226], "x": 93, "y": 11}, {"do": "attack", "units": [226], "target": 207}], "feedback": ["attack_move: 1 units", "attack_move: 1 units", "attack_move: 1 units", "attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4800, "deaths_cost": 6400, "units_killed": 32, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 6200, "army_value": 600, "income": 2500, "experience": 48, "order_count": 94}}
{"tick": 9601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:24 (tick 9601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $410 (storage 6000), power 300 made / 170 used, harvesters 3.\nSCORE: assets $18600, army $7800, killed $6400 (23 units, 4 bldgs), lost $4900 (33 units, 0 bldgs). Map explored 37%.\nPRODUCTION: Building: proc 58%; Infantry: e1 76%; 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, 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%, #222 proc@(15,20) 100%, #224 powr@(18,15) 100%\nYOUR UNITS (27) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(63,28)34%\n  2tnk (Medium Tank) x2: #207@(93,11)91% #221@(87,8)\n  e1 (Rifle Infantry) x21: #195@(93,12) #197@(93,14) #198@(92,11) #201@(93,9)18% #202@(93,9)72% #208@(93,12)93% #209@(94,14) #210@(93,14) #211@(93,14) #212@(89,12) #214@(89,14) #217@(78,13) #218@(75,15) #220@(69,20) #225@(36,24) #227@(33,24) #228@(27,20) #229@(24,20) #230@(21,17) #231@(18,16) #232@(15,15)\n  harv (Ore Truck (harvester)) x3: #131@(4,27) #152@(9,22) #223@(10,34)\nVISIBLE ENEMY UNITS (3):\n  #132 harv@(93,10) 90%, #215 harv@(94,13) 97%, #226 ftrk@(97,9) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #130 proc@(98,11) 27%, #159 weap@(97,8) 35%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 11 units\n  - attack: 11 units\n  - attack_move: 6 units\n  - move: 1 units\n  - train 5x e1: queued\n  - rally #133: ordered\n  - rally #184: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 93-98, y7-12. Attack #159 weap first, then #130 proc. Light tank #190 retreating to Service Depot #193.", "raw": "{\"thoughts\":\"Our forward force is inside the exposed enemy base, with both visible production/economy buildings badly damaged. Finish the War Factory and Refinery immediately while the damaged light tank returns to the depot; keep infantry production running and place the refinery when ready.\",\"notes\":\"Enemy base at x93-98 y7-14; #159 weap and #130 proc are vulnerable. Forward force: #207,#221 and infantry around enemy base. #190 retreating to depot.\",\"commands\":[{\"do\":\"attack\",\"units\":[207,221,195,197,198,201,202,208,209,210,211,212,214],\"target\":159},{\"do\":\"attack\",\"units\":[217,218,220],\"target\":130},{\"do\":\"attack\",\"units\":[207,221,195,197,198,208,209,210,211,212],\"target\":132},{\"do\":\"move\",\"units\":[190],\"x\":9,\"y\":13},{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":21},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":184,\"x\":88,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1789, "completion_tokens": 406, "total_tokens": 2195, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1787, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.01027785, "upstream_inference_prompt_cost": 0.00491865, "upstream_inference_completions_cost": 0.0053592}, "completion_tokens_details": {"reasoning_tokens": 136, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.63, "thoughts": "Our forward force is inside the exposed enemy base, with both visible production/economy buildings badly damaged. Finish the War Factory and Refinery immediately while the damaged light tank returns to the depot; keep infantry production running and place the refinery when ready.", "notes": "Enemy base at x93-98 y7-14; #159 weap and #130 proc are vulnerable. Forward force: #207,#221 and infantry around enemy base. #190 retreating to depot.", "commands": [{"do": "attack", "units": [207, 221, 195, 197, 198, 201, 202, 208, 209, 210, 211, 212, 214], "target": 159}, {"do": "attack", "units": [217, 218, 220], "target": 130}, {"do": "attack", "units": [207, 221, 195, 197, 198, 208, 209, 210, 211, 212], "target": 132}, {"do": "move", "units": [190], "x": 9, "y": 13}, {"do": "place", "item": "proc", "x": 18, "y": 21}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 88, "y": 12}, {"do": "rally", "building": 184, "x": 88, "y": 12}], "feedback": ["attack: 13 units", "attack: 3 units", "attack: 10 units", "move: 1 units", "place proc: nothing READY TO PLACE with that type", "train 5x e1: queued", "rally #133: ordered", "rally #184: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6400, "deaths_cost": 4900, "units_killed": 23, "units_lost": 33, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 18600, "army_value": 4500, "income": 7000, "experience": 61, "order_count": 80}}
{"tick": 9601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:24 (tick 9601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1213 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6200, army $2800, killed $4900 (33 units, 0 bldgs), lost $6400 (23 units, 4 bldgs). Map explored 19%.\nPRODUCTION: Vehicle: apc 33%; Vehicle: apc 0%; Vehicle: apc 0%; Vehicle: apc 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: apc 0%; Vehicle: apc 0%\nCAN PRODUCE NOW:\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 27%, #159 weap@(97,8) 35%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  ftrk (Mobile Flak) x1: #226@(97,9)\n  harv (Ore Truck (harvester)) x2: #132@(93,10)90%* #215@(94,13)97%*\nVISIBLE ENEMY UNITS (10):\n  #195 e1@(93,12) 100%, #197 e1@(93,14) 99%, #198 e1@(92,11) 100%, #201 e1@(93,9) 18%, #202 e1@(93,9) 72%, #207 2tnk@(93,11) 91%, #208 e1@(93,12) 93%, #209 e1@(94,14) 100%, #210 e1@(93,14) 100%, #211 e1@(93,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - attack_move: 1 units\n  - attack_move: 1 units\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: No ConYard - can only make vehicles. Enemy swarm at (93-94,10-14) in base. Crushing infantry with harvesters, flak covering. APCs pending.", "raw": "{\"thoughts\": \"Base is in crisis: only a badly damaged refinery (27%) and war factory (35%), zero power, and enemy infantry+one medium tank are INSIDE my base at (93-94,10-14). I must clear them. Flak truck is strong vs infantry, and harvesters can crush the clustered infantry while heading to mine (and deliver ore for cash).\", \"notes\": \"No ConYard - cannot rebuild buildings; defend proc/weap. Enemy ground push at (93-94,10-14). Flak #226 engaging infantry; harvesters crushing + mining for cash. APCs queued but need cash. Enemy likely based west ~(12,16).\", \"commands\": [{\"do\":\"attack_move\",\"units\":[226],\"x\":94,\"y\":12},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":215},{\"do\":\"rally\",\"building\":159,\"x\":95,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1477, "completion_tokens": 1547, "total_tokens": 3024, "cost": 0.002073708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002073708, "upstream_inference_prompt_cost": 0.000217308, "upstream_inference_completions_cost": 0.0018564}, "completion_tokens_details": {"reasoning_tokens": 1340, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.95, "thoughts": "Base is in crisis: only a badly damaged refinery (27%) and war factory (35%), zero power, and enemy infantry+one medium tank are INSIDE my base at (93-94,10-14). I must clear them. Flak truck is strong vs infantry, and harvesters can crush the clustered infantry while heading to mine (and deliver ore for cash).", "notes": "No ConYard - cannot rebuild buildings; defend proc/weap. Enemy ground push at (93-94,10-14). Flak #226 engaging infantry; harvesters crushing + mining for cash. APCs queued but need cash. Enemy likely based west ~(12,16).", "commands": [{"do": "attack_move", "units": [226], "x": 94, "y": 12}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 215}, {"do": "rally", "building": 159, "x": 95, "y": 11}], "feedback": ["attack_move: 1 units", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4900, "deaths_cost": 6400, "units_killed": 33, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 6200, "army_value": 600, "income": 2500, "experience": 49, "order_count": 94}}
{"tick": 9801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:32 (tick 9801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $373 (storage 6000), power 300 made / 170 used, harvesters 3.\nSCORE: assets $18900, army $8100, killed $6400 (23 units, 4 bldgs), lost $4900 (33 units, 0 bldgs). Map explored 37.3%.\nPRODUCTION: Building: proc 77%; Infantry: e1 41%; 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, 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%, #222 proc@(15,20) 100%, #224 powr@(18,15) 100%\nYOUR UNITS (30) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(44,26)34%\n  2tnk (Medium Tank) x2: #207@(90,7)82% #221@(89,7)\n  e1 (Rifle Infantry) x24: #195@(91,8) #197@(91,7)98% #198@(91,8) #201@(93,9)18% #202@(93,9)72% #208@(90,8)89% #209@(90,8) #210@(91,8) #211@(91,7) #212@(88,9) #214@(93,10)98% #217@(88,12) #218@(85,15) #220@(78,15) #225@(47,24) #227@(44,24) #228@(36,24) #229@(33,24) #230@(30,23) #231@(27,20) #232@(24,20) #233@(20,16) #234@(17,16) #235@(13,14)\n  harv (Ore Truck (harvester)) x3: #131@(9,22) #152@(10,34) #223@(8,31)\nVISIBLE ENEMY UNITS (2):\n  #132 harv@(88,4) 30%, #226 ftrk@(94,9) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 13 units\n  - attack: 3 units\n  - attack: 10 units\n  - move: 1 units\n  - place proc: nothing READY TO PLACE with that type\n  - train 5x e1: queued\n  - rally #133: ordered\n  - rally #184: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at x93-98 y7-14; #159 weap and #130 proc are vulnerable. Forward force: #207,#221 and infantry around enemy base. #190 retreating to depot.", "raw": "{\"thoughts\":\"Our forward force is inside the enemy start area and should keep clearing while the third refinery completes to strengthen income. The damaged light tank will return to the depot, and rear infantry will reinforce the attack.\",\"notes\":\"Enemy base remains around x93-98 y7-14, currently fogged; forward force has 2 medium tanks and infantry. Place refinery immediately when ready, then add War Factory/armor.\",\"commands\":[{\"do\":\"attack\",\"units\":[207,221,195,197,198,201,202,208,209,210,211,212,214,217],\"target\":226},{\"do\":\"attack_move\",\"units\":[207,221,195,197,198,201,202,208,209,210,211,212,214,217],\"x\":96,\"y\":11},{\"do\":\"attack_move\",\"units\":[218,220],\"x\":91,\"y\":11},{\"do\":\"attack_move\",\"units\":[225,227,228,229,230,231,232,233,234,235],\"x\":84,\"y\":14},{\"do\":\"move\",\"units\":[190],\"x\":9,\"y\":13},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"rally\",\"building\":133,\"x\":84,\"y\":14},{\"do\":\"rally\",\"building\":184,\"x\":84,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1814, "completion_tokens": 385, "total_tokens": 2199, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1812, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0100694, "upstream_inference_prompt_cost": 0.0049874, "upstream_inference_completions_cost": 0.005082}, "completion_tokens_details": {"reasoning_tokens": 91, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.18, "thoughts": "Our forward force is inside the enemy start area and should keep clearing while the third refinery completes to strengthen income. The damaged light tank will return to the depot, and rear infantry will reinforce the attack.", "notes": "Enemy base remains around x93-98 y7-14, currently fogged; forward force has 2 medium tanks and infantry. Place refinery immediately when ready, then add War Factory/armor.", "commands": [{"do": "attack", "units": [207, 221, 195, 197, 198, 201, 202, 208, 209, 210, 211, 212, 214, 217], "target": 226}, {"do": "attack_move", "units": [207, 221, 195, 197, 198, 201, 202, 208, 209, 210, 211, 212, 214, 217], "x": 96, "y": 11}, {"do": "attack_move", "units": [218, 220], "x": 91, "y": 11}, {"do": "attack_move", "units": [225, 227, 228, 229, 230, 231, 232, 233, 234, 235], "x": 84, "y": 14}, {"do": "move", "units": [190], "x": 9, "y": 13}, {"do": "train", "item": "e3", "count": 1}, {"do": "rally", "building": 133, "x": 84, "y": 14}, {"do": "rally", "building": 184, "x": 84, "y": 14}], "feedback": ["attack: 14 units", "attack_move: 14 units", "attack_move: 2 units", "attack_move: 10 units", "move: 1 units", "train 1x e3: queued", "rally #133: ordered", "rally #184: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6400, "deaths_cost": 4900, "units_killed": 23, "units_lost": 33, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 18900, "army_value": 4800, "income": 7000, "experience": 61, "order_count": 85}}
{"tick": 9801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:32 (tick 9801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1603 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6200, army $2800, killed $4900 (33 units, 0 bldgs), lost $6400 (23 units, 4 bldgs). Map explored 19%.\nPRODUCTION: Vehicle: apc 46%; Vehicle: apc 0%; Vehicle: apc 0%; Vehicle: apc 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: apc 0%; Vehicle: apc 0%\nCAN PRODUCE NOW:\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 26%, #159 weap@(97,8) 31%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  ftrk (Mobile Flak) x1: #226@(94,9)\n  harv (Ore Truck (harvester)) x2: #132@(88,4)30% #215@(98,14)97%\nVISIBLE ENEMY UNITS (13):\n  #195 e1@(91,8) 100%, #197 e1@(91,7) 98%, #198 e1@(91,8) 99%, #201 e1@(93,9) 18%, #202 e1@(93,9) 72%, #207 2tnk@(90,7) 82%, #208 e1@(90,8) 89%, #209 e1@(90,8) 100%, #210 e1@(91,8) 100%, #211 e1@(91,7) 99%, #212 e1@(88,9) 100%, #214 e1@(93,10) 98%, #221 2tnk@(89,7) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: No ConYard - cannot rebuild buildings; defend proc/weap. Enemy ground push at (93-94,10-14). Flak #226 engaging infantry; harvesters crushing + mining for cash. APCs queued but need cash. Enemy likely based west ~(12,16).", "raw": "{\"thoughts\": \"No Construction Yard and low power means I can't build anything new; only the War Factory is producing. Enemy infantry+tanks are pushing right into my base at (90-93,7-10). I'll use the Mobile Flak and a harvester crush to clear infantry, keep harvesters mining for cash, and trim the APC queue (too expensive) in favor of cheaper Flaks.\", \"notes\": \"No ConYard -> cannot build/repair buildings beyond repairs. Enemy push at (90-93,7-10) with 2 medium tanks + ~10 e1. Flak #226 + harv #215 engaging; harv #132 damaged at (88,4). Queue: keep 1 apc in progress, cancel extra apcs, add ftrk, 2 harv queued. War factory #159 at 31% hp - repaired. Enemy base likely ~(12,16).\", \"commands\": [{\"do\":\"attack_move\",\"units\":[226],\"x\":91,\"y\":8},{\"do\":\"move\",\"units\":[215],\"x\":93,\"y\":9},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"cancel\",\"item\":\"apc\"},{\"do\":\"cancel\",\"item\":\"apc\"},{\"do\":\"cancel\",\"item\":\"apc\"},{\"do\":\"train\",\"item\":\"ftrk\",\"count\":1},{\"do\":\"repair\",\"building\":159},{\"do\":\"rally\",\"building\":159,\"x\":95,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1519, "completion_tokens": 1906, "total_tokens": 3425, "cost": 0.002517108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002517108, "upstream_inference_prompt_cost": 0.000229908, "upstream_inference_completions_cost": 0.0022872}, "completion_tokens_details": {"reasoning_tokens": 1591, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.96, "thoughts": "No Construction Yard and low power means I can't build anything new; only the War Factory is producing. Enemy infantry+tanks are pushing right into my base at (90-93,7-10). I'll use the Mobile Flak and a harvester crush to clear infantry, keep harvesters mining for cash, and trim the APC queue (too expensive) in favor of cheaper Flaks.", "notes": "No ConYard -> cannot build/repair buildings beyond repairs. Enemy push at (90-93,7-10) with 2 medium tanks + ~10 e1. Flak #226 + harv #215 engaging; harv #132 damaged at (88,4). Queue: keep 1 apc in progress, cancel extra apcs, add ftrk, 2 harv queued. War factory #159 at 31% hp - repaired. Enemy base likely ~(12,16).", "commands": [{"do": "attack_move", "units": [226], "x": 91, "y": 8}, {"do": "move", "units": [215], "x": 93, "y": 9}, {"do": "harvest", "unit": 132}, {"do": "cancel", "item": "apc"}, {"do": "cancel", "item": "apc"}, {"do": "cancel", "item": "apc"}, {"do": "train", "item": "ftrk", "count": 1}, {"do": "repair", "building": 159}, {"do": "rally", "building": 159, "x": 95, "y": 11}], "feedback": ["attack_move: 1 units", "move: 1 units", "train 1x ftrk: queued", "repair #159: ordered", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4900, "deaths_cost": 6400, "units_killed": 33, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 6200, "army_value": 600, "income": 3000, "experience": 49, "order_count": 94}}
{"tick": 10001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:40 (tick 10001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $132 (storage 6000), power 300 made / 170 used, harvesters 3.\nSCORE: assets $19000, army $8200, killed $8100 (25 units, 4 bldgs), lost $4900 (33 units, 0 bldgs). Map explored 37.5%.\nPRODUCTION: Building: proc 91%; Infantry: e3 45%; 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, 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%, #222 proc@(15,20) 100%, #224 powr@(18,15) 100%\nYOUR UNITS (31) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(22,17)34%\n  2tnk (Medium Tank) x2: #207@(92,6)79% #221@(91,6)\n  e1 (Rifle Infantry) x25: #195@(91,8) #197@(91,7)94% #198@(91,7)97% #201@(94,10)0% #202@(94,9)61% #208@(90,8)88% #209@(91,8) #210@(91,7)98% #211@(91,7)98% #212@(89,7) #214@(93,10)96% #217@(92,12) #218@(90,12) #220@(87,14) #225@(56,28) #227@(53,27) #228@(46,26) #229@(43,25) #230@(40,24) #231@(36,24) #232@(33,24) #233@(29,22) #234@(27,20) #235@(22,18) #236@(19,16)\n  harv (Ore Truck (harvester)) x3: #131@(3,29) #152@(6,31) #223@(9,22)\nVISIBLE ENEMY UNITS (2):\n  #215 harv@(93,9) 82%, #237 harv.fullhusk@(94,7) 95%\nVISIBLE ENEMY BUILDINGS (1):\n  #159 weap@(97,8) 29%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 14 units\n  - attack_move: 14 units\n  - attack_move: 2 units\n  - attack_move: 10 units\n  - move: 1 units\n  - train 1x e3: queued\n  - rally #133: ordered\n  - rally #184: ordered\nYOUR NOTES FROM LAST TURN: Enemy base remains around x93-98 y7-14, currently fogged; forward force has 2 medium tanks and infantry. Place refinery immediately when ready, then add War Factory/armor.", "raw": "{\"thoughts\":\"Our forward force is inside the enemy base area and can finish the damaged War Factory while denying its harvester. Place the ready refinery for continued economy, then keep pressure with armor and nearby infantry.\",\"notes\":\"Enemy base confirmed around (93,9); enemy War Factory #159 is at 29% and should be destroyed now. Three harvesters active at home; refinery placed this turn.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":21},{\"do\":\"attack\",\"units\":[207,221,195,197,198,202,208,209,210,211,212,214,217,218,220],\"target\":159},{\"do\":\"attack\",\"units\":[207,221,195,197,198,202,208,209,210,211,212,214,217,218,220],\"target\":215},{\"do\":\"attack_move\",\"units\":[225,227,228,229,230,231,232,233,234,235,236],\"x\":92,\"y\":10},{\"do\":\"move\",\"units\":[190],\"x\":9,\"y\":13},{\"do\":\"rally\",\"building\":133,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":184,\"x\":88,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1835, "completion_tokens": 353, "total_tokens": 2188, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1833, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00970475, "upstream_inference_prompt_cost": 0.00504515, "upstream_inference_completions_cost": 0.0046596}, "completion_tokens_details": {"reasoning_tokens": 78, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.77, "thoughts": "Our forward force is inside the enemy base area and can finish the damaged War Factory while denying its harvester. Place the ready refinery for continued economy, then keep pressure with armor and nearby infantry.", "notes": "Enemy base confirmed around (93,9); enemy War Factory #159 is at 29% and should be destroyed now. Three harvesters active at home; refinery placed this turn.", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 21}, {"do": "attack", "units": [207, 221, 195, 197, 198, 202, 208, 209, 210, 211, 212, 214, 217, 218, 220], "target": 159}, {"do": "attack", "units": [207, 221, 195, 197, 198, 202, 208, 209, 210, 211, 212, 214, 217, 218, 220], "target": 215}, {"do": "attack_move", "units": [225, 227, 228, 229, 230, 231, 232, 233, 234, 235, 236], "x": 92, "y": 10}, {"do": "move", "units": [190], "x": 9, "y": 13}, {"do": "rally", "building": 133, "x": 88, "y": 12}, {"do": "rally", "building": 184, "x": 88, "y": 12}], "feedback": ["place proc: nothing READY TO PLACE with that type", "attack: 15 units", "attack: 15 units", "attack_move: 11 units", "move: 1 units", "rally #133: ordered", "rally #184: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 8100, "deaths_cost": 4900, "units_killed": 25, "units_lost": 33, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 19000, "army_value": 4900, "income": 6625, "experience": 78, "order_count": 86}}
{"tick": 10001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:40 (tick 10001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1491 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $4500, army $1100, killed $4900 (33 units, 0 bldgs), lost $8100 (25 units, 4 bldgs). Map explored 19%.\nPRODUCTION: Vehicle: apc 60%; Vehicle: ftrk 0%; Vehicle: apc 0%; Vehicle: apc 0%; Vehicle: harv 0%; Vehicle: harv 0%\nCAN PRODUCE NOW:\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 26%, #159 weap@(97,8) 29%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #215@(93,9)82%*\n  harv.fullhusk (harv.fullhusk) x1: #237@(94,7)95%*\nVISIBLE ENEMY UNITS (13):\n  #195 e1@(91,8) 100%, #197 e1@(91,7) 94%, #198 e1@(91,7) 97%, #201 e1@(94,10) 0%, #202 e1@(94,9) 61%, #207 2tnk@(92,6) 79%, #208 e1@(90,8) 88%, #209 e1@(91,8) 100%, #210 e1@(91,7) 98%, #211 e1@(91,7) 98%, #214 e1@(93,10) 96%, #217 e1@(92,12) 100%, #221 2tnk@(91,6) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - move: 1 units\n  - train 1x ftrk: queued\n  - repair #159: ordered\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: No ConYard -> cannot build/repair buildings beyond repairs. Enemy push at (90-93,7-10) with 2 medium tanks + ~10 e1. Flak #226 + harv #215 engaging; harv #132 damaged at (88,4). Queue: keep 1 apc in progress, cancel extra apcs, add ftrk, 2 harv queued. War factory #159 at 31% hp - repaired. Enemy base likely ~(12,16).", "raw": "{\"thoughts\": \"Critical state: no Construction Yard means I cannot build power or fix my LOW POWER, and my base buildings are nearly dead. The only useful move is to keep the lone harvester mining for cash and pump out cheap combat vehicles (Flak Track beats the enemy infantry swarm) to defend.\", \"notes\": \"No ConYard - cannot build/repair buildings, only vehicles from weap #159. Enemy ~11 e1 + 2 2tnk at (90-93,7-12) pushing base. Keep harv #215 mining; queue ftrk/apc from weap, rally to defend proc. Enemy base likely (12,16).\", \"commands\": [{\"do\":\"harvest\",\"unit\":215},{\"do\":\"rally\",\"building\":159,\"x\":97,\"y\":12},{\"do\":\"train\",\"item\":\"ftrk\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1579, "completion_tokens": 1553, "total_tokens": 3132, "cost": 0.002111508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002111508, "upstream_inference_prompt_cost": 0.000247908, "upstream_inference_completions_cost": 0.0018636}, "completion_tokens_details": {"reasoning_tokens": 1366, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.93, "thoughts": "Critical state: no Construction Yard means I cannot build power or fix my LOW POWER, and my base buildings are nearly dead. The only useful move is to keep the lone harvester mining for cash and pump out cheap combat vehicles (Flak Track beats the enemy infantry swarm) to defend.", "notes": "No ConYard - cannot build/repair buildings, only vehicles from weap #159. Enemy ~11 e1 + 2 2tnk at (90-93,7-12) pushing base. Keep harv #215 mining; queue ftrk/apc from weap, rally to defend proc. Enemy base likely (12,16).", "commands": [{"do": "harvest", "unit": 215}, {"do": "rally", "building": 159, "x": 97, "y": 12}, {"do": "train", "item": "ftrk", "count": 1}], "feedback": ["rally #159: ordered", "train 1x ftrk: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4900, "deaths_cost": 8100, "units_killed": 33, "units_lost": 25, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 4500, "army_value": 0, "income": 3000, "experience": 49, "order_count": 98}}
{"tick": 10201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:48 (tick 10201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $38 (storage 6000), power 300 made / 170 used, harvesters 3.\nSCORE: assets $19400, army $8600, killed $9200 (26 units, 4 bldgs), lost $4900 (33 units, 0 bldgs). Map explored 37.6%.\nPRODUCTION: Building: proc READY TO PLACE; Infantry: e1 63%; 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, 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%, #222 proc@(15,20) 100%, #224 powr@(18,15) 100%\nYOUR UNITS (33) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(8,14)34%*\n  2tnk (Medium Tank) x2: #207@(93,6)79% #221@(92,7)*\n  e1 (Rifle Infantry) x26: #195@(91,8)* #197@(91,7)94% #198@(91,7)97%* #201@(94,10)0% #202@(94,9)61% #208@(91,8)88% #209@(91,8)* #210@(91,7)98%* #211@(91,7)98%* #212@(91,7)* #214@(93,10)96% #217@(92,11)* #218@(92,11)* #220@(92,11)* #225@(65,24) #227@(63,26) #228@(56,28) #229@(53,27) #230@(50,26) #231@(47,24) #232@(44,24) #233@(39,24) #234@(36,24) #235@(31,24) #236@(28,21) #239@(13,14)\n  e3 (Rocket Soldier) x1: #238@(16,15)\n  harv (Ore Truck (harvester)) x3: #131@(6,30) #152@(9,22) #223@(7,33)\nVISIBLE ENEMY UNITS (2):\n  #237 harv.fullhusk@(94,7) 75%, #240 harv.fullhusk@(96,9) 82%\nVISIBLE ENEMY BUILDINGS (1):\n  #159 weap@(97,8) 26%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - attack: 15 units\n  - attack: 15 units\n  - attack_move: 11 units\n  - move: 1 units\n  - rally #133: ordered\n  - rally #184: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around (93,9); enemy War Factory #159 is at 29% and should be destroyed now. Three harvesters active at home; refinery placed this turn.", "raw": "{\"thoughts\":\"Our forward force is inside the enemy base and their War Factory is critically damaged; finish it immediately while continuing production. Place the ready refinery to grow income and keep the home damaged tank safe for repairs.\",\"notes\":\"Enemy base at (93,9); destroy War Factory #159 now. Forward tanks/infantry are around (91-94,7-11); reinforce from home along center route.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":21},{\"do\":\"attack\",\"units\":[207,221,195,197,198,202,208,209,210,211,212,214,217,218,220],\"target\":159},{\"do\":\"attack_move\",\"units\":[225,227,228,229,230,231,232,233,234,235,236],\"x\":93,\"y\":9},{\"do\":\"move\",\"units\":[190],\"x\":9,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":65,\"y\":24},{\"do\":\"rally\",\"building\":184,\"x\":65,\"y\":24}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1843, "completion_tokens": 405, "total_tokens": 2248, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1841, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.01041315, "upstream_inference_prompt_cost": 0.00506715, "upstream_inference_completions_cost": 0.005346}, "completion_tokens_details": {"reasoning_tokens": 128, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.39, "thoughts": "Our forward force is inside the enemy base and their War Factory is critically damaged; finish it immediately while continuing production. Place the ready refinery to grow income and keep the home damaged tank safe for repairs.", "notes": "Enemy base at (93,9); destroy War Factory #159 now. Forward tanks/infantry are around (91-94,7-11); reinforce from home along center route.", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 21}, {"do": "attack", "units": [207, 221, 195, 197, 198, 202, 208, 209, 210, 211, 212, 214, 217, 218, 220], "target": 159}, {"do": "attack_move", "units": [225, 227, 228, 229, 230, 231, 232, 233, 234, 235, 236], "x": 93, "y": 9}, {"do": "move", "units": [190], "x": 9, "y": 13}, {"do": "train", "item": "e1", "count": 10}, {"do": "train", "item": "e3", "count": 5}, {"do": "train", "item": "2tnk", "count": 5}, {"do": "rally", "building": 133, "x": 65, "y": 24}, {"do": "rally", "building": 184, "x": 65, "y": 24}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack: 15 units", "attack_move: 11 units", "move: 1 units", "train 10x e1: queued", "train 5x e3: queued", "train 5x 2tnk: queued", "rally #133: ordered", "rally #184: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9200, "deaths_cost": 4900, "units_killed": 26, "units_lost": 33, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 19400, "army_value": 5300, "income": 6500, "experience": 89, "order_count": 86}}
{"tick": 10201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:48 (tick 10201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1380 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 0.\nSCORE: assets $3400, army $0, killed $4900 (33 units, 0 bldgs), lost $9200 (26 units, 4 bldgs). Map explored 19%.\nPRODUCTION: Vehicle: apc 73%; Vehicle: ftrk 0%; Vehicle: ftrk 0%; Vehicle: apc 0%; Vehicle: apc 0%; Vehicle: harv 0%; Vehicle: harv 0%\nCAN PRODUCE NOW:\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 26%, #159 weap@(97,8) 26%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv.fullhusk (harv.fullhusk) x2: #237@(94,7)75%* #240@(96,9)82%\nVISIBLE ENEMY UNITS (16):\n  #195 e1@(91,8) 100%, #197 e1@(91,7) 94%, #198 e1@(91,7) 97%, #201 e1@(94,10) 0%, #202 e1@(94,9) 61%, #207 2tnk@(93,6) 79%, #208 e1@(91,8) 88%, #209 e1@(91,8) 100%, #210 e1@(91,7) 98%, #211 e1@(91,7) 98%, #212 e1@(91,7) 100%, #214 e1@(93,10) 96%, #217 e1@(92,11) 100%, #218 e1@(92,11) 100%, #220 e1@(92,11) 100%, #221 2tnk@(92,7) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #159: ordered\n  - train 1x ftrk: queued\nYOUR NOTES FROM LAST TURN: No ConYard - cannot build/repair buildings, only vehicles from weap #159. Enemy ~11 e1 + 2 2tnk at (90-93,7-12) pushing base. Keep harv #215 mining; queue ftrk/apc from weap, rally to defend proc. Enemy base likely (12,16).", "raw": "{\"thoughts\": \"Critical state: no ConYard, low power, no working harvesters (only husks), and enemy infantry+tanks pushing my base. I can only build vehicles, so I'll queue a harvester to restore income and flak/apc to fight the infantry swarm, and rally new units to defend the refinery.\", \"notes\": \"No ConYard - only vehicle production. Enemy ~11 e1 + 2 2tnk at (90-93,7-12). Need income: build harv. Rally weap to (95,10) to defend proc. Enemy base likely (12,16).\", \"commands\": [{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"ftrk\",\"count\":2},{\"do\":\"rally\",\"building\":159,\"x\":95,\"y\":10}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1551, "completion_tokens": 686, "total_tokens": 2237, "cost": 0.001062708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001062708, "upstream_inference_prompt_cost": 0.000239508, "upstream_inference_completions_cost": 0.0008232}, "completion_tokens_details": {"reasoning_tokens": 503, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.38, "thoughts": "Critical state: no ConYard, low power, no working harvesters (only husks), and enemy infantry+tanks pushing my base. I can only build vehicles, so I'll queue a harvester to restore income and flak/apc to fight the infantry swarm, and rally new units to defend the refinery.", "notes": "No ConYard - only vehicle production. Enemy ~11 e1 + 2 2tnk at (90-93,7-12). Need income: build harv. Rally weap to (95,10) to defend proc. Enemy base likely (12,16).", "commands": [{"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "ftrk", "count": 2}, {"do": "rally", "building": 159, "x": 95, "y": 10}], "feedback": ["train 1x harv: queued", "train 2x ftrk: queued", "rally #159: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4900, "deaths_cost": 9200, "units_killed": 33, "units_lost": 26, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 3400, "army_value": 0, "income": 2500, "experience": 49, "order_count": 99}}
{"tick": 10401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:56 (tick 10401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (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 $155 (storage 8000), power 300 made / 200 used, harvesters 4.\nSCORE: assets $22000, army $9800, killed $11200 (26 units, 5 bldgs), lost $4900 (33 units, 0 bldgs). Map explored 37.9%.\nPRODUCTION: Vehicle: 2tnk 32%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 82%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; 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, 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(12,13) 100%, #151 proc@(9,21) 100%, #155 powr@(15,14) 100%, #184 weap@(12,20) 100%, #193 fix@(9,13) 100%, #222 proc@(15,20) 100%, #224 powr@(18,15) 100%, #241 proc@(6,16) 100%\nYOUR UNITS (35) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #190@(8,14)34%*\n  2tnk (Medium Tank) x2: #207@(93,6)79%* #221@(92,7)*\n  e1 (Rifle Infantry) x27: #195@(92,8)* #197@(91,8)94%* #198@(91,7)97%* #201@(94,10)0% #202@(94,9)61% #208@(91,8)88%* #209@(91,8)* #210@(91,7)98%* #211@(92,8)98%* #212@(91,7)* #214@(93,10)96%* #217@(92,11)* #218@(93,11)* #220@(92,11)* #225@(72,17) #227@(70,19) #228@(65,24) #229@(63,26) #230@(60,28) #231@(56,28) #232@(53,27) #233@(49,26) #234@(47,24) #235@(41,24) #236@(38,24) #239@(23,19) #243@(20,16)\n  e3 (Rocket Soldier) x1: #238@(25,20)\n  harv (Ore Truck (harvester)) x4: #131@(9,22) #152@(6,31) #223@(6,30) #242@(5,29)\nVISIBLE ENEMY UNITS (2):\n  #237 harv.fullhusk@(94,7) 57%, #240 harv.fullhusk@(96,10) 64%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 15 units\n  - attack_move: 11 units\n  - move: 1 units\n  - train 10x e1: queued\n  - train 5x e3: queued\n  - train 5x 2tnk: queued\n  - rally #133: ordered\n  - rally #184: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (93,9); destroy War Factory #159 now. Forward tanks/infantry are around (91-94,7-11); reinforce from home along center route.", "raw": "{\"thoughts\":\"Our forward force is sitting on the enemy start with no visible buildings, so sweep aggressively around the likely base while all reinforcements converge. Keep harvesters mining to sustain the already-full production queues.\",\"notes\":\"Enemy base remains around (93,9), visible structures currently cleared/hidden. Send all combat units to sweep (96,10); damaged light tank returns to depot.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":96,\"y\":10},{\"do\":\"move\",\"units\":[190],\"x\":9,\"y\":13},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":152},{\"do\":\"harvest\",\"unit\":223},{\"do\":\"harvest\",\"unit\":242},{\"do\":\"rally\",\"building\":133,\"x\":93,\"y\":9},{\"do\":\"rally\",\"building\":184,\"x\":93,\"y\":9}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 2031, "completion_tokens": 371, "total_tokens": 2402, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 2029, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.01048135, "upstream_inference_prompt_cost": 0.00558415, "upstream_inference_completions_cost": 0.0048972}, "completion_tokens_details": {"reasoning_tokens": 176, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.32, "thoughts": "Our forward force is sitting on the enemy start with no visible buildings, so sweep aggressively around the likely base while all reinforcements converge. Keep harvesters mining to sustain the already-full production queues.", "notes": "Enemy base remains around (93,9), visible structures currently cleared/hidden. Send all combat units to sweep (96,10); damaged light tank returns to depot.", "commands": [{"do": "attack_move", "units": "all_army", "x": 96, "y": 10}, {"do": "move", "units": [190], "x": 9, "y": 13}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 223}, {"do": "harvest", "unit": 242}, {"do": "rally", "building": 133, "x": 93, "y": 9}, {"do": "rally", "building": 184, "x": 93, "y": 9}], "feedback": ["attack_move: 31 units", "move: 1 units", "rally #133: ordered", "rally #184: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 11200, "deaths_cost": 4900, "units_killed": 26, "units_lost": 33, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 22000, "army_value": 5400, "income": 6150, "experience": 109, "order_count": 107}}
{"tick": 10401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:56 (tick 10401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $2000 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 0.\nSCORE: assets $1400, army $0, killed $4900 (33 units, 0 bldgs), lost $11200 (26 units, 5 bldgs). Map explored 19%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 23%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv.fullhusk (harv.fullhusk) x2: #237@(94,7)57%* #240@(96,10)64%*\nVISIBLE ENEMY UNITS (6):\n  #201 e1@(94,10) 0%, #202 e1@(94,9) 61%, #214 e1@(93,10) 96%, #217 e1@(92,11) 100%, #218 e1@(93,11) 100%, #220 e1@(92,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - train 2x ftrk: queued\n  - rally #159: ordered\nYOUR NOTES FROM LAST TURN: No ConYard - only vehicle production. Enemy ~11 e1 + 2 2tnk at (90-93,7-12). Need income: build harv. Rally weap to (95,10) to defend proc. Enemy base likely (12,16).", "raw": "{\"thoughts\": \"Base is almost completely wiped out with only the Ore Refinery remaining at 23% HP under attack by riflemen. Initiating immediate repair on the refinery to survive as long as possible.\", \"notes\": \"Only refinery #130 remains at 23% hp. No production buildings. Repairing refinery.\", \"commands\": [{\"do\": \"repair\", \"building\": 130}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1378, "completion_tokens": 645, "total_tokens": 2023, "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": 0.0069045, "upstream_inference_prompt_cost": 0.002067, "upstream_inference_completions_cost": 0.0048375}, "completion_tokens_details": {"reasoning_tokens": 560, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.18, "thoughts": "Base is almost completely wiped out with only the Ore Refinery remaining at 23% HP under attack by riflemen. Initiating immediate repair on the refinery to survive as long as possible.", "notes": "Only refinery #130 remains at 23% hp. No production buildings. Repairing refinery.", "commands": [{"do": "repair", "building": 130}], "feedback": ["repair #130: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4900, "deaths_cost": 11200, "units_killed": 33, "units_lost": 26, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 1400, "army_value": 0, "income": 2500, "experience": 49, "order_count": 102}}
