{"tick": 1, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\": \"Game start. Deploying MCV at start position and queuing first power plant.\", \"notes\": \"Deployed MCV at (95,11). Opening powr -> proc -> barr -> weap. Enemy likely at (12,16).\", \"commands\": [{\"do\": \"deploy\", \"unit\": 119}, {\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1153, "completion_tokens": 172, "total_tokens": 1325, "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": 0.0030195, "upstream_inference_prompt_cost": 0.0017295, "upstream_inference_completions_cost": 0.00129}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.21, "thoughts": "Game start. Deploying MCV at start position and queuing first power plant.", "notes": "Deployed MCV at (95,11). Opening powr -> proc -> barr -> weap. Enemy likely at (12,16).", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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: #120@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy MCV first to establish base, then start building power plant.\",\"notes\":\"Enemy likely at (95,11). Deploy MCV at (12,16), then build powr->proc->barr. Plan to scout after base setup.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1645, "completion_tokens": 103, "total_tokens": 1748, "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": 0.00432, "upstream_inference_prompt_cost": 0.00329, "upstream_inference_completions_cost": 0.00103}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.26, "thoughts": "Deploy MCV first to establish base, then start building power plant.", "notes": "Enemy likely at (95,11). Deploy MCV at (12,16), then build powr->proc->barr. Plan to scout after base setup.", "commands": [{"do": "deploy", "unit": 120}], "feedback": ["deploy #120: 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": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Deployed MCV at (95,11). Opening powr -> proc -> barr -> weap. Enemy likely at (12,16).", "raw": "{\"thoughts\": \"Opening is underway: Construction Yard deployed and Power Plant started. Nothing else is buildable until powr completes, so I'll let production run.\", \"notes\": \"Opening: powr -> proc -> barr -> weap. Enemy likely at (12,16). Keep queues busy.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1179, "completion_tokens": 240, "total_tokens": 1419, "cost": 0.000415908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000415908, "upstream_inference_prompt_cost": 0.000127908, "upstream_inference_completions_cost": 0.000288}, "completion_tokens_details": {"reasoning_tokens": 172, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.62, "thoughts": "Opening is underway: Construction Yard deployed and Power Plant started. Nothing else is buildable until powr completes, so I'll let production run.", "notes": "Opening: powr -> proc -> barr -> weap. Enemy likely at (12,16). Keep queues busy.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11). Deploy MCV at (12,16), then build powr->proc->barr. Plan to scout after base setup.", "raw": "{\"thoughts\":\"Deploy already ordered; queue power plant and refinery next once fact exists.\",\"notes\":\"Enemy at (95,11). Build powr->proc->barr, then expand economy and army.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1701, "completion_tokens": 90, "total_tokens": 1791, "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": 0.004302, "upstream_inference_prompt_cost": 0.003402, "upstream_inference_completions_cost": 0.0009}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.05, "thoughts": "Deploy already ordered; queue power plant and refinery next once fact exists.", "notes": "Enemy at (95,11). Build powr->proc->barr, then expand economy and army.", "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": 0}}
{"tick": 401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: powr -> proc -> barr -> weap. Enemy likely at (12,16). Keep queues busy.", "raw": "{\"thoughts\": \"Game just started, Construction Yard is up with $5000. Standard Soviet opening: power plant first, then refinery for economy, then barracks/war factory.\", \"notes\": \"Opening: powr -> proc -> barr -> weap. Enemy likely at (12,16). Place powr near fact.\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1151, "completion_tokens": 169, "total_tokens": 1320, "cost": 0.000322308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000322308, "upstream_inference_prompt_cost": 0.000119508, "upstream_inference_completions_cost": 0.0002028}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.25, "thoughts": "Game just started, Construction Yard is up with $5000. Standard Soviet opening: power plant first, then refinery for economy, then barracks/war factory.", "notes": "Opening: powr -> proc -> barr -> weap. Enemy likely at (12,16). Place powr near fact.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build powr->proc->barr, then expand economy and army.", "raw": "{\"thoughts\":\"Place power plant, then queue proc and barracks for economy growth.\",\"notes\":\"Enemy at (95,11). Build powr->proc->barr, then expand economy and army.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1687, "completion_tokens": 100, "total_tokens": 1787, "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": 0.004374, "upstream_inference_prompt_cost": 0.003374, "upstream_inference_completions_cost": 0.001}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.84, "thoughts": "Place power plant, then queue proc and barracks for economy growth.", "notes": "Enemy at (95,11). Build powr->proc->barr, then expand economy and army.", "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": "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": 601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: powr -> proc -> barr -> weap. Enemy likely at (12,16). Place powr near fact.", "raw": "{\"thoughts\": \"Opening turn: place the ready power plant, then start the ore refinery for income. No units yet, so focus purely on economy.\", \"notes\": \"Enemy likely at (12,16). Opening: powr placed -> proc -> barr -> weap. Queue harvesters continuously.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":95,\"y\":14},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1174, "completion_tokens": 341, "total_tokens": 1515, "cost": 0.000535608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000535608, "upstream_inference_prompt_cost": 0.000126408, "upstream_inference_completions_cost": 0.0004092}, "completion_tokens_details": {"reasoning_tokens": 245, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.57, "thoughts": "Opening turn: place the ready power plant, then start the ore refinery for income. No units yet, so focus purely on economy.", "notes": "Enemy likely at (12,16). Opening: powr placed -> proc -> barr -> weap. Queue harvesters continuously.", "commands": [{"do": "place", "item": "powr", "x": 95, "y": 14}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build powr->proc->barr, then expand economy and army.", "raw": "{\"thoughts\":\"Build economy: ore refinery first for income, then barracks. Power plant already built.\",\"notes\":\"Enemy at (95,11). Building proc then tent. Expand army after economy set.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1785, "completion_tokens": 129, "total_tokens": 1914, "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": 0.00486, "upstream_inference_prompt_cost": 0.00357, "upstream_inference_completions_cost": 0.00129}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.78, "thoughts": "Build economy: ore refinery first for income, then barracks. Power plant already built.", "notes": "Enemy at (95,11). Building proc then tent. Expand army after economy set.", "commands": [{"do": "build", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["build proc: started", "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": 2}}
{"tick": 801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Opening: powr placed -> proc -> barr -> weap. Queue harvesters continuously.", "raw": "{\"thoughts\": \"No economy yet: zero harvesters and no refinery. Priority is Ore Refinery, then barracks for infantry to scout/defend. Cash is plentiful ($4700) so keep the build queue moving.\", \"notes\": \"Enemy likely at (12,16). Opening: powr done -> build+place proc -> barr -> second proc/weap. Then harvesters nonstop.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1238, "completion_tokens": 208, "total_tokens": 1446, "cost": 0.000395208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000395208, "upstream_inference_prompt_cost": 0.000145608, "upstream_inference_completions_cost": 0.0002496}, "completion_tokens_details": {"reasoning_tokens": 107, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.74, "thoughts": "No economy yet: zero harvesters and no refinery. Priority is Ore Refinery, then barracks for infantry to scout/defend. Cash is plentiful ($4700) so keep the build queue moving.", "notes": "Enemy likely at (12,16). Opening: powr done -> build+place proc -> barr -> second proc/weap. Then harvesters nonstop.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc then tent. Expand army after economy set.", "raw": "{\"thoughts\":\"Continue economy buildup, proc and tent already in progress. Keep queue moving, no units yet to act on.\",\"notes\":\"Enemy at (95,11). Building proc then tent, need power plant next, then war factory. Expand army once economy set.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1750, "completion_tokens": 95, "total_tokens": 1845, "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": 0.00445, "upstream_inference_prompt_cost": 0.0035, "upstream_inference_completions_cost": 0.00095}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.6, "thoughts": "Continue economy buildup, proc and tent already in progress. Keep queue moving, no units yet to act on.", "notes": "Enemy at (95,11). Building proc then tent, need power plant next, then war factory. Expand army once economy set.", "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": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Opening: powr done -> build+place proc -> barr -> second proc/weap. Then harvesters nonstop.", "raw": "{\"thoughts\": \"Opening is on track: powr done, proc in progress (23%). Building queue is busy so nothing new can start this turn. Once proc finishes I'll place it, then queue barracks and a second refinery.\", \"notes\": \"enemy ~(12,16). Plan: place proc -> barr -> weap/second proc -> harvesters. Spend cash aggressively.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1220, "completion_tokens": 407, "total_tokens": 1627, "cost": 0.000628608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000628608, "upstream_inference_prompt_cost": 0.000140208, "upstream_inference_completions_cost": 0.0004884}, "completion_tokens_details": {"reasoning_tokens": 322, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.32, "thoughts": "Opening is on track: powr done, proc in progress (23%). Building queue is busy so nothing new can start this turn. Once proc finishes I'll place it, then queue barracks and a second refinery.", "notes": "enemy ~(12,16). Plan: place proc -> barr -> weap/second proc -> harvesters. Spend cash aggressively.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc then tent, need power plant next, then war factory. Expand army once economy set.", "raw": "{\"thoughts\":\"Continue economy build-up: proc and tent already queued, add power plant next for sustainability.\",\"notes\":\"Enemy at (95,11). Building proc then tent. Add powr next, then weap for tanks. Expand army once economy set.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1724, "completion_tokens": 106, "total_tokens": 1830, "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": 0.004508, "upstream_inference_prompt_cost": 0.003448, "upstream_inference_completions_cost": 0.00106}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.98, "thoughts": "Continue economy build-up: proc and tent already queued, add power plant next for sustainability.", "notes": "Enemy at (95,11). Building proc then tent. Add powr next, then weap for tanks. Expand army once economy set.", "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": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: enemy ~(12,16). Plan: place proc -> barr -> weap/second proc -> harvesters. Spend cash aggressively.", "raw": "{\"thoughts\": \"Proc is still building at 47%; no units or production options available yet. Cash is high, so once the refinery finishes I will place it, then queue a barracks, second refinery, and war factory while spending aggressively.\", \"notes\": \"Enemy ~(12,16). Plan: finish proc@47%, place it, then barr -> proc2 -> weap. Keep spending.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1198, "completion_tokens": 539, "total_tokens": 1737, "cost": 0.000780408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000780408, "upstream_inference_prompt_cost": 0.000133608, "upstream_inference_completions_cost": 0.0006468}, "completion_tokens_details": {"reasoning_tokens": 449, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.87, "thoughts": "Proc is still building at 47%; no units or production options available yet. Cash is high, so once the refinery finishes I will place it, then queue a barracks, second refinery, and war factory while spending aggressively.", "notes": "Enemy ~(12,16). Plan: finish proc@47%, place it, then barr -> proc2 -> weap. Keep spending.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc then tent. Add powr next, then weap for tanks. Expand army once economy set.", "raw": "{\"thoughts\":\"Continue building economy: proc, powr, tent queued. Wait for completion then place buildings.\",\"notes\":\"Enemy at (95,11). Building proc, powr, tent. Place when ready, then build weap, expand army, attack toward enemy.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1766, "completion_tokens": 96, "total_tokens": 1862, "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": 0.004492, "upstream_inference_prompt_cost": 0.003532, "upstream_inference_completions_cost": 0.00096}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.13, "thoughts": "Continue building economy: proc, powr, tent queued. Wait for completion then place buildings.", "notes": "Enemy at (95,11). Building proc, powr, tent. Place when ready, then build weap, expand army, attack toward enemy.", "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": 5}}
{"tick": 1401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). Plan: finish proc@47%, place it, then barr -> proc2 -> weap. Keep spending.", "raw": "{\"thoughts\": \"Economy opener in progress: Ore Refinery at 70%. Nothing actionable yet since the Building queue is busy; cash is healthy for barracks + war factory to follow.\", \"notes\": \"Enemy ~(12,16). Plan: finish proc, place it, then barr -> proc2 -> weap. Spend cash on units once barr/weap up.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1201, "completion_tokens": 362, "total_tokens": 1563, "cost": 0.000568908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000568908, "upstream_inference_prompt_cost": 0.000134508, "upstream_inference_completions_cost": 0.0004344}, "completion_tokens_details": {"reasoning_tokens": 277, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.48, "thoughts": "Economy opener in progress: Ore Refinery at 70%. Nothing actionable yet since the Building queue is busy; cash is healthy for barracks + war factory to follow.", "notes": "Enemy ~(12,16). Plan: finish proc, place it, then barr -> proc2 -> weap. Spend cash on units once barr/weap up.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc, powr, tent. Place when ready, then build weap, expand army, attack toward enemy.", "raw": "{\"thoughts\":\"Continue economy buildup; queue proc, powr, tent already in progress. Wait for placements.\",\"notes\":\"Enemy at (95,11). Building proc, powr, tent in queue. Place when ready, then build weap, expand army, attack toward enemy.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1739, "completion_tokens": 100, "total_tokens": 1839, "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": 0.004478, "upstream_inference_prompt_cost": 0.003478, "upstream_inference_completions_cost": 0.001}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "Continue economy buildup; queue proc, powr, tent already in progress. Wait for placements.", "notes": "Enemy at (95,11). Building proc, powr, tent in queue. Place when ready, then build weap, expand army, attack toward enemy.", "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": 5}}
{"tick": 1601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). Plan: finish proc, place it, then barr -> proc2 -> weap. Spend cash on units once barr/weap up.", "raw": "{\"thoughts\": \"Opening is on track: Construction Yard and Power Plant up, first Ore Refinery nearly done. Queue the barracks so the building queue stays busy, then place the refinery next turn and add harvesters/tanks once the war factory is up.\", \"notes\": \"Enemy ~(12,16). Queue: proc(done)+place -> barr -> proc2 or weap. Then train e1/e3 and tanks. Need harvesters mining ASAP.\", \"commands\": [{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1207, "completion_tokens": 360, "total_tokens": 1567, "cost": 0.000568308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000568308, "upstream_inference_prompt_cost": 0.000136308, "upstream_inference_completions_cost": 0.000432}, "completion_tokens_details": {"reasoning_tokens": 247, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.46, "thoughts": "Opening is on track: Construction Yard and Power Plant up, first Ore Refinery nearly done. Queue the barracks so the building queue stays busy, then place the refinery next turn and add harvesters/tanks once the war factory is up.", "notes": "Enemy ~(12,16). Queue: proc(done)+place -> barr -> proc2 or weap. Then train e1/e3 and tanks. Need harvesters mining ASAP.", "commands": [{"do": "build", "item": "barr"}], "feedback": ["build barr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc, powr, tent in queue. Place when ready, then build weap, expand army, attack toward enemy.", "raw": "{\"thoughts\":\"Place the ready proc near base, keep building power and barracks. Economy first.\",\"notes\":\"Enemy at (95,11). Placed proc; powr and tent building. Next: build weap, train units, expand.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":14,\"y\":16}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1747, "completion_tokens": 104, "total_tokens": 1851, "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": 0.004534, "upstream_inference_prompt_cost": 0.003494, "upstream_inference_completions_cost": 0.00104}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "Place the ready proc near base, keep building power and barracks. Economy first.", "notes": "Enemy at (95,11). Placed proc; powr and tent building. Next: build weap, train units, expand.", "commands": [{"do": "place", "item": "proc", "x": 14, "y": 16}], "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": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc READY TO PLACE; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). Queue: proc(done)+place -> barr -> proc2 or weap. Then train e1/e3 and tanks. Need harvesters mining ASAP.", "raw": "{\"thoughts\": \"Proc is ready to place \u2014 get it down immediately to start harvester income. Barracks already queued; next will be power and war factory.\", \"notes\": \"Enemy ~(12,16). Placed proc. Queue: barr(building) -> powr -> weap. Then train e1/e3.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":92,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1233, "completion_tokens": 379, "total_tokens": 1612, "cost": 0.000561276, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000561276, "upstream_inference_prompt_cost": 0.000106476, "upstream_inference_completions_cost": 0.0004548}, "completion_tokens_details": {"reasoning_tokens": 285, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.64, "thoughts": "Proc is ready to place \u2014 get it down immediately to start harvester income. Barracks already queued; next will be power and war factory.", "notes": "Enemy ~(12,16). Placed proc. Queue: barr(building) -> powr -> weap. Then train e1/e3.", "commands": [{"do": "place", "item": "proc", "x": 92, "y": 16}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3000 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.8%.\nPRODUCTION: Building: powr READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Placed proc; powr and tent building. Next: build weap, train units, expand.", "raw": "{\"thoughts\":\"Place power plant, continue tent build, queue war factory and more economy.\",\"notes\":\"Enemy at (95,11). Build order: powr placed, tent building, next weap + proc2. Keep training army once barracks done.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1852, "completion_tokens": 114, "total_tokens": 1966, "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": 0.004844, "upstream_inference_prompt_cost": 0.003704, "upstream_inference_completions_cost": 0.00114}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "Place power plant, continue tent build, queue war factory and more economy.", "notes": "Enemy at (95,11). Build order: powr placed, tent building, next weap + proc2. Keep training army once barracks done.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "weap"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build weap: 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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.4%.\nPRODUCTION: Building: barr 64%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(100,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). Placed proc. Queue: barr(building) -> powr -> weap. Then train e1/e3.", "raw": "{\"thoughts\": \"Opening is on track: fact/powr/proc done, barracks 64% building. Cash is healthy at $2980. Nothing to fight yet and no production to start (one building at a time). Keep harvester mining so income flows.\", \"notes\": \"Enemy ~(12,16). Queue: barr(building, 64%) -> weap War Factory -> powr as needed -> proc #2. Then train e1/e3 mix. Harvester mining near (100,25).\", \"commands\": [{\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1283, "completion_tokens": 423, "total_tokens": 1706, "cost": 0.000666708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000666708, "upstream_inference_prompt_cost": 0.000159108, "upstream_inference_completions_cost": 0.0005076}, "completion_tokens_details": {"reasoning_tokens": 297, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.71, "thoughts": "Opening is on track: fact/powr/proc done, barracks 64% building. Cash is healthy at $2980. Nothing to fight yet and no production to start (one building at a time). Keep harvester mining so income flows.", "notes": "Enemy ~(12,16). Queue: barr(building, 64%) -> weap War Factory -> powr as needed -> proc #2. Then train e1/e3 mix. Harvester mining near (100,25).", "commands": [{"do": "harvest", "unit": 133}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2680 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: weap 16%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(18,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: powr placed, tent building, next weap + proc2. Keep training army once barracks done.", "raw": "{\"thoughts\":\"Continue economy buildup: keep weap and tent building, queue proc2 after, get harvester count up.\",\"notes\":\"Enemy at (95,11). Build order: weap+tent building, then proc2, then army production. Watch for idle army once units built.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1876, "completion_tokens": 96, "total_tokens": 1972, "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": 0.004712, "upstream_inference_prompt_cost": 0.003752, "upstream_inference_completions_cost": 0.00096}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.15, "thoughts": "Continue economy buildup: keep weap and tent building, queue proc2 after, get harvester count up.", "notes": "Enemy at (95,11). Build order: weap+tent building, then proc2, then army production. Watch for idle army once units built.", "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": 5100, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 2201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: barr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(97,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). Queue: barr(building, 64%) -> weap War Factory -> powr as needed -> proc #2. Then train e1/e3 mix. Harvester mining near (100,25).", "raw": "{\"thoughts\": \"Barracks is ready to place. I'll place it near base, start a War Factory next, and begin training infantry to scout/defend.\", \"notes\": \"Enemy ~(12,16). Placed barr, building weap. Train e1 then e3 mix. Harvester mining.\", \"commands\": [{\"do\":\"place\",\"item\":\"barr\",\"x\":97,\"y\":13},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1278, "completion_tokens": 163, "total_tokens": 1441, "cost": 0.000353208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000353208, "upstream_inference_prompt_cost": 0.000157608, "upstream_inference_completions_cost": 0.0001956}, "completion_tokens_details": {"reasoning_tokens": 49, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.42, "thoughts": "Barracks is ready to place. I'll place it near base, start a War Factory next, and begin training infantry to scout/defend.", "notes": "Enemy ~(12,16). Placed barr, building weap. Train e1 then e3 mix. Harvester mining.", "commands": [{"do": "place", "item": "barr", "x": 97, "y": 13}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2361 + stored ore $235 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: weap 32%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(15,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: weap+tent building, then proc2, then army production. Watch for idle army once units built.", "raw": "{\"thoughts\":\"Continue economy buildup while war factory and barracks finish. Keep queue moving.\",\"notes\":\"Enemy at (95,11). Building weap+tent, then proc2, then army. Watch for idle army once units built.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1817, "completion_tokens": 86, "total_tokens": 1903, "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": 0.004494, "upstream_inference_prompt_cost": 0.003634, "upstream_inference_completions_cost": 0.00086}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.76, "thoughts": "Continue economy buildup while war factory and barracks finish. Keep queue moving.", "notes": "Enemy at (95,11). Building weap+tent, then proc2, then army. Watch for idle army once units built.", "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": 5100, "army_value": 0, "income": 225, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2596 + stored ore $382 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\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  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(94,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). Placed barr, building weap. Train e1 then e3 mix. Harvester mining.", "raw": "{\"thoughts\": \"Economy is thin with only 1 harvester but cash is decent. Barr is up so I should start pumping infantry while weap finishes. Need a second refinery soon for income.\", \"notes\": \"Enemy ~(12,16). Building weap (16%). Train e1+e3 from barr. After weap: build proc #2 for income. Harvester mining at (94,19).\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1353, "completion_tokens": 422, "total_tokens": 1775, "cost": 0.000686508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000686508, "upstream_inference_prompt_cost": 0.000180108, "upstream_inference_completions_cost": 0.0005064}, "completion_tokens_details": {"reasoning_tokens": 293, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.34, "thoughts": "Economy is thin with only 1 harvester but cash is decent. Barr is up so I should start pumping infantry while weap finishes. Need a second refinery soon for income.", "notes": "Enemy ~(12,16). Building weap (16%). Train e1+e3 from barr. After weap: build proc #2 for income. Harvester mining at (94,19).", "commands": [{"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 133}], "feedback": ["train 4x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2361 + stored ore $152 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: weap 49%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(19,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building weap+tent, then proc2, then army. Watch for idle army once units built.", "raw": "{\"thoughts\":\"Continue building econ and army production, keep queues busy.\",\"notes\":\"Enemy at (95,11). Building weap+tent, then proc2, then army units once ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1813, "completion_tokens": 83, "total_tokens": 1896, "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": 0.004456, "upstream_inference_prompt_cost": 0.003626, "upstream_inference_completions_cost": 0.00083}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.94, "thoughts": "Continue building econ and army production, keep queues busy.", "notes": "Enemy at (95,11). Building weap+tent, then proc2, then army units once ready.", "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": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 8}}
{"tick": 2601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2325 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\nPRODUCTION: Building: weap 32%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(97,15)*\n  harv (Ore Truck (harvester)) x1: #133@(99,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). Building weap (16%). Train e1+e3 from barr. After weap: build proc #2 for income. Harvester mining at (94,19).", "raw": "{\"thoughts\": \"Opening is on track: weap at 32%, barracks already queued with 4x e1 + 2x e3. Cash 2325 is enough for weap completion. I'll set a rally point for infantry near the base and keep a steady trickle of units, saving cash for a second refinery once weap finishes.\", \"notes\": \"Enemy ~(12,16). weap building (32%), then build proc #2. Barracks queue: 4x e1, 2x e3. Harvester mining at (99,27). Keep e1 near base as early defense.\", \"commands\": [{\"do\":\"rally\",\"building\":134,\"x\":93,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1403, "completion_tokens": 712, "total_tokens": 2115, "cost": 0.001049508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001049508, "upstream_inference_prompt_cost": 0.000195108, "upstream_inference_completions_cost": 0.0008544}, "completion_tokens_details": {"reasoning_tokens": 546, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Opening is on track: weap at 32%, barracks already queued with 4x e1 + 2x e3. Cash 2325 is enough for weap completion. I'll set a rally point for infantry near the base and keep a steady trickle of units, saving cash for a second refinery once weap finishes.", "notes": "Enemy ~(12,16). weap building (32%), then build proc #2. Barracks queue: 4x e1, 2x e3. Harvester mining at (99,27). Keep e1 near base as early defense.", "commands": [{"do": "rally", "building": 134, "x": 93, "y": 20}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["rally #134: ordered", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 14}}
{"tick": 2601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2180 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(16,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building weap+tent, then proc2, then army units once ready.", "raw": "{\"thoughts\":\"Buildings still in progress. Economy fine, will queue more once war factory finishes. Keep an eye for idle production.\",\"notes\":\"Enemy at (95,11). Building weap+proc+tent. Next: train units, add power plant if needed, expand harvester count.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1845, "completion_tokens": 124, "total_tokens": 1969, "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": 0.00493, "upstream_inference_prompt_cost": 0.00369, "upstream_inference_completions_cost": 0.00124}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.33, "thoughts": "Buildings still in progress. Economy fine, will queue more once war factory finishes. Keep an eye for idle production.", "notes": "Enemy at (95,11). Building weap+proc+tent. Next: train units, add power plant if needed, expand harvester count.", "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": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"tick": 2801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $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 5.2%.\nPRODUCTION: Building: weap 49%; Infantry: e3 84%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(97,16)*\n  e3 (Rocket Soldier) x1: #136@(93,20)*\n  harv (Ore Truck (harvester)) x1: #133@(97,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). weap building (32%), then build proc #2. Barracks queue: 4x e1, 2x e3. Harvester mining at (99,27). Keep e1 near base as early defense.", "raw": "{\"thoughts\": \"Economy is fine, War Factory nearly done. Keep infantry production flowing and harvester mining. Once weap completes, start a second refinery for more income, then pump tanks.\", \"notes\": \"Enemy ~(12,16). weap finishing; then proc #2. Barr queue: e1/e3 mix. Harvester at (99,27). Keep small guard near base.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1439, "completion_tokens": 343, "total_tokens": 1782, "cost": 0.000579876, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000579876, "upstream_inference_prompt_cost": 0.000168276, "upstream_inference_completions_cost": 0.0004116}, "completion_tokens_details": {"reasoning_tokens": 201, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "Economy is fine, War Factory nearly done. Keep infantry production flowing and harvester mining. Once weap completes, start a second refinery for more income, then pump tanks.", "notes": "Enemy ~(12,16). weap finishing; then proc #2. Barr queue: e1/e3 mix. Harvester at (99,27). Keep small guard near base.", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}, {"do": "harvest", "unit": 133}, {"do": "rally", "building": 134, "x": 95, "y": 18}], "feedback": ["train 3x e3: queued", "train 3x e1: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 16}}
{"tick": 2801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1846 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(15,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building weap+proc+tent. Next: train units, add power plant if needed, expand harvester count.", "raw": "{\"thoughts\":\"Continue economy buildup while production finishes. Keep queue moving.\",\"notes\":\"Enemy at (95,11). Building weap+proc+tent queued. After these finish, build second proc, more power, train infantry/tanks, start scouting toward enemy base.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1827, "completion_tokens": 100, "total_tokens": 1927, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004654, "upstream_inference_prompt_cost": 0.003654, "upstream_inference_completions_cost": 0.001}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.27, "thoughts": "Continue economy buildup while production finishes. Keep queue moving.", "notes": "Enemy at (95,11). Building weap+proc+tent queued. After these finish, build second proc, more power, train infantry/tanks, start scouting toward enemy base.", "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": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"tick": 3001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1292 + stored ore $206 (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 5.2%.\nPRODUCTION: Building: weap 66%; Infantry: e1 81%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(97,16)* #138@(95,18)* #139@(96,16)\n  e3 (Rocket Soldier) x2: #136@(93,20)* #137@(95,18)*\n  harv (Ore Truck (harvester)) x1: #133@(95,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\n  - train 3x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). weap finishing; then proc #2. Barr queue: e1/e3 mix. Harvester at (99,27). Keep small guard near base.", "raw": "{\"thoughts\": \"weap nearly done, economy still thin with 1 harvester. Queue proc #2 for economy, keep infantry flowing, and hold my small squad near base until I have a real tank group.\", \"notes\": \"Enemy ~(12,16). weap finishing; then proc #2. Barr queue full e1/e3. Keep units near base until tanks ready.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":134,\"x\":96,\"y\":22},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"move\",\"units\":[135,136,137,138,139],\"x\":96,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1481, "completion_tokens": 595, "total_tokens": 2076, "cost": 0.000894876, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000894876, "upstream_inference_prompt_cost": 0.000180876, "upstream_inference_completions_cost": 0.000714}, "completion_tokens_details": {"reasoning_tokens": 444, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.26, "thoughts": "weap nearly done, economy still thin with 1 harvester. Queue proc #2 for economy, keep infantry flowing, and hold my small squad near base until I have a real tank group.", "notes": "Enemy ~(12,16). weap finishing; then proc #2. Barr queue full e1/e3. Keep units near base until tanks ready.", "commands": [{"do": "build", "item": "proc"}, {"do": "rally", "building": 134, "x": 96, "y": 22}, {"do": "train", "item": "e3", "count": 2}, {"do": "move", "units": [135, 136, 137, 138, 139], "x": 96, "y": 20}], "feedback": ["build proc: started", "rally #134: ordered", "train 2x e3: queued", "move: 5 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6200, "army_value": 900, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1833 + stored ore $180 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(17,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building weap+proc+tent queued. After these finish, build second proc, more power, train infantry/tanks, start scouting toward enemy base.", "raw": "{\"thoughts\":\"Production ongoing. Once weap/proc/tent done, queue more power and units. Keep economy expanding.\",\"notes\":\"Enemy at (95,11). weap/proc/tent building. Next: add powr, train infantry, build second proc, start scouting.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1841, "completion_tokens": 113, "total_tokens": 1954, "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": 0.004812, "upstream_inference_prompt_cost": 0.003682, "upstream_inference_completions_cost": 0.00113}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.33, "thoughts": "Production ongoing. Once weap/proc/tent done, queue more power and units. Keep economy expanding.", "notes": "Enemy at (95,11). weap/proc/tent building. Next: add powr, train infantry, build second proc, start scouting.", "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": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 9}}
{"tick": 3201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $835 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.4%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Infantry: e3 3%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(96,20)* #138@(95,19)* #139@(96,20)* #140@(96,22)*\n  e3 (Rocket Soldier) x3: #136@(96,20)* #137@(95,19)* #141@(97,15)\n  harv (Ore Truck (harvester)) x1: #133@(101,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - rally #134: ordered\n  - train 2x e3: queued\n  - move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). weap finishing; then proc #2. Barr queue full e1/e3. Keep units near base until tanks ready.", "raw": "{\"thoughts\": \"Economy is thin ($835) so I'll keep infantry queued and let weap finish. I'll send a small scouting group toward the probable enemy start while keeping most units home.\", \"notes\": \"Enemy ~(12,16). weap nearly done then proc#2. Send scouts west toward (60,16). Train cheap e1 to hold base.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":96,\"y\":20},{\"do\":\"attack_move\",\"units\":[138,141],\"x\":60,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1498, "completion_tokens": 438, "total_tokens": 1936, "cost": 0.000749208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000749208, "upstream_inference_prompt_cost": 0.000223608, "upstream_inference_completions_cost": 0.0005256}, "completion_tokens_details": {"reasoning_tokens": 302, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.43, "thoughts": "Economy is thin ($835) so I'll keep infantry queued and let weap finish. I'll send a small scouting group toward the probable enemy start while keeping most units home.", "notes": "Enemy ~(12,16). weap nearly done then proc#2. Send scouts west toward (60,16). Train cheap e1 to hold base.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 134, "x": 96, "y": 20}, {"do": "attack_move", "units": [138, 141], "x": 60, "y": 16}], "feedback": ["train 5x e1: queued", "rally #134: ordered", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 25}}
{"tick": 3201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1833 + stored ore $167 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Building: proc 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(15,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). weap/proc/tent building. Next: add powr, train infantry, build second proc, start scouting.", "raw": "{\"thoughts\":\"Place war factory, keep building queue going, and once barracks/proc finish start training and economy expansion.\",\"notes\":\"Enemy at (95,11). Building weap/powr/proc/tent. Next: train infantry from tent, build second harvester, start scouting toward enemy base.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1871, "completion_tokens": 153, "total_tokens": 2024, "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": 0.005272, "upstream_inference_prompt_cost": 0.003742, "upstream_inference_completions_cost": 0.00153}, "completion_tokens_details": {"reasoning_tokens": 32, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.04, "thoughts": "Place war factory, keep building queue going, and once barracks/proc finish start training and economy expansion.", "notes": "Enemy at (95,11). Building weap/powr/proc/tent. Next: train infantry from tent, build second harvester, start scouting toward enemy base.", "commands": [{"do": "place", "item": "weap"}], "feedback": ["place weap: 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": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 10}}
{"tick": 3401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $169 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.4%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Infantry: e1 43%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(96,20)* #138@(85,18) #139@(96,20)* #140@(96,22)*\n  e3 (Rocket Soldier) x4: #136@(96,20)* #137@(95,19)* #141@(88,15) #143@(97,16)\n  harv (Ore Truck (harvester)) x1: #133@(97,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #134: ordered\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). weap nearly done then proc#2. Send scouts west toward (60,16). Train cheap e1 to hold base.", "raw": "{\"thoughts\": \"War Factory is almost done; cash is very tight so I'll keep the infantry queue going and send my rocket soldiers west to scout toward the enemy base. Harvester should keep mining.\", \"notes\": \"Enemy ~(12,16). weap finishing -> place it, then proc#2 for income. Rocket squad scouting west via (70,16).\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"attack_move\",\"units\":[136,137,141,143],\"x\":70,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":18},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1529, "completion_tokens": 579, "total_tokens": 2108, "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": 0.000195276, "upstream_inference_completions_cost": 0.0006948}, "completion_tokens_details": {"reasoning_tokens": 431, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.94, "thoughts": "War Factory is almost done; cash is very tight so I'll keep the infantry queue going and send my rocket soldiers west to scout toward the enemy base. Harvester should keep mining.", "notes": "Enemy ~(12,16). weap finishing -> place it, then proc#2 for income. Rocket squad scouting west via (70,16).", "commands": [{"do": "harvest", "unit": 133}, {"do": "attack_move", "units": [136, 137, 141, 143], "x": 70, "y": 16}, {"do": "rally", "building": 134, "x": 90, "y": 18}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 4 units", "rally #134: ordered", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 30}}
{"tick": 3401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1700 + stored ore $0 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: powr READY TO PLACE; Building: proc 0%; Building: tent 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: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%, #142 weap@(15,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(17,15)\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)\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building weap/powr/proc/tent. Next: train infantry from tent, build second harvester, start scouting toward enemy base.", "raw": "{\"thoughts\":\"Place the ready power plant, keep building proc/tent, train a harvester and start light tank production once war factory idle.\",\"notes\":\"Enemy at (95,11). Buildings: fact,powr,proc,weap up. Building proc/tent. Plan: place powr, train harv, build tank force, scout toward enemy.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1976, "completion_tokens": 201, "total_tokens": 2177, "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": 0.005962, "upstream_inference_prompt_cost": 0.003952, "upstream_inference_completions_cost": 0.00201}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.35, "thoughts": "Place the ready power plant, keep building proc/tent, train a harvester and start light tank production once war factory idle.", "notes": "Enemy at (95,11). Buildings: fact,powr,proc,weap up. Building proc/tent. Plan: place powr, train harv, build tank force, scout toward enemy.", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 1x harv: queued", "train 2x 1tnk: queued"], "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": 7100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 11}}
{"tick": 3601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $13 + stored ore $313 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $7000, army $2800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.8%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e3 91%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #135@(96,20)* #138@(77,16) #139@(96,20)* #140@(96,22)* #145@(91,17)\n  e3 (Rocket Soldier) x4: #136@(87,16) #137@(86,16) #141@(78,15) #143@(88,16)\n  harv (Ore Truck (harvester)) x1: #133@(97,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - rally #134: ordered\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). weap finishing -> place it, then proc#2 for income. Rocket squad scouting west via (70,16).", "raw": "{\"thoughts\": \"weap is ready - place it and start proc #2 for income. Keep scouting west with rocket squad; idle rifle infantry can bolster defense or follow the scouts. Cash is very low so prioritize economy.\", \"notes\": \"Enemy ~(12,16). weap placed near base. proc#2 in building queue. Rocket squad (136,137,143) scouting west. Rifle infantry idle near base.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\"}, {\"do\":\"build\",\"item\":\"proc\"}, {\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":18}, {\"do\":\"attack_move\",\"units\":[136,137,143],\"x\":60,\"y\":16}, {\"do\":\"attack_move\",\"units\":[135,139,140],\"x\":80,\"y\":18}, {\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1545, "completion_tokens": 538, "total_tokens": 2083, "cost": 0.000845676, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000845676, "upstream_inference_prompt_cost": 0.000200076, "upstream_inference_completions_cost": 0.0006456}, "completion_tokens_details": {"reasoning_tokens": 351, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.38, "thoughts": "weap is ready - place it and start proc #2 for income. Keep scouting west with rocket squad; idle rifle infantry can bolster defense or follow the scouts. Cash is very low so prioritize economy.", "notes": "Enemy ~(12,16). weap placed near base. proc#2 in building queue. Rocket squad (136,137,143) scouting west. Rifle infantry idle near base.", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 134, "x": 80, "y": 18}, {"do": "attack_move", "units": [136, 137, 143], "x": 60, "y": 16}, {"do": "attack_move", "units": [135, 139, 140], "x": 80, "y": 18}, {"do": "harvest", "unit": 133}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "rally #134: ordered", "attack_move: 3 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7000, "army_value": 1700, "income": 1500, "experience": 0, "order_count": 32}}
{"tick": 3601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1434 + stored ore $120 (storage 2000), power 300 made / 60 used, harvesters 1.\nSCORE: assets $7400, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5%.\nPRODUCTION: Building: proc 23%; Building: tent 0%; Vehicle: harv 29%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%, #142 weap@(15,14) 100%, #144 powr@(10,19) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(17,15)\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  - train 1x harv: queued\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Buildings: fact,powr,proc,weap up. Building proc/tent. Plan: place powr, train harv, build tank force, scout toward enemy.", "raw": "{\"thoughts\":\"Economy building up, continue producing tanks and second harvester, queue barracks for infantry support, then scout toward enemy.\",\"notes\":\"Enemy at (95,11). Buildings: fact,powr,proc,weap,tent building. Plan: build army of 1tnk, add barracks, scout east, then attack enemy base.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2053, "completion_tokens": 141, "total_tokens": 2194, "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": 0.005516, "upstream_inference_prompt_cost": 0.004106, "upstream_inference_completions_cost": 0.00141}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.76, "thoughts": "Economy building up, continue producing tanks and second harvester, queue barracks for infantry support, then scout toward enemy.", "notes": "Enemy at (95,11). Buildings: fact,powr,proc,weap,tent building. Plan: build army of 1tnk, add barracks, scout east, then attack enemy base.", "commands": [{"do": "train", "item": "1tnk", "count": 2}], "feedback": ["train 2x 1tnk: queued"], "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": 7400, "army_value": 0, "income": 1500, "experience": 0, "order_count": 15}}
{"tick": 3801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $3100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.3%.\nPRODUCTION: Building: proc 11%; Building: proc 0%; Infantry: e3 47%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #135@(86,19) #138@(67,18) #139@(86,19) #140@(86,20) #145@(90,18)*\n  e3 (Rocket Soldier) x5: #136@(78,15) #137@(77,16) #141@(70,16)* #143@(78,15) #147@(89,15)\n  harv (Ore Truck (harvester)) x1: #133@(102,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\n  - rally #134: ordered\n  - attack_move: 3 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy ~(12,16). weap placed near base. proc#2 in building queue. Rocket squad (136,137,143) scouting west. Rifle infantry idle near base.", "raw": "{\"thoughts\": \"War Factory is up and second Refinery is building (stalled briefly for ore delivery). Power will be needed after Refinery completes. Scouting westward towards enemy start at (12,16).\", \"notes\": \"proc #2 building (needs ore delivery). After proc, build powr then fix for 3tnk. Advance infantry west towards (12,16).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [138, 141], \"x\": 45, \"y\": 18}, {\"do\": \"attack_move\", \"units\": [136, 137, 143], \"x\": 60, \"y\": 18}, {\"do\": \"attack_move\", \"units\": [135, 139, 140, 145, 147], \"x\": 75, \"y\": 18}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1755, "completion_tokens": 910, "total_tokens": 2665, "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": 0.0094575, "upstream_inference_prompt_cost": 0.0026325, "upstream_inference_completions_cost": 0.006825}, "completion_tokens_details": {"reasoning_tokens": 700, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.25, "thoughts": "War Factory is up and second Refinery is building (stalled briefly for ore delivery). Power will be needed after Refinery completes. Scouting westward towards enemy start at (12,16).", "notes": "proc #2 building (needs ore delivery). After proc, build powr then fix for 3tnk. Advance infantry west towards (12,16).", "commands": [{"do": "attack_move", "units": [138, 141], "x": 45, "y": 18}, {"do": "attack_move", "units": [136, 137, 143], "x": 60, "y": 18}, {"do": "attack_move", "units": [135, 139, 140, 145, 147], "x": 75, "y": 18}], "feedback": ["attack_move: 2 units", "attack_move: 3 units", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 1500, "experience": 0, "order_count": 34}}
{"tick": 3801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $888 + stored ore $0 (storage 2000), power 300 made / 60 used, harvesters 1.\nSCORE: assets $7400, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5%.\nPRODUCTION: Building: proc 46%; Building: tent 0%; Vehicle: harv 59%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%, #142 weap@(15,14) 100%, #144 powr@(10,19) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(16,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Buildings: fact,powr,proc,weap,tent building. Plan: build army of 1tnk, add barracks, scout east, then attack enemy base.", "raw": "{\"thoughts\":\"Continue economic buildup and tank production, queue more power since usage will rise.\",\"notes\":\"Enemy at (95,11). Building tanks and harvester. Plan: build second proc, more power, then push tanks east to attack.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2042, "completion_tokens": 107, "total_tokens": 2149, "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": 0.005154, "upstream_inference_prompt_cost": 0.004084, "upstream_inference_completions_cost": 0.00107}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "Continue economic buildup and tank production, queue more power since usage will rise.", "notes": "Enemy at (95,11). Building tanks and harvester. Plan: build second proc, more power, then push tanks east to attack.", "commands": [{"do": "train", "item": "1tnk", "count": 2}], "feedback": ["train 2x 1tnk: queued"], "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": 7400, "army_value": 0, "income": 1500, "experience": 0, "order_count": 17}}
{"tick": 4001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $3100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.8%.\nPRODUCTION: Building: proc 11%; Building: proc 0%; Infantry: e3 47%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #135@(78,15) #138@(62,26) #139@(78,15) #140@(78,15) #145@(81,15)\n  e3 (Rocket Soldier) x5: #136@(68,17) #137@(67,17) #141@(64,24) #143@(68,16) #147@(79,14)\n  harv (Ore Truck (harvester)) x1: #133@(94,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - attack_move: 3 units\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: proc #2 building (needs ore delivery). After proc, build powr then fix for 3tnk. Advance infantry west towards (12,16).", "raw": "{\"thoughts\": \"Economy is starved ($1 cash, 1 harvester) so nothing can progress; I must get the harvester mining ASAP. My 10 infantry are scattered advancing west, so I'll consolidate them into one push toward the enemy base at (12,16) to scout and find targets.\", \"notes\": \"Very low cash - harvester #133 critical. Infantry consolidating west toward enemy (12,16). Need proc income + more harvesters before committing to 3tnk.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":30,\"y\":16},{\"do\":\"rally\",\"building\":146,\"x\":88,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1608, "completion_tokens": 943, "total_tokens": 2551, "cost": 0.001350576, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001350576, "upstream_inference_prompt_cost": 0.000218976, "upstream_inference_completions_cost": 0.0011316}, "completion_tokens_details": {"reasoning_tokens": 784, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.09, "thoughts": "Economy is starved ($1 cash, 1 harvester) so nothing can progress; I must get the harvester mining ASAP. My 10 infantry are scattered advancing west, so I'll consolidate them into one push toward the enemy base at (12,16) to scout and find targets.", "notes": "Very low cash - harvester #133 critical. Infantry consolidating west toward enemy (12,16). Need proc income + more harvesters before committing to 3tnk.", "commands": [{"do": "harvest", "unit": 133}, {"do": "attack_move", "units": "all_army", "x": 30, "y": 16}, {"do": "rally", "building": 146, "x": 88, "y": 16}], "feedback": ["attack_move: 10 units", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 1500, "experience": 0, "order_count": 34}}
{"tick": 4001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $221 + stored ore $0 (storage 2000), power 300 made / 60 used, harvesters 1.\nSCORE: assets $7400, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5%.\nPRODUCTION: Building: proc 70%; Building: tent 0%; Vehicle: harv 90%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%, #142 weap@(15,14) 100%, #144 powr@(10,19) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(17,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building tanks and harvester. Plan: build second proc, more power, then push tanks east to attack.", "raw": "{\"thoughts\":\"Economy building well; keep queue full and add barracks for infantry support once tanks ready.\",\"notes\":\"Enemy at (95,11). Building proc, tent, harvester, tanks. Plan: mass tanks then push east.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2053, "completion_tokens": 108, "total_tokens": 2161, "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": 0.005186, "upstream_inference_prompt_cost": 0.004106, "upstream_inference_completions_cost": 0.00108}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Economy building well; keep queue full and add barracks for infantry support once tanks ready.", "notes": "Enemy at (95,11). Building proc, tent, harvester, tanks. Plan: mass tanks then push east.", "commands": [{"do": "train", "item": "1tnk", "count": 3}], "feedback": ["train 3x 1tnk: queued"], "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": 7400, "army_value": 0, "income": 1500, "experience": 0, "order_count": 19}}
{"tick": 4201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.8%.\nPRODUCTION: Building: proc 29%; Building: proc 0%; Infantry: e1 91%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #135@(70,23) #138@(53,27) #139@(71,22) #140@(71,22) #145@(73,20)\n  e3 (Rocket Soldier) x6: #136@(63,25) #137@(63,26) #141@(56,28) #143@(63,25) #147@(71,21) #149@(95,16)\n  harv (Ore Truck (harvester)) x1: #133@(98,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: Very low cash - harvester #133 critical. Infantry consolidating west toward enemy (12,16). Need proc income + more harvesters before committing to 3tnk.", "raw": "{\"thoughts\": \"Cash is $0, so I can't train anything right now; the harvester must keep mining. My infantry blob is strung out heading west \u2014 consolidate them with an attack_move toward the enemy start (12,16) to scout and hit anything found.\", \"notes\": \"Cash $0 - harvester #133 mining. Infantry push west toward enemy (12,16). Building proc #2 in queue. When cash arrives, train e3/tanks and more harvesters.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"attack_move\",\"units\":[135,138,139,140,145,136,137,141,143,147],\"x\":12,\"y\":16},{\"do\":\"move\",\"units\":[149],\"x\":60,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1602, "completion_tokens": 441, "total_tokens": 2043, "cost": 0.000746376, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000746376, "upstream_inference_prompt_cost": 0.000217176, "upstream_inference_completions_cost": 0.0005292}, "completion_tokens_details": {"reasoning_tokens": 270, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.68, "thoughts": "Cash is $0, so I can't train anything right now; the harvester must keep mining. My infantry blob is strung out heading west \u2014 consolidate them with an attack_move toward the enemy start (12,16) to scout and hit anything found.", "notes": "Cash $0 - harvester #133 mining. Infantry push west toward enemy (12,16). Building proc #2 in queue. When cash arrives, train e3/tanks and more harvesters.", "commands": [{"do": "harvest", "unit": 133}, {"do": "attack_move", "units": [135, 138, 139, 140, 145, 136, 137, 141, 143, 147], "x": 12, "y": 16}, {"do": "move", "units": [149], "x": 60, "y": 20}], "feedback": ["attack_move: 10 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2000, "experience": 0, "order_count": 34}}
{"tick": 4201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 $286 (storage 2000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $8500, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5%.\nPRODUCTION: Building: proc 86%; Building: tent 0%; Vehicle: 1tnk 15%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%, #142 weap@(15,14) 100%, #144 powr@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(16,18) #148@(19,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc, tent, harvester, tanks. Plan: mass tanks then push east.", "raw": "{\"thoughts\":\"Continue economy and army buildup. Queue more tanks and keep production busy.\",\"notes\":\"Enemy at (95,11). Building proc/tent, massing tanks for push east. Keep training 1tnk and add power as needed.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2091, "completion_tokens": 109, "total_tokens": 2200, "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": 0.005272, "upstream_inference_prompt_cost": 0.004182, "upstream_inference_completions_cost": 0.00109}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.71, "thoughts": "Continue economy and army buildup. Queue more tanks and keep production busy.", "notes": "Enemy at (95,11). Building proc/tent, massing tanks for push east. Keep training 1tnk and add power as needed.", "commands": [{"do": "train", "item": "1tnk", "count": 3}], "feedback": ["train 3x 1tnk: queued"], "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": 8500, "army_value": 0, "income": 2000, "experience": 0, "order_count": 22}}
{"tick": 4401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.2%.\nPRODUCTION: Building: proc 29%; Building: proc 0%; Infantry: e1 91%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #135@(62,27) #138@(44,24) #139@(62,27) #140@(62,27) #145@(65,24)\n  e3 (Rocket Soldier) x6: #136@(54,28) #137@(54,28) #141@(47,25) #143@(55,28) #147@(63,26) #149@(85,15)\n  harv (Ore Truck (harvester)) x1: #133@(102,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Cash $0 - harvester #133 mining. Infantry push west toward enemy (12,16). Building proc #2 in queue. When cash arrives, train e3/tanks and more harvesters.", "raw": "{\"thoughts\": \"Cash is $0 so nothing can be built; economy depends entirely on the single harvester. Keep harvester mining, continue the infantry push west toward the enemy start, and set rallies so new units join the attack.\", \"notes\": \"Cash $0. 1 harvester #133 mining. Infantry pushing west to enemy (12,16). Need more harvesters/proc once cash returns. Proc #2 queued.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"attack_move\",\"units\":[135,139,140,136,137,143,145,147],\"x\":40,\"y\":18},{\"do\":\"move\",\"units\":[138,141],\"x\":46,\"y\":22},{\"do\":\"rally\",\"building\":134,\"x\":60,\"y\":20},{\"do\":\"rally\",\"building\":146,\"x\":60,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1607, "completion_tokens": 460, "total_tokens": 2067, "cost": 0.000770676, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000770676, "upstream_inference_prompt_cost": 0.000218676, "upstream_inference_completions_cost": 0.000552}, "completion_tokens_details": {"reasoning_tokens": 271, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.71, "thoughts": "Cash is $0 so nothing can be built; economy depends entirely on the single harvester. Keep harvester mining, continue the infantry push west toward the enemy start, and set rallies so new units join the attack.", "notes": "Cash $0. 1 harvester #133 mining. Infantry pushing west to enemy (12,16). Need more harvesters/proc once cash returns. Proc #2 queued.", "commands": [{"do": "harvest", "unit": 133}, {"do": "attack_move", "units": [135, 139, 140, 136, 137, 143, 145, 147], "x": 40, "y": 18}, {"do": "move", "units": [138, 141], "x": 46, "y": 22}, {"do": "rally", "building": 134, "x": 60, "y": 20}, {"do": "rally", "building": 146, "x": 60, "y": 20}], "feedback": ["attack_move: 8 units", "move: 2 units", "rally #134: ordered", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2000, "experience": 0, "order_count": 34}}
{"tick": 4401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 2000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $8500, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.2%.\nPRODUCTION: Building: proc 96%; Building: tent 0%; Vehicle: 1tnk 35%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%, #142 weap@(15,14) 100%, #144 powr@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(17,6) #148@(21,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc/tent, massing tanks for push east. Keep training 1tnk and add power as needed.", "raw": "{\"thoughts\":\"Continue economy and army buildup. Keep tanks queued, add more power, and start planning attack once we have a solid tank force.\",\"notes\":\"Enemy at (95,11). Keep training 1tnk, add power/barracks, mass tanks for push east once ~8+ tanks ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2142, "completion_tokens": 142, "total_tokens": 2284, "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": 0.005704, "upstream_inference_prompt_cost": 0.004284, "upstream_inference_completions_cost": 0.00142}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.57, "thoughts": "Continue economy and army buildup. Keep tanks queued, add more power, and start planning attack once we have a solid tank force.", "notes": "Enemy at (95,11). Keep training 1tnk, add power/barracks, mass tanks for push east once ~8+ tanks ready.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "1tnk", "count": 5}], "feedback": ["build powr: started", "train 5x 1tnk: queued"], "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": 8500, "army_value": 0, "income": 2000, "experience": 0, "order_count": 25}}
{"tick": 4601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.6%.\nPRODUCTION: Building: proc 29%; Building: proc 0%; Infantry: e1 91%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #135@(52,27) #138@(45,22)* #139@(52,27) #140@(52,27) #145@(55,28)\n  e3 (Rocket Soldier) x6: #136@(46,24) #137@(45,23) #141@(45,22)* #143@(46,24) #147@(53,27) #149@(76,16)\n  harv (Ore Truck (harvester)) x1: #133@(94,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - move: 2 units\n  - rally #134: ordered\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: Cash $0. 1 harvester #133 mining. Infantry pushing west to enemy (12,16). Need more harvesters/proc once cash returns. Proc #2 queued.", "raw": "{\"thoughts\": \"Cash is $0, so I can only keep existing queues running and let the harvester bring in ore. My infantry is already pushing west toward the enemy start; I'll consolidate them into one group and continue the attack move. Keep the harvester mining and let production queues finish.\", \"notes\": \"Cash $0. Harvester #133 mining. Infantry pushing west to enemy (12,16) - now grouped around (45-55,22-28). Proc #2 building. Need income before adding more units.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"attack_move\",\"units\":[135,138,139,140,145,136,137,141,143,147,149],\"x\":20,\"y\":16},{\"do\":\"rally\",\"building\":146,\"x\":85,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1620, "completion_tokens": 555, "total_tokens": 2175, "cost": 0.000888576, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000888576, "upstream_inference_prompt_cost": 0.000222576, "upstream_inference_completions_cost": 0.000666}, "completion_tokens_details": {"reasoning_tokens": 358, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.78, "thoughts": "Cash is $0, so I can only keep existing queues running and let the harvester bring in ore. My infantry is already pushing west toward the enemy start; I'll consolidate them into one group and continue the attack move. Keep the harvester mining and let production queues finish.", "notes": "Cash $0. Harvester #133 mining. Infantry pushing west to enemy (12,16) - now grouped around (45-55,22-28). Proc #2 building. Need income before adding more units.", "commands": [{"do": "harvest", "unit": 133}, {"do": "attack_move", "units": [135, 138, 139, 140, 145, 136, 137, 141, 143, 147, 149], "x": 20, "y": 16}, {"do": "rally", "building": 146, "x": 85, "y": 16}, {"do": "rally", "building": 134, "x": 85, "y": 16}], "feedback": ["attack_move: 11 units", "rally #146: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2000, "experience": 0, "order_count": 34}}
{"tick": 4601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 2000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $8500, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.2%.\nPRODUCTION: Building: proc 96%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 35%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%, #142 weap@(15,14) 100%, #144 powr@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(18,10) #148@(16,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 5x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Keep training 1tnk, add power/barracks, mass tanks for push east once ~8+ tanks ready.", "raw": "{\"thoughts\":\"Economy is stable, keep tank production going and add another power plant plus barracks. Wait for tanks to accumulate before pushing.\",\"notes\":\"Enemy at (95,11). Keep training 1tnk, mass ~8+ before attacking east. Build second proc for economy once cash allows.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2238, "completion_tokens": 130, "total_tokens": 2368, "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": 0.005776, "upstream_inference_prompt_cost": 0.004476, "upstream_inference_completions_cost": 0.0013}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.13, "thoughts": "Economy is stable, keep tank production going and add another power plant plus barracks. Wait for tanks to accumulate before pushing.", "notes": "Enemy at (95,11). Keep training 1tnk, mass ~8+ before attacking east. Build second proc for economy once cash allows.", "commands": [{"do": "train", "item": "1tnk", "count": 5}], "feedback": ["train 5x 1tnk: queued"], "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": 8500, "army_value": 0, "income": 2000, "experience": 0, "order_count": 31}}
{"tick": 4801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18%.\nPRODUCTION: Building: proc 47%; Building: proc 0%; Infantry: e1 38%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(42,26) #138@(34,22) #139@(42,26) #140@(43,27) #145@(45,28) #152@(90,15) #153@(93,15) #154@(96,16)\n  e3 (Rocket Soldier) x6: #136@(35,23) #137@(35,22) #141@(35,22) #143@(35,24) #147@(43,27) #149@(68,24)\n  harv (Ore Truck (harvester)) x1: #133@(100,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - rally #146: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Cash $0. Harvester #133 mining. Infantry pushing west to enemy (12,16) - now grouped around (45-55,22-28). Proc #2 building. Need income before adding more units.", "raw": "{\"thoughts\": \"Cash is $0 so production is stalled; my western infantry group is already pushing toward the enemy base at (12,16). I'll keep them advancing while the harvester mines and proc #2 finishes.\", \"notes\": \"Western inf group (e1 #135,138,139,140,145 + e3 #136,137,141,143,147) advancing to enemy (12,16). Lone e3 #149 at (68,24) join push. Base defenders #152,153,154. Proc #2 at 47%. Cash $0 - need harvester income.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[135,138,139,140,145,136,137,141,143,147],\"x\":20,\"y\":18},{\"do\":\"attack_move\",\"units\":[149],\"x\":40,\"y\":20},{\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1620, "completion_tokens": 602, "total_tokens": 2222, "cost": 0.000944976, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000944976, "upstream_inference_prompt_cost": 0.000222576, "upstream_inference_completions_cost": 0.0007224}, "completion_tokens_details": {"reasoning_tokens": 405, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.25, "thoughts": "Cash is $0 so production is stalled; my western infantry group is already pushing toward the enemy base at (12,16). I'll keep them advancing while the harvester mines and proc #2 finishes.", "notes": "Western inf group (e1 #135,138,139,140,145 + e3 #136,137,141,143,147) advancing to enemy (12,16). Lone e3 #149 at (68,24) join push. Base defenders #152,153,154. Proc #2 at 47%. Cash $0 - need harvester income.", "commands": [{"do": "attack_move", "units": [135, 138, 139, 140, 145, 136, 137, 141, 143, 147], "x": 20, "y": 18}, {"do": "attack_move", "units": [149], "x": 40, "y": 20}, {"do": "harvest", "unit": 133}], "feedback": ["attack_move: 10 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 2600, "income": 2500, "experience": 0, "order_count": 34}}
{"tick": 4801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 $191 (storage 2000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $8500, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 72%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%, #142 weap@(15,14) 100%, #144 powr@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(15,18) #148@(19,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Keep training 1tnk, mass ~8+ before attacking east. Build second proc for economy once cash allows.", "raw": "{\"thoughts\":\"Place proc, continue building power/barracks, keep tank production going.\",\"notes\":\"Enemy at (95,11). Keep training 1tnk, mass ~8+ before attacking east. Build second proc for economy once cash allows.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2310, "completion_tokens": 104, "total_tokens": 2414, "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": 0.00566, "upstream_inference_prompt_cost": 0.00462, "upstream_inference_completions_cost": 0.00104}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.99, "thoughts": "Place proc, continue building power/barracks, keep tank production going.", "notes": "Enemy at (95,11). Keep training 1tnk, mass ~8+ before attacking east. Build second proc for economy once cash allows.", "commands": [{"do": "place", "item": "proc"}], "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": 8500, "army_value": 0, "income": 2500, "experience": 0, "order_count": 36}}
{"tick": 5001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 19.9%.\nPRODUCTION: Building: proc 47%; Building: proc 0%; Infantry: e1 38%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(34,19) #138@(24,19) #139@(34,19) #140@(35,20) #145@(37,22) #152@(85,16)* #153@(85,16)* #154@(86,15)\n  e3 (Rocket Soldier) x6: #136@(26,20) #137@(25,20) #141@(25,19) #143@(26,20) #147@(35,20) #149@(59,28)\n  harv (Ore Truck (harvester)) x1: #133@(103,24)\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: 1 units\nYOUR NOTES FROM LAST TURN: Western inf group (e1 #135,138,139,140,145 + e3 #136,137,141,143,147) advancing to enemy (12,16). Lone e3 #149 at (68,24) join push. Base defenders #152,153,154. Proc #2 at 47%. Cash $0 - need harvester income.", "raw": "{\"thoughts\": \"Our western assault infantry force has reached the outskirts of the enemy base area around (24, 19). Pushing all forward troops directly into (12, 16) with attack_move to locate and engage enemy structures.\", \"notes\": \"Infantry assault force pushing into (12, 16). Second refinery completing soon to provide second harvester and boost economy. Next building after proc will be power and service depot for heavy tanks.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135, 136, 137, 138, 139, 140, 141, 143, 145, 147, 149], \"x\": 12, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [152, 153, 154], \"x\": 50, \"y\": 20}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1799, "completion_tokens": 746, "total_tokens": 2545, "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": 0.0082935, "upstream_inference_prompt_cost": 0.0026985, "upstream_inference_completions_cost": 0.005595}, "completion_tokens_details": {"reasoning_tokens": 526, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.94, "thoughts": "Our western assault infantry force has reached the outskirts of the enemy base area around (24, 19). Pushing all forward troops directly into (12, 16) with attack_move to locate and engage enemy structures.", "notes": "Infantry assault force pushing into (12, 16). Second refinery completing soon to provide second harvester and boost economy. Next building after proc will be power and service depot for heavy tanks.", "commands": [{"do": "attack_move", "units": [135, 136, 137, 138, 139, 140, 141, 143, 145, 147, 149], "x": 12, "y": 16}, {"do": "attack_move", "units": [152, 153, 154], "x": 50, "y": 20}], "feedback": ["attack_move: 11 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 2600, "income": 2500, "experience": 0, "order_count": 34}}
{"tick": 5001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 $60 (storage 4000), power 300 made / 90 used, harvesters 3.\nSCORE: assets $11700, army $4000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.5%.\nPRODUCTION: Building: powr READY TO PLACE; Building: tent 0%; Vehicle: 1tnk 20%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%, #142 weap@(15,14) 100%, #144 powr@(10,19) 100%, #155 proc@(12,20) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #157@(15,15)*\n  harv (Ore Truck (harvester)) x3: #130@(18,10) #148@(20,7) #156@(6,27)\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)\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Keep training 1tnk, mass ~8+ before attacking east. Build second proc for economy once cash allows.", "raw": "{\"thoughts\":\"Place power plant, keep building tanks and economy. Continue accumulating tanks before attacking east.\",\"notes\":\"Enemy at (95,11). Keep training 1tnk, mass ~8+ before attacking east. Build second proc for economy once cash allows.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2347, "completion_tokens": 134, "total_tokens": 2481, "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": 0.006034, "upstream_inference_prompt_cost": 0.004694, "upstream_inference_completions_cost": 0.00134}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.38, "thoughts": "Place power plant, keep building tanks and economy. Continue accumulating tanks before attacking east.", "notes": "Enemy at (95,11). Keep training 1tnk, mass ~8+ before attacking east. Build second proc for economy once cash allows.", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 3x 1tnk: queued"], "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": 11700, "army_value": 700, "income": 3000, "experience": 0, "order_count": 37}}
{"tick": 5201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 21.8%.\nPRODUCTION: Building: proc 47%; Building: proc 0%; Infantry: e1 38%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(26,14) #138@(19,15)58% #139@(26,14) #140@(27,14) #145@(29,14) #152@(76,16) #153@(76,16) #154@(77,15)\n  e3 (Rocket Soldier) x6: #136@(19,15)98% #137@(19,15)93% #141@(19,15)95% #143@(20,16) #147@(27,14) #149@(50,26)\n  harv (Ore Truck (harvester)) x1: #133@(93,18)\nVISIBLE ENEMY UNITS (2):\n  #148 harv@(18,12) 100%, #157 1tnk@(16,15) 11%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Infantry assault force pushing into (12, 16). Second refinery completing soon to provide second harvester and boost economy. Next building after proc will be power and service depot for heavy tanks.", "raw": "{\"thoughts\": \"My infantry force is deep in enemy territory near (12-29, 14). Only a harvester and a nearly-dead light tank are visible \u2014 I should kill both to cripple their economy and finish the tank. Continue producing rocket soldiers and keep the refinery building.\", \"notes\": \"Infantry assault at enemy base (12,16). Kill harv #148 and 1tnk #157. Proc completing -> second harvester. Next: power + service depot + heavy tanks.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"attack\",\"units\":[135,138,139,140,145,147,136,137,141,143],\"target\":148},{\"do\":\"attack\",\"units\":[135,138,139,140,145,147,136,137,141,143],\"target\":157},{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1642, "completion_tokens": 399, "total_tokens": 2041, "cost": 0.000707976, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000707976, "upstream_inference_prompt_cost": 0.000229176, "upstream_inference_completions_cost": 0.0004788}, "completion_tokens_details": {"reasoning_tokens": 204, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.55, "thoughts": "My infantry force is deep in enemy territory near (12-29, 14). Only a harvester and a nearly-dead light tank are visible \u2014 I should kill both to cripple their economy and finish the tank. Continue producing rocket soldiers and keep the refinery building.", "notes": "Infantry assault at enemy base (12,16). Kill harv #148 and 1tnk #157. Proc completing -> second harvester. Next: power + service depot + heavy tanks.", "commands": [{"do": "train", "item": "e3", "count": 5}, {"do": "attack", "units": [135, 138, 139, 140, 145, 147, 136, 137, 141, 143], "target": 148}, {"do": "attack", "units": [135, 138, 139, 140, 145, 147, 136, 137, 141, 143], "target": 157}, {"do": "place", "item": "proc"}], "feedback": ["train 5x e3: queued", "attack: 10 units", "attack: 10 units", "place proc: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 2600, "income": 2500, "experience": 0, "order_count": 34}}
{"tick": 5201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 400 made / 90 used, harvesters 3.\nSCORE: assets $12000, army $4000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.9%.\nPRODUCTION: Building: tent 5%; Vehicle: 1tnk 25%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #132 powr@(12,13) 100%, #142 weap@(15,14) 99%, #144 powr@(10,19) 100%, #155 proc@(12,20) 100%, #158 powr@(10,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #157@(16,15)11%\n  harv (Ore Truck (harvester)) x3: #130@(18,5) #148@(18,12) #156@(10,23)\nVISIBLE ENEMY UNITS (5):\n  #136 e3@(19,15) 98%, #137 e3@(19,15) 93%, #138 e1@(19,15) 58%, #141 e3@(19,15) 95%, #143 e3@(20,16) 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  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Keep training 1tnk, mass ~8+ before attacking east. Build second proc for economy once cash allows.", "raw": "{\"thoughts\":\"Enemy infantry group is right next to our base at (19,15), very close! Our light tank is badly damaged (11%). Retreat it, keep producing tanks, and prepare defense against this infantry rush.\",\"notes\":\"Enemy infantry rush near (19,15) close to base at (12,16)! Retreat damaged 1tnk. Keep training 1tnk, build defense (sbag/pillbox) near base entrance. Enemy main base at (95,11).\",\"commands\":[{\"do\":\"move\",\"units\":[157],\"x\":12,\"y\":16},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2482, "completion_tokens": 286, "total_tokens": 2768, "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": 0.007824, "upstream_inference_prompt_cost": 0.004964, "upstream_inference_completions_cost": 0.00286}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.83, "thoughts": "Enemy infantry group is right next to our base at (19,15), very close! Our light tank is badly damaged (11%). Retreat it, keep producing tanks, and prepare defense against this infantry rush.", "notes": "Enemy infantry rush near (19,15) close to base at (12,16)! Retreat damaged 1tnk. Keep training 1tnk, build defense (sbag/pillbox) near base entrance. Enemy main base at (95,11).", "commands": [{"do": "move", "units": [157], "x": 12, "y": 16}, {"do": "build", "item": "powr"}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["move: 1 units", "build powr: started", "train 2x 1tnk: queued"], "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": 12000, "army_value": 700, "income": 2775, "experience": 0, "order_count": 41}}
{"tick": 5401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $10000, army $3800, killed $1800 (2 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 22.1%.\nPRODUCTION: Building: proc 65%; Building: proc 0%; Infantry: e3 62%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(18,15) #138@(19,15)58% #139@(19,16) #140@(19,16) #145@(19,15) #152@(68,21) #153@(68,21) #154@(68,21) #159@(91,15)\n  e3 (Rocket Soldier) x6: #136@(19,15)98% #137@(19,15)93% #141@(18,15)95% #143@(19,16) #147@(19,15) #149@(40,24)\n  harv (Ore Truck (harvester)) x1: #133@(101,23)\nVISIBLE ENEMY UNITS (1):\n  #130 harv@(17,17) 90%\nVISIBLE ENEMY BUILDINGS (2):\n  #129 proc@(15,17) 89%, #142 weap@(15,14) 98%\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e3: queued\n  - attack: 10 units\n  - attack: 10 units\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Infantry assault at enemy base (12,16). Kill harv #148 and 1tnk #157. Proc completing -> second harvester. Next: power + service depot + heavy tanks.", "raw": "{\"thoughts\": \"Infantry are already at the enemy base with no defenders visible, so press the attack on the War Factory and Refinery. Cash is 0 but the second Refinery is nearly done, so keep the harvester mining and queue units as money allows.\", \"notes\": \"Infantry group (~15 units) sieging enemy base at (12-19,14-17). Priority: destroy #142 weap then #129 proc. Refinery #proc completing next turn -> new harvester. Next build: powr then fix, then 3tnk.\", \"commands\": [{\"do\":\"attack\",\"units\":[136,137,141,143,147,135,139,140,145],\"target\":142},{\"do\":\"attack\",\"units\":[138,149],\"target\":130},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1713, "completion_tokens": 566, "total_tokens": 2279, "cost": 0.000967308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000967308, "upstream_inference_prompt_cost": 0.000288108, "upstream_inference_completions_cost": 0.0006792}, "completion_tokens_details": {"reasoning_tokens": 366, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.01, "thoughts": "Infantry are already at the enemy base with no defenders visible, so press the attack on the War Factory and Refinery. Cash is 0 but the second Refinery is nearly done, so keep the harvester mining and queue units as money allows.", "notes": "Infantry group (~15 units) sieging enemy base at (12-19,14-17). Priority: destroy #142 weap then #129 proc. Refinery #proc completing next turn -> new harvester. Next build: powr then fix, then 3tnk.", "commands": [{"do": "attack", "units": [136, 137, 141, 143, 147, 135, 139, 140, 145], "target": 142}, {"do": "attack", "units": [138, 149], "target": 130}, {"do": "harvest", "unit": 133}, {"do": "train", "item": "e3", "count": 2}, {"do": "build", "item": "powr"}], "feedback": ["attack: 9 units", "attack: 2 units", "train 2x e3: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 0, "units_killed": 2, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 2700, "income": 2500, "experience": 18, "order_count": 39}}
{"tick": 5401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 $525 (storage 4000), power 400 made / 90 used, harvesters 2.\nSCORE: assets $10200, army $2200, killed $0 (0 units, 0 bldgs), lost $1800 (2 units, 0 bldgs). Map explored 6.9%.\nPRODUCTION: Building: tent 45%; Building: powr 0%; Vehicle: 1tnk 53%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 89%, #132 powr@(12,13) 100%, #142 weap@(15,14) 98%, #144 powr@(10,19) 100%, #155 proc@(12,20) 100%, #158 powr@(10,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(17,17)90% #156@(8,25)\n  harv.emptyhusk (harv.emptyhusk) x1: #160@(15,18)60%*\nVISIBLE ENEMY UNITS (10):\n  #135 e1@(18,15) 100%, #136 e3@(19,15) 98%, #137 e3@(19,15) 93%, #138 e1@(19,15) 58%, #139 e1@(19,16) 100%, #140 e1@(19,16) 100%, #141 e3@(18,15) 95%, #143 e3@(19,16) 100%, #145 e1@(19,15) 100%, #147 e3@(19,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - build powr: started\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry rush near (19,15) close to base at (12,16)! Retreat damaged 1tnk. Keep training 1tnk, build defense (sbag/pillbox) near base entrance. Enemy main base at (95,11).", "raw": "{\"thoughts\":\"Enemy infantry swarm right next to my base at (19,15-16). I have no combat units yet besides tanks in queue. Need to rush defense and get tanks out fast.\",\"notes\":\"Enemy infantry rush at (19,15) near base (12,16). Keep training 1tnk continuously, build sandbags/defense at base entrance. Enemy main base far at (95,11). Protect harvesters.\",\"commands\":[{\"do\":\"build\",\"item\":\"sbag\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2622, "completion_tokens": 250, "total_tokens": 2872, "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": 0.007744, "upstream_inference_prompt_cost": 0.005244, "upstream_inference_completions_cost": 0.0025}, "completion_tokens_details": {"reasoning_tokens": 68, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.51, "thoughts": "Enemy infantry swarm right next to my base at (19,15-16). I have no combat units yet besides tanks in queue. Need to rush defense and get tanks out fast.", "notes": "Enemy infantry rush at (19,15) near base (12,16). Keep training 1tnk continuously, build sandbags/defense at base entrance. Enemy main base far at (95,11). Protect harvesters.", "commands": [{"do": "build", "item": "sbag"}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["build sbag: started", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1800, "units_killed": 0, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 0, "income": 3425, "experience": 0, "order_count": 44}}
{"tick": 5601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $10000, army $3800, killed $1800 (2 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 22.2%.\nPRODUCTION: Building: proc 65%; Building: powr 0%; Building: proc 0%; Infantry: e3 62%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(18,15) #138@(19,15)58% #139@(19,16) #140@(19,16) #145@(19,15) #152@(60,28) #153@(60,28) #154@(61,27) #159@(85,16)*\n  e3 (Rocket Soldier) x6: #136@(19,15)98% #137@(19,15)93% #141@(18,15)95% #143@(19,16) #147@(19,15) #149@(30,23)\n  harv (Ore Truck (harvester)) x1: #133@(100,28)\nVISIBLE ENEMY UNITS (1):\n  #130 harv@(16,18) 62%\nVISIBLE ENEMY BUILDINGS (2):\n  #129 proc@(15,17) 88%, #142 weap@(15,14) 45%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack: 2 units\n  - train 2x e3: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Infantry group (~15 units) sieging enemy base at (12-19,14-17). Priority: destroy #142 weap then #129 proc. Refinery #proc completing next turn -> new harvester. Next build: powr then fix, then 3tnk.", "raw": "{\"thoughts\": \"Main infantry group is sieging the enemy base; weap #142 is at 45% so focus it down first, then the proc. Cash is $0 so no production possible this turn \u2014 just keep the pressure on and push the idle units forward.\", \"notes\": \"Sieging enemy base (12-19,14-17). Focus weap #142 then proc #129. Refinery #proc completing soon -> new harvester. Distant units #152-154, #159 moving toward enemy. Next build after proc: powr, then fix, then tanks.\", \"commands\": [{\"do\":\"attack\",\"units\":[135,138,139,140,145,136,137,141,143,147],\"target\":142},{\"do\":\"attack\",\"units\":[149],\"target\":129},{\"do\":\"attack_move\",\"units\":[152,153,154,159],\"x\":30,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1745, "completion_tokens": 687, "total_tokens": 2432, "cost": 0.001122108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001122108, "upstream_inference_prompt_cost": 0.000297708, "upstream_inference_completions_cost": 0.0008244}, "completion_tokens_details": {"reasoning_tokens": 493, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.57, "thoughts": "Main infantry group is sieging the enemy base; weap #142 is at 45% so focus it down first, then the proc. Cash is $0 so no production possible this turn \u2014 just keep the pressure on and push the idle units forward.", "notes": "Sieging enemy base (12-19,14-17). Focus weap #142 then proc #129. Refinery #proc completing soon -> new harvester. Distant units #152-154, #159 moving toward enemy. Next build after proc: powr, then fix, then tanks.", "commands": [{"do": "attack", "units": [135, 138, 139, 140, 145, 136, 137, 141, 143, 147], "target": 142}, {"do": "attack", "units": [149], "target": 129}, {"do": "attack_move", "units": [152, 153, 154, 159], "x": 30, "y": 18}], "feedback": ["attack: 10 units", "attack: 1 units", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 0, "units_killed": 2, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 2700, "income": 2500, "experience": 18, "order_count": 42}}
{"tick": 5601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 $1 (storage 4000), power 400 made / 90 used, harvesters 2.\nSCORE: assets $10200, army $2200, killed $0 (0 units, 0 bldgs), lost $1800 (2 units, 0 bldgs). Map explored 7%.\nPRODUCTION: Building: tent 94%; Building: powr 0%; Defense: sbag READY TO PLACE; Vehicle: 1tnk 89%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 88%, #132 powr@(12,13) 100%, #142 weap@(15,14) 45%, #144 powr@(10,19) 100%, #155 proc@(12,20) 100%, #158 powr@(10,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(16,18)62% #156@(6,26)\n  harv.emptyhusk (harv.emptyhusk) x1: #160@(15,18)42%*\nVISIBLE ENEMY UNITS (10):\n  #135 e1@(18,15) 100%, #136 e3@(19,15) 98%, #137 e3@(19,15) 93%, #138 e1@(19,15) 58%, #139 e1@(19,16) 100%, #140 e1@(19,16) 100%, #141 e3@(18,15) 95%, #143 e3@(19,16) 100%, #145 e1@(19,15) 100%, #147 e3@(19,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build sbag: started\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry rush at (19,15) near base (12,16). Keep training 1tnk continuously, build sandbags/defense at base entrance. Enemy main base far at (95,11). Protect harvesters.", "raw": "{\"thoughts\":\"Enemy infantry swarm at (19,15) close to my base, dangerous. I have no combat units yet - need tanks fast. Place sbag to block them, keep producing tanks continuously.\",\"notes\":\"Enemy infantry rush at (18-19,15-16) very close to base. Keep training 1tnk continuously, place sbag wall to block approach. Enemy main base far at (95,11). Protect harvesters, once tanks ready group and defend/counter.\",\"commands\":[{\"do\":\"place\",\"item\":\"sbag\",\"x\":16,\"y\":16},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2664, "completion_tokens": 283, "total_tokens": 2947, "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": 0.008158, "upstream_inference_prompt_cost": 0.005328, "upstream_inference_completions_cost": 0.00283}, "completion_tokens_details": {"reasoning_tokens": 74, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.7, "thoughts": "Enemy infantry swarm at (19,15) close to my base, dangerous. I have no combat units yet - need tanks fast. Place sbag to block them, keep producing tanks continuously.", "notes": "Enemy infantry rush at (18-19,15-16) very close to base. Keep training 1tnk continuously, place sbag wall to block approach. Enemy main base far at (95,11). Protect harvesters, once tanks ready group and defend/counter.", "commands": [{"do": "place", "item": "sbag", "x": 16, "y": 16}, {"do": "train", "item": "1tnk", "count": 5}], "feedback": ["place sbag: ordered (auto-relocated near base if the spot was invalid)", "train 5x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 1800, "units_killed": 0, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10200, "army_value": 0, "income": 3425, "experience": 0, "order_count": 48}}
{"tick": 5801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $10000, army $3800, killed $3800 (2 units, 1 bldgs), lost $0 (0 units, 0 bldgs). Map explored 23%.\nPRODUCTION: Building: proc 65%; Building: powr 0%; Building: proc 0%; Infantry: e3 62%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(18,15) #138@(19,15)58% #139@(19,16) #140@(19,16) #145@(19,15) #152@(50,28) #153@(49,28) #154@(50,28) #159@(77,16)\n  e3 (Rocket Soldier) x6: #136@(19,15)98% #137@(19,15)93% #141@(18,15)95% #143@(19,16) #147@(19,15) #149@(20,21)\n  harv (Ore Truck (harvester)) x1: #133@(94,19)\nVISIBLE ENEMY UNITS (1):\n  #130 harv@(16,18) 53%\nVISIBLE ENEMY BUILDINGS (2):\n  #129 proc@(15,17) 87%, #161 sbag@(16,16) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 10 units\n  - attack: 1 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Sieging enemy base (12-19,14-17). Focus weap #142 then proc #129. Refinery #proc completing soon -> new harvester. Distant units #152-154, #159 moving toward enemy. Next build after proc: powr, then fix, then tanks.", "raw": "{\"thoughts\": \"Our army is on top of the enemy base (12-19,14-17) and the enemy is nearly dead there. Push to finish enemy proc #129 and harv #130, and send the stragglers (#152-154, #159) toward the base to help. Cash is $0 so keep queues running and finish the refinery for more income.\", \"notes\": \"Main army at (18-20,15-16) sieging enemy base; focus #129 proc then #130 harv. Runners #152-154 (49,28) and #159 (77,16) heading in. Finish proc build queue, then powr+fix, then tanks. Save for harv.\", \"commands\": [{\"do\":\"attack\",\"units\":[135,136,137,138,139,140,141,143,145,147],\"target\":129},{\"do\":\"attack\",\"units\":[149],\"target\":130},{\"do\":\"attack_move\",\"units\":[152,153,154],\"x\":18,\"y\":16},{\"do\":\"attack_move\",\"units\":[159],\"x\":18,\"y\":16},{\"do\":\"rally\",\"building\":146,\"x\":90,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1736, "completion_tokens": 672, "total_tokens": 2408, "cost": 0.001101408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001101408, "upstream_inference_prompt_cost": 0.000295008, "upstream_inference_completions_cost": 0.0008064}, "completion_tokens_details": {"reasoning_tokens": 416, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.29, "thoughts": "Our army is on top of the enemy base (12-19,14-17) and the enemy is nearly dead there. Push to finish enemy proc #129 and harv #130, and send the stragglers (#152-154, #159) toward the base to help. Cash is $0 so keep queues running and finish the refinery for more income.", "notes": "Main army at (18-20,15-16) sieging enemy base; focus #129 proc then #130 harv. Runners #152-154 (49,28) and #159 (77,16) heading in. Finish proc build queue, then powr+fix, then tanks. Save for harv.", "commands": [{"do": "attack", "units": [135, 136, 137, 138, 139, 140, 141, 143, 145, 147], "target": 129}, {"do": "attack", "units": [149], "target": 130}, {"do": "attack_move", "units": [152, 153, 154], "x": 18, "y": 16}, {"do": "attack_move", "units": [159], "x": 18, "y": 16}, {"do": "rally", "building": 146, "x": 90, "y": 20}], "feedback": ["attack: 10 units", "attack: 1 units", "attack_move: 3 units", "attack_move: 1 units", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3800, "deaths_cost": 0, "units_killed": 2, "units_lost": 0, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10000, "army_value": 2700, "income": 2500, "experience": 38, "order_count": 42}}
{"tick": 5801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 $1095 (storage 4000), power 400 made / 60 used, harvesters 2.\nSCORE: assets $8200, army $2200, killed $0 (0 units, 0 bldgs), lost $3800 (2 units, 1 bldgs). Map explored 7%.\nPRODUCTION: Building: tent READY TO PLACE; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 87%, #132 powr@(12,13) 100%, #144 powr@(10,19) 100%, #155 proc@(12,20) 100%, #158 powr@(10,13) 100%, #161 sbag@(16,16) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(16,18)53% #156@(12,21)\n  harv.emptyhusk (harv.emptyhusk) x1: #160@(15,18)25%*\nVISIBLE ENEMY UNITS (10):\n  #135 e1@(18,15) 100%, #136 e3@(19,15) 98%, #137 e3@(19,15) 93%, #138 e1@(19,15) 58%, #139 e1@(19,16) 100%, #140 e1@(19,16) 100%, #141 e3@(18,15) 95%, #143 e3@(19,16) 100%, #145 e1@(19,15) 100%, #147 e3@(19,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place sbag: ordered (auto-relocated near base if the spot was invalid)\n  - train 5x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry rush at (18-19,15-16) very close to base. Keep training 1tnk continuously, place sbag wall to block approach. Enemy main base far at (95,11). Protect harvesters, once tanks ready group and defend/counter.", "raw": "{\"thoughts\":\"Enemy infantry blob is right at our doorstep (18-19,15-16), very dangerous to our proc/fact. Place tent barracks, continue power, and rush defense with sandbags/tanks. Train more 1tnk and rocket infantry to counter e3/e1 stack.\",\"notes\":\"Enemy infantry rush at (18-19,15-16) close to base. Keep training 1tnk + e1/e3. Wall off approach with sbag/brik. Enemy main base far at (95,11). Once tanks ready, group and defend then counter.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"brik\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":156}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2184, "completion_tokens": 347, "total_tokens": 2531, "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": 0.007838, "upstream_inference_prompt_cost": 0.004368, "upstream_inference_completions_cost": 0.00347}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.31, "thoughts": "Enemy infantry blob is right at our doorstep (18-19,15-16), very dangerous to our proc/fact. Place tent barracks, continue power, and rush defense with sandbags/tanks. Train more 1tnk and rocket infantry to counter e3/e1 stack.", "notes": "Enemy infantry rush at (18-19,15-16) close to base. Keep training 1tnk + e1/e3. Wall off approach with sbag/brik. Enemy main base far at (95,11). Once tanks ready, group and defend then counter.", "commands": [{"do": "place", "item": "tent"}, {"do": "build", "item": "powr"}, {"do": "build", "item": "brik"}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 156}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "build brik: started", "train 1tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 3800, "units_killed": 0, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 8200, "army_value": 0, "income": 3925, "experience": 0, "order_count": 54}}
{"tick": 6001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $10300, army $4100, killed $6300 (3 units, 2 bldgs), lost $0 (0 units, 0 bldgs). Map explored 23%.\nPRODUCTION: Building: proc 83%; Building: powr 0%; Building: proc 0%; Infantry: e3 45%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(18,15) #138@(19,15)58% #139@(19,16)* #140@(19,16)* #145@(19,15) #152@(40,24) #153@(40,24) #154@(41,24) #159@(69,24)\n  e3 (Rocket Soldier) x7: #136@(19,15)98% #137@(19,15)93% #141@(18,15)95% #143@(19,16)* #147@(19,15)* #149@(19,20)* #163@(94,16)\n  harv (Ore Truck (harvester)) x1: #133@(97,24)\nVISIBLE ENEMY UNITS (1):\n  #164 harv.fullhusk@(16,18) 99%\nVISIBLE ENEMY BUILDINGS (2):\n  #161 sbag@(16,16) 97%, #162 tent@(15,14) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 10 units\n  - attack: 1 units\n  - attack_move: 3 units\n  - attack_move: 1 units\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: Main army at (18-20,15-16) sieging enemy base; focus #129 proc then #130 harv. Runners #152-154 (49,28) and #159 (77,16) heading in. Finish proc build queue, then powr+fix, then tanks. Save for harv.", "raw": "{\"thoughts\": \"Main army is already on the enemy base destroying remaining structures (sbag #161, tent #162). Continue the siege with all nearby infantry, pull the mid-map runners toward the enemy, and set the war factory rally to a forward staging point so reinforcements group up instead of trickling in alone.\", \"notes\": \"Siege enemy base at (16,15): kill tent #162 and sbag #161, then push to find their fact. Runners #152-154 (40,24) and #159 (69,24) moving to (16,15). weap rally -> (80,22). Production already queued (proc finishing, powr, e3). Cash $0; save for harv/tanks.\", \"commands\": [{\"do\":\"attack\",\"units\":[135,136,137,141,143,145,147],\"target\":162},{\"do\":\"attack\",\"units\":[138,139,140,149],\"target\":161},{\"do\":\"attack_move\",\"units\":[152,153,154],\"x\":16,\"y\":15},{\"do\":\"attack_move\",\"units\":[159],\"x\":16,\"y\":15},{\"do\":\"attack_move\",\"units\":[163],\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":146,\"x\":80,\"y\":22}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1764, "completion_tokens": 1425, "total_tokens": 3189, "cost": 0.002013408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002013408, "upstream_inference_prompt_cost": 0.000303408, "upstream_inference_completions_cost": 0.00171}, "completion_tokens_details": {"reasoning_tokens": 1149, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.35, "thoughts": "Main army is already on the enemy base destroying remaining structures (sbag #161, tent #162). Continue the siege with all nearby infantry, pull the mid-map runners toward the enemy, and set the war factory rally to a forward staging point so reinforcements group up instead of trickling in alone.", "notes": "Siege enemy base at (16,15): kill tent #162 and sbag #161, then push to find their fact. Runners #152-154 (40,24) and #159 (69,24) moving to (16,15). weap rally -> (80,22). Production already queued (proc finishing, powr, e3). Cash $0; save for harv/tanks.", "commands": [{"do": "attack", "units": [135, 136, 137, 141, 143, 145, 147], "target": 162}, {"do": "attack", "units": [138, 139, 140, 149], "target": 161}, {"do": "attack_move", "units": [152, 153, 154], "x": 16, "y": 15}, {"do": "attack_move", "units": [159], "x": 16, "y": 15}, {"do": "attack_move", "units": [163], "x": 70, "y": 18}, {"do": "rally", "building": 146, "x": 80, "y": 22}], "feedback": ["attack: 7 units", "attack: 4 units", "attack_move: 3 units", "attack_move: 1 units", "attack_move: 1 units", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6300, "deaths_cost": 0, "units_killed": 3, "units_lost": 0, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 10300, "army_value": 3000, "income": 2500, "experience": 63, "order_count": 42}}
{"tick": 6001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 $286 (storage 2000), power 400 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $1100, killed $0 (0 units, 0 bldgs), lost $6300 (3 units, 2 bldgs). Map explored 7.2%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Defense: brik 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: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #132 powr@(12,13) 100%, #144 powr@(10,19) 100%, #155 proc@(12,20) 100%, #158 powr@(10,13) 100%, #161 sbag@(16,16) 97%, #162 tent@(15,14) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #156@(7,28)\n  harv.emptyhusk (harv.emptyhusk) x1: #160@(15,18)7%*\n  harv.fullhusk (harv.fullhusk) x1: #164@(16,18)\nVISIBLE ENEMY UNITS (10):\n  #135 e1@(18,15) 100%, #136 e3@(19,15) 98%, #137 e3@(19,15) 93%, #138 e1@(19,15) 58%, #139 e1@(19,16) 100%, #140 e1@(19,16) 100%, #141 e3@(18,15) 95%, #143 e3@(19,16) 100%, #145 e1@(19,15) 100%, #147 e3@(19,15) 100%\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 powr: started\n  - build brik: started\n  - train 1tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy infantry rush at (18-19,15-16) close to base. Keep training 1tnk + e1/e3. Wall off approach with sbag/brik. Enemy main base far at (95,11). Once tanks ready, group and defend then counter.", "raw": "{\"thoughts\":\"Enemy infantry swarm right next to my base with zero defenders. Need to place defenses immediately and pump out infantry to fend them off.\",\"notes\":\"Enemy infantry rush at (18-19,15-16) near base. Placed brik wall, building pbox. Train e1/e3 continuously for defense. Enemy main base far at (95,11); focus survival first.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"place\",\"item\":\"brik\",\"x\":16,\"y\":15},{\"do\":\"build\",\"item\":\"pbox\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2341, "completion_tokens": 282, "total_tokens": 2623, "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": 0.007502, "upstream_inference_prompt_cost": 0.004682, "upstream_inference_completions_cost": 0.00282}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.38, "thoughts": "Enemy infantry swarm right next to my base with zero defenders. Need to place defenses immediately and pump out infantry to fend them off.", "notes": "Enemy infantry rush at (18-19,15-16) near base. Placed brik wall, building pbox. Train e1/e3 continuously for defense. Enemy main base far at (95,11); focus survival first.", "commands": [{"do": "place", "item": "powr"}, {"do": "place", "item": "brik", "x": 16, "y": 15}, {"do": "build", "item": "pbox"}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "place brik: ordered (auto-relocated near base if the spot was invalid)", "build pbox: started", "train 4x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 6300, "units_killed": 0, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 6200, "army_value": 0, "income": 3425, "experience": 0, "order_count": 57}}
{"tick": 6201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $10300, army $4100, killed $6800 (3 units, 3 bldgs), lost $0 (0 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: Building: proc 83%; Building: powr 0%; Building: proc 0%; Infantry: e3 45%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(18,15)* #138@(19,15)58%* #139@(19,16)* #140@(19,16)* #145@(19,15)* #152@(30,23) #153@(30,23) #154@(31,23) #159@(60,28)\n  e3 (Rocket Soldier) x7: #136@(19,15)98%* #137@(19,15)93%* #141@(18,15)95%* #143@(19,16)* #147@(19,15)* #149@(19,20)* #163@(84,15)\n  harv (Ore Truck (harvester)) x1: #133@(100,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #166 brik@(16,15) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack: 4 units\n  - attack_move: 3 units\n  - attack_move: 1 units\n  - attack_move: 1 units\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: Siege enemy base at (16,15): kill tent #162 and sbag #161, then push to find their fact. Runners #152-154 (40,24) and #159 (69,24) moving to (16,15). weap rally -> (80,22). Production already queued (proc finishing, powr, e3). Cash $0; save for harv/tanks.", "raw": "{\"thoughts\": \"Economy is starved ($0, 1 harvester) but we have a strong 7-unit siege on the enemy base at (16,15) already killing their barracks. Queue a harvester in the idle war factory, keep the siege pressing toward their Construction Yard, and pull the runner group in.\", \"notes\": \"Siege (16,15): 7 e1/e3 attacking tent/sbag, push on to enemy fact. weap -> build harv then apc/flak. Runners #152-154, #159 converge on (16,15). Need 2nd harv for cash flow.\", \"commands\": [{\"do\": \"train\", \"item\": \"harv\", \"count\": 1}, {\"do\": \"attack_move\", \"units\": [135, 136, 137, 138, 139, 140, 141, 143, 145, 147], \"x\": 14, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [152, 153, 154, 159], \"x\": 16, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [149], \"x\": 16, \"y\": 15}, {\"do\": \"harvest\", \"unit\": 133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1771, "completion_tokens": 606, "total_tokens": 2377, "cost": 0.000995076, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000995076, "upstream_inference_prompt_cost": 0.000267876, "upstream_inference_completions_cost": 0.0007272}, "completion_tokens_details": {"reasoning_tokens": 323, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.41, "thoughts": "Economy is starved ($0, 1 harvester) but we have a strong 7-unit siege on the enemy base at (16,15) already killing their barracks. Queue a harvester in the idle war factory, keep the siege pressing toward their Construction Yard, and pull the runner group in.", "notes": "Siege (16,15): 7 e1/e3 attacking tent/sbag, push on to enemy fact. weap -> build harv then apc/flak. Runners #152-154, #159 converge on (16,15). Need 2nd harv for cash flow.", "commands": [{"do": "train", "item": "harv", "count": 1}, {"do": "attack_move", "units": [135, 136, 137, 138, 139, 140, 141, 143, 145, 147], "x": 14, "y": 16}, {"do": "attack_move", "units": [152, 153, 154, 159], "x": 16, "y": 15}, {"do": "attack_move", "units": [149], "x": 16, "y": 15}, {"do": "harvest", "unit": 133}], "feedback": ["train 1x harv: queued", "attack_move: 10 units", "attack_move: 4 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6800, "deaths_cost": 0, "units_killed": 3, "units_lost": 0, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 10300, "army_value": 3000, "income": 2500, "experience": 68, "order_count": 42}}
{"tick": 6201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 $81 (storage 2000), power 500 made / 30 used, harvesters 1.\nSCORE: assets $6000, army $1100, killed $0 (0 units, 0 bldgs), lost $6800 (3 units, 3 bldgs). Map explored 7.4%.\nPRODUCTION: Building: powr 68%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #132 powr@(12,13) 100%, #144 powr@(10,19) 100%, #155 proc@(12,20) 100%, #158 powr@(10,13) 100%, #165 powr@(8,16) 100%, #166 brik@(16,15) 99%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #156@(11,23)\n  harv.fullhusk (harv.fullhusk) x1: #164@(15,19)81%*\nVISIBLE ENEMY UNITS (2):\n  #135 e1@(18,15) 100%, #141 e3@(18,15) 95%\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  - place brik: ordered (auto-relocated near base if the spot was invalid)\n  - build pbox: started\n  - train 4x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry rush at (18-19,15-16) near base. Placed brik wall, building pbox. Train e1/e3 continuously for defense. Enemy main base far at (95,11); focus survival first.", "raw": "{\"thoughts\":\"No barracks exists yet, so infantry training orders have nowhere to go. Need to build tent urgently for defense against enemy infantry near base. Also queue harvester safety and power finish.\",\"notes\":\"Enemy infantry (e1,e3) at (18,15) near base threatening. No barracks built - build tent ASAP then train infantry. Enemy main base at (95,11). Focus survival, build proc#2 and weap after defense stabilized.\",\"commands\":[{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"harvest\",\"unit\":156}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2069, "completion_tokens": 319, "total_tokens": 2388, "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": 0.007328, "upstream_inference_prompt_cost": 0.004138, "upstream_inference_completions_cost": 0.00319}, "completion_tokens_details": {"reasoning_tokens": 127, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.62, "thoughts": "No barracks exists yet, so infantry training orders have nowhere to go. Need to build tent urgently for defense against enemy infantry near base. Also queue harvester safety and power finish.", "notes": "Enemy infantry (e1,e3) at (18,15) near base threatening. No barracks built - build tent ASAP then train infantry. Enemy main base at (95,11). Focus survival, build proc#2 and weap after defense stabilized.", "commands": [{"do": "build", "item": "tent"}, {"do": "harvest", "unit": 156}], "feedback": ["build tent: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 6800, "units_killed": 0, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 6000, "army_value": 0, "income": 3425, "experience": 0, "order_count": 66}}
{"tick": 6401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $10300, army $4100, killed $6800 (3 units, 3 bldgs), lost $0 (0 units, 0 bldgs). Map explored 23.5%.\nPRODUCTION: Building: proc 83%; Building: powr 0%; Building: proc 0%; Vehicle: harv 0%; Infantry: e3 45%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(17,16) #138@(16,17)58% #139@(16,16) #140@(16,16) #145@(17,16) #152@(21,18) #153@(21,18) #154@(22,18) #159@(50,28)\n  e3 (Rocket Soldier) x7: #136@(16,16)98% #137@(16,16)93% #141@(16,16)95% #143@(17,16) #147@(16,17) #149@(16,17) #163@(74,15)\n  harv (Ore Truck (harvester)) x1: #133@(96,23)\nVISIBLE ENEMY UNITS (2):\n  #156 harv@(15,18) 100%, #164 harv.fullhusk@(15,19) 63%\nVISIBLE ENEMY BUILDINGS (2):\n  #122 fact@(12,16) 48%, #166 brik@(16,15) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - attack_move: 10 units\n  - attack_move: 4 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Siege (16,15): 7 e1/e3 attacking tent/sbag, push on to enemy fact. weap -> build harv then apc/flak. Runners #152-154, #159 converge on (16,15). Need 2nd harv for cash flow.", "raw": "{\"thoughts\": \"Enemy ConYard #122 is down to 48% HP at (12,16). Focusing all attacking infantry on #122 to finish it off while reinforcements stream in.\", \"notes\": \"Attacking enemy fact #122 at (12,16). Watch out for enemy harv #156 crushing infantry. Once fact falls, mop up remaining units/bldgs for victory.\", \"commands\": [{\"do\": \"attack\", \"units\": [135, 136, 137, 138, 139, 140, 141, 143, 145, 147, 149], \"target\": 122}, {\"do\": \"attack_move\", \"units\": [152, 153, 154, 159, 163], \"x\": 12, \"y\": 16}, {\"do\": \"rally\", \"building\": 134, \"x\": 14, \"y\": 16}, {\"do\": \"rally\", \"building\": 146, \"x\": 14, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1939, "completion_tokens": 852, "total_tokens": 2791, "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": 0.0092985, "upstream_inference_prompt_cost": 0.0029085, "upstream_inference_completions_cost": 0.00639}, "completion_tokens_details": {"reasoning_tokens": 578, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.6, "thoughts": "Enemy ConYard #122 is down to 48% HP at (12,16). Focusing all attacking infantry on #122 to finish it off while reinforcements stream in.", "notes": "Attacking enemy fact #122 at (12,16). Watch out for enemy harv #156 crushing infantry. Once fact falls, mop up remaining units/bldgs for victory.", "commands": [{"do": "attack", "units": [135, 136, 137, 138, 139, 140, 141, 143, 145, 147, 149], "target": 122}, {"do": "attack_move", "units": [152, 153, 154, 159, 163], "x": 12, "y": 16}, {"do": "rally", "building": 134, "x": 14, "y": 16}, {"do": "rally", "building": 146, "x": 14, "y": 16}], "feedback": ["attack: 11 units", "attack_move: 5 units", "rally #134: ordered", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6800, "deaths_cost": 0, "units_killed": 3, "units_lost": 0, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 10300, "army_value": 3000, "income": 2500, "experience": 68, "order_count": 43}}
{"tick": 6401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 $486 (storage 2000), power 500 made / 30 used, harvesters 1.\nSCORE: assets $6000, army $1100, killed $0 (0 units, 0 bldgs), lost $6800 (3 units, 3 bldgs). Map explored 7.4%.\nPRODUCTION: Building: powr READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 48%, #123 powr@(10,16) 100%, #132 powr@(12,13) 100%, #144 powr@(10,19) 100%, #155 proc@(12,20) 100%, #158 powr@(10,13) 100%, #165 powr@(8,16) 100%, #166 brik@(16,15) 99%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #156@(15,18)\n  harv.fullhusk (harv.fullhusk) x1: #164@(15,19)63%*\nVISIBLE ENEMY UNITS (11):\n  #135 e1@(17,16) 100%, #136 e3@(16,16) 98%, #137 e3@(16,16) 93%, #138 e1@(16,17) 58%, #139 e1@(16,16) 100%, #140 e1@(16,16) 100%, #141 e3@(16,16) 95%, #143 e3@(17,16) 100%, #145 e1@(17,16) 100%, #147 e3@(16,17) 100%, #149 e3@(16,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Enemy infantry (e1,e3) at (18,15) near base threatening. No barracks built - build tent ASAP then train infantry. Enemy main base at (95,11). Focus survival, build proc#2 and weap after defense stabilized.", "raw": "{\"thoughts\":\"Enemy infantry mob is right at my wall (16,15-17). My construction yard is damaged at 48%. Need to place power plant, repair fact, and get defenses/troops up fast to survive this assault.\",\"notes\":\"Enemy infantry swarm at (16-17,15-17) attacking base. Fact at 48% hp - repair urgently. Tent building, place when ready then train e1/e3. Build brik walls for defense. Enemy main base far at (95,11), focus survival first.\",\"commands\":[{\"do\":\"repair\",\"building\":122},{\"do\":\"place\",\"item\":\"powr\",\"x\":8,\"y\":13},{\"do\":\"build\",\"item\":\"brik\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2148, "completion_tokens": 290, "total_tokens": 2438, "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": 0.007196, "upstream_inference_prompt_cost": 0.004296, "upstream_inference_completions_cost": 0.0029}, "completion_tokens_details": {"reasoning_tokens": 65, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.89, "thoughts": "Enemy infantry mob is right at my wall (16,15-17). My construction yard is damaged at 48%. Need to place power plant, repair fact, and get defenses/troops up fast to survive this assault.", "notes": "Enemy infantry swarm at (16-17,15-17) attacking base. Fact at 48% hp - repair urgently. Tent building, place when ready then train e1/e3. Build brik walls for defense. Enemy main base far at (95,11), focus survival first.", "commands": [{"do": "repair", "building": 122}, {"do": "place", "item": "powr", "x": 8, "y": 13}, {"do": "build", "item": "brik"}], "feedback": ["repair #122: ordered", "place powr: ordered (auto-relocated near base if the spot was invalid)", "build brik: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 6800, "units_killed": 0, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 6000, "army_value": 0, "income": 3925, "experience": 0, "order_count": 67}}
{"tick": 6601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $68 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $10300, army $4100, killed $8800 (3 units, 4 bldgs), lost $0 (0 units, 0 bldgs). Map explored 23.6%.\nPRODUCTION: Building: proc 93%; Building: powr 0%; Building: proc 0%; Vehicle: harv 13%; Infantry: e3 93%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(17,16) #138@(17,17)58% #139@(16,16) #140@(16,16) #145@(17,16) #152@(20,18) #153@(20,18) #154@(19,17) #159@(40,24)\n  e3 (Rocket Soldier) x7: #136@(16,16)98% #137@(16,16)93% #141@(16,16)95% #143@(17,16) #147@(16,18)81% #149@(17,16)98% #163@(66,22)\n  harv (Ore Truck (harvester)) x1: #133@(95,20)\nVISIBLE ENEMY UNITS (2):\n  #156 harv@(16,17) 57%, #164 harv.fullhusk@(15,19) 45%\nVISIBLE ENEMY BUILDINGS (2):\n  #166 brik@(16,15) 99%, #167 powr@(15,16) 27%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 11 units\n  - attack_move: 5 units\n  - rally #134: ordered\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: Attacking enemy fact #122 at (12,16). Watch out for enemy harv #156 crushing infantry. Once fact falls, mop up remaining units/bldgs for victory.", "raw": "{\"thoughts\": \"My army is in the enemy base area; only 2 enemy buildings remain visible (brick wall #166 and low-hp power plant #167) plus a damaged harvester. I'll finish off the power plant and sweep for any remaining structures to secure the win, while pulling my distant units back toward the fight.\", \"notes\": \"Enemy base ~(12-16,16). Attacking powr #167 then sweep. Enemy harv #156 57% can crush infantry - keep infantry spread. Distant units: e1 #159@(40,24), e3 #163@(66,22) heading to front.\", \"commands\": [{\"do\":\"attack\",\"units\":[135,138,139,140,145,136,137,141,143,147,149,152,153,154],\"target\":167}, {\"do\":\"attack_move\",\"units\":[159,163],\"x\":16,\"y\":18}, {\"do\":\"stance\",\"units\":[135,136,137,138,139,140,141,143,145,147,149,152,153,154],\"stance\":\"attack_anything\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1752, "completion_tokens": 1354, "total_tokens": 3106, "cost": 0.001886976, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001886976, "upstream_inference_prompt_cost": 0.000262176, "upstream_inference_completions_cost": 0.0016248}, "completion_tokens_details": {"reasoning_tokens": 1108, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.55, "thoughts": "My army is in the enemy base area; only 2 enemy buildings remain visible (brick wall #166 and low-hp power plant #167) plus a damaged harvester. I'll finish off the power plant and sweep for any remaining structures to secure the win, while pulling my distant units back toward the fight.", "notes": "Enemy base ~(12-16,16). Attacking powr #167 then sweep. Enemy harv #156 57% can crush infantry - keep infantry spread. Distant units: e1 #159@(40,24), e3 #163@(66,22) heading to front.", "commands": [{"do": "attack", "units": [135, 138, 139, 140, 145, 136, 137, 141, 143, 147, 149, 152, 153, 154], "target": 167}, {"do": "attack_move", "units": [159, 163], "x": 16, "y": 18}, {"do": "stance", "units": [135, 136, 137, 138, 139, 140, 141, 143, 145, 147, 149, 152, 153, 154], "stance": "attack_anything"}], "feedback": ["attack: 14 units", "attack_move: 2 units", "stance: 14 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 8800, "deaths_cost": 0, "units_killed": 3, "units_lost": 0, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 10300, "army_value": 3000, "income": 2500, "experience": 88, "order_count": 43}}
{"tick": 6601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 $486 (storage 2000), power 527 made / 30 used, harvesters 1.\nSCORE: assets $4300, army $1100, killed $0 (0 units, 0 bldgs), lost $8800 (3 units, 4 bldgs). Map explored 7.4%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(10,16) 100%, #132 powr@(12,13) 100%, #144 powr@(10,19) 100%, #155 proc@(12,20) 100%, #158 powr@(10,13) 100%, #165 powr@(8,16) 100%, #166 brik@(16,15) 99%, #167 powr@(15,16) 27%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #156@(16,17)57%\n  harv.fullhusk (harv.fullhusk) x1: #164@(15,19)45%*\nVISIBLE ENEMY UNITS (12):\n  #135 e1@(17,16) 100%, #136 e3@(16,16) 98%, #137 e3@(16,16) 93%, #138 e1@(17,17) 58%, #139 e1@(16,16) 100%, #140 e1@(16,16) 100%, #141 e3@(16,16) 95%, #143 e3@(17,16) 100%, #145 e1@(17,16) 100%, #147 e3@(16,18) 81%, #149 e3@(17,16) 98%, #154 e1@(19,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build brik: started\nYOUR NOTES FROM LAST TURN: Enemy infantry swarm at (16-17,15-17) attacking base. Fact at 48% hp - repair urgently. Tent building, place when ready then train e1/e3. Build brik walls for defense. Enemy main base far at (95,11), focus survival first.", "raw": "{\"thoughts\":\"No Construction Yard left, production severely crippled. Enemy infantry horde is overrunning base. Try to salvage by repairing brik and pulling harvester away from danger; nothing else producible.\",\"notes\":\"Lost Construction Yard - no build queue available. Only proc+powr+brik remain. Enemy infantry swarm at (16-17,15-18). Likely lost already; try to preserve remaining harvester and buildings, repair brik wall.\",\"commands\":[{\"do\":\"repair\",\"building\":166},{\"do\":\"move\",\"units\":[156],\"x\":12,\"y\":20}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2078, "completion_tokens": 528, "total_tokens": 2606, "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": 0.009436, "upstream_inference_prompt_cost": 0.004156, "upstream_inference_completions_cost": 0.00528}, "completion_tokens_details": {"reasoning_tokens": 329, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.29, "thoughts": "No Construction Yard left, production severely crippled. Enemy infantry horde is overrunning base. Try to salvage by repairing brik and pulling harvester away from danger; nothing else producible.", "notes": "Lost Construction Yard - no build queue available. Only proc+powr+brik remain. Enemy infantry swarm at (16-17,15-18). Likely lost already; try to preserve remaining harvester and buildings, repair brik wall.", "commands": [{"do": "repair", "building": 166}, {"do": "move", "units": [156], "x": 12, "y": 20}], "feedback": ["repair #166: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 8800, "units_killed": 0, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 4300, "army_value": 0, "income": 3425, "experience": 0, "order_count": 69}}
{"tick": 6801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $10600, army $4400, killed $10200 (4 units, 5 bldgs), lost $0 (0 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 95%; Building: powr 0%; Building: proc 0%; Vehicle: harv 15%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(17,17)* #138@(17,18)58%* #139@(16,17) #140@(16,17)* #145@(17,17)* #152@(17,18)* #153@(17,18)* #154@(17,17)* #159@(30,24)\n  e3 (Rocket Soldier) x8: #136@(16,17)98% #137@(16,17)93% #141@(16,18)95% #143@(15,17) #147@(16,18)81% #149@(17,18)98%* #163@(59,28) #168@(90,22)\n  harv (Ore Truck (harvester)) x1: #133@(102,27)\nVISIBLE ENEMY UNITS (1):\n  #164 harv.fullhusk@(15,19) 26%\nVISIBLE ENEMY BUILDINGS (1):\n  #166 brik@(16,15) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 14 units\n  - attack_move: 2 units\n  - stance: 14 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(12-16,16). Attacking powr #167 then sweep. Enemy harv #156 57% can crush infantry - keep infantry spread. Distant units: e1 #159@(40,24), e3 #163@(66,22) heading to front.", "raw": "{\"thoughts\": \"We've already destroyed 5 enemy buildings; only a wall is visible near their old base. Army is massed at the enemy base and idle. Sweep the area to find remaining structures, keep production queued, and push harvesters/rally points so new units reinforce the front.\", \"notes\": \"Enemy base crushed (5 bldgs dead). Main army near (16,17) sweeping. Need to find remaining enemy buildings. Harv #133 mining at (102,27).\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":10,\"y\":17},{\"do\":\"rally\",\"building\":134,\"x\":30,\"y\":22},{\"do\":\"rally\",\"building\":146,\"x\":30,\"y\":22},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1746, "completion_tokens": 909, "total_tokens": 2655, "cost": 0.001351176, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001351176, "upstream_inference_prompt_cost": 0.000260376, "upstream_inference_completions_cost": 0.0010908}, "completion_tokens_details": {"reasoning_tokens": 707, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.8, "thoughts": "We've already destroyed 5 enemy buildings; only a wall is visible near their old base. Army is massed at the enemy base and idle. Sweep the area to find remaining structures, keep production queued, and push harvesters/rally points so new units reinforce the front.", "notes": "Enemy base crushed (5 bldgs dead). Main army near (16,17) sweeping. Need to find remaining enemy buildings. Harv #133 mining at (102,27).", "commands": [{"do": "attack_move", "units": "all_army", "x": 10, "y": 17}, {"do": "rally", "building": 134, "x": 30, "y": 22}, {"do": "rally", "building": 146, "x": 30, "y": 22}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "harv", "count": 1}, {"do": "harvest", "unit": 133}], "feedback": ["attack_move: 17 units", "rally #134: ordered", "rally #146: ordered", "train 2x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 10200, "deaths_cost": 0, "units_killed": 4, "units_lost": 0, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 10600, "army_value": 3300, "income": 2500, "experience": 102, "order_count": 43}}
{"tick": 6801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 $486 (storage 2000), power 500 made / 30 used, harvesters 0.\nSCORE: assets $2900, army $0, killed $0 (0 units, 0 bldgs), lost $10200 (4 units, 5 bldgs). Map explored 7.4%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(10,16) 100%, #132 powr@(12,13) 100%, #144 powr@(10,19) 100%, #155 proc@(12,20) 40%, #158 powr@(10,13) 100%, #165 powr@(8,16) 100%, #166 brik@(16,15) 99%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv.fullhusk (harv.fullhusk) x2: #164@(15,19)26%* #169@(12,21)90%*\nVISIBLE ENEMY UNITS (14):\n  #135 e1@(17,17) 100%, #136 e3@(16,17) 98%, #137 e3@(16,17) 93%, #138 e1@(17,18) 58%, #139 e1@(16,17) 100%, #140 e1@(16,17) 100%, #141 e3@(16,18) 95%, #143 e3@(15,17) 100%, #145 e1@(17,17) 100%, #147 e3@(16,18) 81%, #149 e3@(17,18) 98%, #152 e1@(17,18) 100%, #153 e1@(17,18) 100%, #154 e1@(17,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #166: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Lost Construction Yard - no build queue available. Only proc+powr+brik remain. Enemy infantry swarm at (16-17,15-18). Likely lost already; try to preserve remaining harvester and buildings, repair brik wall.", "raw": "{\"thoughts\":\"No construction yard and enemy infantry swarm nearby. Try to save proc and harvesters, repair damaged buildings, keep defense up.\",\"notes\":\"Lost fact; only proc+powr+brik remain. Enemy infantry swarm at (16-18,15-18). Try to survive, repair proc/brik, move harvesters away from danger.\",\"commands\":[{\"do\":\"repair\",\"building\":\"155\"},{\"do\":\"move\",\"units\":[164,169],\"x\":8,\"y\":21}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2038, "completion_tokens": 217, "total_tokens": 2255, "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": 0.006246, "upstream_inference_prompt_cost": 0.004076, "upstream_inference_completions_cost": 0.00217}, "completion_tokens_details": {"reasoning_tokens": 50, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.65, "thoughts": "No construction yard and enemy infantry swarm nearby. Try to save proc and harvesters, repair damaged buildings, keep defense up.", "notes": "Lost fact; only proc+powr+brik remain. Enemy infantry swarm at (16-18,15-18). Try to survive, repair proc/brik, move harvesters away from danger.", "commands": [{"do": "repair", "building": "155"}, {"do": "move", "units": [164, 169], "x": 8, "y": 21}], "feedback": ["repair #155: ordered", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 10200, "units_killed": 0, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 2900, "army_value": 0, "income": 3425, "experience": 0, "order_count": 69}}
{"tick": 7001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $10600, army $4400, killed $11600 (4 units, 6 bldgs), lost $0 (0 units, 0 bldgs). Map explored 25.4%.\nPRODUCTION: Building: proc 95%; Building: powr 0%; Building: proc 0%; Vehicle: harv 15%; Vehicle: harv 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(14,17) #138@(14,18)58% #139@(14,17) #140@(13,17) #145@(14,17) #152@(14,18) #153@(14,18) #154@(14,17) #159@(22,17)\n  e3 (Rocket Soldier) x8: #136@(15,16)98% #137@(14,17)93% #141@(13,17)95% #143@(13,17) #147@(14,18)81% #149@(14,20)98% #163@(49,26) #168@(82,27)\n  harv (Ore Truck (harvester)) x1: #133@(99,21)\nVISIBLE ENEMY UNITS (2):\n  #164 harv.fullhusk@(15,19) 8%, #169 harv.fullhusk@(12,21) 72%\nVISIBLE ENEMY BUILDINGS (3):\n  #123 powr@(10,16) 50%, #144 powr@(10,19) 25%, #166 brik@(16,15) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - rally #134: ordered\n  - rally #146: ordered\n  - train 2x e3: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Enemy base crushed (5 bldgs dead). Main army near (16,17) sweeping. Need to find remaining enemy buildings. Harv #133 mining at (102,27).", "raw": "{\"thoughts\": \"Enemy base is mostly crushed. Cash is 0, so I must keep the economy (harvesters) and finish off the remaining enemy buildings. Send the main army to destroy the two exposed enemy Power Plants and the wall.\", \"notes\": \"Main army at (14,17) attacking enemy powr at (10,16)/(10,19). 2 more harvesters queued. Cash tight at $0. e3 #163,#168 out at (49,26)/(82,27) \u2014 bring back toward base later.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[135,138,139,140,145,152,153,154,136,137,141,143,147,149,159],\"x\":11,\"y\":17},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"rally\",\"building\":146,\"x\":95,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1806, "completion_tokens": 575, "total_tokens": 2381, "cost": 0.000968376, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000968376, "upstream_inference_prompt_cost": 0.000278376, "upstream_inference_completions_cost": 0.00069}, "completion_tokens_details": {"reasoning_tokens": 367, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.54, "thoughts": "Enemy base is mostly crushed. Cash is 0, so I must keep the economy (harvesters) and finish off the remaining enemy buildings. Send the main army to destroy the two exposed enemy Power Plants and the wall.", "notes": "Main army at (14,17) attacking enemy powr at (10,16)/(10,19). 2 more harvesters queued. Cash tight at $0. e3 #163,#168 out at (49,26)/(82,27) \u2014 bring back toward base later.", "commands": [{"do": "attack_move", "units": [135, 138, 139, 140, 145, 152, 153, 154, 136, 137, 141, 143, 147, 149, 159], "x": 11, "y": 17}, {"do": "build", "item": "powr"}, {"do": "train", "item": "harv", "count": 1}, {"do": "rally", "building": 146, "x": 95, "y": 20}], "feedback": ["attack_move: 15 units", "build powr: started", "train 1x harv: queued", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 11600, "deaths_cost": 0, "units_killed": 4, "units_lost": 0, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 10600, "army_value": 3300, "income": 2500, "experience": 116, "order_count": 46}}
{"tick": 7001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 0), power 330 made / 0 used, harvesters 0.\nSCORE: assets $1500, army $0, killed $0 (0 units, 0 bldgs), lost $11600 (4 units, 6 bldgs). Map explored 7.4%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #123 powr@(10,16) 50%, #132 powr@(12,13) 55%, #144 powr@(10,19) 25%, #158 powr@(10,13) 100%, #165 powr@(8,16) 100%, #166 brik@(16,15) 99%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv.fullhusk (harv.fullhusk) x2: #164@(15,19)8%* #169@(12,21)72%*\nVISIBLE ENEMY UNITS (7):\n  #138 e1@(14,18) 58%, #140 e1@(13,17) 100%, #141 e3@(13,17) 95%, #143 e3@(13,17) 100%, #147 e3@(14,18) 81%, #152 e1@(14,18) 100%, #153 e1@(14,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #155: ordered\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Lost fact; only proc+powr+brik remain. Enemy infantry swarm at (16-18,15-18). Try to survive, repair proc/brik, move harvesters away from danger.", "raw": "{\"thoughts\":\"We've lost our Construction Yard and production buildings; only power plants and a wall remain. No way to build units. Enemy infantry swarm nearby. Best to move harvesters away from danger and hope for survival, though situation is likely lost.\",\"notes\":\"Lost fact and proc; only powr x5 and brik remain. No production possible. Enemy infantry swarming at (13-18,15-18). Move harvesters away, survive as long as possible.\",\"commands\":[{\"do\":\"move\",\"units\":[164,169],\"x\":20,\"y\":30}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1900, "completion_tokens": 284, "total_tokens": 2184, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00664, "upstream_inference_prompt_cost": 0.0038, "upstream_inference_completions_cost": 0.00284}, "completion_tokens_details": {"reasoning_tokens": 99, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.1, "thoughts": "We've lost our Construction Yard and production buildings; only power plants and a wall remain. No way to build units. Enemy infantry swarm nearby. Best to move harvesters away from danger and hope for survival, though situation is likely lost.", "notes": "Lost fact and proc; only powr x5 and brik remain. No production possible. Enemy infantry swarming at (13-18,15-18). Move harvesters away, survive as long as possible.", "commands": [{"do": "move", "units": [164, 169], "x": 20, "y": 30}], "feedback": ["move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 11600, "units_killed": 0, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 1500, "army_value": 0, "income": 3425, "experience": 0, "order_count": 69}}
{"tick": 7201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $219 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $10600, army $4400, killed $12500 (4 units, 9 bldgs), lost $0 (0 units, 0 bldgs). Map explored 26.7%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: powr 0%; Building: proc 0%; Vehicle: harv 25%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 36%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(96,15) 100%, #131 proc@(93,17) 100%, #134 barr@(98,14) 100%, #146 weap@(92,11) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(11,17) #138@(12,17)58% #139@(12,17) #140@(11,17) #145@(13,16) #152@(11,17) #153@(12,18) #154@(13,16) #159@(13,16)\n  e3 (Rocket Soldier) x8: #136@(12,17)98%* #137@(13,16)93% #141@(12,17)95% #143@(11,17) #147@(12,17)81% #149@(11,17)98% #163@(41,19) #168@(73,24)\n  harv (Ore Truck (harvester)) x1: #133@(94,18)\nVISIBLE ENEMY UNITS (1):\n  #169 harv.fullhusk@(12,21) 55%\nVISIBLE ENEMY BUILDINGS (2):\n  #165 powr@(8,16) 11%, #166 brik@(16,15) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - build powr: started\n  - train 1x harv: queued\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: Main army at (14,17) attacking enemy powr at (10,16)/(10,19). 2 more harvesters queued. Cash tight at $0. e3 #163,#168 out at (49,26)/(82,27) \u2014 bring back toward base later.", "raw": "{\"thoughts\": \"Main army is already at the enemy base chewing through buildings; keep pushing on the enemy structures to finish them. Cash is $0 so just place the ready refinery to boost economy and keep queues running. Bring the two stray rocket soldiers toward the front.\", \"notes\": \"Main army attacking enemy base at (10,16). Enemy powr#165 almost dead, brik#166 at (16,15). Placing proc. Cash very tight $0 \u2014 economy priority. e3 #163,#168 regrouping to front.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"}, {\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":10,\"y\":16}, {\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1805, "completion_tokens": 892, "total_tokens": 2697, "cost": 0.001386108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001386108, "upstream_inference_prompt_cost": 0.000315708, "upstream_inference_completions_cost": 0.0010704}, "completion_tokens_details": {"reasoning_tokens": 730, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.96, "thoughts": "Main army is already at the enemy base chewing through buildings; keep pushing on the enemy structures to finish them. Cash is $0 so just place the ready refinery to boost economy and keep queues running. Bring the two stray rocket soldiers toward the front.", "notes": "Main army attacking enemy base at (10,16). Enemy powr#165 almost dead, brik#166 at (16,15). Placing proc. Cash very tight $0 \u2014 economy priority. e3 #163,#168 regrouping to front.", "commands": [{"do": "place", "item": "proc"}, {"do": "attack_move", "units": "all_army", "x": 10, "y": 16}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 17 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 12500, "deaths_cost": 0, "units_killed": 4, "units_lost": 0, "buildings_killed": 9, "buildings_lost": 0, "assets_value": 10600, "army_value": 3300, "income": 2500, "experience": 125, "order_count": 48}}
{"tick": 7201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "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 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 0), power 79 made / 0 used, harvesters 0.\nSCORE: assets $600, army $0, killed $0 (0 units, 0 bldgs), lost $12500 (4 units, 9 bldgs). Map explored 7.4%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #158 powr@(10,13) 68%, #165 powr@(8,16) 11%, #166 brik@(16,15) 99%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv.fullhusk (harv.fullhusk) x1: #169@(12,21)55%*\nVISIBLE ENEMY UNITS (5):\n  #135 e1@(11,17) 100%, #140 e1@(11,17) 100%, #143 e3@(11,17) 100%, #149 e3@(11,17) 98%, #152 e1@(11,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Lost fact and proc; only powr x5 and brik remain. No production possible. Enemy infantry swarming at (13-18,15-18). Move harvesters away, survive as long as possible.", "raw": "{\"thoughts\":\"Base nearly destroyed, no construction yard means no production possible. Enemy infantry swarming nearby. Nothing much to do but try to save the harvester and hope for score.\",\"notes\":\"Lost fact/proc, no production possible. Only powr x2 and brik remain. Enemy infantry at (11,17). Survive with remaining harvester.\",\"commands\":[{\"do\":\"move\",\"units\":[169],\"x\":20,\"y\":25}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1802, "completion_tokens": 180, "total_tokens": 1982, "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": 0.005404, "upstream_inference_prompt_cost": 0.003604, "upstream_inference_completions_cost": 0.0018}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.21, "thoughts": "Base nearly destroyed, no construction yard means no production possible. Enemy infantry swarming nearby. Nothing much to do but try to save the harvester and hope for score.", "notes": "Lost fact/proc, no production possible. Only powr x2 and brik remain. Enemy infantry at (11,17). Survive with remaining harvester.", "commands": [{"do": "move", "units": [169], "x": 20, "y": 25}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 12500, "units_killed": 0, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 9, "assets_value": 600, "army_value": 0, "income": 2925, "experience": 0, "order_count": 69}}
