{"tick": 1, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy MCV to start base, then queue power plant.\",\"notes\":\"Enemy likely at (12,16), we start at (95,11). Plan: build powr, proc, barracks, expand economy then army.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1646, "completion_tokens": 96, "total_tokens": 1742, "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": 0.004252, "upstream_inference_prompt_cost": 0.003292, "upstream_inference_completions_cost": 0.00096}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.98, "thoughts": "Deploy MCV to start base, then queue power plant.", "notes": "Enemy likely at (12,16), we start at (95,11). Plan: build powr, proc, barracks, expand economy then army.", "commands": [{"do": "deploy", "unit": 119}], "feedback": ["deploy #119: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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\": \"Game start. I need to deploy my MCV immediately to get a Construction Yard, then start the standard opening with a power plant.\", \"notes\": \"Opening: deploy MCV, powr -> proc -> barracks -> war factory. Enemy likely at (95,11).\", \"commands\": [{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 225, "total_tokens": 1370, "cost": 0.000387708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000387708, "upstream_inference_prompt_cost": 0.000117708, "upstream_inference_completions_cost": 0.00027}, "completion_tokens_details": {"reasoning_tokens": 137, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.16, "thoughts": "Game start. I need to deploy my MCV immediately to get a Construction Yard, then start the standard opening with a power plant.", "notes": "Opening: deploy MCV, powr -> proc -> barracks -> war factory. Enemy likely at (95,11).", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16), we start at (95,11). Plan: build powr, proc, barracks, expand economy then army.", "raw": "{\"thoughts\":\"Start economy: build power plant then refinery.\",\"notes\":\"Enemy at (12,16), we at (95,11). Build powr->proc->barr, then army.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1695, "completion_tokens": 81, "total_tokens": 1776, "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": 0.0042, "upstream_inference_prompt_cost": 0.00339, "upstream_inference_completions_cost": 0.00081}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.42, "thoughts": "Start economy: build power plant then refinery.", "notes": "Enemy at (12,16), we at (95,11). Build powr->proc->barr, then army.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: deploy MCV, powr -> proc -> barracks -> war factory. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"MCV deployed to Construction Yard. Power plant should be ready or nearly ready. I'll place it and queue the ore refinery next to get economy rolling.\", \"notes\": \"Opening: powr(placing) -> proc -> barr -> weap. Enemy likely at (95,11).\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1175, "completion_tokens": 600, "total_tokens": 1775, "cost": 0.000771444, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 1024, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000771444, "upstream_inference_prompt_cost": 5.1444e-05, "upstream_inference_completions_cost": 0.00072}, "completion_tokens_details": {"reasoning_tokens": 510, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.95, "thoughts": "MCV deployed to Construction Yard. Power plant should be ready or nearly ready. I'll place it and queue the ore refinery next to get economy rolling.", "notes": "Opening: powr(placing) -> proc -> barr -> weap. Enemy likely at (95,11).", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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: Enemy at (12,16), we at (95,11). Build powr->proc->barr, then army.", "raw": "{\"thoughts\":\"Place power plant near base, then queue refinery and barracks.\",\"notes\":\"Enemy at (12,16), we at (95,11). Build powr->proc->barr, then army.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1688, "completion_tokens": 115, "total_tokens": 1803, "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": 0.004526, "upstream_inference_prompt_cost": 0.003376, "upstream_inference_completions_cost": 0.00115}, "completion_tokens_details": {"reasoning_tokens": 14, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.46, "thoughts": "Place power plant near base, then queue refinery and barracks.", "notes": "Enemy at (12,16), we at (95,11). Build powr->proc->barr, then 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": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening: powr(placing) -> proc -> barr -> weap. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Only a Construction Yard exists; nothing is ready. Queue a power plant immediately and continue the standard opening (powr -> proc -> barr -> weap).\", \"notes\": \"Opening: powr building -> then proc -> barr -> weap. Enemy likely at (95,11). Cash 5000.\", \"commands\": [{\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1190, "completion_tokens": 157, "total_tokens": 1347, "cost": 0.000244344, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 1024, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000244344, "upstream_inference_prompt_cost": 5.5944e-05, "upstream_inference_completions_cost": 0.0001884}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.75, "thoughts": "Only a Construction Yard exists; nothing is ready. Queue a power plant immediately and continue the standard opening (powr -> proc -> barr -> weap).", "notes": "Opening: powr building -> then proc -> barr -> weap. Enemy likely at (95,11). Cash 5000.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), we at (95,11). Build powr->proc->barr, then army.", "raw": "{\"thoughts\":\"Continue economy buildup: build ore refinery now that power is up, then barracks.\",\"notes\":\"Enemy at (12,16), we at (95,11). Build proc->barr->weap, then army. Expand eco and defend.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1795, "completion_tokens": 102, "total_tokens": 1897, "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": 0.00461, "upstream_inference_prompt_cost": 0.00359, "upstream_inference_completions_cost": 0.00102}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.34, "thoughts": "Continue economy buildup: build ore refinery now that power is up, then barracks.", "notes": "Enemy at (12,16), we at (95,11). Build proc->barr->weap, then army. Expand eco and defend.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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: Opening: powr building -> then proc -> barr -> weap. Enemy likely at (95,11). Cash 5000.", "raw": "{\"thoughts\": \"Power plant is ready. Placing it and immediately ordering an Ore Refinery to establish economy.\", \"notes\": \"Placed powr, ordered proc. Next: tent (barracks) -> scout -> weap.\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1188, "completion_tokens": 510, "total_tokens": 1698, "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": 0.005607, "upstream_inference_prompt_cost": 0.001782, "upstream_inference_completions_cost": 0.003825}, "completion_tokens_details": {"reasoning_tokens": 437, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.86, "thoughts": "Power plant is ready. Placing it and immediately ordering an Ore Refinery to establish economy.", "notes": "Placed powr, ordered proc. Next: tent (barracks) -> scout -> weap.", "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": 2}}
{"tick": 801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), we at (95,11). Build proc->barr->weap, then army. Expand eco and defend.", "raw": "{\"thoughts\":\"Proc is building, continue economic buildup. Queue barracks next once proc done.\",\"notes\":\"Enemy at (12,16), we at (95,11). Building proc, then barr, then weap. Build army once eco ready.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1754, "completion_tokens": 87, "total_tokens": 1841, "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": 0.004378, "upstream_inference_prompt_cost": 0.003508, "upstream_inference_completions_cost": 0.00087}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "Proc is building, continue economic buildup. Queue barracks next once proc done.", "notes": "Enemy at (12,16), we at (95,11). Building proc, then barr, then weap. Build army once eco ready.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Placed powr, ordered proc. Next: tent (barracks) -> scout -> weap.", "raw": "{\"thoughts\": \"Economy is the priority: build the Ore Refinery now to get income and a free harvester. Power is fine (100/0). No units yet, nothing to scout or attack.\", \"notes\": \"Building proc for economy. Next: place proc -> tent (barracks) -> train e1 scout -> weap war factory -> tanks.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1227, "completion_tokens": 330, "total_tokens": 1557, "cost": 0.000500676, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000500676, "upstream_inference_prompt_cost": 0.000104676, "upstream_inference_completions_cost": 0.000396}, "completion_tokens_details": {"reasoning_tokens": 238, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.04, "thoughts": "Economy is the priority: build the Ore Refinery now to get income and a free harvester. Power is fine (100/0). No units yet, nothing to scout or attack.", "notes": "Building proc for economy. Next: place proc -> tent (barracks) -> train e1 scout -> weap war factory -> tanks.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), we at (95,11). Building proc, then barr, then weap. Build army once eco ready.", "raw": "{\"thoughts\":\"Proc still building. Queue barracks and power for economy expansion, plan war factory next.\",\"notes\":\"Enemy at (12,16), we at (95,11). Building proc, then barr, then weap. Build army once eco ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1724, "completion_tokens": 121, "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": 0.004658, "upstream_inference_prompt_cost": 0.003448, "upstream_inference_completions_cost": 0.00121}, "completion_tokens_details": {"reasoning_tokens": 19, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.57, "thoughts": "Proc still building. Queue barracks and power for economy expansion, plan war factory next.", "notes": "Enemy at (12,16), we at (95,11). Building proc, then barr, then weap. Build army once eco ready.", "commands": [{"do": "build", "item": "barr"}], "feedback": ["build barr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Building proc for economy. Next: place proc -> tent (barracks) -> train e1 scout -> weap war factory -> tanks.", "raw": "{\"thoughts\": \"Ore Refinery is still building (23%); building queue is busy so there's nothing new to start. Cash is healthy at $4375, so once the refinery is placed I'll get a free harvester and immediately start the barracks, then a war factory for tanks.\", \"notes\": \"Building proc (in progress). Next: place proc -> tent barracks -> train e1 scout -> weap war factory -> 2tnk tanks. Enemy likely at (95,11).\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1208, "completion_tokens": 432, "total_tokens": 1640, "cost": 0.000617376, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000617376, "upstream_inference_prompt_cost": 9.8976e-05, "upstream_inference_completions_cost": 0.0005184}, "completion_tokens_details": {"reasoning_tokens": 322, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "Ore Refinery is still building (23%); building queue is busy so there's nothing new to start. Cash is healthy at $4375, so once the refinery is placed I'll get a free harvester and immediately start the barracks, then a war factory for tanks.", "notes": "Building proc (in progress). Next: place proc -> tent barracks -> train e1 scout -> weap war factory -> 2tnk tanks. Enemy likely at (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $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: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), we at (95,11). Building proc, then barr, then weap. Build army once eco ready.", "raw": "{\"thoughts\":\"proc and barr are building already. Let power grow, keep queue moving, no idle actions needed yet.\",\"notes\":\"Enemy at (12,16), we at (95,11). Building proc, barr. Next: weap, more power, then army.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1763, "completion_tokens": 124, "total_tokens": 1887, "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": 0.004766, "upstream_inference_prompt_cost": 0.003526, "upstream_inference_completions_cost": 0.00124}, "completion_tokens_details": {"reasoning_tokens": 32, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.03, "thoughts": "proc and barr are building already. Let power grow, keep queue moving, no idle actions needed yet.", "notes": "Enemy at (12,16), we at (95,11). Building proc, barr. Next: weap, more power, then army.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(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: Building proc (in progress). Next: place proc -> tent barracks -> train e1 scout -> weap war factory -> 2tnk tanks. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Refinery is currently building at 47%. Waiting for completion to place it and transition into barracks and war factory.\", \"notes\": \"Proc at 47%. When done: place proc, build tent, train e1 scout, then build weap.\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1230, "completion_tokens": 278, "total_tokens": 1508, "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": 0.00393, "upstream_inference_prompt_cost": 0.001845, "upstream_inference_completions_cost": 0.002085}, "completion_tokens_details": {"reasoning_tokens": 217, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.93, "thoughts": "Refinery is currently building at 47%. Waiting for completion to place it and transition into barracks and war factory.", "notes": "Proc at 47%. When done: place proc, build tent, train e1 scout, then build weap.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $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: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), we at (95,11). Building proc, barr. Next: weap, more power, then army.", "raw": "{\"thoughts\":\"Proc and barracks are building. Keep economy expanding and prepare for war factory next.\",\"notes\":\"Enemy at (12,16), we at (95,11). Building proc, barr. Next: place proc/barr when ready, then weap, more power, army buildup.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1731, "completion_tokens": 114, "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": 0.004602, "upstream_inference_prompt_cost": 0.003462, "upstream_inference_completions_cost": 0.00114}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.39, "thoughts": "Proc and barracks are building. Keep economy expanding and prepare for war factory next.", "notes": "Enemy at (12,16), we at (95,11). Building proc, barr. Next: place proc/barr when ready, then weap, more power, army buildup.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc at 47%. When done: place proc, build tent, train e1 scout, then build weap.", "raw": "{\"thoughts\": \"Proc still building (70%). No barracks or units yet, so nothing else to do this turn but wait and be ready to place the refinery.\", \"notes\": \"Proc at 70%. When ready: place proc, then build tent, train e1 scout, then weap. Keep power in check.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1190, "completion_tokens": 152, "total_tokens": 1342, "cost": 0.000313608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000313608, "upstream_inference_prompt_cost": 0.000131208, "upstream_inference_completions_cost": 0.0001824}, "completion_tokens_details": {"reasoning_tokens": 79, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.75, "thoughts": "Proc still building (70%). No barracks or units yet, so nothing else to do this turn but wait and be ready to place the refinery.", "notes": "Proc at 70%. When ready: place proc, then build tent, train e1 scout, then weap. Keep power in check.", "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": 1601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), we at (95,11). Building proc, barr. Next: place proc/barr when ready, then weap, more power, army buildup.", "raw": "{\"thoughts\":\"Place the ready proc, continue building power and barracks queue.\",\"notes\":\"Enemy at (12,16), base at (95,11). Placed proc. Building powr then barr. Next: build weap, train harvester/army.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1788, "completion_tokens": 100, "total_tokens": 1888, "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": 0.004576, "upstream_inference_prompt_cost": 0.003576, "upstream_inference_completions_cost": 0.001}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.82, "thoughts": "Place the ready proc, continue building power and barracks queue.", "notes": "Enemy at (12,16), base at (95,11). Placed proc. Building powr then barr. Next: build weap, train harvester/army.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc at 70%. When ready: place proc, then build tent, train e1 scout, then weap. Keep power in check.", "raw": "{\"thoughts\": \"Opening is on track: Power Plant done, Refinery at 94%. Nothing to command yet (no units, queue busy). Next turn I'll place the refinery and immediately start a barracks.\", \"notes\": \"Proc ~94%, will finish. Next: place proc (auto), then build tent, then train e1 to scout toward enemy start (95,11). Keep power >= use.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1195, "completion_tokens": 391, "total_tokens": 1586, "cost": 0.000564276, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 896, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000564276, "upstream_inference_prompt_cost": 9.5076e-05, "upstream_inference_completions_cost": 0.0004692}, "completion_tokens_details": {"reasoning_tokens": 299, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.04, "thoughts": "Opening is on track: Power Plant done, Refinery at 94%. Nothing to command yet (no units, queue busy). Next turn I'll place the refinery and immediately start a barracks.", "notes": "Proc ~94%, will finish. Next: place proc (auto), then build tent, then train e1 to scout toward enemy start (95,11). Keep power >= use.", "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": 1801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $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 3.9%.\nPRODUCTION: Building: powr READY TO PLACE; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), base at (95,11). Placed proc. Building powr then barr. Next: build weap, train harvester/army.", "raw": "{\"thoughts\":\"Place ready power plant, continue building barracks, queue another power plant and ore refinery for economy growth.\",\"notes\":\"Enemy at (12,16), base at (95,11). Building barr. Next: build weap after barr, then train army and expand economy with 2nd proc/harvester.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1869, "completion_tokens": 154, "total_tokens": 2023, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005278, "upstream_inference_prompt_cost": 0.003738, "upstream_inference_completions_cost": 0.00154}, "completion_tokens_details": {"reasoning_tokens": 18, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.92, "thoughts": "Place ready power plant, continue building barracks, queue another power plant and ore refinery for economy growth.", "notes": "Enemy at (12,16), base at (95,11). Building barr. Next: build weap after barr, then train army and expand economy with 2nd proc/harvester.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "powr"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(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: Proc ~94%, will finish. Next: place proc (auto), then build tent, then train e1 to scout toward enemy start (95,11). Keep power >= use.", "raw": "{\"thoughts\": \"Place the ready refinery near ore to get income and a free harvester, then queue the barracks so I can start scouting and defending. Power is fine for now (100 made, low use).\", \"notes\": \"Placed proc. Building tent next. Then train e1 to scout toward enemy start (95,11). Keep an eye on power as proc/barracks add use.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":16,\"y\":17},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1207, "completion_tokens": 294, "total_tokens": 1501, "cost": 0.000489108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000489108, "upstream_inference_prompt_cost": 0.000136308, "upstream_inference_completions_cost": 0.0003528}, "completion_tokens_details": {"reasoning_tokens": 175, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.34, "thoughts": "Place the ready refinery near ore to get income and a free harvester, then queue the barracks so I can start scouting and defending. Power is fine for now (100 made, low use).", "notes": "Placed proc. Building tent next. Then train e1 to scout toward enemy start (95,11). Keep an eye on power as proc/barracks add use.", "commands": [{"do": "place", "item": "proc", "x": 16, "y": 17}, {"do": "build", "item": "tent"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 2001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2700 + 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 4.4%.\nPRODUCTION: Building: powr READY TO PLACE; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), base at (95,11). Building barr. Next: build weap after barr, then train army and expand economy with 2nd proc/harvester.", "raw": "{\"thoughts\":\"Place the ready power plant, keep barracks building, queue an ore refinery for economy expansion.\",\"notes\":\"Enemy at (12,16), base at (95,11). Barracks building. Next: proc#2, then weap, then army production.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1899, "completion_tokens": 148, "total_tokens": 2047, "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": 0.005278, "upstream_inference_prompt_cost": 0.003798, "upstream_inference_completions_cost": 0.00148}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.01, "thoughts": "Place the ready power plant, keep barracks building, queue an ore refinery for economy expansion.", "notes": "Enemy at (12,16), base at (95,11). Barracks building. Next: proc#2, then weap, then army production.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 2001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Placed proc. Building tent next. Then train e1 to scout toward enemy start (95,11). Keep an eye on power as proc/barracks add use.", "raw": "{\"thoughts\": \"Barracks is 64% done; economy is decent with one refinery. I'll queue the next building (War Factory for tanks) and keep the harvester mining. Once the barracks completes I'll train scouts toward the enemy start at (95,11).\", \"notes\": \"Tent ~done next turn. Plan: weap -> 2nd proc. Train e1 pair to scout toward (95,11) once tent ready. Power OK (100/30).\", \"commands\": [{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1289, "completion_tokens": 380, "total_tokens": 1669, "cost": 0.000616908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000616908, "upstream_inference_prompt_cost": 0.000160908, "upstream_inference_completions_cost": 0.000456}, "completion_tokens_details": {"reasoning_tokens": 251, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.76, "thoughts": "Barracks is 64% done; economy is decent with one refinery. I'll queue the next building (War Factory for tanks) and keep the harvester mining. Once the barracks completes I'll train scouts toward the enemy start at (95,11).", "notes": "Tent ~done next turn. Plan: weap -> 2nd proc. Train e1 pair to scout toward (95,11) once tent ready. Power OK (100/30).", "commands": [{"do": "build", "item": "weap"}, {"do": "harvest", "unit": 133}], "feedback": ["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": 2201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2408 + stored ore $468 (storage 2000), power 300 made / 30 used, harvesters 1.\nSCORE: assets $5400, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: proc 23%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), base at (95,11). Barracks building. Next: proc#2, then weap, then army production.", "raw": "{\"thoughts\":\"Continue economy build-up: proc and barracks are queued. Once done, add war factory and start producing units. Keep harvester mining.\",\"notes\":\"Enemy at (12,16), base at (95,11). Proc#2 and barracks building. Next: weap factory, then start tank/infantry production. Send army west once built.\",\"commands\":[{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1896, "completion_tokens": 132, "total_tokens": 2028, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005112, "upstream_inference_prompt_cost": 0.003792, "upstream_inference_completions_cost": 0.00132}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.88, "thoughts": "Continue economy build-up: proc and barracks are queued. Once done, add war factory and start producing units. Keep harvester mining.", "notes": "Enemy at (12,16), base at (95,11). Proc#2 and barracks building. Next: weap factory, then start tank/infantry production. Send army west once built.", "commands": [{"do": "harvest", "unit": 130}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 0, "income": 475, "experience": 0, "order_count": 10}}
{"tick": 2201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.8%.\nPRODUCTION: Building: tent READY TO PLACE; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Tent ~done next turn. Plan: weap -> 2nd proc. Train e1 pair to scout toward (95,11) once tent ready. Power OK (100/30).", "raw": "{\"thoughts\": \"Tent is ready, place it immediately and start training riflemen to scout toward the enemy base at (95,11). War Factory already queued; power is fine. Harvester is mining.\", \"notes\": \"Placed tent near base. Training e1 to scout east toward (95,11). Weap building. Next: 2nd proc after weap, more power if needed.\", \"commands\": [{\"do\":\"place\",\"item\":\"tent\",\"x\":13,\"y\":19},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":122,\"x\":40,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1283, "completion_tokens": 513, "total_tokens": 1796, "cost": 0.000774708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000774708, "upstream_inference_prompt_cost": 0.000159108, "upstream_inference_completions_cost": 0.0006156}, "completion_tokens_details": {"reasoning_tokens": 374, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.91, "thoughts": "Tent is ready, place it immediately and start training riflemen to scout toward the enemy base at (95,11). War Factory already queued; power is fine. Harvester is mining.", "notes": "Placed tent near base. Training e1 to scout east toward (95,11). Weap building. Next: 2nd proc after weap, more power if needed.", "commands": [{"do": "place", "item": "tent", "x": 13, "y": 19}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 122, "x": 40, "y": 16}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #122: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2408 + stored ore $135 (storage 2000), power 300 made / 30 used, harvesters 1.\nSCORE: assets $5400, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: proc 47%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(104,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), base at (95,11). Proc#2 and barracks building. Next: weap factory, then start tank/infantry production. Send army west once built.", "raw": "{\"thoughts\":\"Building proc and barr already queued. Continue economy buildup, queue power and war factory next once affordable.\",\"notes\":\"Enemy at (12,16), base at (95,11). Proc#2 and barracks building. Next: weap factory after barr, then produce tanks/infantry. Send army west once built.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1853, "completion_tokens": 127, "total_tokens": 1980, "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": 0.004976, "upstream_inference_prompt_cost": 0.003706, "upstream_inference_completions_cost": 0.00127}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.14, "thoughts": "Building proc and barr already queued. Continue economy buildup, queue power and war factory next once affordable.", "notes": "Enemy at (12,16), base at (95,11). Proc#2 and barracks building. Next: weap factory after barr, then produce tanks/infantry. Send army west once built.", "commands": [{"do": "build", "item": "weap"}], "feedback": ["build weap: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 0, "income": 500, "experience": 0, "order_count": 10}}
{"tick": 2401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2555 + stored ore $423 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #122: ordered\nYOUR NOTES FROM LAST TURN: Placed tent near base. Training e1 to scout east toward (95,11). Weap building. Next: 2nd proc after weap, more power if needed.", "raw": "{\"thoughts\": \"War factory is progressing. Tent just finished so I can now train infantry. I'll train a few riflemen to scout east toward the enemy base at (95,11) and set a rally point.\", \"notes\": \"Weap ~16% building. Training e1 scouts. Enemy likely at (95,11). Next: finish weap, build Medium tanks, add 2nd proc and power.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"rally\",\"building\":135,\"x\":30,\"y\":15},{\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1371, "completion_tokens": 560, "total_tokens": 1931, "cost": 0.000857508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000857508, "upstream_inference_prompt_cost": 0.000185508, "upstream_inference_completions_cost": 0.000672}, "completion_tokens_details": {"reasoning_tokens": 427, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.71, "thoughts": "War factory is progressing. Tent just finished so I can now train infantry. I'll train a few riflemen to scout east toward the enemy base at (95,11) and set a rally point.", "notes": "Weap ~16% building. Training e1 scouts. Enemy likely at (95,11). Next: finish weap, build Medium tanks, add 2nd proc and power.", "commands": [{"do": "train", "item": "e1", "count": 4}, {"do": "rally", "building": 135, "x": 30, "y": 15}, {"do": "harvest", "unit": 133}], "feedback": ["train 4x e1: queued", "rally #135: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 8}}
{"tick": 2601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2210 + stored ore $0 (storage 2000), power 300 made / 30 used, harvesters 1.\nSCORE: assets $5400, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: proc 70%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(102,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), base at (95,11). Proc#2 and barracks building. Next: weap factory after barr, then produce tanks/infantry. Send army west once built.", "raw": "{\"thoughts\":\"Buildings queued. Continue economy buildup, keep power and production going.\",\"notes\":\"Enemy at (12,16), base (95,11). Building proc, weap, barr. After these, build more power and start training tanks/infantry, then send army west.\",\"commands\":[{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1896, "completion_tokens": 108, "total_tokens": 2004, "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": 0.004872, "upstream_inference_prompt_cost": 0.003792, "upstream_inference_completions_cost": 0.00108}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.48, "thoughts": "Buildings queued. Continue economy buildup, keep power and production going.", "notes": "Enemy at (12,16), base (95,11). Building proc, weap, barr. After these, build more power and start training tanks/infantry, then send army west.", "commands": [{"do": "build", "item": "barr"}], "feedback": ["build barr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 0, "income": 500, "experience": 0, "order_count": 11}}
{"tick": 2601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2328 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: weap 32%; Infantry: e1 18%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #136@(20,19) #137@(17,20) #138@(14,21)\n  harv (Ore Truck (harvester)) x1: #133@(17,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e1: queued\n  - rally #135: ordered\nYOUR NOTES FROM LAST TURN: Weap ~16% building. Training e1 scouts. Enemy likely at (95,11). Next: finish weap, build Medium tanks, add 2nd proc and power.", "raw": "{\"thoughts\": \"War Factory is at 32%; cash is healthy at $2328. Keep the barracks producing infantry and send the idle riflemen east to scout for the enemy base near (95,11). Queue a second refinery for after weap finishes.\", \"notes\": \"weap ~32% building. 3 e1 scouting east. Next: finish weap -> build Medium tanks (2tnk), then proc #2. Need more harvesters.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"attack_move\",\"units\":[136,137,138],\"x\":60,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1391, "completion_tokens": 356, "total_tokens": 1747, "cost": 0.000618708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000618708, "upstream_inference_prompt_cost": 0.000191508, "upstream_inference_completions_cost": 0.0004272}, "completion_tokens_details": {"reasoning_tokens": 219, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.68, "thoughts": "War Factory is at 32%; cash is healthy at $2328. Keep the barracks producing infantry and send the idle riflemen east to scout for the enemy base near (95,11). Queue a second refinery for after weap finishes.", "notes": "weap ~32% building. 3 e1 scouting east. Next: finish weap -> build Medium tanks (2tnk), then proc #2. Need more harvesters.", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "attack_move", "units": [136, 137, 138], "x": 60, "y": 16}], "feedback": ["train 3x e1: queued", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 12}}
{"tick": 2801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1898 + stored ore $328 (storage 2000), power 300 made / 30 used, harvesters 1.\nSCORE: assets $5400, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: proc 94%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), base (95,11). Building proc, weap, barr. After these, build more power and start training tanks/infantry, then send army west.", "raw": "{\"thoughts\":\"Economy building up. Let proc, barr finish, then weap already queued. Keep power sufficient and start training infantry once barracks done.\",\"notes\":\"Enemy at (12,16), base (95,11). Building proc/barr/weap. Once barracks ready, train e1/e3. Once weap ready, build tanks (3tnk needs fix depot). Send army west when ready.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1896, "completion_tokens": 165, "total_tokens": 2061, "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": 0.005442, "upstream_inference_prompt_cost": 0.003792, "upstream_inference_completions_cost": 0.00165}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.96, "thoughts": "Economy building up. Let proc, barr finish, then weap already queued. Keep power sufficient and start training infantry once barracks done.", "notes": "Enemy at (12,16), base (95,11). Building proc/barr/weap. Once barracks ready, train e1/e3. Once weap ready, build tanks (3tnk needs fix depot). Send army west when ready.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 0, "income": 825, "experience": 0, "order_count": 12}}
{"tick": 2801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1666 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.8%.\nPRODUCTION: Building: weap 49%; Infantry: e1 46%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #136@(27,25) #137@(25,25) #138@(22,23) #139@(20,19) #140@(17,20) #141@(14,21)\n  harv (Ore Truck (harvester)) x1: #133@(16,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: weap ~32% building. 3 e1 scouting east. Next: finish weap -> build Medium tanks (2tnk), then proc #2. Need more harvesters.", "raw": "{\"thoughts\": \"War Factory nearly done, economy stable. Keep infantry queued and push scouts east toward the enemy start to find their base.\", \"notes\": \"weap ~49% building. Scouting east with e1. Next: finish weap -> 2tnk spam, add proc #2, more harvesters. Enemy likely at (95,11).\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"attack_move\",\"units\":[136,137,138],\"x\":60,\"y\":20},{\"do\":\"attack_move\",\"units\":[139,140,141],\"x\":40,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1416, "completion_tokens": 313, "total_tokens": 1729, "cost": 0.000574608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000574608, "upstream_inference_prompt_cost": 0.000199008, "upstream_inference_completions_cost": 0.0003756}, "completion_tokens_details": {"reasoning_tokens": 173, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.13, "thoughts": "War Factory nearly done, economy stable. Keep infantry queued and push scouts east toward the enemy start to find their base.", "notes": "weap ~49% building. Scouting east with e1. Next: finish weap -> 2tnk spam, add proc #2, more harvesters. Enemy likely at (95,11).", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": [136, 137, 138], "x": 60, "y": 20}, {"do": "attack_move", "units": [139, 140, 141], "x": 40, "y": 16}], "feedback": ["train 2x e1: queued", "attack_move: 3 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5900, "army_value": 600, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 3001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1898 + stored ore $402 (storage 2000), power 300 made / 30 used, harvesters 1.\nSCORE: assets $5400, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.9%.\nPRODUCTION: Building: proc READY TO PLACE; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(104,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), base (95,11). Building proc/barr/weap. Once barracks ready, train e1/e3. Once weap ready, build tanks (3tnk needs fix depot). Send army west when ready.", "raw": "{\"thoughts\":\"Place the ready refinery, continue building barracks and factory. Enemy far west, need to expand economy and build army.\",\"notes\":\"Enemy at (12,16), base at (95,11). Building barr x2, weap, proc ready to place. Once barr done train e1/e3. Once weap done build fix+tanks. Send army west when ready.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1895, "completion_tokens": 153, "total_tokens": 2048, "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": 0.00532, "upstream_inference_prompt_cost": 0.00379, "upstream_inference_completions_cost": 0.00153}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.73, "thoughts": "Place the ready refinery, continue building barracks and factory. Enemy far west, need to expand economy and build army.", "notes": "Enemy at (12,16), base at (95,11). Building barr x2, weap, proc ready to place. Once barr done train e1/e3. Once weap done build fix+tanks. Send army west when ready.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "powr"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 0, "income": 1000, "experience": 0, "order_count": 12}}
{"tick": 3001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1150 + stored ore $428 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.3%.\nPRODUCTION: Building: weap 66%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #136@(37,26) #137@(35,25) #138@(33,24) #139@(31,18) #140@(28,20) #141@(25,20) #142@(21,18) #143@(18,20) #144@(15,20)\n  harv (Ore Truck (harvester)) x1: #133@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - attack_move: 3 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: weap ~49% building. Scouting east with e1. Next: finish weap -> 2tnk spam, add proc #2, more harvesters. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"War factory is almost finished. Scouting further east towards (95, 11) with riflemen and queuing rocket soldiers for anti-armor support.\", \"notes\": \"War factory completing soon. Next turn place weap, start 2tnk, then build proc #2 or powr.\", \"commands\": [{\"do\": \"train\", \"item\": \"e3\", \"count\": 2}, {\"do\": \"attack_move\", \"units\": [136, 137, 138], \"x\": 65, \"y\": 20}, {\"do\": \"attack_move\", \"units\": [139, 140, 141], \"x\": 50, \"y\": 22}, {\"do\": \"attack_move\", \"units\": [142, 143, 144], \"x\": 35, \"y\": 22}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1542, "completion_tokens": 440, "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": 0.005613, "upstream_inference_prompt_cost": 0.002313, "upstream_inference_completions_cost": 0.0033}, "completion_tokens_details": {"reasoning_tokens": 234, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.42, "thoughts": "War factory is almost finished. Scouting further east towards (95, 11) with riflemen and queuing rocket soldiers for anti-armor support.", "notes": "War factory completing soon. Next turn place weap, start 2tnk, then build proc #2 or powr.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [136, 137, 138], "x": 65, "y": 20}, {"do": "attack_move", "units": [139, 140, 141], "x": 50, "y": 22}, {"do": "attack_move", "units": [142, 143, 144], "x": 35, "y": 22}], "feedback": ["train 2x e3: queued", "attack_move: 3 units", "attack_move: 3 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6200, "army_value": 900, "income": 1000, "experience": 0, "order_count": 17}}
{"tick": 3201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1898 + stored ore $102 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.7%.\nPRODUCTION: Building: powr READY TO PLACE; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 100%, #145 proc@(95,15) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(103,23) #146@(102,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), base at (95,11). Building barr x2, weap, proc ready to place. Once barr done train e1/e3. Once weap done build fix+tanks. Send army west when ready.", "raw": "{\"thoughts\":\"Place power plant, continue building barracks/war factory. Economy solid, need to expand army production.\",\"notes\":\"Enemy at (12,16), base at (95,11). Building barr x2, weap. Once barr done train e1/e3. Once weap done build fix+tanks. Send army west when ready.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1970, "completion_tokens": 140, "total_tokens": 2110, "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": 0.00534, "upstream_inference_prompt_cost": 0.00394, "upstream_inference_completions_cost": 0.0014}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.38, "thoughts": "Place power plant, continue building barracks/war factory. Economy solid, need to expand army production.", "notes": "Enemy at (12,16), base at (95,11). Building barr x2, weap. Once barr done train e1/e3. Once weap done build fix+tanks. Send army west when ready.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 0, "income": 1000, "experience": 0, "order_count": 14}}
{"tick": 3201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $925 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6500, army $2300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.5%.\nPRODUCTION: Building: weap 82%; Infantry: e3 7%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #136@(47,24) #137@(45,25) #138@(43,22) #139@(40,22) #140@(39,21) #141@(35,23) #142@(31,20) #143@(29,20) #144@(26,20)\n  e3 (Rocket Soldier) x1: #147@(14,21)\n  harv (Ore Truck (harvester)) x1: #133@(16,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - attack_move: 3 units\n  - attack_move: 3 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: War factory completing soon. Next turn place weap, start 2tnk, then build proc #2 or powr.", "raw": "{\"thoughts\": \"War Factory nearly done; I'll queue more rocket soldiers now and push my scattered infantry east to scout toward the enemy start while keeping production busy. Next turn I place the War Factory and start tanks plus a second refinery.\", \"notes\": \"weap ~done next turn: place it, rally, queue 2tnk. Then build proc#2. Infantry scouting east toward enemy (95,11).\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":75,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1464, "completion_tokens": 1036, "total_tokens": 2500, "cost": 0.001456608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001456608, "upstream_inference_prompt_cost": 0.000213408, "upstream_inference_completions_cost": 0.0012432}, "completion_tokens_details": {"reasoning_tokens": 906, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.17, "thoughts": "War Factory nearly done; I'll queue more rocket soldiers now and push my scattered infantry east to scout toward the enemy start while keeping production busy. Next turn I place the War Factory and start tanks plus a second refinery.", "notes": "weap ~done next turn: place it, rally, queue 2tnk. Then build proc#2. Infantry scouting east toward enemy (95,11).", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "attack_move", "units": "all_army", "x": 75, "y": 15}], "feedback": ["train 3x e3: queued", "attack_move: 10 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6500, "army_value": 1200, "income": 1000, "experience": 0, "order_count": 19}}
{"tick": 3401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $25 (storage 4000), power 400 made / 60 used, harvesters 2.\nSCORE: assets $8200, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6%.\nPRODUCTION: Building: proc 23%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 100%, #145 proc@(95,15) 100%, #148 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(95,16) #146@(99,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), base at (95,11). Building barr x2, weap. Once barr done train e1/e3. Once weap done build fix+tanks. Send army west when ready.", "raw": "{\"thoughts\":\"Economy building up. Continue queue: proc, barr, weap all in progress. Keep expanding.\",\"notes\":\"Enemy at (12,16), base at (95,11). Building proc, barr, weap. Once barr done train e1/e3. Once weap done build fix+tanks. Send army west when ready.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1971, "completion_tokens": 115, "total_tokens": 2086, "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": 0.005092, "upstream_inference_prompt_cost": 0.003942, "upstream_inference_completions_cost": 0.00115}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.76, "thoughts": "Economy building up. Continue queue: proc, barr, weap all in progress. Keep expanding.", "notes": "Enemy at (12,16), base at (95,11). Building proc, barr, weap. Once barr done train e1/e3. Once weap done build fix+tanks. Send army west when ready.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 0, "income": 1000, "experience": 0, "order_count": 16}}
{"tick": 3401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $259 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6800, army $2600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.1%.\nPRODUCTION: Building: weap 99%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #136@(56,28) #137@(54,28) #138@(51,26) #139@(49,26) #140@(48,25) #141@(45,24) #142@(40,24) #143@(38,24) #144@(35,24)\n  e3 (Rocket Soldier) x2: #147@(23,24) #149@(15,20)\n  harv (Ore Truck (harvester)) x1: #133@(16,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: weap ~done next turn: place it, rally, queue 2tnk. Then build proc#2. Infantry scouting east toward enemy (95,11).", "raw": "{\"thoughts\": \"War Factory is ready to place; drop it, then start a second refinery for income while continuing to spend on units. Keep the infantry squad pushing east toward the enemy start at (95,11).\", \"notes\": \"weap placed: rally west of base, queue 2tnk next. proc#2 building. Infantry squad (9xe1+2xe3) pushing east to (75,20) then enemy base (95,11).\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\"}, {\"do\":\"build\",\"item\":\"proc\"}, {\"do\":\"rally\",\"building\":122,\"x\":30,\"y\":24}, {\"do\":\"harvest\",\"unit\":133}, {\"do\":\"attack_move\",\"units\":[136,137,138,139,140,141,142,143,144,147,149],\"x\":75,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1477, "completion_tokens": 562, "total_tokens": 2039, "cost": 0.000891708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000891708, "upstream_inference_prompt_cost": 0.000217308, "upstream_inference_completions_cost": 0.0006744}, "completion_tokens_details": {"reasoning_tokens": 372, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.77, "thoughts": "War Factory is ready to place; drop it, then start a second refinery for income while continuing to spend on units. Keep the infantry squad pushing east toward the enemy start at (95,11).", "notes": "weap placed: rally west of base, queue 2tnk next. proc#2 building. Infantry squad (9xe1+2xe3) pushing east to (75,20) then enemy base (95,11).", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 122, "x": 30, "y": 24}, {"do": "harvest", "unit": 133}, {"do": "attack_move", "units": [136, 137, 138, 139, 140, 141, 142, 143, 144, 147, 149], "x": 75, "y": 20}], "feedback": ["place weap: nothing READY TO PLACE with that type", "build proc: started", "rally #122: ordered", "attack_move: 11 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6800, "army_value": 1500, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $667 (storage 4000), power 400 made / 60 used, harvesters 2.\nSCORE: assets $8200, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.1%.\nPRODUCTION: Building: proc 47%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 100%, #145 proc@(95,15) 100%, #148 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(103,23) #146@(95,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), base at (95,11). Building proc, barr, weap. Once barr done train e1/e3. Once weap done build fix+tanks. Send army west when ready.", "raw": "{\"thoughts\":\"Economy is building well with multiple procs and power. Continue queueing barracks and war factory, prepare for army production once ready.\",\"notes\":\"Enemy at (12,16), base at (95,11). Continue building barr, weap. Once barr done train e1/e3. Once weap done build fix+tanks. Send army west when ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1916, "completion_tokens": 149, "total_tokens": 2065, "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": 0.005322, "upstream_inference_prompt_cost": 0.003832, "upstream_inference_completions_cost": 0.00149}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.39, "thoughts": "Economy is building well with multiple procs and power. Continue queueing barracks and war factory, prepare for army production once ready.", "notes": "Enemy at (12,16), base at (95,11). Continue building barr, weap. Once barr done train e1/e3. Once weap done build fix+tanks. Send army west when ready.", "commands": [{"do": "build", "item": "barr"}, {"do": "build", "item": "weap"}], "feedback": ["build barr: started", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 0, "income": 2000, "experience": 0, "order_count": 16}}
{"tick": 3601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 100 made / 50 used, harvesters 1.\nSCORE: assets $7100, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 14.6%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #136@(66,27) #137@(64,27) #138@(61,27) #139@(59,28) #140@(58,28) #141@(54,28) #142@(50,26) #143@(48,25) #144@(46,24)\n  e3 (Rocket Soldier) x3: #147@(33,24) #149@(23,24) #150@(15,20)\n  harv (Ore Truck (harvester)) x1: #133@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - build proc: started\n  - rally #122: ordered\n  - attack_move: 11 units\nYOUR NOTES FROM LAST TURN: weap placed: rally west of base, queue 2tnk next. proc#2 building. Infantry squad (9xe1+2xe3) pushing east to (75,20) then enemy base (95,11).", "raw": "{\"thoughts\": \"Weap is ready to place; place it near the base. Cash is $0 so economy is the bottleneck \u2014 send the idle harvester back to mining. Keep the 11-strong infantry squad pushing east toward the enemy base to apply pressure and scout.\", \"notes\": \"Place weap SW of base. Harv #133 must mine. Infantry squad (9xe1+2xe3) advancing east past 75,20 to enemy (95,11). Once weap up, start 2tnk production.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\",\"x\":18,\"y\":16},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"attack_move\",\"units\":[136,137,138,139,140,141,142,143,144,147,149],\"x\":80,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1518, "completion_tokens": 906, "total_tokens": 2424, "cost": 0.001316808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001316808, "upstream_inference_prompt_cost": 0.000229608, "upstream_inference_completions_cost": 0.0010872}, "completion_tokens_details": {"reasoning_tokens": 712, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.64, "thoughts": "Weap is ready to place; place it near the base. Cash is $0 so economy is the bottleneck \u2014 send the idle harvester back to mining. Keep the 11-strong infantry squad pushing east toward the enemy base to apply pressure and scout.", "notes": "Place weap SW of base. Harv #133 must mine. Infantry squad (9xe1+2xe3) advancing east past 75,20 to enemy (95,11). Once weap up, start 2tnk production.", "commands": [{"do": "place", "item": "weap", "x": 18, "y": 16}, {"do": "harvest", "unit": 133}, {"do": "attack_move", "units": [136, 137, 138, 139, 140, 141, 142, 143, 144, 147, 149], "x": 80, "y": 20}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 11 units", "train 2x e3: 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": 1800, "income": 1000, "experience": 0, "order_count": 23}}
{"tick": 3801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $334 (storage 4000), power 400 made / 60 used, harvesters 2.\nSCORE: assets $8200, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.1%.\nPRODUCTION: Building: proc 70%; Building: weap 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 100%, #145 proc@(95,15) 100%, #148 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(101,24) #146@(101,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build barr: started\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), base at (95,11). Continue building barr, weap. Once barr done train e1/e3. Once weap done build fix+tanks. Send army west when ready.", "raw": "{\"thoughts\":\"Buildings are already queued (barr, weap, proc). Just wait for completion, harvesters already mining. Will train army once barracks/factory complete.\",\"notes\":\"Enemy at (12,16), base at (95,11). Waiting on barr and weap to finish. Once done, train e1/e3, build fix+tanks. Send army west when ready.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1971, "completion_tokens": 180, "total_tokens": 2151, "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": 0.005742, "upstream_inference_prompt_cost": 0.003942, "upstream_inference_completions_cost": 0.0018}, "completion_tokens_details": {"reasoning_tokens": 52, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.14, "thoughts": "Buildings are already queued (barr, weap, proc). Just wait for completion, harvesters already mining. Will train army once barracks/factory complete.", "notes": "Enemy at (12,16), base at (95,11). Waiting on barr and weap to finish. Once done, train e1/e3, build fix+tanks. Send army west when ready.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 0, "income": 2000, "experience": 0, "order_count": 18}}
{"tick": 3801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 16.6%.\nPRODUCTION: Building: proc 17%; Infantry: e3 83%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #136@(73,21) #137@(73,21) #138@(70,24) #139@(67,22) #140@(66,22) #141@(63,26) #142@(60,28) #143@(58,28) #144@(55,28)\n  e3 (Rocket Soldier) x3: #147@(44,24) #149@(34,24) #150@(25,18)\n  harv (Ore Truck (harvester)) x1: #133@(19,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 11 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Place weap SW of base. Harv #133 must mine. Infantry squad (9xe1+2xe3) advancing east past 75,20 to enemy (95,11). Once weap up, start 2tnk production.", "raw": "{\"thoughts\":\"Squad is advancing toward enemy base at (95,11). Keep economy growing with second proc and more harvesters, and start tank production from war factory now that it's built. Keep infantry/rocket production going.\",\"notes\":\"Squad (9xe1+3xe3) advancing east toward enemy base at (95,11), currently around (55-73,20-28). Harv #133 mining at proc. Weap built - start 1tnk production and eventually build fix + 2tnk later. Keep building power/proc as needed.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},\n{\"do\":\"harvest\",\"unit\":133},\n{\"do\":\"train\",\"item\":\"harv\",\"count\":1},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":2},\n{\"do\":\"build\",\"item\":\"powr\"},\n{\"do\":\"build\",\"item\":\"proc\"}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2254, "completion_tokens": 346, "total_tokens": 2600, "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": 0.007968, "upstream_inference_prompt_cost": 0.004508, "upstream_inference_completions_cost": 0.00346}, "completion_tokens_details": {"reasoning_tokens": 57, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.23, "thoughts": "Squad is advancing toward enemy base at (95,11). Keep economy growing with second proc and more harvesters, and start tank production from war factory now that it's built. Keep infantry/rocket production going.", "notes": "Squad (9xe1+3xe3) advancing east toward enemy base at (95,11), currently around (55-73,20-28). Harv #133 mining at proc. Weap built - start 1tnk production and eventually build fix + 2tnk later. Keep building power/proc as needed.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 133}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 2}, {"do": "build", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["attack_move: 12 units", "train 1x harv: queued", "train 2x e3: queued", "build powr: started", "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": 9100, "army_value": 1800, "income": 1500, "experience": 0, "order_count": 26}}
{"tick": 4001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $275 (storage 4000), power 400 made / 60 used, harvesters 2.\nSCORE: assets $8200, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: proc 94%; Building: weap 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 100%, #145 proc@(95,15) 100%, #148 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(95,16) #146@(98,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), base at (95,11). Waiting on barr and weap to finish. Once done, train e1/e3, build fix+tanks. Send army west when ready.", "raw": "{\"thoughts\":\"Multiple duplicate build queue entries seem odd; likely leftover from previous turn. Let production continue and keep economy going while waiting for barracks/war factory.\",\"notes\":\"Enemy at (12,16), base at (95,11). Waiting on barr and weap to finish. Once done, train e1/e3, build fix+tanks. Send army west when ready.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1931, "completion_tokens": 147, "total_tokens": 2078, "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": 0.005332, "upstream_inference_prompt_cost": 0.003862, "upstream_inference_completions_cost": 0.00147}, "completion_tokens_details": {"reasoning_tokens": 14, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.08, "thoughts": "Multiple duplicate build queue entries seem odd; likely leftover from previous turn. Let production continue and keep economy going while waiting for barracks/war factory.", "notes": "Enemy at (12,16), base at (95,11). Waiting on barr and weap to finish. Once done, train e1/e3, build fix+tanks. Send army west when ready.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 0, "income": 2250, "experience": 0, "order_count": 18}}
{"tick": 4001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.9%.\nPRODUCTION: Building: proc 17%; Building: proc 0%; Building: powr 0%; Vehicle: harv 0%; Infantry: e3 83%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #136@(80,14) #137@(79,14) #138@(77,17) #139@(75,14) #140@(74,15) #141@(71,18) #142@(68,21) #143@(66,23) #144@(64,25)\n  e3 (Rocket Soldier) x3: #147@(53,27) #149@(44,24) #150@(34,24)\n  harv (Ore Truck (harvester)) x1: #133@(23,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - train 1x harv: queued\n  - train 2x e3: queued\n  - build powr: started\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Squad (9xe1+3xe3) advancing east toward enemy base at (95,11), currently around (55-73,20-28). Harv #133 mining at proc. Weap built - start 1tnk production and eventually build fix + 2tnk later. Keep building power/proc as needed.", "raw": "{\"thoughts\": \"Cash is at $0 but production queues are already full (e3 x6 queued, proc/powr building). My army is spread out advancing east; I should regroup and push toward the enemy base at (95,11). Keep harvesters mining and set the war factory rally so new units join the front.\", \"notes\": \"Army: 9xe1+3xe3 pushing east to enemy base (95,11). Weap at base, queues full of e3. Harv #133 mining NW. Next: build fix + tanks once cash allows, keep power/proc.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":88,\"y\":14},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"rally\",\"building\":151,\"x\":30,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1644, "completion_tokens": 700, "total_tokens": 2344, "cost": 0.001107408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001107408, "upstream_inference_prompt_cost": 0.000267408, "upstream_inference_completions_cost": 0.00084}, "completion_tokens_details": {"reasoning_tokens": 501, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.68, "thoughts": "Cash is at $0 but production queues are already full (e3 x6 queued, proc/powr building). My army is spread out advancing east; I should regroup and push toward the enemy base at (95,11). Keep harvesters mining and set the war factory rally so new units join the front.", "notes": "Army: 9xe1+3xe3 pushing east to enemy base (95,11). Weap at base, queues full of e3. Harv #133 mining NW. Next: build fix + tanks once cash allows, keep power/proc.", "commands": [{"do": "attack_move", "units": "all_army", "x": 88, "y": 14}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 133}, {"do": "rally", "building": 151, "x": 30, "y": 18}], "feedback": ["attack_move: 12 units", "stance: 12 units", "rally #151: 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": 9100, "army_value": 1800, "income": 1500, "experience": 0, "order_count": 31}}
{"tick": 4201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $924 (storage 4000), power 396 made / 60 used, harvesters 2.\nSCORE: assets $8200, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: proc READY TO PLACE; Building: weap 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 96%, #145 proc@(95,15) 100%, #148 powr@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(102,24) #146@(95,16)\nVISIBLE ENEMY UNITS (2):\n  #136 e1@(88,14) 100%, #137 e1@(88,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), base at (95,11). Waiting on barr and weap to finish. Once done, train e1/e3, build fix+tanks. Send army west when ready.", "raw": "{\"thoughts\":\"Place ready proc, keep building queue going, economy strong. Enemy infantry nearby at (88,14), need defense soon but focus on econ/army buildup first.\",\"notes\":\"Enemy base at (12,16). Building barr/weap in progress. Once done, train e1/e3 and tanks, build fix. Watch enemy e1 units near (88,14).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1964, "completion_tokens": 161, "total_tokens": 2125, "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": 0.005538, "upstream_inference_prompt_cost": 0.003928, "upstream_inference_completions_cost": 0.00161}, "completion_tokens_details": {"reasoning_tokens": 13, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.53, "thoughts": "Place ready proc, keep building queue going, economy strong. Enemy infantry nearby at (88,14), need defense soon but focus on econ/army buildup first.", "notes": "Enemy base at (12,16). Building barr/weap in progress. Once done, train e1/e3 and tanks, build fix. Watch enemy e1 units near (88,14).", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 0, "income": 3000, "experience": 0, "order_count": 18}}
{"tick": 4201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 100 made / 80 used, harvesters 1.\nSCORE: assets $9100, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 20%.\nPRODUCTION: Building: proc 17%; Building: proc 0%; Building: powr 0%; Vehicle: harv 0%; Infantry: e3 83%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #136@(88,14) #137@(88,14) #138@(86,14) #139@(85,14) #140@(84,14) #141@(80,14) #142@(75,14) #143@(74,15) #144@(72,17)\n  e3 (Rocket Soldier) x3: #147@(63,26) #149@(53,27) #150@(45,24)\n  harv (Ore Truck (harvester)) x1: #133@(16,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - stance: 12 units\n  - rally #151: ordered\nYOUR NOTES FROM LAST TURN: Army: 9xe1+3xe3 pushing east to enemy base (95,11). Weap at base, queues full of e3. Harv #133 mining NW. Next: build fix + tanks once cash allows, keep power/proc.", "raw": "{\"thoughts\": \"Army of 9 Rifle + 3 Rocket is marching east and no enemy seen yet. Cash is $0 so production is stalled; keep queues busy with cheap units and continue the push toward the enemy base at (95,11).\", \"notes\": \"Army 12 strong pushing east to (95,11). Queues: building proc, inf e3x6. Cash starved - prioritize getting harv mining, consider cheap e1. No enemy contact yet.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}, {\"do\":\"rally\",\"building\":151,\"x\":95,\"y\":11}, {\"do\":\"rally\",\"building\":135,\"x\":95,\"y\":11}, {\"do\":\"harvest\",\"unit\":133}, {\"do\":\"build\",\"item\":\"proc\"}, {\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1603, "completion_tokens": 465, "total_tokens": 2068, "cost": 0.000813108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000813108, "upstream_inference_prompt_cost": 0.000255108, "upstream_inference_completions_cost": 0.000558}, "completion_tokens_details": {"reasoning_tokens": 254, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.3, "thoughts": "Army of 9 Rifle + 3 Rocket is marching east and no enemy seen yet. Cash is $0 so production is stalled; keep queues busy with cheap units and continue the push toward the enemy base at (95,11).", "notes": "Army 12 strong pushing east to (95,11). Queues: building proc, inf e3x6. Cash starved - prioritize getting harv mining, consider cheap e1. No enemy contact yet.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 151, "x": 95, "y": 11}, {"do": "rally", "building": 135, "x": 95, "y": 11}, {"do": "harvest", "unit": 133}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 12 units", "rally #151: ordered", "rally #135: ordered", "build proc: started", "train 5x e1: queued", "train 3x e3: 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": 9100, "army_value": 1800, "income": 1500, "experience": 0, "order_count": 31}}
{"tick": 4401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $604 (storage 6000), power 381 made / 90 used, harvesters 3.\nSCORE: assets $10700, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8%.\nPRODUCTION: Building: weap 16%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 81%, #145 proc@(95,15) 100%, #148 powr@(97,8) 100%, #152 proc@(90,11) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #130@(103,23) #146@(100,26) #153@(85,6)95%\nVISIBLE ENEMY UNITS (6):\n  #136 e1@(88,14) 100%, #137 e1@(88,14) 100%, #138 e1@(87,10) 100%, #139 e1@(86,11) 100%, #140 e1@(86,11) 100%, #142 e1@(86,13) 100%\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 base at (12,16). Building barr/weap in progress. Once done, train e1/e3 and tanks, build fix. Watch enemy e1 units near (88,14).", "raw": "{\"thoughts\":\"Enemy infantry group near base at (86-88,10-14), close to my proc/powr. Need defense and continue production. Keep barr/weap building, add fix once weap done, train some defenders.\",\"notes\":\"Enemy base at (12,16). Multiple barr/weap queued - let finish. Enemy e1 group near (86-88,10-14) threatening base, watch for harvester safety. Build fix after weap, then tanks. Add defense (fenc/brik) near base entrance.\",\"commands\":[{\"do\":\"build\",\"item\":\"fenc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2083, "completion_tokens": 238, "total_tokens": 2321, "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": 0.006546, "upstream_inference_prompt_cost": 0.004166, "upstream_inference_completions_cost": 0.00238}, "completion_tokens_details": {"reasoning_tokens": 49, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.56, "thoughts": "Enemy infantry group near base at (86-88,10-14), close to my proc/powr. Need defense and continue production. Keep barr/weap building, add fix once weap done, train some defenders.", "notes": "Enemy base at (12,16). Multiple barr/weap queued - let finish. Enemy e1 group near (86-88,10-14) threatening base, watch for harvester safety. Build fix after weap, then tanks. Add defense (fenc/brik) near base entrance.", "commands": [{"do": "build", "item": "fenc"}], "feedback": ["build fenc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 0, "income": 3000, "experience": 0, "order_count": 19}}
{"tick": 4401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 20.9%.\nPRODUCTION: Building: proc 29%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 15%; Infantry: e3 38%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #136@(88,14) #137@(88,14) #138@(87,10) #139@(86,11) #140@(86,11) #141@(84,10) #142@(86,13) #143@(82,10) #144@(79,10)\n  e3 (Rocket Soldier) x4: #147@(70,19) #149@(63,26) #150@(54,28) #154@(20,21)\n  harv (Ore Truck (harvester)) x1: #133@(17,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #152 proc@(90,11) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - rally #151: ordered\n  - rally #135: ordered\n  - build proc: started\n  - train 5x e1: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Army 12 strong pushing east to (95,11). Queues: building proc, inf e3x6. Cash starved - prioritize getting harv mining, consider cheap e1. No enemy contact yet.", "raw": "{\"thoughts\": \"Cash is $0, so production is stalled - I need my harvester mining ASAP. My army has reached the enemy ore refinery at (90,11); 12 units should be enough to destroy it. Keep the proc building going for economy.\", \"notes\": \"Army at (90,11) attacking enemy proc #152. Harvester #133 sent mining. Building proc 29% for 2nd harvester. Cash starved - hold new spending until income flows.\", \"commands\": [{\"do\":\"attack\",\"units\":[136,137,138,139,140,141,142,143,144],\"target\":152},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"rally\",\"building\":151,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":135,\"x\":88,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1700, "completion_tokens": 540, "total_tokens": 2240, "cost": 0.000932208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000932208, "upstream_inference_prompt_cost": 0.000284208, "upstream_inference_completions_cost": 0.000648}, "completion_tokens_details": {"reasoning_tokens": 360, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.69, "thoughts": "Cash is $0, so production is stalled - I need my harvester mining ASAP. My army has reached the enemy ore refinery at (90,11); 12 units should be enough to destroy it. Keep the proc building going for economy.", "notes": "Army at (90,11) attacking enemy proc #152. Harvester #133 sent mining. Building proc 29% for 2nd harvester. Cash starved - hold new spending until income flows.", "commands": [{"do": "attack", "units": [136, 137, 138, 139, 140, 141, 142, 143, 144], "target": 152}, {"do": "harvest", "unit": 133}, {"do": "rally", "building": 151, "x": 88, "y": 12}, {"do": "rally", "building": 135, "x": 88, "y": 12}], "feedback": ["attack: 9 units", "rally #151: ordered", "rally #135: 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": 9400, "army_value": 2100, "income": 2000, "experience": 0, "order_count": 40}}
{"tick": 4601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $315 (storage 6000), power 380 made / 90 used, harvesters 3.\nSCORE: assets $10700, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.2%.\nPRODUCTION: Building: weap 32%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%; Defense: fenc 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%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 80%, #145 proc@(95,15) 100%, #148 powr@(97,8) 100%, #152 proc@(90,11) 73%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #130@(95,16) #146@(97,22) #153@(88,10)95%\nVISIBLE ENEMY UNITS (9):\n  #136 e1@(88,14) 100%, #137 e1@(88,14) 100%, #138 e1@(87,10) 100%, #139 e1@(86,11) 100%, #140 e1@(86,11) 100%, #141 e1@(85,11) 100%, #142 e1@(86,13) 100%, #143 e1@(85,11) 100%, #144 e1@(85,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fenc: started\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16). Multiple barr/weap queued - let finish. Enemy e1 group near (86-88,10-14) threatening base, watch for harvester safety. Build fix after weap, then tanks. Add defense (fenc/brik) near base entrance.", "raw": "{\"thoughts\":\"Enemy infantry swarm near my base could threaten harvesters and buildings. I have no combat units yet, so I should place defenses and rush barracks for infantry defense while production continues.\",\"notes\":\"Enemy base at (12,16). Enemy e1 infantry group near (85-88,10-14) approaching my base - no combat units yet, need barracks done fast to train e1/e3 defenders. Place fenc now, keep weap/barr building, add proc income. Watch harvesters at (95,16),(97,22),(88,10) for safety.\",\"commands\":[{\"do\":\"place\",\"item\":\"fenc\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2159, "completion_tokens": 311, "total_tokens": 2470, "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": 0.007428, "upstream_inference_prompt_cost": 0.004318, "upstream_inference_completions_cost": 0.00311}, "completion_tokens_details": {"reasoning_tokens": 88, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.51, "thoughts": "Enemy infantry swarm near my base could threaten harvesters and buildings. I have no combat units yet, so I should place defenses and rush barracks for infantry defense while production continues.", "notes": "Enemy base at (12,16). Enemy e1 infantry group near (85-88,10-14) approaching my base - no combat units yet, need barracks done fast to train e1/e3 defenders. Place fenc now, keep weap/barr building, add proc income. Watch harvesters at (95,16),(97,22),(88,10) for safety.", "commands": [{"do": "place", "item": "fenc"}, {"do": "build", "item": "powr"}], "feedback": ["place fenc: ordered (auto-relocated near base if the spot was invalid)", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 0, "income": 3050, "experience": 0, "order_count": 20}}
{"tick": 4601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: proc 29%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 15%; Infantry: e3 38%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #136@(88,14) #137@(88,14) #138@(87,10) #139@(86,11) #140@(86,11) #141@(85,11) #142@(86,13) #143@(85,11) #144@(85,11)\n  e3 (Rocket Soldier) x4: #147@(77,12) #149@(70,19) #150@(63,26) #154@(28,26)\n  harv (Ore Truck (harvester)) x1: #133@(20,7)\nVISIBLE ENEMY UNITS (1):\n  #153 harv@(88,10) 95%\nVISIBLE ENEMY BUILDINGS (1):\n  #152 proc@(90,11) 73%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - rally #151: ordered\n  - rally #135: ordered\nYOUR NOTES FROM LAST TURN: Army at (90,11) attacking enemy proc #152. Harvester #133 sent mining. Building proc 29% for 2nd harvester. Cash starved - hold new spending until income flows.", "raw": "{\"thoughts\": \"Our 9 Rifle Infantry are at the enemy base hitting their refinery #152. Keep them attacking, send the rocket soldiers to join, and keep mining while cash is starved.\",\"notes\": \"Army hitting enemy proc #152 at (90,11). e3s #147/#149/#150 converging from NE. Harv #133 mining. Building proc 29% for 2nd harv. Cash $0 - hold spending.\",\"commands\": [{\"do\":\"attack\",\"units\":[136,137,138,139,140,141,142,143,144],\"target\":152},{\"do\":\"attack_move\",\"units\":[147,149,150],\"x\":90,\"y\":11},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"rally\",\"building\":135,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":151,\"x\":88,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1676, "completion_tokens": 575, "total_tokens": 2251, "cost": 0.000967008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000967008, "upstream_inference_prompt_cost": 0.000277008, "upstream_inference_completions_cost": 0.00069}, "completion_tokens_details": {"reasoning_tokens": 381, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.69, "thoughts": "Our 9 Rifle Infantry are at the enemy base hitting their refinery #152. Keep them attacking, send the rocket soldiers to join, and keep mining while cash is starved.", "notes": "Army hitting enemy proc #152 at (90,11). e3s #147/#149/#150 converging from NE. Harv #133 mining. Building proc 29% for 2nd harv. Cash $0 - hold spending.", "commands": [{"do": "attack", "units": [136, 137, 138, 139, 140, 141, 142, 143, 144], "target": 152}, {"do": "attack_move", "units": [147, 149, 150], "x": 90, "y": 11}, {"do": "harvest", "unit": 133}, {"do": "rally", "building": 135, "x": 88, "y": 12}, {"do": "rally", "building": 151, "x": 88, "y": 12}], "feedback": ["attack: 9 units", "attack_move: 3 units", "rally #135: ordered", "rally #151: 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": 9400, "army_value": 2100, "income": 2000, "experience": 0, "order_count": 40}}
{"tick": 4801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $1407 (storage 6000), power 380 made / 90 used, harvesters 3.\nSCORE: assets $10700, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.2%.\nPRODUCTION: Building: weap 49%; Building: powr 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 80%, #145 proc@(95,15) 100%, #148 powr@(97,8) 100%, #152 proc@(90,11) 42%, #157 fenc@(93,9) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #130@(103,24) #146@(95,19) #153@(87,11)87%\nVISIBLE ENEMY UNITS (10):\n  #136 e1@(88,14) 100%, #137 e1@(88,14) 100%, #138 e1@(87,10) 100%, #139 e1@(86,11) 100%, #140 e1@(86,11) 100%, #141 e1@(85,11) 100%, #142 e1@(86,13) 100%, #143 e1@(85,11) 100%, #144 e1@(85,11) 100%, #147 e3@(86,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place fenc: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16). Enemy e1 infantry group near (85-88,10-14) approaching my base - no combat units yet, need barracks done fast to train e1/e3 defenders. Place fenc now, keep weap/barr building, add proc income. Watch harvesters at (95,16),(97,22),(88,10) for safety.", "raw": "{\"thoughts\":\"Enemy infantry approaching my base with no combat units defending. Need to rush barracks/war factory completion and get some defense up. Keep economy going, prioritize finishing weap and barr, queue infantry once barracks ready.\",\"notes\":\"Enemy e1/e3 group ~10 units near (85-88,10-14) approaching base from west, no enemy buildings seen yet. Enemy base likely (12,16). Priorities: finish weap+barr, train e1/e3 defenders ASAP, build brik walls, keep proc/harvesters safe. No army units yet - vulnerable.\",\"commands\":[{\"do\":\"build\",\"item\":\"brik\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2234, "completion_tokens": 344, "total_tokens": 2578, "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": 0.007908, "upstream_inference_prompt_cost": 0.004468, "upstream_inference_completions_cost": 0.00344}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.33, "thoughts": "Enemy infantry approaching my base with no combat units defending. Need to rush barracks/war factory completion and get some defense up. Keep economy going, prioritize finishing weap and barr, queue infantry once barracks ready.", "notes": "Enemy e1/e3 group ~10 units near (85-88,10-14) approaching base from west, no enemy buildings seen yet. Enemy base likely (12,16). Priorities: finish weap+barr, train e1/e3 defenders ASAP, build brik walls, keep proc/harvesters safe. No army units yet - vulnerable.", "commands": [{"do": "build", "item": "brik"}], "feedback": ["build brik: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 0, "income": 4500, "experience": 0, "order_count": 22}}
{"tick": 4801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: proc 29%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 15%; Infantry: e3 38%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #136@(88,14) #137@(88,14) #138@(87,10) #139@(86,11) #140@(86,11) #141@(85,11) #142@(86,13) #143@(85,11) #144@(85,11)\n  e3 (Rocket Soldier) x4: #147@(86,12) #149@(79,14) #150@(71,18) #154@(37,24)\n  harv (Ore Truck (harvester)) x1: #133@(15,17)\nVISIBLE ENEMY UNITS (1):\n  #153 harv@(87,11) 87%\nVISIBLE ENEMY BUILDINGS (1):\n  #152 proc@(90,11) 42%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack_move: 3 units\n  - rally #135: ordered\n  - rally #151: ordered\nYOUR NOTES FROM LAST TURN: Army hitting enemy proc #152 at (90,11). e3s #147/#149/#150 converging from NE. Harv #133 mining. Building proc 29% for 2nd harv. Cash $0 - hold spending.", "raw": "{\"thoughts\": \"Army is on the enemy base hitting their refinery. Cash is $0 so I keep the current buildup and push the attack to finish the proc and engage the enemy harvester. Consolidate all nearby units on the enemy base.\", \"notes\": \"Attacking enemy base at (90,11): proc #152 low HP. 9 e1 + e3s converging. 2nd proc building @29%. Cash $0, no spending.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[136,137,138,139,140,141,142,143,144,147,149],\"x\":90,\"y\":11},{\"do\":\"attack_move\",\"units\":[150],\"x\":87,\"y\":12},{\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1692, "completion_tokens": 528, "total_tokens": 2220, "cost": 0.000915408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000915408, "upstream_inference_prompt_cost": 0.000281808, "upstream_inference_completions_cost": 0.0006336}, "completion_tokens_details": {"reasoning_tokens": 361, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.54, "thoughts": "Army is on the enemy base hitting their refinery. Cash is $0 so I keep the current buildup and push the attack to finish the proc and engage the enemy harvester. Consolidate all nearby units on the enemy base.", "notes": "Attacking enemy base at (90,11): proc #152 low HP. 9 e1 + e3s converging. 2nd proc building @29%. Cash $0, no spending.", "commands": [{"do": "attack_move", "units": [136, 137, 138, 139, 140, 141, 142, 143, 144, 147, 149], "x": 90, "y": 11}, {"do": "attack_move", "units": [150], "x": 87, "y": 12}, {"do": "harvest", "unit": 133}], "feedback": ["attack_move: 11 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2000, "experience": 0, "order_count": 40}}
{"tick": 5001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $874 (storage 6000), power 380 made / 90 used, harvesters 3.\nSCORE: assets $10700, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.3%.\nPRODUCTION: Building: weap 66%; Building: powr 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%; Defense: brik 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%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 80%, #145 proc@(95,15) 100%, #148 powr@(97,8) 100%, #152 proc@(90,11) 37%, #157 fenc@(93,9) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #130@(101,24) #146@(101,26) #153@(87,5)51%\nVISIBLE ENEMY UNITS (9):\n  #136 e1@(88,9) 100%, #137 e1@(88,9) 100%, #139 e1@(86,10) 100%, #140 e1@(87,9) 100%, #142 e1@(87,9) 100%, #143 e1@(86,10) 100%, #144 e1@(85,9) 100%, #147 e3@(86,10) 100%, #149 e3@(87,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build brik: started\nYOUR NOTES FROM LAST TURN: Enemy e1/e3 group ~10 units near (85-88,10-14) approaching base from west, no enemy buildings seen yet. Enemy base likely (12,16). Priorities: finish weap+barr, train e1/e3 defenders ASAP, build brik walls, keep proc/harvesters safe. No army units yet - vulnerable.", "raw": "{\"thoughts\":\"Enemy infantry group is right at my base edge with no army of mine yet. Must place the ready wall defense, queue more defense/infantry, and rush barracks output for defenders.\",\"notes\":\"Enemy ~10 e1/e3 infantry near (85-88,9-14) attacking from west. No enemy buildings seen yet, likely base at (12,16). Priority: place brik near west side, train e1/e3 fast from barr once ready, protect procs/harvesters, keep building queues full.\",\"commands\":[{\"do\":\"place\",\"item\":\"brik\",\"x\":92,\"y\":10},{\"do\":\"build\",\"item\":\"brik\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2207, "completion_tokens": 255, "total_tokens": 2462, "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": 0.006964, "upstream_inference_prompt_cost": 0.004414, "upstream_inference_completions_cost": 0.00255}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.95, "thoughts": "Enemy infantry group is right at my base edge with no army of mine yet. Must place the ready wall defense, queue more defense/infantry, and rush barracks output for defenders.", "notes": "Enemy ~10 e1/e3 infantry near (85-88,9-14) attacking from west. No enemy buildings seen yet, likely base at (12,16). Priority: place brik near west side, train e1/e3 fast from barr once ready, protect procs/harvesters, keep building queues full.", "commands": [{"do": "place", "item": "brik", "x": 92, "y": 10}, {"do": "build", "item": "brik"}], "feedback": ["place brik: ordered (auto-relocated near base if the spot was invalid)", "build brik: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 0, "income": 4500, "experience": 0, "order_count": 23}}
{"tick": 5001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 21.3%.\nPRODUCTION: Building: proc 41%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 30%; Infantry: e3 94%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #136@(88,9) #137@(88,9) #138@(84,8)82% #139@(86,10) #140@(87,9) #141@(84,9) #142@(87,9) #143@(86,10) #144@(85,9)\n  e3 (Rocket Soldier) x4: #147@(86,10) #149@(87,14) #150@(79,14) #154@(48,25)\n  harv (Ore Truck (harvester)) x1: #133@(17,10)\nVISIBLE ENEMY UNITS (1):\n  #153 harv@(87,5) 51%\nVISIBLE ENEMY BUILDINGS (1):\n  #152 proc@(90,11) 37%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Attacking enemy base at (90,11): proc #152 low HP. 9 e1 + e3s converging. 2nd proc building @29%. Cash $0, no spending.", "raw": "{\"thoughts\": \"Our infantry squad is already at the enemy base whittling down their refinery. Keep them attacking the proc and harvester, and protect the economy. Cash is $0 so no new spending is possible right now - just finish the kill.\", \"notes\": \"Pushing enemy base (90,11). Focus fire proc #152 and harv #153. Harv #133 mining. Cash $0, building 2nd proc in progress.\", \"commands\": [{\"do\":\"attack\",\"units\":[136,137,138,139,140,141,142,143,144,147,149],\"target\":152},{\"do\":\"attack\",\"units\":[150,154],\"target\":153},{\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1672, "completion_tokens": 567, "total_tokens": 2239, "cost": 0.000956208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000956208, "upstream_inference_prompt_cost": 0.000275808, "upstream_inference_completions_cost": 0.0006804}, "completion_tokens_details": {"reasoning_tokens": 409, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.49, "thoughts": "Our infantry squad is already at the enemy base whittling down their refinery. Keep them attacking the proc and harvester, and protect the economy. Cash is $0 so no new spending is possible right now - just finish the kill.", "notes": "Pushing enemy base (90,11). Focus fire proc #152 and harv #153. Harv #133 mining. Cash $0, building 2nd proc in progress.", "commands": [{"do": "attack", "units": [136, 137, 138, 139, 140, 141, 142, 143, 144, 147, 149], "target": 152}, {"do": "attack", "units": [150, 154], "target": 153}, {"do": "harvest", "unit": 133}], "feedback": ["attack: 11 units", "attack: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2500, "experience": 0, "order_count": 40}}
{"tick": 5201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $262 (storage 4000), power 380 made / 60 used, harvesters 3.\nSCORE: assets $9300, army $3300, killed $100 (1 units, 0 bldgs), lost $1400 (0 units, 1 bldgs). Map explored 8.3%.\nPRODUCTION: Building: weap 82%; Building: powr 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%; Defense: brik 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%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 80%, #145 proc@(95,15) 100%, #148 powr@(97,8) 100%, #157 fenc@(93,9) 100%, #158 brik@(92,9) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #130@(95,16) #146@(104,22) #153@(90,12)20%\nVISIBLE ENEMY UNITS (2):\n  #143 e1@(87,10) 100%, #149 e3@(87,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place brik: ordered (auto-relocated near base if the spot was invalid)\n  - build brik: started\nYOUR NOTES FROM LAST TURN: Enemy ~10 e1/e3 infantry near (85-88,9-14) attacking from west. No enemy buildings seen yet, likely base at (12,16). Priority: place brik near west side, train e1/e3 fast from barr once ready, protect procs/harvesters, keep building queues full.", "raw": "{\"thoughts\":\"Enemy infantry near base, brik defense ready to place near west wall. Keep production running, protect harvester at 20% hp.\",\"notes\":\"Enemy ~e1/e3 near (87,10-14) attacking from west. Base at (12,16) likely enemy. Keep training infantry once barr done, defend with brik walls, repair damaged powr#134 and harv#153.\",\"commands\":[{\"do\":\"place\",\"item\":\"brik\",\"x\":92,\"y\":10},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"repair\",\"building\":134}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2114, "completion_tokens": 273, "total_tokens": 2387, "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": 0.006958, "upstream_inference_prompt_cost": 0.004228, "upstream_inference_completions_cost": 0.00273}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.27, "thoughts": "Enemy infantry near base, brik defense ready to place near west wall. Keep production running, protect harvester at 20% hp.", "notes": "Enemy ~e1/e3 near (87,10-14) attacking from west. Base at (12,16) likely enemy. Keep training infantry once barr done, defend with brik walls, repair damaged powr#134 and harv#153.", "commands": [{"do": "place", "item": "brik", "x": 92, "y": 10}, {"do": "harvest", "unit": 153}, {"do": "repair", "building": 134}], "feedback": ["place brik: ordered (auto-relocated near base if the spot was invalid)", "repair #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 1400, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9300, "army_value": 0, "income": 4075, "experience": 1, "order_count": 25}}
{"tick": 5201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 100 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $3100, killed $1400 (0 units, 1 bldgs), lost $100 (1 units, 0 bldgs). Map explored 21.4%.\nPRODUCTION: Building: proc 41%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 30%; Infantry: e3 94%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(87,8) #138@(86,8)82% #139@(86,10) #140@(87,9) #141@(85,10) #142@(87,9) #143@(87,10) #144@(85,10)\n  e3 (Rocket Soldier) x4: #147@(86,10) #149@(87,14) #150@(85,11) #154@(57,28)\n  harv (Ore Truck (harvester)) x1: #133@(18,8)\nVISIBLE ENEMY UNITS (1):\n  #153 harv@(90,12) 20%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 11 units\n  - attack: 2 units\nYOUR NOTES FROM LAST TURN: Pushing enemy base (90,11). Focus fire proc #152 and harv #153. Harv #133 mining. Cash $0, building 2nd proc in progress.", "raw": "{\"thoughts\": \"My raiding group is at the enemy base edge (85-87,8-14); enemy harvester #153 is at 20% and enemy buildings aren't visible, so finish the harvester then push toward the enemy start (95,11) to find and raze their base. Economy is stalled at $0 so keep the harv in the vehicle queue and let infantry queue drain.\", \"notes\": \"Raiders ~11 units pushing enemy base from (85-87,9). Kill harv #153, then attack_move to (95,11). Only 1 own harvester; need 2nd proc (41%) and more harvesters when cash allows. e3 #154 at (57,28) moving up.\", \"commands\": [{\"do\":\"attack\",\"units\":[137,138,139,140,141,142,143,144,147,149,150],\"target\":153},{\"do\":\"attack_move\",\"units\":[154],\"x\":90,\"y\":20},{\"do\":\"rally\",\"building\":135,\"x\":80,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1650, "completion_tokens": 677, "total_tokens": 2327, "cost": 0.001081608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001081608, "upstream_inference_prompt_cost": 0.000269208, "upstream_inference_completions_cost": 0.0008124}, "completion_tokens_details": {"reasoning_tokens": 447, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.73, "thoughts": "My raiding group is at the enemy base edge (85-87,8-14); enemy harvester #153 is at 20% and enemy buildings aren't visible, so finish the harvester then push toward the enemy start (95,11) to find and raze their base. Economy is stalled at $0 so keep the harv in the vehicle queue and let infantry queue drain.", "notes": "Raiders ~11 units pushing enemy base from (85-87,9). Kill harv #153, then attack_move to (95,11). Only 1 own harvester; need 2nd proc (41%) and more harvesters when cash allows. e3 #154 at (57,28) moving up.", "commands": [{"do": "attack", "units": [137, 138, 139, 140, 141, 142, 143, 144, 147, 149, 150], "target": 153}, {"do": "attack_move", "units": [154], "x": 90, "y": 20}, {"do": "rally", "building": 135, "x": 80, "y": 14}], "feedback": ["attack: 11 units", "attack_move: 1 units", "rally #135: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 2500, "experience": 14, "order_count": 40}}
{"tick": 5401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $354 (storage 4000), power 268 made / 60 used, harvesters 2.\nSCORE: assets $8200, army $2200, killed $100 (1 units, 0 bldgs), lost $2500 (1 units, 1 bldgs). Map explored 8.3%.\nPRODUCTION: Building: weap 99%; Building: powr 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 47%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #134 powr@(93,14) 21%, #145 proc@(95,15) 100%, #148 powr@(97,8) 100%, #157 fenc@(93,9) 100%, #158 brik@(92,9) 100%, #159 brik@(93,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(103,24) #146@(95,16)\n  harv.fullhusk (harv.fullhusk) x1: #160@(93,16)90%*\nVISIBLE ENEMY UNITS (11):\n  #137 e1@(90,11) 100%, #138 e1@(90,12) 82%, #139 e1@(89,12) 100%, #140 e1@(90,11) 100%, #141 e1@(89,13) 100%, #142 e1@(89,12) 100%, #143 e1@(89,11) 100%, #144 e1@(89,13) 100%, #147 e3@(89,12) 100%, #149 e3@(89,14) 100%, #150 e3@(89,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place brik: ordered (auto-relocated near base if the spot was invalid)\n  - repair #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy ~e1/e3 near (87,10-14) attacking from west. Base at (12,16) likely enemy. Keep training infantry once barr done, defend with brik walls, repair damaged powr#134 and harv#153.", "raw": "{\"thoughts\":\"Enemy infantry force is massing near our base entrance with no combat units of ours yet. War factory is nearly done - once ready, start building tanks immediately. Barracks are still building; queue e1 infantry once ready for defense.\",\"notes\":\"Enemy melee infantry group (e1/e3 ~10 units) near (89-90,11-14) threatening our base. Weap almost done - build tanks (3tnk) ASAP for defense. Barracks building for infantry. Enemy main base likely (12,16). Keep economy growing - repair powr#134, defend with walls.\",\"commands\":[{\"do\":\"repair\",\"building\":134},{\"do\":\"harvest\",\"unit\":160}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2254, "completion_tokens": 456, "total_tokens": 2710, "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": 0.009068, "upstream_inference_prompt_cost": 0.004508, "upstream_inference_completions_cost": 0.00456}, "completion_tokens_details": {"reasoning_tokens": 227, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.52, "thoughts": "Enemy infantry force is massing near our base entrance with no combat units of ours yet. War factory is nearly done - once ready, start building tanks immediately. Barracks are still building; queue e1 infantry once ready for defense.", "notes": "Enemy melee infantry group (e1/e3 ~10 units) near (89-90,11-14) threatening our base. Weap almost done - build tanks (3tnk) ASAP for defense. Barracks building for infantry. Enemy main base likely (12,16). Keep economy growing - repair powr#134, defend with walls.", "commands": [{"do": "repair", "building": 134}, {"do": "harvest", "unit": 160}], "feedback": ["repair #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 2500, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 8200, "army_value": 0, "income": 4500, "experience": 1, "order_count": 26}}
{"tick": 5401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $25 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $3100, killed $2500 (1 units, 1 bldgs), lost $100 (1 units, 0 bldgs). Map explored 21.6%.\nPRODUCTION: Building: proc 41%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 30%; Infantry: e3 94%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(90,11) #138@(90,12)82% #139@(89,12) #140@(90,11) #141@(89,13) #142@(89,12) #143@(89,11) #144@(89,13)\n  e3 (Rocket Soldier) x4: #147@(89,12) #149@(89,14) #150@(89,13) #154@(66,24)\n  harv (Ore Truck (harvester)) x1: #133@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (4):\n  #123 powr@(93,11) 47%, #134 powr@(93,14) 21%, #157 fenc@(93,9) 100%, #158 brik@(92,9) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 11 units\n  - attack_move: 1 units\n  - rally #135: ordered\nYOUR NOTES FROM LAST TURN: Raiders ~11 units pushing enemy base from (85-87,9). Kill harv #153, then attack_move to (95,11). Only 1 own harvester; need 2nd proc (41%) and more harvesters when cash allows. e3 #154 at (57,28) moving up.", "raw": "{\"thoughts\":\"Our infantry strike group is at the enemy base perimeter. Power plant #134 is at 21% HP and #123 is at 47% HP; focusing fire on #134 to kill power immediately before advancing deeper. Harvester is unloading at home to fund our ongoing refinery and harvester production.\",\"notes\":\"Raiders destroying enemy power plants at (93,11) and (93,14). Next target CY/proc at (95,11). Reinforce with e3 #154. Proc at 41%, harv at 30%.\",\"commands\":[{\"do\":\"attack\",\"units\":[137,138,139,140,141,142,143,144,147,149,150],\"target\":134},{\"do\":\"attack_move\",\"units\":[154],\"x\":90,\"y\":12}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1879, "completion_tokens": 578, "total_tokens": 2457, "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": 0.0071535, "upstream_inference_prompt_cost": 0.0028185, "upstream_inference_completions_cost": 0.004335}, "completion_tokens_details": {"reasoning_tokens": 366, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.74, "thoughts": "Our infantry strike group is at the enemy base perimeter. Power plant #134 is at 21% HP and #123 is at 47% HP; focusing fire on #134 to kill power immediately before advancing deeper. Harvester is unloading at home to fund our ongoing refinery and harvester production.", "notes": "Raiders destroying enemy power plants at (93,11) and (93,14). Next target CY/proc at (95,11). Reinforce with e3 #154. Proc at 41%, harv at 30%.", "commands": [{"do": "attack", "units": [137, 138, 139, 140, 141, 142, 143, 144, 147, 149, 150], "target": 134}, {"do": "attack_move", "units": [154], "x": 90, "y": 12}], "feedback": ["attack: 11 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2500, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 2000, "experience": 25, "order_count": 40}}
{"tick": 5601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $841 (storage 4000), power 200 made / 60 used, harvesters 2.\nSCORE: assets $7600, army $2200, killed $100 (1 units, 0 bldgs), lost $3100 (1 units, 3 bldgs). Map explored 8.3%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 97%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #145 proc@(95,15) 100%, #148 powr@(97,8) 100%, #157 fenc@(93,9) 100%, #158 brik@(92,9) 100%, #159 brik@(93,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(102,26) #146@(103,21)\n  harv.fullhusk (harv.fullhusk) x1: #160@(93,16)72%*\nVISIBLE ENEMY UNITS (7):\n  #137 e1@(90,11) 100%, #138 e1@(90,12) 82%, #139 e1@(89,12) 100%, #140 e1@(90,11) 100%, #142 e1@(89,12) 100%, #143 e1@(89,11) 100%, #147 e3@(89,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy melee infantry group (e1/e3 ~10 units) near (89-90,11-14) threatening our base. Weap almost done - build tanks (3tnk) ASAP for defense. Barracks building for infantry. Enemy main base likely (12,16). Keep economy growing - repair powr#134, defend with walls.", "raw": "{\"thoughts\":\"Weap factory ready to place - place it now. Enemy infantry group near base threatens us; need tanks ASAP. Keep economy running.\",\"notes\":\"Enemy melee infantry ~89-90,11-14 threatening base. Place weap, then queue 3tnk immediately. Enemy main base likely (12,16). Keep repairing, build more power/barracks.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2173, "completion_tokens": 238, "total_tokens": 2411, "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": 0.006726, "upstream_inference_prompt_cost": 0.004346, "upstream_inference_completions_cost": 0.00238}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.41, "thoughts": "Weap factory ready to place - place it now. Enemy infantry group near base threatens us; need tanks ASAP. Keep economy running.", "notes": "Enemy melee infantry ~89-90,11-14 threatening base. Place weap, then queue 3tnk immediately. Enemy main base likely (12,16). Keep repairing, build more power/barracks.", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "powr"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 3100, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 7600, "army_value": 0, "income": 5000, "experience": 1, "order_count": 26}}
{"tick": 5601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3400, killed $3100 (1 units, 3 bldgs), lost $100 (1 units, 0 bldgs). Map explored 21.6%.\nPRODUCTION: Building: proc 53%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 45%; Infantry: e3 49%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(90,11)* #138@(90,12)82% #139@(89,12)* #140@(90,11) #141@(89,13)* #142@(89,12)* #143@(89,11)* #144@(89,13)*\n  e3 (Rocket Soldier) x5: #147@(89,12)* #149@(89,14)* #150@(89,13)* #154@(72,17) #161@(22,23)\n  harv (Ore Truck (harvester)) x1: #133@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #157 fenc@(93,9) 100%, #158 brik@(92,9) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 11 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Raiders destroying enemy power plants at (93,11) and (93,14). Next target CY/proc at (95,11). Reinforce with e3 #154. Proc at 41%, harv at 30%.", "raw": "{\"thoughts\":\"Push my infantry group into the enemy base to destroy remaining structures (fenc/brik) and find their CY. Reinforce with the isolated e3 units. Keep economy queue running with harvester and buildings.\",\"notes\":\"Assault on enemy base near (93,9)-(95,11). Destroyed 2 power plants + other bldgs already (killed 3 bldgs). Push all_army toward (95,11) to find/destroy CY. Reinforce e3 #154 (72,17) and #161(22,23) to rejoin main group. Keep economy: proc, powr, harv in queue.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[154],\"x\":90,\"y\":12},{\"do\":\"move\",\"units\":[161],\"x\":90,\"y\":12},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2397, "completion_tokens": 541, "total_tokens": 2938, "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": 0.010204, "upstream_inference_prompt_cost": 0.004794, "upstream_inference_completions_cost": 0.00541}, "completion_tokens_details": {"reasoning_tokens": 227, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.99, "thoughts": "Push my infantry group into the enemy base to destroy remaining structures (fenc/brik) and find their CY. Reinforce with the isolated e3 units. Keep economy queue running with harvester and buildings.", "notes": "Assault on enemy base near (93,9)-(95,11). Destroyed 2 power plants + other bldgs already (killed 3 bldgs). Push all_army toward (95,11) to find/destroy CY. Reinforce e3 #154 (72,17) and #161(22,23) to rejoin main group. Keep economy: proc, powr, harv in queue.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "move", "units": [154], "x": 90, "y": 12}, {"do": "move", "units": [161], "x": 90, "y": 12}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 13 units", "move: 1 units", "move: 1 units", "train 3x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3100, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2500, "experience": 31, "order_count": 40}}
{"tick": 5801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $541 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $9600, army $2200, killed $100 (1 units, 0 bldgs), lost $3100 (1 units, 3 bldgs). Map explored 8.4%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Building: barr 0%; Building: barr 0%; Building: weap 0%; Building: barr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\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) 93%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #145 proc@(95,15) 100%, #148 powr@(97,8) 100%, #157 fenc@(93,9) 100%, #158 brik@(92,9) 100%, #159 brik@(93,8) 100%, #162 weap@(92,11) 57%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(95,18) #146@(106,22)\n  harv.fullhusk (harv.fullhusk) x1: #160@(93,16)54%*\nVISIBLE ENEMY UNITS (11):\n  #137 e1@(90,11) 100%, #138 e1@(90,12) 82%, #139 e1@(90,12) 100%, #140 e1@(90,11) 100%, #141 e1@(90,13) 100%, #142 e1@(90,12) 100%, #143 e1@(90,11) 100%, #144 e1@(90,13) 100%, #147 e3@(90,12) 100%, #149 e3@(90,14) 100%, #150 e3@(90,13) 100%\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 powr: started\nYOUR NOTES FROM LAST TURN: Enemy melee infantry ~89-90,11-14 threatening base. Place weap, then queue 3tnk immediately. Enemy main base likely (12,16). Keep repairing, build more power/barracks.", "raw": "{\"thoughts\":\"Enemy infantry mass near (90,11-14) threatens my base. Place the ready power plant, add a defensive Tesla Coil, and cancel redundant barracks queue entries to save cash for tanks once weap factory finishes.\",\"notes\":\"Enemy melee infantry (~11 units) massing at (90,11-14) near my base entrance. Weap factory at 57%, need 3tnk ASAP once ready. Enemy main base at (12,16) unexplored. Keep repairing harv.fullhusk, build tesla coil defense, then tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"cancel\",\"item\":\"barr\"},{\"do\":\"cancel\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"tsla\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2315, "completion_tokens": 444, "total_tokens": 2759, "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": 0.00907, "upstream_inference_prompt_cost": 0.00463, "upstream_inference_completions_cost": 0.00444}, "completion_tokens_details": {"reasoning_tokens": 183, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.18, "thoughts": "Enemy infantry mass near (90,11-14) threatens my base. Place the ready power plant, add a defensive Tesla Coil, and cancel redundant barracks queue entries to save cash for tanks once weap factory finishes.", "notes": "Enemy melee infantry (~11 units) massing at (90,11-14) near my base entrance. Weap factory at 57%, need 3tnk ASAP once ready. Enemy main base at (12,16) unexplored. Keep repairing harv.fullhusk, build tesla coil defense, then tanks.", "commands": [{"do": "place", "item": "powr"}, {"do": "cancel", "item": "barr"}, {"do": "cancel", "item": "barr"}, {"do": "build", "item": "tsla"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build tsla: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 3100, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9600, "army_value": 0, "income": 4675, "experience": 1, "order_count": 28}}
{"tick": 5801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3400, killed $3100 (1 units, 3 bldgs), lost $100 (1 units, 0 bldgs). Map explored 21.8%.\nPRODUCTION: Building: proc 53%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 45%; Infantry: e3 49%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(90,11) #138@(90,12)82% #139@(90,12) #140@(90,11) #141@(90,13) #142@(90,12) #143@(90,11) #144@(90,13)\n  e3 (Rocket Soldier) x5: #147@(90,12) #149@(90,14) #150@(90,13) #154@(82,14) #161@(32,24)\n  harv (Ore Truck (harvester)) x1: #133@(19,7)\nVISIBLE ENEMY UNITS (1):\n  #160 harv.fullhusk@(93,16) 54%\nVISIBLE ENEMY BUILDINGS (3):\n  #157 fenc@(93,9) 100%, #158 brik@(92,9) 100%, #162 weap@(92,11) 57%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - move: 1 units\n  - move: 1 units\n  - train 3x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Assault on enemy base near (93,9)-(95,11). Destroyed 2 power plants + other bldgs already (killed 3 bldgs). Push all_army toward (95,11) to find/destroy CY. Reinforce e3 #154 (72,17) and #161(22,23) to rejoin main group. Keep economy: proc, powr, harv in queue.", "raw": "{\"thoughts\": \"Our assault force has reached the enemy War Factory at (92,11). We'll focus down the War Factory, then push further into their base to eliminate the Construction Yard and finish the match.\", \"notes\": \"Attacking enemy War Factory #162 at (92,11). Moving reinforcements up. Once weap falls, advance east towards (95,11) to wipe remaining structures.\", \"commands\": [{\"do\": \"attack\", \"units\": [137, 138, 139, 140, 141, 142, 143, 144, 147, 149, 150], \"target\": 162}, {\"do\": \"attack_move\", \"units\": [154, 161], \"x\": 92, \"y\": 11}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1959, "completion_tokens": 523, "total_tokens": 2482, "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": 0.006861, "upstream_inference_prompt_cost": 0.0029385, "upstream_inference_completions_cost": 0.0039225}, "completion_tokens_details": {"reasoning_tokens": 323, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.71, "thoughts": "Our assault force has reached the enemy War Factory at (92,11). We'll focus down the War Factory, then push further into their base to eliminate the Construction Yard and finish the match.", "notes": "Attacking enemy War Factory #162 at (92,11). Moving reinforcements up. Once weap falls, advance east towards (95,11) to wipe remaining structures.", "commands": [{"do": "attack", "units": [137, 138, 139, 140, 141, 142, 143, 144, 147, 149, 150], "target": 162}, {"do": "attack_move", "units": [154, 161], "x": 92, "y": 11}], "feedback": ["attack: 11 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3100, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2500, "experience": 31, "order_count": 45}}
{"tick": 6001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $417 (storage 4000), power 281 made / 90 used, harvesters 2.\nSCORE: assets $9900, army $2200, killed $100 (1 units, 0 bldgs), lost $3100 (1 units, 3 bldgs). Map explored 8.4%.\nPRODUCTION: Building: powr READY TO PLACE; Building: barr 0%; Building: weap 0%; Defense: tsla 27%\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, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\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) 93%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #145 proc@(95,15) 100%, #148 powr@(97,8) 100%, #157 fenc@(93,9) 100%, #158 brik@(92,9) 100%, #159 brik@(93,8) 100%, #162 weap@(92,11) 7%, #163 powr@(93,14) 81%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(98,22) #146@(99,13)\n  harv.fullhusk (harv.fullhusk) x1: #160@(93,16)36%*\nVISIBLE ENEMY UNITS (12):\n  #137 e1@(90,11) 100%, #138 e1@(90,12) 82%, #139 e1@(90,12) 100%, #140 e1@(90,11) 100%, #141 e1@(90,13) 100%, #142 e1@(90,12) 100%, #143 e1@(90,11) 100%, #144 e1@(90,13) 100%, #147 e3@(90,12) 100%, #149 e3@(90,14) 100%, #150 e3@(90,13) 100%, #154 e3@(88,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build tsla: started\nYOUR NOTES FROM LAST TURN: Enemy melee infantry (~11 units) massing at (90,11-14) near my base entrance. Weap factory at 57%, need 3tnk ASAP once ready. Enemy main base at (12,16) unexplored. Keep repairing harv.fullhusk, build tesla coil defense, then tanks.", "raw": "{\"thoughts\":\"Enemy infantry force massing near my base entrance. I have no combat units yet - need weap factory and tesla coil finished ASAP. Place power plant, keep building queues going, and prepare defenses.\",\"notes\":\"Enemy melee infantry (~12 units) massing at (90,11-14) near my base entrance. Weap factory at 7%, tesla coil at 27%. No combat units yet. Enemy main base likely at (12,16) unexplored. Priority: finish weap factory and tesla coil, then produce 3tnk and defend. Keep repairing harv.fullhusk.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"repair\",\"building\":160},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2363, "completion_tokens": 415, "total_tokens": 2778, "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": 0.008876, "upstream_inference_prompt_cost": 0.004726, "upstream_inference_completions_cost": 0.00415}, "completion_tokens_details": {"reasoning_tokens": 166, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.66, "thoughts": "Enemy infantry force massing near my base entrance. I have no combat units yet - need weap factory and tesla coil finished ASAP. Place power plant, keep building queues going, and prepare defenses.", "notes": "Enemy melee infantry (~12 units) massing at (90,11-14) near my base entrance. Weap factory at 7%, tesla coil at 27%. No combat units yet. Enemy main base likely at (12,16) unexplored. Priority: finish weap factory and tesla coil, then produce 3tnk and defend. Keep repairing harv.fullhusk.", "commands": [{"do": "place", "item": "powr"}, {"do": "repair", "building": 160}, {"do": "build", "item": "barr"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "repair: #160 is not your building", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 3100, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9900, "army_value": 0, "income": 5000, "experience": 1, "order_count": 32}}
{"tick": 6001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3400, killed $3100 (1 units, 3 bldgs), lost $100 (1 units, 0 bldgs). Map explored 21.8%.\nPRODUCTION: Building: proc 53%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 45%; Infantry: e3 49%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(90,11) #138@(90,12)82% #139@(90,12) #140@(90,11) #141@(90,13) #142@(90,12) #143@(90,11) #144@(90,13)\n  e3 (Rocket Soldier) x5: #147@(90,12) #149@(90,14) #150@(90,13) #154@(88,14) #161@(43,24)\n  harv (Ore Truck (harvester)) x1: #133@(15,17)\nVISIBLE ENEMY UNITS (1):\n  #160 harv.fullhusk@(93,16) 36%\nVISIBLE ENEMY BUILDINGS (4):\n  #157 fenc@(93,9) 100%, #158 brik@(92,9) 100%, #162 weap@(92,11) 7%, #163 powr@(93,14) 81%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 11 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Attacking enemy War Factory #162 at (92,11). Moving reinforcements up. Once weap falls, advance east towards (95,11) to wipe remaining structures.", "raw": "{\"thoughts\": \"Enemy War Factory #162 is nearly destroyed at 7% hp. Finishing it off, then targeting the power plant #163 and pushing deeper into the enemy base at (95,11).\", \"notes\": \"Finishing off weap #162 and powr #163. Push east into (95,11) to find and destroy enemy ConYard.\", \"commands\": [{\"do\": \"attack\", \"units\": [137, 138, 139, 140, 147], \"target\": 162}, {\"do\": \"attack\", \"units\": [141, 142, 143, 144, 149, 150, 154], \"target\": 163}, {\"do\": \"attack_move\", \"units\": [161], \"x\": 92, \"y\": 12}, {\"do\": \"harvest\", \"unit\": 133}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1886, "completion_tokens": 617, "total_tokens": 2503, "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": 0.0074565, "upstream_inference_prompt_cost": 0.002829, "upstream_inference_completions_cost": 0.0046275}, "completion_tokens_details": {"reasoning_tokens": 389, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.2, "thoughts": "Enemy War Factory #162 is nearly destroyed at 7% hp. Finishing it off, then targeting the power plant #163 and pushing deeper into the enemy base at (95,11).", "notes": "Finishing off weap #162 and powr #163. Push east into (95,11) to find and destroy enemy ConYard.", "commands": [{"do": "attack", "units": [137, 138, 139, 140, 147], "target": 162}, {"do": "attack", "units": [141, 142, 143, 144, 149, 150, 154], "target": 163}, {"do": "attack_move", "units": [161], "x": 92, "y": 12}, {"do": "harvest", "unit": 133}], "feedback": ["attack: 5 units", "attack: 7 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3100, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2000, "experience": 31, "order_count": 45}}
{"tick": 6201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $921 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $100 (1 units, 0 bldgs), lost $5400 (1 units, 5 bldgs). Map explored 8.5%.\nPRODUCTION: Building: barr 64%; Building: barr 0%; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 88%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #145 proc@(95,15) 100%, #148 powr@(97,8) 100%, #157 fenc@(93,9) 100%, #158 brik@(92,9) 100%, #159 brik@(93,8) 100%, #164 powr@(99,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(104,23) #146@(103,18)\n  harv.fullhusk (harv.fullhusk) x1: #160@(93,16)18%*\nVISIBLE ENEMY UNITS (11):\n  #137 e1@(90,11) 100%, #138 e1@(90,12) 82%, #139 e1@(90,12) 100%, #140 e1@(90,11) 100%, #141 e1@(90,13) 100%, #142 e1@(90,12) 100%, #143 e1@(90,11) 100%, #144 e1@(90,13) 100%, #147 e3@(90,12) 100%, #149 e3@(90,14) 100%, #150 e3@(90,13) 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  - repair: #160 is not your building\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Enemy melee infantry (~12 units) massing at (90,11-14) near my base entrance. Weap factory at 7%, tesla coil at 27%. No combat units yet. Enemy main base likely at (12,16) unexplored. Priority: finish weap factory and tesla coil, then produce 3tnk and defend. Keep repairing harv.fullhusk.", "raw": "{\"thoughts\":\"Enemy infantry mass at (90,11-14) threatens my base entrance. I have no combat units yet. Priority is finishing barracks fast to produce infantry/rockets, and build defense (brik wall) to block the choke point. Cancel duplicate barr build to save cash.\",\"notes\":\"Enemy melee infantry mass at (90,11-14). No combat units yet. Building barr, weap. Plan: rush e1/e3 from barracks, build brik wall at entrance, then weap factory for tanks. Enemy main base likely (12,16) unexplored.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"brik\"},{\"do\":\"build\",\"item\":\"brik\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2268, "completion_tokens": 370, "total_tokens": 2638, "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": 0.008236, "upstream_inference_prompt_cost": 0.004536, "upstream_inference_completions_cost": 0.0037}, "completion_tokens_details": {"reasoning_tokens": 124, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.7, "thoughts": "Enemy infantry mass at (90,11-14) threatens my base entrance. I have no combat units yet. Priority is finishing barracks fast to produce infantry/rockets, and build defense (brik wall) to block the choke point. Cancel duplicate barr build to save cash.", "notes": "Enemy melee infantry mass at (90,11-14). No combat units yet. Building barr, weap. Plan: rush e1/e3 from barracks, build brik wall at entrance, then weap factory for tanks. Enemy main base likely (12,16) unexplored.", "commands": [{"do": "cancel", "item": "barr"}, {"do": "build", "item": "brik"}, {"do": "build", "item": "brik"}], "feedback": ["build brik: started", "build brik: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 5400, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 7900, "army_value": 0, "income": 5500, "experience": 1, "order_count": 34}}
{"tick": 6201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 100 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3400, killed $5400 (1 units, 5 bldgs), lost $100 (1 units, 0 bldgs). Map explored 21.8%.\nPRODUCTION: Building: proc 54%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 46%; Infantry: e3 52%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(90,11)* #138@(90,12)82% #139@(90,12) #140@(90,11) #141@(90,13)* #142@(90,12)* #143@(90,11) #144@(90,13)*\n  e3 (Rocket Soldier) x5: #147@(90,12)* #149@(90,14)* #150@(90,13)* #154@(88,14)* #161@(52,27)\n  harv (Ore Truck (harvester)) x1: #133@(21,10)\nVISIBLE ENEMY UNITS (1):\n  #160 harv.fullhusk@(93,16) 18%\nVISIBLE ENEMY BUILDINGS (2):\n  #157 fenc@(93,9) 100%, #158 brik@(92,9) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - attack: 7 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Finishing off weap #162 and powr #163. Push east into (95,11) to find and destroy enemy ConYard.", "raw": "{\"thoughts\": \"My army is massed at (90,11) right on the enemy's doorstep with fresh kills. Cash is $0 so I can't start new production, but my queues are running. Push east into the enemy start (95,11) to find and destroy the ConYard, and set rallies to keep reinforcements flowing to the front.\", \"notes\": \"Army (~12 units) pushing east from (90,11) to enemy base ~(95,11). Harv #133 mining at (21,10). Cash 0; proc building at 54%. Rally barracks/weap to front (92,12).\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":97,\"y\":11}, {\"do\":\"rally\",\"building\":135,\"x\":92,\"y\":12}, {\"do\":\"rally\",\"building\":151,\"x\":92,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1714, "completion_tokens": 715, "total_tokens": 2429, "cost": 0.001146408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001146408, "upstream_inference_prompt_cost": 0.000288408, "upstream_inference_completions_cost": 0.000858}, "completion_tokens_details": {"reasoning_tokens": 517, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.9, "thoughts": "My army is massed at (90,11) right on the enemy's doorstep with fresh kills. Cash is $0 so I can't start new production, but my queues are running. Push east into the enemy start (95,11) to find and destroy the ConYard, and set rallies to keep reinforcements flowing to the front.", "notes": "Army (~12 units) pushing east from (90,11) to enemy base ~(95,11). Harv #133 mining at (21,10). Cash 0; proc building at 54%. Rally barracks/weap to front (92,12).", "commands": [{"do": "attack_move", "units": "all_army", "x": 97, "y": 11}, {"do": "rally", "building": 135, "x": 92, "y": 12}, {"do": "rally", "building": 151, "x": 92, "y": 12}], "feedback": ["attack_move: 13 units", "rally #135: ordered", "rally #151: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 5400, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2025, "experience": 54, "order_count": 45}}
{"tick": 6401, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $541 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $7900, army $2200, killed $100 (1 units, 0 bldgs), lost $5400 (1 units, 5 bldgs). Map explored 8.5%.\nPRODUCTION: Building: barr READY TO PLACE; Building: weap 0%; Defense: brik READY TO PLACE; Defense: brik 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 50%, #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #145 proc@(95,15) 78%, #148 powr@(97,8) 100%, #157 fenc@(93,9) 100%, #158 brik@(92,9) 100%, #159 brik@(93,8) 100%, #164 powr@(99,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(102,21) #146@(107,22)\n  harv.fullhusk (harv.fullhusk) x1: #160@(93,16)0%*\nVISIBLE ENEMY UNITS (12):\n  #137 e1@(91,10) 100%, #138 e1@(90,12) 82%, #139 e1@(90,12) 100%, #140 e1@(90,11) 100%, #141 e1@(91,12) 100%, #142 e1@(91,12) 100%, #143 e1@(90,11) 100%, #144 e1@(91,12) 100%, #147 e3@(91,12) 100%, #149 e3@(91,13) 100%, #150 e3@(91,12) 100%, #154 e3@(91,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build brik: started\n  - build brik: started\nYOUR NOTES FROM LAST TURN: Enemy melee infantry mass at (90,11-14). No combat units yet. Building barr, weap. Plan: rush e1/e3 from barracks, build brik wall at entrance, then weap factory for tanks. Enemy main base likely (12,16) unexplored.", "raw": "{\"thoughts\":\"Enemy infantry swarm is right next to my weakened Construction Yard (50% hp). Need immediate defense - place barracks and walls now, queue e1/e3 infantry to defend, and get power/proc safe. Priority: place ready buildings, wall off, train infantry fast.\",\"notes\":\"Enemy infantry mass (e1/e3) at (90-91,10-14) very close to my base, threatening fact at 50% hp. Urgently need defenders. Placed barr+brik this turn. Plan: train e1/e3 immediately from barr once placed, build brik walls around fact, then weap for tanks. Enemy main base at (12,16) still unexplored.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"place\",\"item\":\"brik\"},{\"do\":\"build\",\"item\":\"brik\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2238, "completion_tokens": 382, "total_tokens": 2620, "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": 0.008296, "upstream_inference_prompt_cost": 0.004476, "upstream_inference_completions_cost": 0.00382}, "completion_tokens_details": {"reasoning_tokens": 90, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.56, "thoughts": "Enemy infantry swarm is right next to my weakened Construction Yard (50% hp). Need immediate defense - place barracks and walls now, queue e1/e3 infantry to defend, and get power/proc safe. Priority: place ready buildings, wall off, train infantry fast.", "notes": "Enemy infantry mass (e1/e3) at (90-91,10-14) very close to my base, threatening fact at 50% hp. Urgently need defenders. Placed barr+brik this turn. Plan: train e1/e3 immediately from barr once placed, build brik walls around fact, then weap for tanks. Enemy main base at (12,16) still unexplored.", "commands": [{"do": "place", "item": "barr"}, {"do": "place", "item": "brik"}, {"do": "build", "item": "brik"}, {"do": "build", "item": "powr"}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "place brik: ordered (auto-relocated near base if the spot was invalid)", "build brik: started", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 5400, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 7900, "army_value": 0, "income": 5500, "experience": 1, "order_count": 37}}
{"tick": 6401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 100 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3400, killed $5400 (1 units, 5 bldgs), lost $100 (1 units, 0 bldgs). Map explored 22%.\nPRODUCTION: Building: proc 54%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 46%; Infantry: e3 52%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(91,10) #138@(90,12)82% #139@(90,12) #140@(90,11) #141@(91,12) #142@(91,12) #143@(90,11) #144@(91,12)\n  e3 (Rocket Soldier) x5: #147@(91,12) #149@(91,13) #150@(91,12) #154@(91,13) #161@(62,27)\n  harv (Ore Truck (harvester)) x1: #133@(18,14)\nVISIBLE ENEMY UNITS (1):\n  #160 harv.fullhusk@(93,16) 0%\nVISIBLE ENEMY BUILDINGS (3):\n  #157 fenc@(93,9) 100%, #158 brik@(92,9) 100%, #159 brik@(93,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - rally #135: ordered\n  - rally #151: ordered\nYOUR NOTES FROM LAST TURN: Army (~12 units) pushing east from (90,11) to enemy base ~(95,11). Harv #133 mining at (21,10). Cash 0; proc building at 54%. Rally barracks/weap to front (92,12).", "raw": "{\"thoughts\": \"Army is massing at the enemy base edge (walls/fences around 92-93,8-9). Push in with attack_move to find and destroy enemy structures. Economy is dry at $0 but refinery is building at 54%, so keep queues alive and get income flowing.\", \"notes\": \"Army ~13 units pushing E into enemy base ~(95,11). Enemy seen only walls/fences so far. Cash $0 - proc at 54% is key. Rally to front (92,12).\", \"commands\": [{\"do\":\"attack_move\",\"units\":[137,138,139,140,141,142,143,144,147,149,150,154],\"x\":97,\"y\":13},{\"do\":\"move\",\"units\":[161],\"x\":90,\"y\":12},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1750, "completion_tokens": 641, "total_tokens": 2391, "cost": 0.001068408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001068408, "upstream_inference_prompt_cost": 0.000299208, "upstream_inference_completions_cost": 0.0007692}, "completion_tokens_details": {"reasoning_tokens": 429, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.97, "thoughts": "Army is massing at the enemy base edge (walls/fences around 92-93,8-9). Push in with attack_move to find and destroy enemy structures. Economy is dry at $0 but refinery is building at 54%, so keep queues alive and get income flowing.", "notes": "Army ~13 units pushing E into enemy base ~(95,11). Enemy seen only walls/fences so far. Cash $0 - proc at 54% is key. Rally to front (92,12).", "commands": [{"do": "attack_move", "units": [137, 138, 139, 140, 141, 142, 143, 144, 147, 149, 150, 154], "x": 97, "y": 13}, {"do": "move", "units": [161], "x": 90, "y": 12}, {"do": "build", "item": "proc"}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 1}], "feedback": ["attack_move: 12 units", "move: 1 units", "build proc: started", "train 1x harv: queued", "train 1x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 5400, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2025, "experience": 54, "order_count": 45}}
{"tick": 6601, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $1241 (storage 4000), power 300 made / 80 used, harvesters 2.\nSCORE: assets $6400, army $2200, killed $100 (1 units, 0 bldgs), lost $7400 (1 units, 6 bldgs). Map explored 8.5%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #145 proc@(95,15) 78%, #148 powr@(97,8) 100%, #157 fenc@(93,9) 99%, #158 brik@(92,9) 97%, #159 brik@(93,8) 100%, #164 powr@(99,8) 100%, #165 barr@(93,11) 78%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(95,16) #146@(101,18)\nVISIBLE ENEMY UNITS (12):\n  #137 e1@(91,10) 100%, #138 e1@(90,12) 82%, #139 e1@(90,12) 100%, #140 e1@(90,11) 100%, #141 e1@(91,12) 100%, #142 e1@(91,12) 100%, #143 e1@(90,11) 100%, #144 e1@(91,12) 100%, #147 e3@(91,12) 100%, #149 e3@(91,13) 100%, #150 e3@(91,12) 100%, #154 e3@(91,13) 100%\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  - place brik: ordered (auto-relocated near base if the spot was invalid)\n  - build brik: started\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy infantry mass (e1/e3) at (90-91,10-14) very close to my base, threatening fact at 50% hp. Urgently need defenders. Placed barr+brik this turn. Plan: train e1/e3 immediately from barr once placed, build brik walls around fact, then weap for tanks. Enemy main base at (12,16) still unexplored.", "raw": "{\"thoughts\":\"Enemy infantry swarm is right next to my base at (90-91,10-14). I need to train defenders immediately from barracks and build more defense. Queue e1/e3 infantry and keep building brik walls.\",\"notes\":\"Enemy infantry mass at (90-91,10-14) near base, very dangerous. Trained e1/e3 defenders. Keep producing infantry, then transition to weap for tanks once safe. Enemy main base at (12,16) unexplored.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"build\",\"item\":\"brik\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2183, "completion_tokens": 270, "total_tokens": 2453, "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": 0.007066, "upstream_inference_prompt_cost": 0.004366, "upstream_inference_completions_cost": 0.0027}, "completion_tokens_details": {"reasoning_tokens": 52, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.64, "thoughts": "Enemy infantry swarm is right next to my base at (90-91,10-14). I need to train defenders immediately from barracks and build more defense. Queue e1/e3 infantry and keep building brik walls.", "notes": "Enemy infantry mass at (90-91,10-14) near base, very dangerous. Trained e1/e3 defenders. Keep producing infantry, then transition to weap for tanks once safe. Enemy main base at (12,16) unexplored.", "commands": [{"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 2}, {"do": "build", "item": "brik"}], "feedback": ["train 4x e3: queued", "train 2x e1: queued", "build brik: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 7400, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 6400, "army_value": 0, "income": 5000, "experience": 1, "order_count": 41}}
{"tick": 6601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3700, killed $7400 (1 units, 6 bldgs), lost $100 (1 units, 0 bldgs). Map explored 22%.\nPRODUCTION: Building: proc 66%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 61%; Vehicle: harv 0%; Infantry: e3 7%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(91,10) #138@(90,12)82% #139@(90,12) #140@(90,11) #141@(91,12) #142@(91,12) #143@(90,11) #144@(91,12)\n  e3 (Rocket Soldier) x6: #147@(91,12) #149@(91,13) #150@(91,12) #154@(91,13) #161@(69,20) #166@(15,21)\n  harv (Ore Truck (harvester)) x1: #133@(17,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (4):\n  #157 fenc@(93,9) 99%, #158 brik@(92,9) 97%, #159 brik@(93,8) 100%, #165 barr@(93,11) 78%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - move: 1 units\n  - build proc: started\n  - train 1x harv: queued\n  - train 1x e3: queued\nYOUR NOTES FROM LAST TURN: Army ~13 units pushing E into enemy base ~(95,11). Enemy seen only walls/fences so far. Cash $0 - proc at 54% is key. Rally to front (92,12).", "raw": "{\"thoughts\": \"Army is at the enemy base edge (~91,12) hitting walls/barracks. Cash is at $0 so economy is the bottleneck; proc is nearly done to fix that. Keep pushing the attack on the enemy barracks while queues stay busy.\", \"notes\": \"Army ~14 units at (91,12) attacking enemy base (95,11). Focus #165 barr. proc at 66% will boost income. cash $0 - avoid expensive builds.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[137,138,139,140,141,142,143,144,147,149,150,154],\"x\":94,\"y\":11},{\"do\":\"attack\",\"units\":[137,138,139,140,141,142,143,144,147,149,150,154],\"target\":165},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1781, "completion_tokens": 504, "total_tokens": 2285, "cost": 0.000913308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000913308, "upstream_inference_prompt_cost": 0.000308508, "upstream_inference_completions_cost": 0.0006048}, "completion_tokens_details": {"reasoning_tokens": 264, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.15, "thoughts": "Army is at the enemy base edge (~91,12) hitting walls/barracks. Cash is at $0 so economy is the bottleneck; proc is nearly done to fix that. Keep pushing the attack on the enemy barracks while queues stay busy.", "notes": "Army ~14 units at (91,12) attacking enemy base (95,11). Focus #165 barr. proc at 66% will boost income. cash $0 - avoid expensive builds.", "commands": [{"do": "attack_move", "units": [137, 138, 139, 140, 141, 142, 143, 144, 147, 149, 150, 154], "x": 94, "y": 11}, {"do": "attack", "units": [137, 138, 139, 140, 141, 142, 143, 144, 147, 149, 150, 154], "target": 165}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "harv", "count": 1}, {"do": "build", "item": "powr"}, {"do": "harvest", "unit": 133}], "feedback": ["attack_move: 12 units", "attack: 12 units", "train 2x e3: queued", "train 2x e1: queued", "train 1x harv: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 7400, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 9900, "army_value": 2600, "income": 2525, "experience": 74, "order_count": 48}}
{"tick": 6801, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $1741 (storage 4000), power 300 made / 60 used, harvesters 2.\nSCORE: assets $5900, army $2200, killed $100 (1 units, 0 bldgs), lost $7900 (1 units, 7 bldgs). Map explored 8.5%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 100%, #131 powr@(95,8) 100%, #145 proc@(95,15) 45%, #148 powr@(97,8) 100%, #157 fenc@(93,9) 99%, #158 brik@(92,9) 96%, #159 brik@(93,8) 100%, #164 powr@(99,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(104,24) #146@(96,16)\nVISIBLE ENEMY UNITS (10):\n  #137 e1@(91,10) 100%, #138 e1@(90,12) 82%, #139 e1@(90,12) 100%, #141 e1@(91,12) 100%, #142 e1@(91,12) 100%, #144 e1@(91,12) 100%, #147 e3@(91,12) 100%, #149 e3@(91,13) 100%, #150 e3@(91,12) 100%, #154 e3@(91,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e3: queued\n  - train 2x e1: queued\n  - build brik: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy infantry mass at (90-91,10-14) near base, very dangerous. Trained e1/e3 defenders. Keep producing infantry, then transition to weap for tanks once safe. Enemy main base at (12,16) unexplored.", "raw": "{\"thoughts\":\"Enemy infantry swarm is right at our base with no barracks to produce defenders. Need to build a barracks immediately and defensive structures to survive, while keeping harvesters mining.\",\"notes\":\"Enemy infantry mass at (90-91,10-14) very close to base, lost many buildings already. Priority: build tent/barracks, then defenses (fenc/brik), then weap for tanks. Enemy main base likely at (12,16) unexplored. Keep harvesters mining.\",\"commands\":[{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":146}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2028, "completion_tokens": 377, "total_tokens": 2405, "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": 0.007826, "upstream_inference_prompt_cost": 0.004056, "upstream_inference_completions_cost": 0.00377}, "completion_tokens_details": {"reasoning_tokens": 147, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.87, "thoughts": "Enemy infantry swarm is right at our base with no barracks to produce defenders. Need to build a barracks immediately and defensive structures to survive, while keeping harvesters mining.", "notes": "Enemy infantry mass at (90-91,10-14) very close to base, lost many buildings already. Priority: build tent/barracks, then defenses (fenc/brik), then weap for tanks. Enemy main base likely at (12,16) unexplored. Keep harvesters mining.", "commands": [{"do": "build", "item": "tent"}, {"do": "build", "item": "powr"}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 146}], "feedback": ["build tent: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 7900, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 7, "assets_value": 5900, "army_value": 0, "income": 5500, "experience": 1, "order_count": 47}}
{"tick": 6801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3700, killed $7900 (1 units, 7 bldgs), lost $100 (1 units, 0 bldgs). Map explored 22%.\nPRODUCTION: Building: proc 66%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 61%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 7%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(91,10) #138@(90,12)82%* #139@(90,12)* #140@(90,11)* #141@(91,12) #142@(91,12)* #143@(90,11)* #144@(91,12)*\n  e3 (Rocket Soldier) x6: #147@(91,12) #149@(91,13) #150@(91,12) #154@(91,13) #161@(77,12) #166@(23,24)\n  harv (Ore Truck (harvester)) x1: #133@(21,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #157 fenc@(93,9) 99%, #158 brik@(92,9) 96%, #159 brik@(93,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - attack: 12 units\n  - train 2x e3: queued\n  - train 2x e1: queued\n  - train 1x harv: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Army ~14 units at (91,12) attacking enemy base (95,11). Focus #165 barr. proc at 66% will boost income. cash $0 - avoid expensive builds.", "raw": "{\"thoughts\": \"My 14-unit army is already at the enemy perimeter (91,12) but only sees walls. Cash is $0, so income is the priority: send the lone harvester mining and push the army deeper to find and destroy real enemy structures. The stray rocket soldier at home should march to the front.\", \"notes\": \"Army attacking enemy base near (95,11). Need income badly - harvester must mine. Keep probing enemy base for real buildings behind the walls.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":96,\"y\":11},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"move\",\"units\":[166],\"x\":91,\"y\":12},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1822, "completion_tokens": 661, "total_tokens": 2483, "cost": 0.001114008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001114008, "upstream_inference_prompt_cost": 0.000320808, "upstream_inference_completions_cost": 0.0007932}, "completion_tokens_details": {"reasoning_tokens": 466, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.07, "thoughts": "My 14-unit army is already at the enemy perimeter (91,12) but only sees walls. Cash is $0, so income is the priority: send the lone harvester mining and push the army deeper to find and destroy real enemy structures. The stray rocket soldier at home should march to the front.", "notes": "Army attacking enemy base near (95,11). Need income badly - harvester must mine. Keep probing enemy base for real buildings behind the walls.", "commands": [{"do": "attack_move", "units": "all_army", "x": 96, "y": 11}, {"do": "harvest", "unit": 133}, {"do": "move", "units": [166], "x": 91, "y": 12}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 14 units", "move: 1 units", "train 2x e3: queued", "train 2x e1: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 7900, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 7, "buildings_lost": 0, "assets_value": 9900, "army_value": 2600, "income": 2025, "experience": 79, "order_count": 54}}
{"tick": 7001, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $871 (storage 2000), power 254 made / 30 used, harvesters 2.\nSCORE: assets $4500, army $2200, killed $100 (1 units, 0 bldgs), lost $9300 (1 units, 8 bldgs). Map explored 8.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 100%, #131 powr@(95,8) 54%, #148 powr@(97,8) 100%, #157 fenc@(93,9) 82%, #158 brik@(92,9) 91%, #159 brik@(93,8) 100%, #164 powr@(99,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(103,26) #146@(91,12)42%\nVISIBLE ENEMY UNITS (13):\n  #137 e1@(91,10) 100%, #138 e1@(91,11) 82%, #139 e1@(92,11) 100%, #140 e1@(92,11) 100%, #141 e1@(92,12) 100%, #142 e1@(93,12) 100%, #143 e1@(92,11) 100%, #144 e1@(93,12) 100%, #147 e3@(92,12) 100%, #149 e3@(92,13) 100%, #150 e3@(92,12) 100%, #154 e3@(92,13) 100%, #161 e3@(87,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build tent: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy infantry mass at (90-91,10-14) very close to base, lost many buildings already. Priority: build tent/barracks, then defenses (fenc/brik), then weap for tanks. Enemy main base likely at (12,16) unexplored. Keep harvesters mining.", "raw": "{\"thoughts\":\"Enemy infantry horde is right at our base perimeter with no army of our own. Need to rebuild barracks and defenses urgently, and try building whatever's available (barr for Soviet infantry).\",\"notes\":\"Enemy infantry swarm near (91-93,10-14), very close to base at (95,11). Lost barracks/weap already. Priority: rebuild barr, then defenses (fenc/brik), then weap. Protect harvesters. Enemy main base at (12,16) unexplored.\",\"commands\":[{\"do\":\"build\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2080, "completion_tokens": 349, "total_tokens": 2429, "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": 0.00765, "upstream_inference_prompt_cost": 0.00416, "upstream_inference_completions_cost": 0.00349}, "completion_tokens_details": {"reasoning_tokens": 143, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.55, "thoughts": "Enemy infantry horde is right at our base perimeter with no army of our own. Need to rebuild barracks and defenses urgently, and try building whatever's available (barr for Soviet infantry).", "notes": "Enemy infantry swarm near (91-93,10-14), very close to base at (95,11). Lost barracks/weap already. Priority: rebuild barr, then defenses (fenc/brik), then weap. Protect harvesters. Enemy main base at (12,16) unexplored.", "commands": [{"do": "build", "item": "barr"}, {"do": "build", "item": "powr"}], "feedback": ["build barr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 9300, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 8, "assets_value": 4500, "army_value": 0, "income": 5250, "experience": 1, "order_count": 47}}
{"tick": 7001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3700, killed $9300 (1 units, 8 bldgs), lost $100 (1 units, 0 bldgs). Map explored 22.2%.\nPRODUCTION: Building: proc 66%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 61%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 7%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(91,10) #138@(91,11)82% #139@(92,11) #140@(92,11) #141@(92,12) #142@(93,12) #143@(92,11) #144@(93,12)\n  e3 (Rocket Soldier) x6: #147@(92,12) #149@(92,13) #150@(92,12) #154@(92,13) #161@(87,12) #166@(34,24)\n  harv (Ore Truck (harvester)) x1: #133@(19,10)\nVISIBLE ENEMY UNITS (1):\n  #146 harv@(91,12) 42%\nVISIBLE ENEMY BUILDINGS (3):\n  #157 fenc@(93,9) 82%, #158 brik@(92,9) 91%, #159 brik@(93,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - move: 1 units\n  - train 2x e3: queued\n  - train 2x e1: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Army attacking enemy base near (95,11). Need income badly - harvester must mine. Keep probing enemy base for real buildings behind the walls.", "raw": "{\"thoughts\": \"My army has reached the enemy perimeter (walls/fence) at (93,8-9) but the real base lies behind. Cash is $0 - critical to get the single harvester mining and finish another one. Push the army through the walls to find and hit real buildings.\", \"notes\": \"Army 14 units at (91-93,10-13) attacking enemy base ~(95,11); only walls/harvester visible so far. Harvester #133 at (19,10) must mine. Cash $0, need income urgently.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"attack_move\",\"units\":[137,138,139,140,141,142,143,144,147,149,150,154,161],\"x\":97,\"y\":9},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1850, "completion_tokens": 812, "total_tokens": 2662, "cost": 0.001303608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001303608, "upstream_inference_prompt_cost": 0.000329208, "upstream_inference_completions_cost": 0.0009744}, "completion_tokens_details": {"reasoning_tokens": 594, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.15, "thoughts": "My army has reached the enemy perimeter (walls/fence) at (93,8-9) but the real base lies behind. Cash is $0 - critical to get the single harvester mining and finish another one. Push the army through the walls to find and hit real buildings.", "notes": "Army 14 units at (91-93,10-13) attacking enemy base ~(95,11); only walls/harvester visible so far. Harvester #133 at (19,10) must mine. Cash $0, need income urgently.", "commands": [{"do": "harvest", "unit": 133}, {"do": "attack_move", "units": [137, 138, 139, 140, 141, 142, 143, 144, 147, 149, 150, 154, 161], "x": 97, "y": 9}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 13 units", "train 2x e3: queued", "train 2x e1: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9300, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 8, "buildings_lost": 0, "assets_value": 9900, "army_value": 2600, "income": 2025, "experience": 93, "order_count": 59}}
{"tick": 7201, "slot": "Multi0", "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: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $871 (storage 2000), power 189 made / 30 used, harvesters 1.\nSCORE: assets $3100, army $1100, killed $100 (1 units, 0 bldgs), lost $10700 (2 units, 9 bldgs). Map explored 8.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 66%, #148 powr@(97,8) 89%, #157 fenc@(93,9) 82%, #158 brik@(92,9) 91%, #159 brik@(93,8) 99%, #164 powr@(99,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(99,16)\n  harv.emptyhusk (harv.emptyhusk) x1: #167@(91,9)77%*\nVISIBLE ENEMY UNITS (11):\n  #139 e1@(93,10) 100%, #140 e1@(93,10) 100%, #141 e1@(93,12) 100%, #142 e1@(94,12) 100%, #143 e1@(93,10) 99%, #144 e1@(94,12) 100%, #147 e3@(94,12) 100%, #149 e3@(93,12) 100%, #150 e3@(94,12) 100%, #154 e3@(94,12) 100%, #161 e3@(93,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build barr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy infantry swarm near (91-93,10-14), very close to base at (95,11). Lost barracks/weap already. Priority: rebuild barr, then defenses (fenc/brik), then weap. Protect harvesters. Enemy main base at (12,16) unexplored.", "raw": "{\"thoughts\":\"Our base is nearly destroyed with enemy infantry swarm right next to remaining buildings. Try to rebuild defenses and production. Move harvester to safety.\",\"notes\":\"Base nearly wiped, enemy infantry at (93-94,10-14) right next to our buildings at (92-99,8-11). Try rebuilding barr/tent, defenses. Enemy main base at (12,16) unexplored. Protect harvester #130.\",\"commands\":[{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"fenc\"},{\"do\":\"repair\",\"building\":129},{\"do\":\"repair\",\"building\":157},{\"do\":\"repair\",\"building\":158},{\"do\":\"repair\",\"building\":159},{\"do\":\"move\",\"units\":[130],\"x\":100,\"y\":16}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2061, "completion_tokens": 459, "total_tokens": 2520, "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": 0.008712, "upstream_inference_prompt_cost": 0.004122, "upstream_inference_completions_cost": 0.00459}, "completion_tokens_details": {"reasoning_tokens": 199, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.81, "thoughts": "Our base is nearly destroyed with enemy infantry swarm right next to remaining buildings. Try to rebuild defenses and production. Move harvester to safety.", "notes": "Base nearly wiped, enemy infantry at (93-94,10-14) right next to our buildings at (92-99,8-11). Try rebuilding barr/tent, defenses. Enemy main base at (12,16) unexplored. Protect harvester #130.", "commands": [{"do": "build", "item": "tent"}, {"do": "build", "item": "fenc"}, {"do": "repair", "building": 129}, {"do": "repair", "building": 157}, {"do": "repair", "building": 158}, {"do": "repair", "building": 159}, {"do": "move", "units": [130], "x": 100, "y": 16}], "feedback": ["build tent: NOT AVAILABLE (not in CAN PRODUCE NOW)", "build fenc: NOT AVAILABLE (not in CAN PRODUCE NOW)", "repair #129: ordered", "repair #157: ordered", "repair #158: ordered", "repair #159: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 10700, "units_killed": 1, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 9, "assets_value": 3100, "army_value": 0, "income": 4500, "experience": 1, "order_count": 47}}
{"tick": 7201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $341 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3700, killed $10700 (2 units, 9 bldgs), lost $100 (1 units, 0 bldgs). Map explored 22.4%.\nPRODUCTION: Building: proc 70%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 66%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 25%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(90,9)97%* #138@(90,11)64%* #139@(93,10) #140@(93,10) #141@(93,12) #142@(94,12) #143@(93,10) #144@(94,12)\n  e3 (Rocket Soldier) x6: #147@(94,12) #149@(93,12) #150@(94,12) #154@(94,12) #161@(93,12) #166@(45,24)\n  harv (Ore Truck (harvester)) x1: #133@(15,17)\nVISIBLE ENEMY UNITS (1):\n  #167 harv.emptyhusk@(91,9) 77%\nVISIBLE ENEMY BUILDINGS (3):\n  #157 fenc@(93,9) 82%, #158 brik@(92,9) 91%, #159 brik@(93,8) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - train 2x e3: queued\n  - train 2x e1: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Army 14 units at (91-93,10-13) attacking enemy base ~(95,11); only walls/harvester visible so far. Harvester #133 at (19,10) must mine. Cash $0, need income urgently.", "raw": "{\"thoughts\": \"Army is at the enemy's outer walls (~93,10). Push through to find and destroy the remaining enemy buildings. Cash is $0 so income is critical: get the idle harvester mining immediately and let the near-complete refinery/harvester finish.\", \"notes\": \"Army 13 units pushing enemy base ~(95,11) from (93,10). Harvester #133 sent to mine. Building queue: proc 70%->powr. Vehicle: harv 66%. Cash $0, income priority.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"attack_move\",\"units\":[137,138,139,140,141,142,143,144,147,149,150,154,161],\"x\":97,\"y\":11},{\"do\":\"stance\",\"units\":[137,138,139,140,141,142,143,144,147,149,150,154,161],\"stance\":\"attack_anything\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1907, "completion_tokens": 1449, "total_tokens": 3356, "cost": 0.002085108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002085108, "upstream_inference_prompt_cost": 0.000346308, "upstream_inference_completions_cost": 0.0017388}, "completion_tokens_details": {"reasoning_tokens": 1237, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.89, "thoughts": "Army is at the enemy's outer walls (~93,10). Push through to find and destroy the remaining enemy buildings. Cash is $0 so income is critical: get the idle harvester mining immediately and let the near-complete refinery/harvester finish.", "notes": "Army 13 units pushing enemy base ~(95,11) from (93,10). Harvester #133 sent to mine. Building queue: proc 70%->powr. Vehicle: harv 66%. Cash $0, income priority.", "commands": [{"do": "harvest", "unit": 133}, {"do": "attack_move", "units": [137, 138, 139, 140, 141, 142, 143, 144, 147, 149, 150, 154, 161], "x": 97, "y": 11}, {"do": "stance", "units": [137, 138, 139, 140, 141, 142, 143, 144, 147, 149, 150, 154, 161], "stance": "attack_anything"}], "feedback": ["attack_move: 13 units", "stance: 13 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 10700, "deaths_cost": 100, "units_killed": 2, "units_lost": 1, "buildings_killed": 9, "buildings_lost": 0, "assets_value": 9900, "army_value": 2600, "income": 2525, "experience": 107, "order_count": 64}}
{"tick": 7401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:56 (tick 7401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1676 + stored ore $0 (storage 0), power 99 made / 0 used, harvesters 1.\nSCORE: assets $1400, army $1100, killed $100 (1 units, 0 bldgs), lost $12400 (2 units, 11 bldgs). Map explored 8.6%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #157 fenc@(93,9) 82%, #158 brik@(92,9) 91%, #159 brik@(93,8) 99%, #164 powr@(99,8) 99%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(100,16)*\n  harv.emptyhusk (harv.emptyhusk) x1: #167@(91,9)59%*\nVISIBLE ENEMY UNITS (5):\n  #139 e1@(95,10) 100%, #144 e1@(96,11) 100%, #147 e3@(96,11) 100%, #150 e3@(96,11) 100%, #154 e3@(96,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build tent: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - build fenc: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - repair #129: ordered\n  - repair #157: ordered\n  - repair #158: ordered\n  - repair #159: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Base nearly wiped, enemy infantry at (93-94,10-14) right next to our buildings at (92-99,8-11). Try rebuilding barr/tent, defenses. Enemy main base at (12,16) unexplored. Protect harvester #130.", "raw": "{\"thoughts\":\"No Construction Yard or production buildings remain, so nothing is buildable. Focus on preserving remaining assets: move harvester away from enemy infantry, keep repairing walls/power plants.\",\"notes\":\"Base destroyed except powr x1 and brik walls, no fact/barracks - can't produce. Enemy infantry swarm at (95-96,10-11). Try to save harvester #130, repair what's left. Enemy base at (12,16) unexplored.\",\"commands\":[{\"do\":\"move\",\"units\":[130],\"x\":100,\"y\":20},{\"do\":\"repair\",\"building\":157},{\"do\":\"repair\",\"building\":158},{\"do\":\"repair\",\"building\":159},{\"do\":\"repair\",\"building\":164}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1987, "completion_tokens": 511, "total_tokens": 2498, "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": 0.009084, "upstream_inference_prompt_cost": 0.003974, "upstream_inference_completions_cost": 0.00511}, "completion_tokens_details": {"reasoning_tokens": 274, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.74, "thoughts": "No Construction Yard or production buildings remain, so nothing is buildable. Focus on preserving remaining assets: move harvester away from enemy infantry, keep repairing walls/power plants.", "notes": "Base destroyed except powr x1 and brik walls, no fact/barracks - can't produce. Enemy infantry swarm at (95-96,10-11). Try to save harvester #130, repair what's left. Enemy base at (12,16) unexplored.", "commands": [{"do": "move", "units": [130], "x": 100, "y": 20}, {"do": "repair", "building": 157}, {"do": "repair", "building": 158}, {"do": "repair", "building": 159}, {"do": "repair", "building": 164}], "feedback": ["move: 1 units", "repair #157: ordered", "repair #158: ordered", "repair #159: ordered", "repair #164: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 12400, "units_killed": 1, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 11, "assets_value": 1400, "army_value": 0, "income": 4500, "experience": 1, "order_count": 47}}
{"tick": 7401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 100 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3700, killed $12400 (2 units, 11 bldgs), lost $100 (1 units, 0 bldgs). Map explored 22.7%.\nPRODUCTION: Building: proc 78%; Building: powr 0%; Building: proc 0%; Building: proc 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 76%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: harv 0%; Infantry: e3 62%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(10,16) 100%, #132 proc@(15,16) 100%, #135 tent@(14,20) 100%, #151 weap@(12,13) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #137@(95,11)97% #138@(94,11)64% #139@(95,10) #140@(94,10) #141@(95,11)* #142@(95,12)* #143@(94,10) #144@(96,11)\n  e3 (Rocket Soldier) x6: #147@(96,11) #149@(95,11) #150@(96,11) #154@(96,11) #161@(95,11) #166@(54,28)\n  harv (Ore Truck (harvester)) x1: #133@(22,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #157 fenc@(93,9) 82%, #158 brik@(92,9) 91%, #159 brik@(93,8) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - stance: 13 units\nYOUR NOTES FROM LAST TURN: Army 13 units pushing enemy base ~(95,11) from (93,10). Harvester #133 sent to mine. Building queue: proc 70%->powr. Vehicle: harv 66%. Cash $0, income priority.", "raw": "{\"thoughts\": \"My 13-unit army is already at the enemy base (95,11) and I've killed 11 buildings; the only visible enemy structures are wall segments. I should push through the walls into the base to finish them off. Cash is $0 so economy is the bottleneck \u2014 keep harvesters and refinery queues running.\", \"notes\": \"Army pushing enemy base ~(95,11), attacking through walls. Building: proc finishing->powr. Vehicle: harv. Cash tight, prioritize harvesters/proc. Enemy nearly dead (11 bldgs killed).\", \"commands\": [{\"do\":\"attack\",\"units\":\"all_army\",\"target\":157}, {\"do\":\"attack\",\"units\":\"all_army\",\"target\":158}, {\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":98,\"y\":11}, {\"do\":\"train\",\"item\":\"e3\",\"count\":2}, {\"do\":\"rally\",\"building\":135,\"x\":95,\"y\":11}, {\"do\":\"rally\",\"building\":151,\"x\":95,\"y\":11}, {\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1862, "completion_tokens": 737, "total_tokens": 2599, "cost": 0.001217208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001217208, "upstream_inference_prompt_cost": 0.000332808, "upstream_inference_completions_cost": 0.0008844}, "completion_tokens_details": {"reasoning_tokens": 497, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.57, "thoughts": "My 13-unit army is already at the enemy base (95,11) and I've killed 11 buildings; the only visible enemy structures are wall segments. I should push through the walls into the base to finish them off. Cash is $0 so economy is the bottleneck \u2014 keep harvesters and refinery queues running.", "notes": "Army pushing enemy base ~(95,11), attacking through walls. Building: proc finishing->powr. Vehicle: harv. Cash tight, prioritize harvesters/proc. Enemy nearly dead (11 bldgs killed).", "commands": [{"do": "attack", "units": "all_army", "target": 157}, {"do": "attack", "units": "all_army", "target": 158}, {"do": "attack_move", "units": "all_army", "x": 98, "y": 11}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 135, "x": 95, "y": 11}, {"do": "rally", "building": 151, "x": 95, "y": 11}, {"do": "harvest", "unit": 133}], "feedback": ["attack: 14 units", "attack: 14 units", "attack_move: 14 units", "train 2x e3: queued", "rally #135: ordered", "rally #151: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 12400, "deaths_cost": 100, "units_killed": 2, "units_lost": 1, "buildings_killed": 11, "buildings_lost": 0, "assets_value": 9900, "army_value": 2600, "income": 2025, "experience": 124, "order_count": 64}}
