{"tick": 1, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\": \"Opening turn. Deploy the MCV into a Construction Yard immediately and queue the first Power Plant to start the standard Allied opening.\", \"notes\": \"Opening: deploy MCV -> CY, powr -> proc -> barr -> weap. Enemy likely at (95,11).\", \"commands\": [{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 116, "total_tokens": 1261, "cost": 0.000256908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000256908, "upstream_inference_prompt_cost": 0.000117708, "upstream_inference_completions_cost": 0.0001392}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.21, "thoughts": "Opening turn. Deploy the MCV into a Construction Yard immediately and queue the first Power Plant to start the standard Allied opening.", "notes": "Opening: deploy MCV -> CY, powr -> proc -> barr -> weap. Enemy likely at (95,11).", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:00 (tick 1 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy MCV to start base, then build power plant.\",\"notes\":\"Enemy likely at (12,16), we're at (95,11). Deploy MCV, build powr, then proc, barr, weap.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1645, "completion_tokens": 95, "total_tokens": 1740, "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": 0.00424, "upstream_inference_prompt_cost": 0.00329, "upstream_inference_completions_cost": 0.00095}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.29, "thoughts": "Deploy MCV to start base, then build power plant.", "notes": "Enemy likely at (12,16), we're at (95,11). Deploy MCV, build powr, then proc, barr, weap.", "commands": [{"do": "deploy", "unit": 120}], "feedback": ["deploy #120: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: deploy MCV -> CY, powr -> proc -> barr -> weap. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Opening turn: MCV deployed to Construction Yard and Power Plant started. Nothing else actionable yet; continue the build order.\", \"notes\": \"Opening: CY done, powr building. Next: proc -> barr -> weap. Enemy likely at (95,11).\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1176, "completion_tokens": 372, "total_tokens": 1548, "cost": 0.000573408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000573408, "upstream_inference_prompt_cost": 0.000127008, "upstream_inference_completions_cost": 0.0004464}, "completion_tokens_details": {"reasoning_tokens": 295, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.84, "thoughts": "Opening turn: MCV deployed to Construction Yard and Power Plant started. Nothing else actionable yet; continue the build order.", "notes": "Opening: CY done, powr building. Next: proc -> barr -> weap. Enemy likely at (95,11).", "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": 201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:08 (tick 201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16), we're at (95,11). Deploy MCV, build powr, then proc, barr, weap.", "raw": "{\"thoughts\":\"MCV deployed into Construction Yard #122. Now start building economy: power plant then refinery, then barracks/war factory.\",\"notes\":\"Enemy at (12,16), us at (95,11). Build order: powr, proc, barr, weap, more power. Expand army once war factory ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1696, "completion_tokens": 169, "total_tokens": 1865, "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": 0.005082, "upstream_inference_prompt_cost": 0.003392, "upstream_inference_completions_cost": 0.00169}, "completion_tokens_details": {"reasoning_tokens": 46, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.02, "thoughts": "MCV deployed into Construction Yard #122. Now start building economy: power plant then refinery, then barracks/war factory.", "notes": "Enemy at (12,16), us at (95,11). Build order: powr, proc, barr, weap, more power. Expand army once war factory ready.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: CY done, powr building. Next: proc -> barr -> weap. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Power plant is complete; placing it now and queuing an Ore Refinery to establish our economy.\", \"notes\": \"Power plant placed. Queued Refinery. Next: Barracks (tent) then War Factory (weap). Enemy likely at (95,11).\", \"commands\": [{\"do\": \"place\", \"item\": \"powr\"}, {\"do\": \"build\", \"item\": \"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1185, "completion_tokens": 385, "total_tokens": 1570, "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": 0.004665, "upstream_inference_prompt_cost": 0.0017775, "upstream_inference_completions_cost": 0.0028875}, "completion_tokens_details": {"reasoning_tokens": 298, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.37, "thoughts": "Power plant is complete; placing it now and queuing an Ore Refinery to establish our economy.", "notes": "Power plant placed. Queued Refinery. Next: Barracks (tent) then War Factory (weap). Enemy likely at (95,11).", "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": 401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:16 (tick 401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), us at (95,11). Build order: powr, proc, barr, weap, more power. Expand army once war factory ready.", "raw": "{\"thoughts\":\"Place power plant, then start proc for economy.\",\"notes\":\"Enemy at (12,16), us at (95,11). Build order: powr(placed), proc, barr, weap. Expand army once war factory ready.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1705, "completion_tokens": 111, "total_tokens": 1816, "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": 0.00452, "upstream_inference_prompt_cost": 0.00341, "upstream_inference_completions_cost": 0.00111}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.07, "thoughts": "Place power plant, then start proc for economy.", "notes": "Enemy at (12,16), us at (95,11). Build order: powr(placed), proc, barr, weap. Expand army once war factory 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: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Power plant placed. Queued Refinery. Next: Barracks (tent) then War Factory (weap). Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Base is up with a Construction Yard and Power Plant, $4700 banked and nothing producing. Priority is economy: get the Ore Refinery down so ore income starts, then Barracks and War Factory for units.\", \"notes\": \"Opening: powr+fact placed. queuing proc now ($1400). Next turn: place proc, then build tent (barracks), then weap. Enemy likely at (95,11).\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1239, "completion_tokens": 339, "total_tokens": 1578, "cost": 0.000552708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000552708, "upstream_inference_prompt_cost": 0.000145908, "upstream_inference_completions_cost": 0.0004068}, "completion_tokens_details": {"reasoning_tokens": 228, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.01, "thoughts": "Base is up with a Construction Yard and Power Plant, $4700 banked and nothing producing. Priority is economy: get the Ore Refinery down so ore income starts, then Barracks and War Factory for units.", "notes": "Opening: powr+fact placed. queuing proc now ($1400). Next turn: place proc, then build tent (barracks), then weap. Enemy likely at (95,11).", "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": 601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:24 (tick 601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), us at (95,11). Build order: powr(placed), proc, barr, weap. Expand army once war factory ready.", "raw": "{\"thoughts\":\"Power plant already built. Now build refinery for economy, and start barracks in parallel isn't possible (same queue for buildings). Queue proc first.\",\"notes\":\"Enemy at (12,16), us at (95,11). Build order: proc -> barr -> weap. Expand army once war factory ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1803, "completion_tokens": 140, "total_tokens": 1943, "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": 0.005006, "upstream_inference_prompt_cost": 0.003606, "upstream_inference_completions_cost": 0.0014}, "completion_tokens_details": {"reasoning_tokens": 13, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.81, "thoughts": "Power plant already built. Now build refinery for economy, and start barracks in parallel isn't possible (same queue for buildings). Queue proc first.", "notes": "Enemy at (12,16), us at (95,11). Build order: proc -> barr -> weap. Expand army once war factory ready.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(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: Opening: powr+fact placed. queuing proc now ($1400). Next turn: place proc, then build tent (barracks), then weap. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Opening is progressing: Construction Yard and Power Plant are up, Ore Refinery is 23% built. No units or harvesters yet, no enemy contact. Nothing to do this turn but wait for the refinery to finish.\", \"notes\": \"Opening: fact+powr placed, proc building (23%). Next turn: PLACE proc, then queue tent (barracks) then weap. Enemy likely at (95,11) far east. Keep cash for harvesters/production.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1220, "completion_tokens": 425, "total_tokens": 1645, "cost": 0.000650208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000650208, "upstream_inference_prompt_cost": 0.000140208, "upstream_inference_completions_cost": 0.00051}, "completion_tokens_details": {"reasoning_tokens": 315, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.3, "thoughts": "Opening is progressing: Construction Yard and Power Plant are up, Ore Refinery is 23% built. No units or harvesters yet, no enemy contact. Nothing to do this turn but wait for the refinery to finish.", "notes": "Opening: fact+powr placed, proc building (23%). Next turn: PLACE proc, then queue tent (barracks) then weap. Enemy likely at (95,11) far east. Keep cash for harvesters/production.", "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": 801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:32 (tick 801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), us at (95,11). Build order: proc -> barr -> weap. Expand army once war factory ready.", "raw": "{\"thoughts\":\"Continue building economy; proc is in progress. Queue barracks next and power as needed.\",\"notes\":\"Enemy at (12,16), us at (95,11). Build order: proc -> barr -> weap. Expand army once war factory ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1749, "completion_tokens": 106, "total_tokens": 1855, "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": 0.004558, "upstream_inference_prompt_cost": 0.003498, "upstream_inference_completions_cost": 0.00106}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.92, "thoughts": "Continue building economy; proc is in progress. Queue barracks next and power as needed.", "notes": "Enemy at (12,16), us at (95,11). Build order: proc -> barr -> weap. Expand army once war factory ready.", "commands": [{"do": "build", "item": "tent"}], "feedback": ["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": 3}}
{"tick": 1001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(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: Opening: fact+powr placed, proc building (23%). Next turn: PLACE proc, then queue tent (barracks) then weap. Enemy likely at (95,11) far east. Keep cash for harvesters/production.", "raw": "{\"thoughts\": \"Proc still building (46%). Nothing else to do this turn but keep cash ready for harvester/barracks. No enemy visible.\", \"notes\": \"Opening: fact+powr placed, proc building. Next: PLACE proc when ready, then tent (barracks), then weap war factory. Enemy likely at (95,11) far east. Save cash for harvester and production.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1216, "completion_tokens": 263, "total_tokens": 1479, "cost": 0.000454608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000454608, "upstream_inference_prompt_cost": 0.000139008, "upstream_inference_completions_cost": 0.0003156}, "completion_tokens_details": {"reasoning_tokens": 171, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.91, "thoughts": "Proc still building (46%). Nothing else to do this turn but keep cash ready for harvester/barracks. No enemy visible.", "notes": "Opening: fact+powr placed, proc building. Next: PLACE proc when ready, then tent (barracks), then weap war factory. Enemy likely at (95,11) far east. Save cash for harvester and production.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:40 (tick 1001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (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%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), us at (95,11). Build order: proc -> barr -> weap. Expand army once war factory ready.", "raw": "{\"thoughts\":\"Continue building economy: proc and tent already queued. Add power plant to keep power healthy once more buildings come online.\",\"notes\":\"Enemy at (12,16), us at (95,11). Build order: proc -> tent -> powr -> weap. Expand army once war factory ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1759, "completion_tokens": 119, "total_tokens": 1878, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004708, "upstream_inference_prompt_cost": 0.003518, "upstream_inference_completions_cost": 0.00119}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "Continue building economy: proc and tent already queued. Add power plant to keep power healthy once more buildings come online.", "notes": "Enemy at (12,16), us at (95,11). Build order: proc -> tent -> powr -> weap. Expand army once war factory ready.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(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: Opening: fact+powr placed, proc building. Next: PLACE proc when ready, then tent (barracks), then weap war factory. Enemy likely at (95,11) far east. Save cash for harvester and production.", "raw": "{\"thoughts\": \"Opening continues: refinery at 70%, power plant already up. Nothing to place or train yet; I'll let the refinery finish and then place it to get the free harvester, following with a barracks.\", \"notes\": \"fact+powr placed. proc ~70% building. Next: PLACE proc (auto), then start tent barracks, then weap war factory. Enemy likely far east at (95,11). Cash $3711 saved.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1216, "completion_tokens": 264, "total_tokens": 1480, "cost": 0.000455808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000455808, "upstream_inference_prompt_cost": 0.000139008, "upstream_inference_completions_cost": 0.0003168}, "completion_tokens_details": {"reasoning_tokens": 160, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.62, "thoughts": "Opening continues: refinery at 70%, power plant already up. Nothing to place or train yet; I'll let the refinery finish and then place it to get the free harvester, following with a barracks.", "notes": "fact+powr placed. proc ~70% building. Next: PLACE proc (auto), then start tent barracks, then weap war factory. Enemy likely far east at (95,11). Cash $3711 saved.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:48 (tick 1201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (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: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), us at (95,11). Build order: proc -> tent -> powr -> weap. Expand army once war factory ready.", "raw": "{\"thoughts\":\"Continue economy buildup: proc, powr, tent all queued already. Wait for them to finish, then place buildings and start training.\",\"notes\":\"Enemy at (12,16), us at (95,11). Build order: proc -> tent -> powr -> weap. Place buildings as they complete, then train harvester replacements and army.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1772, "completion_tokens": 119, "total_tokens": 1891, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004734, "upstream_inference_prompt_cost": 0.003544, "upstream_inference_completions_cost": 0.00119}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.31, "thoughts": "Continue economy buildup: proc, powr, tent all queued already. Wait for them to finish, then place buildings and start training.", "notes": "Enemy at (12,16), us at (95,11). Build order: proc -> tent -> powr -> weap. Place buildings as they complete, then train harvester replacements and army.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(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: fact+powr placed. proc ~70% building. Next: PLACE proc (auto), then start tent barracks, then weap war factory. Enemy likely far east at (95,11). Cash $3711 saved.", "raw": "{\"thoughts\": \"Proc nearly done. Place it, queue barracks next, then war factory. Keep economy flowing with harvesters.\", \"notes\": \"Opening build order: powr done, proc ready to place, next tent, then weap. Enemy east at (95,11).\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1213, "completion_tokens": 140, "total_tokens": 1353, "cost": 0.000306108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000306108, "upstream_inference_prompt_cost": 0.000138108, "upstream_inference_completions_cost": 0.000168}, "completion_tokens_details": {"reasoning_tokens": 54, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.3, "thoughts": "Proc nearly done. Place it, queue barracks next, then war factory. Keep economy flowing with harvesters.", "notes": "Opening build order: powr done, proc ready to place, next tent, then weap. Enemy east at (95,11).", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:56 (tick 1401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (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: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), us at (95,11). Build order: proc -> tent -> powr -> weap. Place buildings as they complete, then train harvester replacements and army.", "raw": "{\"thoughts\":\"Continue economy build-up; wait for proc/powr/tent to finish then place them.\",\"notes\":\"Enemy at (12,16), us at (95,11). Building proc, powr, tent queued. Place as ready, then build weap and start army production.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1752, "completion_tokens": 94, "total_tokens": 1846, "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": 0.004444, "upstream_inference_prompt_cost": 0.003504, "upstream_inference_completions_cost": 0.00094}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.85, "thoughts": "Continue economy build-up; wait for proc/powr/tent to finish then place them.", "notes": "Enemy at (12,16), us at (95,11). Building proc, powr, tent queued. Place as ready, then build weap and start army production.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(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 proc: nothing READY TO PLACE with that type\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Opening build order: powr done, proc ready to place, next tent, then weap. Enemy east at (95,11).", "raw": "{\"thoughts\": \"Opening is in progress: powr done, proc still needs placing (previous attempt failed), tent queued. Get the refinery placed so the harvester starts mining, then keep tent building toward war factory.\", \"notes\": \"Place proc immediately (retry). Queue: tent -> weap. Enemy east ~(95,11). Keep power ok, then spam tanks/infantry.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":16,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1232, "completion_tokens": 504, "total_tokens": 1736, "cost": 0.000748608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000748608, "upstream_inference_prompt_cost": 0.000143808, "upstream_inference_completions_cost": 0.0006048}, "completion_tokens_details": {"reasoning_tokens": 398, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.01, "thoughts": "Opening is in progress: powr done, proc still needs placing (previous attempt failed), tent queued. Get the refinery placed so the harvester starts mining, then keep tent building toward war factory.", "notes": "Place proc immediately (retry). Queue: tent -> weap. Enemy east ~(95,11). Keep power ok, then spam tanks/infantry.", "commands": [{"do": "place", "item": "proc", "x": 16, "y": 18}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:04 (tick 1601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (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: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), us at (95,11). Building proc, powr, tent queued. Place as ready, then build weap and start army production.", "raw": "{\"thoughts\":\"Place proc near base, continue building power and barracks.\",\"notes\":\"Enemy at (12,16). Building proc, powr, tent. Next: place proc, then weap, start army.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1745, "completion_tokens": 87, "total_tokens": 1832, "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": 0.00436, "upstream_inference_prompt_cost": 0.00349, "upstream_inference_completions_cost": 0.00087}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.47, "thoughts": "Place proc near base, continue building power and barracks.", "notes": "Enemy at (12,16). Building proc, powr, tent. Next: place proc, then weap, start army.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2978 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Place proc immediately (retry). Queue: tent -> weap. Enemy east ~(95,11). Keep power ok, then spam tanks/infantry.", "raw": "{\"thoughts\":\"Tent is nearly finished (64%). Waiting for it to complete so we can place it and build our War Factory next turn. Harvester is safely gathering ore.\",\"notes\":\"Place tent as soon as ready, start weap ($2000), train 1-2 riflemen (e1) to scout east towards (95,11).\",\"commands\":[]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1324, "completion_tokens": 363, "total_tokens": 1687, "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": 0.0047085, "upstream_inference_prompt_cost": 0.001986, "upstream_inference_completions_cost": 0.0027225}, "completion_tokens_details": {"reasoning_tokens": 283, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.45, "thoughts": "Tent is nearly finished (64%). Waiting for it to complete so we can place it and build our War Factory next turn. Harvester is safely gathering ore.", "notes": "Place tent as soon as ready, start weap ($2000), train 1-2 riflemen (e1) to scout east towards (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": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:12 (tick 1801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (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: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc, powr, tent. Next: place proc, then weap, start army.", "raw": "{\"thoughts\":\"Place the ready power plant, keep building tent, then queue a war factory for army production and another proc for economy.\",\"notes\":\"Enemy at (12,16). Buildings: fact,powr,proc placed. tent building. Next queue: weap, then proc#2, start training infantry/tanks once ready.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1851, "completion_tokens": 166, "total_tokens": 2017, "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": 0.005362, "upstream_inference_prompt_cost": 0.003702, "upstream_inference_completions_cost": 0.00166}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.18, "thoughts": "Place the ready power plant, keep building tent, then queue a war factory for army production and another proc for economy.", "notes": "Enemy at (12,16). Buildings: fact,powr,proc placed. tent building. Next queue: weap, then proc#2, start training infantry/tanks once ready.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "weap"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Place tent as soon as ready, start weap ($2000), train 1-2 riflemen (e1) to scout east towards (95,11).", "raw": "{\"thoughts\": \"Tent is ready; place it, start the War Factory for tanks, and queue rifles to scout east toward the likely enemy base at (95,11). Keep harvester mining.\", \"notes\": \"Placed tent; building weap ($2000). Train 2 e1 to scout east. Next: build proc #2 after weap, add tanks then push.\", \"commands\": [{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1258, "completion_tokens": 533, "total_tokens": 1791, "cost": 0.000791208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000791208, "upstream_inference_prompt_cost": 0.000151608, "upstream_inference_completions_cost": 0.0006396}, "completion_tokens_details": {"reasoning_tokens": 413, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.0, "thoughts": "Tent is ready; place it, start the War Factory for tanks, and queue rifles to scout east toward the likely enemy base at (95,11). Keep harvester mining.", "notes": "Placed tent; building weap ($2000). Train 2 e1 to scout east. Next: build proc #2 after weap, add tanks then push.", "commands": [{"do": "place", "item": "tent"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:20 (tick 2001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2680 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.4%.\nPRODUCTION: Building: weap 16%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Buildings: fact,powr,proc placed. tent building. Next queue: weap, then proc#2, start training infantry/tanks once ready.", "raw": "{\"thoughts\":\"Economy and production are progressing. Continue building weap and tent, queue more power/proc as needed.\",\"notes\":\"Enemy at (12,16). Buildings: fact,powr,proc placed. weap & tent building. Next: train infantry/tanks once ready, build proc#2, add power as needed.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1891, "completion_tokens": 127, "total_tokens": 2018, "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": 0.005052, "upstream_inference_prompt_cost": 0.003782, "upstream_inference_completions_cost": 0.00127}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.48, "thoughts": "Economy and production are progressing. Continue building weap and tent, queue more power/proc as needed.", "notes": "Enemy at (12,16). Buildings: fact,powr,proc placed. weap & tent building. Next: train infantry/tanks once ready, build proc#2, add power as needed.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 2201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $421 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(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  - build weap: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Placed tent; building weap ($2000). Train 2 e1 to scout east. Next: build proc #2 after weap, add tanks then push.", "raw": "{\"thoughts\": \"Weap is building (16%). I should get a few rifle infantry out to scout east toward the enemy start at (95,11). Cash is healthy, so after weap I'll add a second refinery for economy.\", \"notes\": \"Building weap; train 3 e1 to scout east. Next: proc #2 after weap, then tanks/rocket soldiers. Enemy likely at (95,11).\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":32,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1367, "completion_tokens": 436, "total_tokens": 1803, "cost": 0.000707508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000707508, "upstream_inference_prompt_cost": 0.000184308, "upstream_inference_completions_cost": 0.0005232}, "completion_tokens_details": {"reasoning_tokens": 310, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.3, "thoughts": "Weap is building (16%). I should get a few rifle infantry out to scout east toward the enemy start at (95,11). Cash is healthy, so after weap I'll add a second refinery for economy.", "notes": "Building weap; train 3 e1 to scout east. Next: proc #2 after weap, then tanks/rocket soldiers. Enemy likely at (95,11).", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 134, "x": 32, "y": 16}], "feedback": ["train 3x e1: queued", "rally #134: 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": 2201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:28 (tick 2201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2378 + stored ore $468 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: weap 32%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Buildings: fact,powr,proc placed. weap & tent building. Next: train infantry/tanks once ready, build proc#2, add power as needed.", "raw": "{\"thoughts\":\"Buildings are progressing (weap, powr, tent). Keep queue going, nothing else to do this tick.\",\"notes\":\"Enemy at (12,16). fact,powr,proc placed. weap/powr/tent building. Next: train infantry from tent, build proc#2, start army buildup.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1875, "completion_tokens": 144, "total_tokens": 2019, "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": 0.00519, "upstream_inference_prompt_cost": 0.00375, "upstream_inference_completions_cost": 0.00144}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.82, "thoughts": "Buildings are progressing (weap, powr, tent). Keep queue going, nothing else to do this tick.", "notes": "Enemy at (12,16). fact,powr,proc placed. weap/powr/tent building. Next: train infantry from tent, build proc#2, start army buildup.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 475, "experience": 0, "order_count": 9}}
{"tick": 2401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2343 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: weap 32%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(18,14) #136@(15,14) #137@(12,14)\n  harv (Ore Truck (harvester)) x1: #131@(19,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Building weap; train 3 e1 to scout east. Next: proc #2 after weap, then tanks/rocket soldiers. Enemy likely at (95,11).", "raw": "{\"thoughts\": \"Weap is 32% done; economy is decent at $2343 with one harvester. I'll keep unit production going, add a second refinery after the war factory, and send my rifle infantry east to scout toward the likely enemy base at (95,11).\", \"notes\": \"Building weap (then proc #2). Train e3 rocket soldiers. 3x e1 scouting east toward enemy base (95,11). Enemy likely Soviet.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"move\",\"units\":[135,136,137],\"x\":40,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1382, "completion_tokens": 441, "total_tokens": 1823, "cost": 0.000718008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000718008, "upstream_inference_prompt_cost": 0.000188808, "upstream_inference_completions_cost": 0.0005292}, "completion_tokens_details": {"reasoning_tokens": 301, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.44, "thoughts": "Weap is 32% done; economy is decent at $2343 with one harvester. I'll keep unit production going, add a second refinery after the war factory, and send my rifle infantry east to scout toward the likely enemy base at (95,11).", "notes": "Building weap (then proc #2). Train e3 rocket soldiers. 3x e1 scouting east toward enemy base (95,11). Enemy likely Soviet.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "move", "units": [135, 136, 137], "x": 40, "y": 14}], "feedback": ["train 2x e3: queued", "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": 11}}
{"tick": 2401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:36 (tick 2401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2378 + stored ore $135 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: weap 49%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). fact,powr,proc placed. weap/powr/tent building. Next: train infantry from tent, build proc#2, start army buildup.", "raw": "{\"thoughts\":\"Base is developing normally with weap, powr, and tent all queued. Let production continue; economy is solid. Will train units once tent finishes.\",\"notes\":\"Enemy at (12,16). fact,powr,proc placed. weap/powr/tent building. Next: train infantry from tent once ready, build proc#2, start army buildup.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1839, "completion_tokens": 146, "total_tokens": 1985, "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": 0.005138, "upstream_inference_prompt_cost": 0.003678, "upstream_inference_completions_cost": 0.00146}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.36, "thoughts": "Base is developing normally with weap, powr, and tent all queued. Let production continue; economy is solid. Will train units once tent finishes.", "notes": "Enemy at (12,16). fact,powr,proc placed. weap/powr/tent building. Next: train infantry from tent once ready, build proc#2, start army buildup.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"tick": 2601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1690 + 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 5.8%.\nPRODUCTION: Building: weap 49%; 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(28,13) #136@(25,13) #137@(22,13)\n  e3 (Rocket Soldier) x1: #138@(12,14)\n  harv (Ore Truck (harvester)) x1: #131@(17,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - move: 3 units\nYOUR NOTES FROM LAST TURN: Building weap (then proc #2). Train e3 rocket soldiers. 3x e1 scouting east toward enemy base (95,11). Enemy likely Soviet.", "raw": "{\"thoughts\": \"War Factory nearly done and infantry queue active. Keep economy going: finish weap, then Service Depot for Medium Tanks and a second refinery. Push scouts further east to find the Soviet base at (95,11).\", \"notes\": \"Building: weap 49% -> fix (Service Depot) -> proc #2. Infantry: e3 x2 then e1. Scouts moving east along y~13 toward enemy base (95,11). Harvester mining.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"move\",\"units\":[135,136,137],\"x\":55,\"y\":13},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1407, "completion_tokens": 521, "total_tokens": 1928, "cost": 0.000821508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000821508, "upstream_inference_prompt_cost": 0.000196308, "upstream_inference_completions_cost": 0.0006252}, "completion_tokens_details": {"reasoning_tokens": 359, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.75, "thoughts": "War Factory nearly done and infantry queue active. Keep economy going: finish weap, then Service Depot for Medium Tanks and a second refinery. Push scouts further east to find the Soviet base at (95,11).", "notes": "Building: weap 49% -> fix (Service Depot) -> proc #2. Infantry: e3 x2 then e1. Scouts moving east along y~13 toward enemy base (95,11). Harvester mining.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}, {"do": "move", "units": [135, 136, 137], "x": 55, "y": 13}, {"do": "harvest", "unit": 131}], "feedback": ["train 2x e3: queued", "train 2x e1: queued", "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": 13}}
{"tick": 2601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:44 (tick 2601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2180 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.8%.\nPRODUCTION: Building: weap 66%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(101,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). fact,powr,proc placed. weap/powr/tent building. Next: train infantry from tent once ready, build proc#2, start army buildup.", "raw": "{\"thoughts\":\"Buildings still in progress (weap, powr, tent). Wait for completion, then start training and expanding.\",\"notes\":\"Enemy at (12,16). fact,powr,proc placed. weap/powr/tent building. Next: train infantry from tent once ready, build proc#2, start army buildup.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1842, "completion_tokens": 132, "total_tokens": 1974, "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": 0.005004, "upstream_inference_prompt_cost": 0.003684, "upstream_inference_completions_cost": 0.00132}, "completion_tokens_details": {"reasoning_tokens": 20, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.68, "thoughts": "Buildings still in progress (weap, powr, tent). Wait for completion, then start training and expanding.", "notes": "Enemy at (12,16). fact,powr,proc placed. weap/powr/tent building. Next: train infantry from tent once ready, build proc#2, start army buildup.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"tick": 2801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1186 + stored ore $338 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.9%.\nPRODUCTION: Building: weap 66%; Infantry: e1 53%; Infantry: e1 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(29,13)* #136@(26,13)* #137@(23,13)*\n  e3 (Rocket Soldier) x2: #138@(22,14) #139@(13,14)\n  harv (Ore Truck (harvester)) x1: #131@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - train 2x e1: queued\n  - move: 3 units\nYOUR NOTES FROM LAST TURN: Building: weap 49% -> fix (Service Depot) -> proc #2. Infantry: e3 x2 then e1. Scouts moving east along y~13 toward enemy base (95,11). Harvester mining.", "raw": "{\"thoughts\": \"Economy is fine, war factory almost done. Keep infantry producing and push scouts further east toward the enemy base to find it.\",\"notes\": \"Building: weap 66% -> then fix(Service Depot) then proc#2. Infantry: keep e3+e1 flowing. Scouts heading east y~13 to find enemy at (95,11). Harvester mining.\",\"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":60,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":20,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1461, "completion_tokens": 300, "total_tokens": 1761, "cost": 0.000572508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000572508, "upstream_inference_prompt_cost": 0.000212508, "upstream_inference_completions_cost": 0.00036}, "completion_tokens_details": {"reasoning_tokens": 148, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.05, "thoughts": "Economy is fine, war factory almost done. Keep infantry producing and push scouts further east toward the enemy base to find it.", "notes": "Building: weap 66% -> then fix(Service Depot) then proc#2. Infantry: keep e3+e1 flowing. Scouts heading east y~13 to find enemy at (95,11). Harvester mining.", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [135, 136, 137], "x": 60, "y": 13}, {"do": "rally", "building": 134, "x": 20, "y": 14}], "feedback": ["train 3x e1: queued", "train 2x e3: queued", "attack_move: 3 units", "rally #134: 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": 6200, "army_value": 900, "income": 1000, "experience": 0, "order_count": 17}}
{"tick": 2801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:52 (tick 2801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1893 + stored ore $453 (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 4.9%.\nPRODUCTION: Building: weap 82%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). fact,powr,proc placed. weap/powr/tent building. Next: train infantry from tent once ready, build proc#2, start army buildup.", "raw": "{\"thoughts\":\"Continue economy buildup, queue more production once buildings finish, keep training army from tent when ready.\",\"notes\":\"Enemy at (12,16). weap/powr/tent building. Once tent finishes, train e1/e3. Once weap finishes, build tanks. Plan proc#2 soon.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1842, "completion_tokens": 112, "total_tokens": 1954, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004804, "upstream_inference_prompt_cost": 0.003684, "upstream_inference_completions_cost": 0.00112}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.45, "thoughts": "Continue economy buildup, queue more production once buildings finish, keep training army from tent when ready.", "notes": "Enemy at (12,16). weap/powr/tent building. Once tent finishes, train e1/e3. Once weap finishes, build tanks. Plan proc#2 soon.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 9}}
{"tick": 3001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $859 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6300, army $2100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8%.\nPRODUCTION: Building: weap 82%; Infantry: e3 95%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(37,20) #136@(33,20) #137@(30,20) #140@(20,14)*\n  e3 (Rocket Soldier) x2: #138@(32,16)* #139@(23,14)\n  harv (Ore Truck (harvester)) x1: #131@(20,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - train 2x e3: queued\n  - attack_move: 3 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Building: weap 66% -> then fix(Service Depot) then proc#2. Infantry: keep e3+e1 flowing. Scouts heading east y~13 to find enemy at (95,11). Harvester mining.", "raw": "{\"thoughts\": \"War Factory nearly done; economy is weak (1 harvester, $859). Keep infantry flowing, finish and place the War Factory, then add a second Refinery and Service Depot for tanks. Scouts continue east toward the likely enemy base at (95,11).\", \"notes\": \"Building: weap 82% -> place it, then proc#2 -> fix(Service Depot) -> powr. Infantry: e3 finishing + e1/e3 queued. Scouts (135-138) heading east y~15; #140 also scouting. Harvester #131 mining near base. Enemy base likely (95,11).\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":3}, {\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":60,\"y\":15}, {\"do\":\"attack_move\",\"units\":[138,140],\"x\":55,\"y\":14}, {\"do\":\"rally\",\"building\":134,\"x\":20,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1503, "completion_tokens": 1056, "total_tokens": 2559, "cost": 0.001492308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001492308, "upstream_inference_prompt_cost": 0.000225108, "upstream_inference_completions_cost": 0.0012672}, "completion_tokens_details": {"reasoning_tokens": 841, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.44, "thoughts": "War Factory nearly done; economy is weak (1 harvester, $859). Keep infantry flowing, finish and place the War Factory, then add a second Refinery and Service Depot for tanks. Scouts continue east toward the likely enemy base at (95,11).", "notes": "Building: weap 82% -> place it, then proc#2 -> fix(Service Depot) -> powr. Infantry: e3 finishing + e1/e3 queued. Scouts (135-138) heading east y~15; #140 also scouting. Harvester #131 mining near base. Enemy base likely (95,11).", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "attack_move", "units": [135, 136, 137], "x": 60, "y": 15}, {"do": "attack_move", "units": [138, 140], "x": 55, "y": 14}, {"do": "rally", "building": 134, "x": 20, "y": 16}], "feedback": ["train 3x e1: queued", "attack_move: 3 units", "attack_move: 2 units", "rally #134: 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": 6300, "army_value": 1000, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:00 (tick 3001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1893 + stored ore $120 (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 4.9%.\nPRODUCTION: Building: weap 99%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(104,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). weap/powr/tent building. Once tent finishes, train e1/e3. Once weap finishes, build tanks. Plan proc#2 soon.", "raw": "{\"thoughts\":\"Continue economy buildup; queue tent already going, add another power and proc queued after. Keep production busy.\",\"notes\":\"Enemy at (12,16). weap/powr/tent building. After tent, train e1/e3. After weap, build tanks and proc#2.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1844, "completion_tokens": 114, "total_tokens": 1958, "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": 0.004828, "upstream_inference_prompt_cost": 0.003688, "upstream_inference_completions_cost": 0.00114}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.11, "thoughts": "Continue economy buildup; queue tent already going, add another power and proc queued after. Keep production busy.", "notes": "Enemy at (12,16). weap/powr/tent building. After tent, train e1/e3. After weap, build tanks and proc#2.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 9}}
{"tick": 3201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $200 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.3%.\nPRODUCTION: Building: weap 99%; Infantry: e3 3%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(46,24) #136@(43,24) #137@(39,24) #140@(20,14)* #142@(17,16) #143@(15,14) #144@(12,14)\n  e3 (Rocket Soldier) x3: #138@(32,16)* #139@(32,16)* #141@(20,16)*\n  harv (Ore Truck (harvester)) x1: #131@(20,11)\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\n  - attack_move: 2 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Building: weap 82% -> place it, then proc#2 -> fix(Service Depot) -> powr. Infantry: e3 finishing + e1/e3 queued. Scouts (135-138) heading east y~15; #140 also scouting. Harvester #131 mining near base. Enemy base likely (95,11).", "raw": "{\"thoughts\": \"War Factory is about to finish; place it and queue a second refinery for economy. Cash is tight ($200) so only a couple of cheap riflemen. Keep the eastern scouts pushing toward the suspected enemy base and gather idle defenders.\", \"notes\": \"weap finishing -> place, then proc#2. Infantry: keep e1 flowing. Scouts 135-137 heading east (currently y~24); redirect toward enemy base (95,11). Idle e3 (#138,#139,#141) + #140 hold near base east.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\"}, {\"do\":\"build\",\"item\":\"proc\"}, {\"do\":\"train\",\"item\":\"e1\",\"count\":2}, {\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":55,\"y\":18}, {\"do\":\"move\",\"units\":[138,139,141],\"x\":22,\"y\":18}, {\"do\":\"move\",\"units\":[140],\"x\":22,\"y\":18}, {\"do\":\"rally\",\"building\":134,\"x\":22,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1552, "completion_tokens": 788, "total_tokens": 2340, "cost": 0.001185408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001185408, "upstream_inference_prompt_cost": 0.000239808, "upstream_inference_completions_cost": 0.0009456}, "completion_tokens_details": {"reasoning_tokens": 556, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.07, "thoughts": "War Factory is about to finish; place it and queue a second refinery for economy. Cash is tight ($200) so only a couple of cheap riflemen. Keep the eastern scouts pushing toward the suspected enemy base and gather idle defenders.", "notes": "weap finishing -> place, then proc#2. Infantry: keep e1 flowing. Scouts 135-137 heading east (currently y~24); redirect toward enemy base (95,11). Idle e3 (#138,#139,#141) + #140 hold near base east.", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": [135, 136, 137], "x": 55, "y": 18}, {"do": "move", "units": [138, 139, 141], "x": 22, "y": 18}, {"do": "move", "units": [140], "x": 22, "y": 18}, {"do": "rally", "building": 134, "x": 22, "y": 18}], "feedback": ["place weap: nothing READY TO PLACE with that type", "build proc: started", "train 2x e1: queued", "attack_move: 3 units", "move: 3 units", "move: 1 units", "rally #134: 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": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 25}}
{"tick": 3201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:08 (tick 3201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1893 + stored ore $107 (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 5%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). weap/powr/tent building. After tent, train e1/e3. After weap, build tanks and proc#2.", "raw": "{\"thoughts\":\"Place war factory since it's ready; keep economy queue going.\",\"notes\":\"Enemy at (12,16). After proc/powr/tent finish, train e1/e3 and build tanks from weap.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1872, "completion_tokens": 93, "total_tokens": 1965, "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": 0.004674, "upstream_inference_prompt_cost": 0.003744, "upstream_inference_completions_cost": 0.00093}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.58, "thoughts": "Place war factory since it's ready; keep economy queue going.", "notes": "Enemy at (12,16). After proc/powr/tent finish, train e1/e3 and build tanks from weap.", "commands": [{"do": "place", "item": "weap"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 10}}
{"tick": 3401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $450 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.9%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e3 83%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(55,28) #136@(52,27) #137@(49,26) #140@(22,18)* #142@(20,16)* #143@(20,16)* #144@(20,16)*\n  e3 (Rocket Soldier) x3: #138@(22,18)* #139@(22,18) #141@(22,18)*\n  harv (Ore Truck (harvester)) x1: #131@(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  - train 2x e1: queued\n  - attack_move: 3 units\n  - move: 3 units\n  - move: 1 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: weap finishing -> place, then proc#2. Infantry: keep e1 flowing. Scouts 135-137 heading east (currently y~24); redirect toward enemy base (95,11). Idle e3 (#138,#139,#141) + #140 hold near base east.", "raw": "{\"thoughts\": \"weap is READY TO PLACE and proc is queued behind it. Place the war factory now, keep infantry flowing, and push my scouts east toward the enemy base at (95,11). Idle defenders stay near base east side.\", \"notes\": \"Placing weap now; proc building next. Scouts 135-137 pushing NE toward (95,11). Idle e3+e1 (#138-144) defend ~(28,16). Cash low, need harvesters/ore.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\"}, {\"do\":\"train\",\"item\":\"e1\",\"count\":3}, {\"do\":\"train\",\"item\":\"e3\",\"count\":2}, {\"do\":\"rally\",\"building\":134,\"x\":28,\"y\":18}, {\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":90,\"y\":18}, {\"do\":\"move\",\"units\":[138,139,140,141,142,143,144],\"x\":28,\"y\":17}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1592, "completion_tokens": 455, "total_tokens": 2047, "cost": 0.000797808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000797808, "upstream_inference_prompt_cost": 0.000251808, "upstream_inference_completions_cost": 0.000546}, "completion_tokens_details": {"reasoning_tokens": 234, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.91, "thoughts": "weap is READY TO PLACE and proc is queued behind it. Place the war factory now, keep infantry flowing, and push my scouts east toward the enemy base at (95,11). Idle defenders stay near base east side.", "notes": "Placing weap now; proc building next. Scouts 135-137 pushing NE toward (95,11). Idle e3+e1 (#138-144) defend ~(28,16). Cash low, need harvesters/ore.", "commands": [{"do": "place", "item": "weap"}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 134, "x": 28, "y": 18}, {"do": "attack_move", "units": [135, 136, 137], "x": 90, "y": 18}, {"do": "move", "units": [138, 139, 140, 141, 142, 143, 144], "x": 28, "y": 17}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "train 3x e1: queued", "train 2x e3: queued", "rally #134: ordered", "attack_move: 3 units", "move: 7 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": 6900, "army_value": 1600, "income": 1500, "experience": 0, "order_count": 28}}
{"tick": 3401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:16 (tick 3401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1700 + stored ore $351 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.3%.\nPRODUCTION: Building: proc 23%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). After proc/powr/tent finish, train e1/e3 and build tanks from weap.", "raw": "{\"thoughts\":\"Base has weap already; queue tanks and continue building economy. Keep barracks/proc building going.\",\"notes\":\"Enemy at (12,16). Building proc/powr/tent. Weap already built - train tanks now. Expand harvester count once proc done.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1957, "completion_tokens": 157, "total_tokens": 2114, "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": 0.005484, "upstream_inference_prompt_cost": 0.003914, "upstream_inference_completions_cost": 0.00157}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.36, "thoughts": "Base has weap already; queue tanks and continue building economy. Keep barracks/proc building going.", "notes": "Enemy at (12,16). Building proc/powr/tent. Weap already built - train tanks now. Expand harvester count once proc done.", "commands": [{"do": "train", "item": "1tnk", "count": 3}], "feedback": ["train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7100, "army_value": 0, "income": 1350, "experience": 0, "order_count": 11}}
{"tick": 3601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.5%.\nPRODUCTION: Building: proc 15%; Infantry: e3 60%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(64,25) #136@(62,27) #137@(59,28) #140@(28,17)* #142@(28,17)* #143@(27,17)* #144@(27,17)*\n  e3 (Rocket Soldier) x4: #138@(28,17)* #139@(28,17)* #141@(28,17)* #147@(20,16)\n  harv (Ore Truck (harvester)) x1: #131@(23,8)\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  - train 3x e1: queued\n  - train 2x e3: queued\n  - rally #134: ordered\n  - attack_move: 3 units\n  - move: 7 units\nYOUR NOTES FROM LAST TURN: Placing weap now; proc building next. Scouts 135-137 pushing NE toward (95,11). Idle e3+e1 (#138-144) defend ~(28,16). Cash low, need harvesters/ore.", "raw": "{\"thoughts\": \"Cash is at $0, so everything hinges on getting the harvester mining and finishing the refinery. I'll send the harvester to the nearest ore, keep the refinery building, and push scouts toward the enemy start to find their base while the home group holds.\", \"notes\": \"Building proc (in queue). Harv #131 mining near (23,8). Scouts 135-137 heading NE to (95,11). Home defense group ~(28,17). Need cash for 2nd harv/refinery.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":146,\"x\":40,\"y\":20},{\"do\":\"move\",\"units\":[135,136,137],\"x\":80,\"y\":18},{\"do\":\"move\",\"units\":[140,142,143,144,138,139,141,147],\"x\":28,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1665, "completion_tokens": 652, "total_tokens": 2317, "cost": 0.001056108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001056108, "upstream_inference_prompt_cost": 0.000273708, "upstream_inference_completions_cost": 0.0007824}, "completion_tokens_details": {"reasoning_tokens": 456, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.67, "thoughts": "Cash is at $0, so everything hinges on getting the harvester mining and finishing the refinery. I'll send the harvester to the nearest ore, keep the refinery building, and push scouts toward the enemy start to find their base while the home group holds.", "notes": "Building proc (in queue). Harv #131 mining near (23,8). Scouts 135-137 heading NE to (95,11). Home defense group ~(28,17). Need cash for 2nd harv/refinery.", "commands": [{"do": "harvest", "unit": 131}, {"do": "rally", "building": 146, "x": 40, "y": 20}, {"do": "move", "units": [135, 136, 137], "x": 80, "y": 18}, {"do": "move", "units": [140, 142, 143, 144, 138, 139, 141, 147], "x": 28, "y": 16}], "feedback": ["rally #146: ordered", "move: 3 units", "move: 8 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 34}}
{"tick": 3601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:24 (tick 3601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1519 + stored ore $0 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.3%.\nPRODUCTION: Building: proc 47%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 46%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(106,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc/powr/tent. Weap already built - train tanks now. Expand harvester count once proc done.", "raw": "{\"thoughts\":\"Continue building economy and army. Queue more tanks and harvester once proc finishes. Keep power/production balanced.\",\"notes\":\"Enemy at (12,16). Building proc/powr/tent, training 1tnk x3. Once proc done, build harv. Expand army with tanks, then push toward enemy base.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1996, "completion_tokens": 136, "total_tokens": 2132, "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": 0.005352, "upstream_inference_prompt_cost": 0.003992, "upstream_inference_completions_cost": 0.00136}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.11, "thoughts": "Continue building economy and army. Queue more tanks and harvester once proc finishes. Keep power/production balanced.", "notes": "Enemy at (12,16). Building proc/powr/tent, training 1tnk x3. Once proc done, build harv. Expand army with tanks, then push toward enemy base.", "commands": [{"do": "train", "item": "1tnk", "count": 2}], "feedback": ["train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7100, "army_value": 0, "income": 1500, "experience": 0, "order_count": 14}}
{"tick": 3801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15%.\nPRODUCTION: Building: proc 15%; Infantry: e3 60%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(73,21) #136@(71,23) #137@(67,22) #140@(28,16)* #142@(28,16)* #143@(27,17)* #144@(27,17)*\n  e3 (Rocket Soldier) x4: #138@(28,16)* #139@(28,16)* #141@(28,16)* #147@(27,16)*\n  harv (Ore Truck (harvester)) x1: #131@(19,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #146: ordered\n  - move: 3 units\n  - move: 8 units\nYOUR NOTES FROM LAST TURN: Building proc (in queue). Harv #131 mining near (23,8). Scouts 135-137 heading NE to (95,11). Home defense group ~(28,17). Need cash for 2nd harv/refinery.", "raw": "{\"thoughts\": \"Broke at $0 with a second refinery building (proc 15%). Keep the lone harvester mining and push the three rifle scouts NE to find the enemy base. Idle rocket soldiers stay home for defense; set War Factory rally to a defensive muster point.\", \"notes\": \"proc building ~15%. Harv #131 at (19,9) mining. Scouts 135-137 heading NE to enemy start (95,11). Defense group idle ~(28,16). Need cash -> finish proc, then more harvesters.\", \"commands\": [{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":92,\"y\":14},{\"do\":\"rally\",\"building\":146,\"x\":24,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":24,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1623, "completion_tokens": 825, "total_tokens": 2448, "cost": 0.001251108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001251108, "upstream_inference_prompt_cost": 0.000261108, "upstream_inference_completions_cost": 0.00099}, "completion_tokens_details": {"reasoning_tokens": 628, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.24, "thoughts": "Broke at $0 with a second refinery building (proc 15%). Keep the lone harvester mining and push the three rifle scouts NE to find the enemy base. Idle rocket soldiers stay home for defense; set War Factory rally to a defensive muster point.", "notes": "proc building ~15%. Harv #131 at (19,9) mining. Scouts 135-137 heading NE to enemy start (95,11). Defense group idle ~(28,16). Need cash -> finish proc, then more harvesters.", "commands": [{"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [135, 136, 137], "x": 92, "y": 14}, {"do": "rally", "building": 146, "x": 24, "y": 16}, {"do": "rally", "building": 134, "x": 24, "y": 16}, {"do": "train", "item": "e3", "count": 1}], "feedback": ["attack_move: 3 units", "rally #146: ordered", "rally #134: ordered", "train 1x 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": 9200, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 34}}
{"tick": 3801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:32 (tick 3801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $853 + stored ore $0 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.3%.\nPRODUCTION: Building: proc 70%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 94%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(107,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc/powr/tent, training 1tnk x3. Once proc done, build harv. Expand army with tanks, then push toward enemy base.", "raw": "{\"thoughts\":\"Continue economy and army buildup. Keep queues busy, train more tanks and add harvester once proc finishes.\",\"notes\":\"Enemy at (12,16). Building proc/powr/tent, tanks in production. Once proc/powr done, queue more harv and tanks, start moving army toward enemy base once 8+ tanks ready.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2038, "completion_tokens": 144, "total_tokens": 2182, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005516, "upstream_inference_prompt_cost": 0.004076, "upstream_inference_completions_cost": 0.00144}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.84, "thoughts": "Continue economy and army buildup. Keep queues busy, train more tanks and add harvester once proc finishes.", "notes": "Enemy at (12,16). Building proc/powr/tent, tanks in production. Once proc/powr done, queue more harv and tanks, start moving army toward enemy base once 8+ tanks ready.", "commands": [{"do": "train", "item": "1tnk", "count": 2}], "feedback": ["train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7100, "army_value": 0, "income": 1500, "experience": 0, "order_count": 16}}
{"tick": 4001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $436 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9200, army $3000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 17.1%.\nPRODUCTION: Building: proc 18%; Infantry: e3 71%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(80,14) #136@(78,16) #137@(75,14) #140@(28,16)* #142@(28,16)* #143@(27,17)* #144@(27,17)*\n  e3 (Rocket Soldier) x4: #138@(28,16)* #139@(28,16)* #141@(28,16)* #147@(27,16)*\n  harv (Ore Truck (harvester)) x1: #131@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - rally #146: ordered\n  - rally #134: ordered\n  - train 1x e3: queued\nYOUR NOTES FROM LAST TURN: proc building ~15%. Harv #131 at (19,9) mining. Scouts 135-137 heading NE to enemy start (95,11). Defense group idle ~(28,16). Need cash -> finish proc, then more harvesters.", "raw": "{\"thoughts\": \"Economy is stalled at $0 cash, power is fine, and only one harvester is running. My building queue has a refinery underway; I should finish it, add a second harvester from the war factory, and push my idle combat group NE toward the enemy start to probe and consolidate with the scouts.\", \"notes\": \"proc ~18% building. Harv #131 mining near base. Scouts 135-137 NE (~75-80,14). Idle group (138,139,140,141,142,143,144,147) at ~(28,16) -> sending to (55,14) then enemy (95,11). Need more harvesters as cash frees up.\", \"commands\": [{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"attack_move\",\"units\":[138,139,141,147,140,142,143,144],\"x\":55,\"y\":14},{\"do\":\"stance\",\"units\":[138,139,141,147,140,142,143,144],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":146,\"x\":55,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":55,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1646, "completion_tokens": 1240, "total_tokens": 2886, "cost": 0.001756008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001756008, "upstream_inference_prompt_cost": 0.000268008, "upstream_inference_completions_cost": 0.001488}, "completion_tokens_details": {"reasoning_tokens": 976, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.12, "thoughts": "Economy is stalled at $0 cash, power is fine, and only one harvester is running. My building queue has a refinery underway; I should finish it, add a second harvester from the war factory, and push my idle combat group NE toward the enemy start to probe and consolidate with the scouts.", "notes": "proc ~18% building. Harv #131 mining near base. Scouts 135-137 NE (~75-80,14). Idle group (138,139,140,141,142,143,144,147) at ~(28,16) -> sending to (55,14) then enemy (95,11). Need more harvesters as cash frees up.", "commands": [{"do": "train", "item": "harv", "count": 1}, {"do": "attack_move", "units": [138, 139, 141, 147, 140, 142, 143, 144], "x": 55, "y": 14}, {"do": "stance", "units": [138, 139, 141, 147, 140, 142, 143, 144], "stance": "attack_anything"}, {"do": "rally", "building": 146, "x": 55, "y": 14}, {"do": "rally", "building": 134, "x": 55, "y": 14}], "feedback": ["train 1x harv: queued", "attack_move: 8 units", "stance: 8 units", "rally #146: ordered", "rally #134: 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": 9200, "army_value": 1900, "income": 1975, "experience": 0, "order_count": 35}}
{"tick": 4001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:40 (tick 4001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $187 + stored ore $0 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7800, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.3%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 41%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #148@(97,9)*\n  harv (Ore Truck (harvester)) x1: #132@(99,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc/powr/tent, tanks in production. Once proc/powr done, queue more harv and tanks, start moving army toward enemy base once 8+ tanks ready.", "raw": "{\"thoughts\":\"Economy building up, keep producing tanks and infrastructure. Wait for proc/powr/tent to finish, keep tank queue going.\",\"notes\":\"Enemy at (12,16). Building proc/powr/tent, tanks in production. Once proc done, build 2nd harvester. Amass 8+ tanks before attacking.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2087, "completion_tokens": 142, "total_tokens": 2229, "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": 0.005594, "upstream_inference_prompt_cost": 0.004174, "upstream_inference_completions_cost": 0.00142}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.4, "thoughts": "Economy building up, keep producing tanks and infrastructure. Wait for proc/powr/tent to finish, keep tank queue going.", "notes": "Enemy at (12,16). Building proc/powr/tent, tanks in production. Once proc done, build 2nd harvester. Amass 8+ tanks before attacking.", "commands": [{"do": "train", "item": "1tnk", "count": 2}], "feedback": ["train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 700, "income": 1500, "experience": 0, "order_count": 18}}
{"tick": 4201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $9500, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.5%.\nPRODUCTION: Building: proc 28%; Vehicle: harv 12%; Infantry: e3 19%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(90,14) #136@(87,14) #137@(85,14) #140@(28,16)* #142@(28,16)* #143@(27,17)* #144@(27,17)*\n  e3 (Rocket Soldier) x5: #138@(28,16)* #139@(28,16)* #141@(28,16)* #147@(27,16)* #149@(12,14)*\n  harv (Ore Truck (harvester)) x1: #131@(20,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - attack_move: 8 units\n  - stance: 8 units\n  - rally #146: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: proc ~18% building. Harv #131 mining near base. Scouts 135-137 NE (~75-80,14). Idle group (138,139,140,141,142,143,144,147) at ~(28,16) -> sending to (55,14) then enemy (95,11). Need more harvesters as cash frees up.", "raw": "{\"thoughts\": \"We're broke ($0) with lots of infantry queued, so economy must catch up. Scouts are near the enemy start (95,11) \u2014 push them in to find the base while the idle group advances from (28,16). Keep proc and harv production going.\", \"notes\": \"proc ~28%. Harv #131 mining (20,8). Scouts 135-137 pushing to enemy (95,11). Main group 138-144,147 advancing from (28,16). Need harvesters ASAP - cash near zero, many infantry queued.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[138,139,140,141,142,143,144,147],\"x\":60,\"y\":14},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"rally\",\"building\":146,\"x\":40,\"y\":15},{\"do\":\"rally\",\"building\":134,\"x\":40,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1689, "completion_tokens": 760, "total_tokens": 2449, "cost": 0.001192908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001192908, "upstream_inference_prompt_cost": 0.000280908, "upstream_inference_completions_cost": 0.000912}, "completion_tokens_details": {"reasoning_tokens": 515, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.45, "thoughts": "We're broke ($0) with lots of infantry queued, so economy must catch up. Scouts are near the enemy start (95,11) \u2014 push them in to find the base while the idle group advances from (28,16). Keep proc and harv production going.", "notes": "proc ~28%. Harv #131 mining (20,8). Scouts 135-137 pushing to enemy (95,11). Main group 138-144,147 advancing from (28,16). Need harvesters ASAP - cash near zero, many infantry queued.", "commands": [{"do": "attack_move", "units": [135, 136, 137], "x": 95, "y": 11}, {"do": "attack_move", "units": [138, 139, 140, 141, 142, 143, 144, 147], "x": 60, "y": 14}, {"do": "harvest", "unit": 131}, {"do": "build", "item": "proc"}, {"do": "train", "item": "harv", "count": 1}, {"do": "rally", "building": 146, "x": 40, "y": 15}, {"do": "rally", "building": 134, "x": 40, "y": 15}], "feedback": ["attack_move: 3 units", "attack_move: 8 units", "build proc: started", "train 1x harv: queued", "rally #146: ordered", "rally #134: 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": 9500, "army_value": 2200, "income": 2000, "experience": 0, "order_count": 36}}
{"tick": 4201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:48 (tick 4201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $23 + stored ore $255 (storage 2000), power 199 made / 60 used, harvesters 1.\nSCORE: assets $7800, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.3%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 89%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 99%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #148@(97,9)*\n  harv (Ore Truck (harvester)) x1: #132@(103,17)\nVISIBLE ENEMY UNITS (1):\n  #135 e1@(90,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc/powr/tent, tanks in production. Once proc done, build 2nd harvester. Amass 8+ tanks before attacking.", "raw": "{\"thoughts\":\"Place proc, continue building tanks and infrastructure. Keep producing units.\",\"notes\":\"Enemy at (12,16). Building proc/powr/tent, tanks queued. Once proc placed, build 2nd harvester. Amass 8+ tanks before attacking.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2125, "completion_tokens": 138, "total_tokens": 2263, "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": 0.00563, "upstream_inference_prompt_cost": 0.00425, "upstream_inference_completions_cost": 0.00138}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.63, "thoughts": "Place proc, continue building tanks and infrastructure. Keep producing units.", "notes": "Enemy at (12,16). Building proc/powr/tent, tanks queued. Once proc placed, build 2nd harvester. Amass 8+ tanks before attacking.", "commands": [{"do": "place", "item": "proc"}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7800, "army_value": 700, "income": 2000, "experience": 0, "order_count": 20}}
{"tick": 4401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $9500, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.7%.\nPRODUCTION: Building: proc 28%; Building: proc 0%; Vehicle: harv 12%; Vehicle: harv 0%; Infantry: e3 19%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(90,14) #136@(88,14) #137@(89,12) #140@(35,23) #142@(35,23) #143@(34,24) #144@(34,24)\n  e3 (Rocket Soldier) x5: #138@(35,23) #139@(35,23) #141@(35,23) #147@(34,23) #149@(12,14)*\n  harv (Ore Truck (harvester)) x1: #131@(19,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #150 proc@(93,14) 96%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - attack_move: 8 units\n  - build proc: started\n  - train 1x harv: queued\n  - rally #146: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: proc ~28%. Harv #131 mining (20,8). Scouts 135-137 pushing to enemy (95,11). Main group 138-144,147 advancing from (28,16). Need harvesters ASAP - cash near zero, many infantry queued.", "raw": "{\"thoughts\": \"Economy is stalled at $0 cash with big queues; only income can fix that. My scouts are right beside the enemy proc while my main infantry blob lags at (35,23). Push the main force toward the enemy base and have the scouts hit the exposed refinery, and gather the idle rocket soldier with the group.\", \"notes\": \"Cash $0. Enemy base ~(95,11), proc #150 at (93,14). Scouts 135-137 hitting proc. Main blob 138-144,147 advancing from (35,23) to enemy. One harv #131 mining (19,7); 2 more harvs queued. Keep queues fed, push attack.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[138,139,141,147,140,142,143,144],\"x\":90,\"y\":16},{\"do\":\"attack\",\"units\":[135,136,137],\"target\":150},{\"do\":\"attack_move\",\"units\":[149],\"x\":35,\"y\":23},{\"do\":\"rally\",\"building\":146,\"x\":22,\"y\":17},{\"do\":\"rally\",\"building\":134,\"x\":22,\"y\":17},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1696, "completion_tokens": 1359, "total_tokens": 3055, "cost": 0.001913808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001913808, "upstream_inference_prompt_cost": 0.000283008, "upstream_inference_completions_cost": 0.0016308}, "completion_tokens_details": {"reasoning_tokens": 1098, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.49, "thoughts": "Economy is stalled at $0 cash with big queues; only income can fix that. My scouts are right beside the enemy proc while my main infantry blob lags at (35,23). Push the main force toward the enemy base and have the scouts hit the exposed refinery, and gather the idle rocket soldier with the group.", "notes": "Cash $0. Enemy base ~(95,11), proc #150 at (93,14). Scouts 135-137 hitting proc. Main blob 138-144,147 advancing from (35,23) to enemy. One harv #131 mining (19,7); 2 more harvs queued. Keep queues fed, push attack.", "commands": [{"do": "attack_move", "units": [138, 139, 141, 147, 140, 142, 143, 144], "x": 90, "y": 16}, {"do": "attack", "units": [135, 136, 137], "target": 150}, {"do": "attack_move", "units": [149], "x": 35, "y": 23}, {"do": "rally", "building": 146, "x": 22, "y": 17}, {"do": "rally", "building": 134, "x": 22, "y": 17}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 8 units", "attack: 3 units", "attack_move: 1 units", "rally #146: ordered", "rally #134: 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": 9500, "army_value": 2200, "income": 2000, "experience": 0, "order_count": 38}}
{"tick": 4401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:56 (tick 4401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 187 made / 90 used, harvesters 2.\nSCORE: assets $11000, army $3600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.5%.\nPRODUCTION: Building: powr 47%; Building: tent 0%; Vehicle: 1tnk 8%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 87%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%, #150 proc@(93,14) 96%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #148@(97,10)* #152@(97,9)*\n  harv (Ore Truck (harvester)) x2: #132@(105,23) #151@(101,24)\nVISIBLE ENEMY UNITS (3):\n  #135 e1@(90,14) 100%, #136 e1@(88,14) 100%, #137 e1@(89,12) 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)\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc/powr/tent, tanks queued. Once proc placed, build 2nd harvester. Amass 8+ tanks before attacking.", "raw": "{\"thoughts\":\"Enemy infantry scouting near my base; keep tanks defensive for now and continue economy buildup. Queue harvester and keep tank production going.\",\"notes\":\"Enemy at (12,16). Enemy scouts (e1 x3) near (88-90,14) - watch harvesters. Building powr/tent, tanks queued. Amass 8+ tanks before attacking. Add harv when cash allows.\",\"commands\":[{\"do\":\"stance\",\"units\":[148,152],\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2217, "completion_tokens": 244, "total_tokens": 2461, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006874, "upstream_inference_prompt_cost": 0.004434, "upstream_inference_completions_cost": 0.00244}, "completion_tokens_details": {"reasoning_tokens": 53, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.99, "thoughts": "Enemy infantry scouting near my base; keep tanks defensive for now and continue economy buildup. Queue harvester and keep tank production going.", "notes": "Enemy at (12,16). Enemy scouts (e1 x3) near (88-90,14) - watch harvesters. Building powr/tent, tanks queued. Amass 8+ tanks before attacking. Add harv when cash allows.", "commands": [{"do": "stance", "units": [148, 152], "stance": "defend"}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["stance: 2 units", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11000, "army_value": 1400, "income": 2000, "experience": 0, "order_count": 23}}
{"tick": 4601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $9500, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.9%.\nPRODUCTION: Building: proc 28%; Building: proc 0%; Vehicle: harv 12%; Vehicle: harv 0%; Infantry: e3 19%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(90,14) #136@(88,14) #137@(89,12) #140@(45,25) #142@(46,25) #143@(44,26) #144@(44,26)\n  e3 (Rocket Soldier) x5: #138@(46,25) #139@(45,25) #141@(45,25) #147@(44,26) #149@(22,14)\n  harv (Ore Truck (harvester)) x1: #131@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #150 proc@(93,14) 86%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack: 3 units\n  - attack_move: 1 units\n  - rally #146: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Cash $0. Enemy base ~(95,11), proc #150 at (93,14). Scouts 135-137 hitting proc. Main blob 138-144,147 advancing from (35,23) to enemy. One harv #131 mining (19,7); 2 more harvs queued. Keep queues fed, push attack.", "raw": "{\"thoughts\": \"Cash is $0 so production will stall; harvesters are the bottleneck. Our main blob is halfway to the enemy and scouts are already chewing on the enemy proc #150. Push the blob in to join the attack and keep the scouts on the proc.\", \"notes\": \"Enemy base ~(95,11), proc #150 at (93,14) under attack by scouts 135-137. Main blob 138-144,147 attacking from (45,25). Harv #131 mining. Need cash badly - 2nd harv queued.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[138,139,141,147,140,142,143,144],\"x\":90,\"y\":13},{\"do\":\"attack\",\"units\":[135,136,137],\"target\":150},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":146,\"x\":30,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":25,\"y\":16},{\"do\":\"move\",\"units\":[149],\"x\":25,\"y\":16},{\"do\":\"stance\",\"units\":[135,136,137],\"stance\":\"attack_anything\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1701, "completion_tokens": 758, "total_tokens": 2459, "cost": 0.001194108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001194108, "upstream_inference_prompt_cost": 0.000284508, "upstream_inference_completions_cost": 0.0009096}, "completion_tokens_details": {"reasoning_tokens": 507, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.44, "thoughts": "Cash is $0 so production will stall; harvesters are the bottleneck. Our main blob is halfway to the enemy and scouts are already chewing on the enemy proc #150. Push the blob in to join the attack and keep the scouts on the proc.", "notes": "Enemy base ~(95,11), proc #150 at (93,14) under attack by scouts 135-137. Main blob 138-144,147 attacking from (45,25). Harv #131 mining. Need cash badly - 2nd harv queued.", "commands": [{"do": "attack_move", "units": [138, 139, 141, 147, 140, 142, 143, 144], "x": 90, "y": 13}, {"do": "attack", "units": [135, 136, 137], "target": 150}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 146, "x": 30, "y": 20}, {"do": "rally", "building": 134, "x": 25, "y": 16}, {"do": "move", "units": [149], "x": 25, "y": 16}, {"do": "stance", "units": [135, 136, 137], "stance": "attack_anything"}], "feedback": ["attack_move: 8 units", "attack: 3 units", "rally #146: ordered", "rally #134: ordered", "move: 1 units", "stance: 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": 9500, "army_value": 2200, "income": 2000, "experience": 0, "order_count": 38}}
{"tick": 4601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:04 (tick 4601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 187 made / 90 used, harvesters 2.\nSCORE: assets $11000, army $3600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.6%.\nPRODUCTION: Building: powr 47%; Building: tent 0%; Vehicle: 1tnk 8%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 87%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%, #150 proc@(93,14) 86%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #148@(97,10)* #152@(97,9)*\n  harv (Ore Truck (harvester)) x2: #132@(99,16) #151@(100,23)\nVISIBLE ENEMY UNITS (3):\n  #135 e1@(90,14) 100%, #136 e1@(88,14) 100%, #137 e1@(89,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Enemy scouts (e1 x3) near (88-90,14) - watch harvesters. Building powr/tent, tanks queued. Amass 8+ tanks before attacking. Add harv when cash allows.", "raw": "{\"thoughts\":\"Enemy infantry scouting near my base, keep tanks defending while economy builds. Continue tank production queue and expand economy.\",\"notes\":\"Enemy at (12,16). Enemy e1 scouts near (88-90,14) threaten harvesters. Building powr/tent, tanks queued. Amass 8+ tanks before attacking. Add harv when cash allows. Defend harvesters from e1 scouts.\",\"commands\":[{\"do\":\"stance\",\"units\":[148,152],\"stance\":\"defend\"},{\"do\":\"attack_move\",\"units\":[148,152],\"x\":90,\"y\":13}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2250, "completion_tokens": 250, "total_tokens": 2500, "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": 0.007, "upstream_inference_prompt_cost": 0.0045, "upstream_inference_completions_cost": 0.0025}, "completion_tokens_details": {"reasoning_tokens": 46, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.76, "thoughts": "Enemy infantry scouting near my base, keep tanks defending while economy builds. Continue tank production queue and expand economy.", "notes": "Enemy at (12,16). Enemy e1 scouts near (88-90,14) threaten harvesters. Building powr/tent, tanks queued. Amass 8+ tanks before attacking. Add harv when cash allows. Defend harvesters from e1 scouts.", "commands": [{"do": "stance", "units": [148, 152], "stance": "defend"}, {"do": "attack_move", "units": [148, 152], "x": 90, "y": 13}], "feedback": ["stance: 2 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11000, "army_value": 1400, "income": 2000, "experience": 0, "order_count": 25}}
{"tick": 4801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $9500, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.9%.\nPRODUCTION: Building: proc 40%; Building: proc 0%; Vehicle: harv 27%; Vehicle: harv 0%; Infantry: e3 75%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #135@(90,14) #136@(88,14) #137@(89,12)36% #140@(54,28) #142@(55,28) #143@(53,27) #144@(54,27)\n  e3 (Rocket Soldier) x5: #138@(55,28) #139@(54,28) #141@(54,28) #147@(53,27) #149@(25,16)*\n  harv (Ore Truck (harvester)) x1: #131@(17,9)\nVISIBLE ENEMY UNITS (2):\n  #151 harv@(93,15) 100%, #152 1tnk@(91,10) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #150 proc@(93,14) 76%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack: 3 units\n  - rally #146: ordered\n  - rally #134: ordered\n  - move: 1 units\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11), proc #150 at (93,14) under attack by scouts 135-137. Main blob 138-144,147 attacking from (45,25). Harv #131 mining. Need cash badly - 2nd harv queued.", "raw": "{\"thoughts\": \"Luring the enemy Light Tank into our approaching rocket soldier blob by pulling back the scout rifles. Harv #131 will deposit soon to unfreeze our 2nd harvester and refinery production.\", \"notes\": \"Main army converging on (93,14) where enemy Proc and Harv are located. Trapping enemy 1tnk with rockets.\", \"commands\": [{\"do\": \"move\", \"units\": [135, 136, 137], \"x\": 75, \"y\": 20}, {\"do\": \"attack_move\", \"units\": [138, 139, 140, 141, 142, 143, 144, 147, 149], \"x\": 92, \"y\": 12}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1873, "completion_tokens": 1676, "total_tokens": 3549, "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": 0.0153795, "upstream_inference_prompt_cost": 0.0028095, "upstream_inference_completions_cost": 0.01257}, "completion_tokens_details": {"reasoning_tokens": 1489, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.34, "thoughts": "Luring the enemy Light Tank into our approaching rocket soldier blob by pulling back the scout rifles. Harv #131 will deposit soon to unfreeze our 2nd harvester and refinery production.", "notes": "Main army converging on (93,14) where enemy Proc and Harv are located. Trapping enemy 1tnk with rockets.", "commands": [{"do": "move", "units": [135, 136, 137], "x": 75, "y": 20}, {"do": "attack_move", "units": [138, 139, 140, 141, 142, 143, 144, 147, 149], "x": 92, "y": 12}], "feedback": ["move: 3 units", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 2500, "experience": 0, "order_count": 38}}
{"tick": 4801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:12 (tick 4801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $516 (storage 4000), power 187 made / 90 used, harvesters 2.\nSCORE: assets $11000, army $3600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.9%.\nPRODUCTION: Building: powr READY TO PLACE; Building: tent 0%; Vehicle: 1tnk 33%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 87%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%, #150 proc@(93,14) 76%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #148@(97,10)* #152@(91,10)\n  harv (Ore Truck (harvester)) x2: #132@(99,16) #151@(93,15)\nVISIBLE ENEMY UNITS (3):\n  #135 e1@(90,14) 100%, #136 e1@(88,14) 100%, #137 e1@(89,12) 36%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Enemy e1 scouts near (88-90,14) threaten harvesters. Building powr/tent, tanks queued. Amass 8+ tanks before attacking. Add harv when cash allows. Defend harvesters from e1 scouts.", "raw": "{\"thoughts\":\"Place power plant, keep building tanks, defend harvesters from enemy infantry nearby.\",\"notes\":\"Enemy at (12,16). Defend harvesters near (88-90,14) from e1 scouts. Keep producing 1tnk, build tent, queue more power/proc. Amass 8+ tanks before attacking enemy base at (12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[148,152],\"x\":89,\"y\":13}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2262, "completion_tokens": 173, "total_tokens": 2435, "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": 0.006254, "upstream_inference_prompt_cost": 0.004524, "upstream_inference_completions_cost": 0.00173}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.83, "thoughts": "Place power plant, keep building tanks, defend harvesters from enemy infantry nearby.", "notes": "Enemy at (12,16). Defend harvesters near (88-90,14) from e1 scouts. Keep producing 1tnk, build tent, queue more power/proc. Amass 8+ tanks before attacking enemy base at (12,16).", "commands": [{"do": "place", "item": "powr"}, {"do": "attack_move", "units": [148, 152], "x": 89, "y": 13}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11000, "army_value": 1400, "income": 2825, "experience": 0, "order_count": 25}}
{"tick": 5001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $100 (1 units, 0 bldgs). Map explored 19.4%.\nPRODUCTION: Building: proc 40%; Building: proc 0%; Vehicle: harv 27%; Vehicle: harv 0%; Infantry: e3 75%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(80,14) #136@(78,15) #140@(64,25) #142@(64,25) #143@(60,27) #144@(61,27)\n  e3 (Rocket Soldier) x5: #138@(64,25) #139@(64,25) #141@(64,25) #147@(61,27) #149@(32,23)\n  harv (Ore Truck (harvester)) x1: #131@(15,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 3 units\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Main army converging on (93,14) where enemy Proc and Harv are located. Trapping enemy 1tnk with rockets.", "raw": "{\"thoughts\": \"Cash is at $0 with only one harvester, so economy is the bottleneck; second refinery and harvester are already in progress. My army is scattered along the eastern approach to the enemy start\u2014consolidate it and push on the enemy base at ~(93,14) while production continues.\",\"notes\": \"Main army (11 inf, 5 e3 + 6 e1) attacking toward enemy base ~(93,14). Refinery 40% and Harv 27% queued. Need more economy once these finish.\",\"commands\": [{\"do\":\"attack_move\",\"units\":[135,136,138,139,140,141,142,143,144,147,149],\"x\":93,\"y\":14},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1613, "completion_tokens": 479, "total_tokens": 2092, "cost": 0.000832908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000832908, "upstream_inference_prompt_cost": 0.000258108, "upstream_inference_completions_cost": 0.0005748}, "completion_tokens_details": {"reasoning_tokens": 304, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.23, "thoughts": "Cash is at $0 with only one harvester, so economy is the bottleneck; second refinery and harvester are already in progress. My army is scattered along the eastern approach to the enemy start\u2014consolidate it and push on the enemy base at ~(93,14) while production continues.", "notes": "Main army (11 inf, 5 e3 + 6 e1) attacking toward enemy base ~(93,14). Refinery 40% and Harv 27% queued. Need more economy once these finish.", "commands": [{"do": "attack_move", "units": [135, 136, 138, 139, 140, 141, 142, 143, 144, 147, 149], "x": 93, "y": 14}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 11 units", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2500, "experience": 0, "order_count": 38}}
{"tick": 5001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:20 (tick 5001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $13 (storage 4000), power 287 made / 90 used, harvesters 2.\nSCORE: assets $11300, army $3600, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.3%.\nPRODUCTION: Building: tent 64%; Vehicle: 1tnk 81%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 87%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%, #150 proc@(93,14) 76%, #155 powr@(93,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #148@(89,13)* #152@(90,13)*\n  harv (Ore Truck (harvester)) x2: #132@(104,23) #151@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Defend harvesters near (88-90,14) from e1 scouts. Keep producing 1tnk, build tent, queue more power/proc. Amass 8+ tanks before attacking enemy base at (12,16).", "raw": "{\"thoughts\":\"Continue building economy and army. Keep producing tanks and let tent finish. Queue additional power once tent done.\",\"notes\":\"Enemy at (12,16). Amass 8+ tanks before attacking. Keep producing 1tnk, watch power balance, defend harvesters near (88-90,14).\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2229, "completion_tokens": 137, "total_tokens": 2366, "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": 0.005828, "upstream_inference_prompt_cost": 0.004458, "upstream_inference_completions_cost": 0.00137}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.55, "thoughts": "Continue building economy and army. Keep producing tanks and let tent finish. Queue additional power once tent done.", "notes": "Enemy at (12,16). Amass 8+ tanks before attacking. Keep producing 1tnk, watch power balance, defend harvesters near (88-90,14).", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11300, "army_value": 1400, "income": 3000, "experience": 1, "order_count": 26}}
{"tick": 5201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $100 (1 units, 0 bldgs). Map explored 19.4%.\nPRODUCTION: Building: proc 40%; Building: proc 0%; Vehicle: harv 27%; Vehicle: harv 0%; Infantry: e3 75%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(86,14)42% #136@(85,14) #140@(72,20) #142@(72,20) #143@(69,22) #144@(70,22)\n  e3 (Rocket Soldier) x5: #138@(72,20) #139@(72,20) #141@(72,20) #147@(69,23) #149@(42,25)\n  harv (Ore Truck (harvester)) x1: #131@(17,16)\nVISIBLE ENEMY UNITS (1):\n  #148 1tnk@(89,13) 97%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Main army (11 inf, 5 e3 + 6 e1) attacking toward enemy base ~(93,14). Refinery 40% and Harv 27% queued. Need more economy once these finish.", "raw": "{\"thoughts\": \"I'm broke ($0) so production will stall; my main infantry group is already pushing toward the enemy base around (89,14) where an enemy light tank sits. My rocket soldiers (e3) shred light tanks, so I'll press the attack and consolidate toward the enemy base while setting forward rally points.\", \"notes\": \"Main army ~11 inf pushing enemy base (89-93,13). Enemy light tank #148 spotted. Cash $0 - economy building/queued (proc 40%, harv 27%). Once cash returns, add powr/proc #2 and keep training e3+e1.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":92,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":50,\"y\":20},{\"do\":\"rally\",\"building\":146,\"x\":50,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1665, "completion_tokens": 629, "total_tokens": 2294, "cost": 0.001028508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001028508, "upstream_inference_prompt_cost": 0.000273708, "upstream_inference_completions_cost": 0.0007548}, "completion_tokens_details": {"reasoning_tokens": 423, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.25, "thoughts": "I'm broke ($0) so production will stall; my main infantry group is already pushing toward the enemy base around (89,14) where an enemy light tank sits. My rocket soldiers (e3) shred light tanks, so I'll press the attack and consolidate toward the enemy base while setting forward rally points.", "notes": "Main army ~11 inf pushing enemy base (89-93,13). Enemy light tank #148 spotted. Cash $0 - economy building/queued (proc 40%, harv 27%). Once cash returns, add powr/proc #2 and keep training e3+e1.", "commands": [{"do": "attack_move", "units": "all_army", "x": 92, "y": 14}, {"do": "rally", "building": 134, "x": 50, "y": 20}, {"do": "rally", "building": 146, "x": 50, "y": 20}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 11 units", "rally #134: ordered", "rally #146: ordered", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2000, "experience": 0, "order_count": 40}}
{"tick": 5201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:28 (tick 5201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 287 made / 90 used, harvesters 2.\nSCORE: assets $11300, army $3600, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.3%.\nPRODUCTION: Building: tent 65%; Vehicle: 1tnk 81%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 87%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%, #150 proc@(93,14) 76%, #155 powr@(93,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #148@(89,13)97% #152@(90,13)\n  harv (Ore Truck (harvester)) x2: #132@(99,17) #151@(100,21)\nVISIBLE ENEMY UNITS (2):\n  #135 e1@(86,14) 42%, #136 e1@(85,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Amass 8+ tanks before attacking. Keep producing 1tnk, watch power balance, defend harvesters near (88-90,14).", "raw": "{\"thoughts\":\"Continue building army, keep production going, defend harvesters near enemy infantry.\",\"notes\":\"Enemy at (12,16). Amass 8+ tanks before attacking. Keep producing 1tnk, watch power balance, defend harvesters near (88-90,14).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[148,152],\"x\":86,\"y\":14}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2203, "completion_tokens": 130, "total_tokens": 2333, "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": 0.005706, "upstream_inference_prompt_cost": 0.004406, "upstream_inference_completions_cost": 0.0013}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "Continue building army, keep production going, defend harvesters near enemy infantry.", "notes": "Enemy at (12,16). Amass 8+ tanks before attacking. Keep producing 1tnk, watch power balance, defend harvesters near (88-90,14).", "commands": [{"do": "attack_move", "units": [148, 152], "x": 86, "y": 14}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11300, "army_value": 1400, "income": 2525, "experience": 1, "order_count": 26}}
{"tick": 5401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $9500, army $3300, killed $0 (0 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 19.4%.\nPRODUCTION: Building: proc 52%; Building: proc 0%; Vehicle: harv 43%; Vehicle: harv 0%; Infantry: e3 30%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #140@(80,14) #142@(81,14) #143@(77,16) #144@(77,16)\n  e3 (Rocket Soldier) x6: #138@(81,14) #139@(80,14) #141@(80,14) #147@(77,16) #149@(52,27) #156@(16,14)\n  harv (Ore Truck (harvester)) x1: #131@(17,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - rally #134: ordered\n  - rally #146: ordered\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Main army ~11 inf pushing enemy base (89-93,13). Enemy light tank #148 spotted. Cash $0 - economy building/queued (proc 40%, harv 27%). Once cash returns, add powr/proc #2 and keep training e3+e1.", "raw": "{\"thoughts\": \"Our infantry assault squad is approaching the enemy base near (95, 11). Power will be tight once the refinery finishes, but income will soon arrive as Harvester #131 unloads.\", \"notes\": \"Main force at (81, 14) pushing (92, 12). Second proc at 52%, harv at 43%. Prepare powr once proc finishes due to power limit (100 made / 80 used, proc uses 30).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [138, 139, 140, 141, 142, 143, 144, 147], \"x\": 92, \"y\": 12}, {\"do\": \"attack_move\", \"units\": [149, 156], \"x\": 88, \"y\": 13}, {\"do\": \"harvest\", \"unit\": 131}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1800, "completion_tokens": 952, "total_tokens": 2752, "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": 0.00984, "upstream_inference_prompt_cost": 0.0027, "upstream_inference_completions_cost": 0.00714}, "completion_tokens_details": {"reasoning_tokens": 723, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.44, "thoughts": "Our infantry assault squad is approaching the enemy base near (95, 11). Power will be tight once the refinery finishes, but income will soon arrive as Harvester #131 unloads.", "notes": "Main force at (81, 14) pushing (92, 12). Second proc at 52%, harv at 43%. Prepare powr once proc finishes due to power limit (100 made / 80 used, proc uses 30).", "commands": [{"do": "attack_move", "units": [138, 139, 140, 141, 142, 143, 144, 147], "x": 92, "y": 12}, {"do": "attack_move", "units": [149, 156], "x": 88, "y": 13}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 8 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 300, "units_killed": 0, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 2500, "experience": 0, "order_count": 42}}
{"tick": 5401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:36 (tick 5401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $713 (storage 4000), power 287 made / 90 used, harvesters 2.\nSCORE: assets $12000, army $4300, killed $300 (3 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.8%.\nPRODUCTION: Building: tent 94%; Vehicle: 1tnk 2%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 87%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%, #150 proc@(93,14) 76%, #155 powr@(93,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #148@(88,13)92% #152@(87,14) #157@(97,9)\n  harv (Ore Truck (harvester)) x2: #132@(98,15) #151@(93,15)\nVISIBLE ENEMY UNITS (2):\n  #138 e3@(81,14) 100%, #142 e1@(81,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Amass 8+ tanks before attacking. Keep producing 1tnk, watch power balance, defend harvesters near (88-90,14).", "raw": "{\"thoughts\":\"Continue building light tank army; economy healthy. Keep producing tanks and let second refinery complete. Hold defensive position until 8+ tanks amassed.\",\"notes\":\"Enemy at (12,16). Amass 8+ tanks before attacking. Keep producing 1tnk, watch power balance, defend harvesters near (88-90,14). Second proc finishing at 76%.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2198, "completion_tokens": 198, "total_tokens": 2396, "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": 0.006376, "upstream_inference_prompt_cost": 0.004396, "upstream_inference_completions_cost": 0.00198}, "completion_tokens_details": {"reasoning_tokens": 38, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.8, "thoughts": "Continue building light tank army; economy healthy. Keep producing tanks and let second refinery complete. Hold defensive position until 8+ tanks amassed.", "notes": "Enemy at (12,16). Amass 8+ tanks before attacking. Keep producing 1tnk, watch power balance, defend harvesters near (88-90,14). Second proc finishing at 76%.", "commands": [{"do": "train", "item": "1tnk", "count": 5}], "feedback": ["train 5x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 0, "units_killed": 3, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12000, "army_value": 2100, "income": 3500, "experience": 3, "order_count": 26}}
{"tick": 5601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $9500, army $3300, killed $700 (1 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 19.7%.\nPRODUCTION: Building: proc 52%; Building: proc 0%; Vehicle: harv 43%; Vehicle: harv 0%; Infantry: e3 30%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #140@(83,14)92% #142@(83,14)96% #143@(84,12) #144@(83,14)\n  e3 (Rocket Soldier) x6: #138@(83,14)18% #139@(84,14)98% #141@(83,14)77% #147@(83,13) #149@(61,27) #156@(25,20)\n  harv (Ore Truck (harvester)) x1: #131@(18,6)\nVISIBLE ENEMY UNITS (1):\n  #148 1tnk@(87,13) 20%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Main force at (81, 14) pushing (92, 12). Second proc at 52%, harv at 43%. Prepare powr once proc finishes due to power limit (100 made / 80 used, proc uses 30).", "raw": "{\"thoughts\": \"Enemy tank nearly dead at (87,13) - finish it, then push the main 8-unit group toward the enemy base at (95,11). Economy is tight ($0) but proc+harv are already queued; keep the front moving and bring stragglers forward.\", \"notes\": \"Main force ~8 units at (83,14) pushing to enemy base (95,11). #149 at (61,27) join front. #156 near home defend. Next turn: build powr when proc finishes (power 100/80, proc adds 30). Keep queuing units.\", \"commands\": [{\"do\":\"attack\",\"units\":[140,142,143,144,138,139,141,147],\"target\":148},{\"do\":\"attack_move\",\"units\":[140,142,143,144,138,139,141,147],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[149],\"x\":90,\"y\":14},{\"do\":\"move\",\"units\":[156],\"x\":22,\"y\":20},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1673, "completion_tokens": 773, "total_tokens": 2446, "cost": 0.001203708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001203708, "upstream_inference_prompt_cost": 0.000276108, "upstream_inference_completions_cost": 0.0009276}, "completion_tokens_details": {"reasoning_tokens": 534, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.68, "thoughts": "Enemy tank nearly dead at (87,13) - finish it, then push the main 8-unit group toward the enemy base at (95,11). Economy is tight ($0) but proc+harv are already queued; keep the front moving and bring stragglers forward.", "notes": "Main force ~8 units at (83,14) pushing to enemy base (95,11). #149 at (61,27) join front. #156 near home defend. Next turn: build powr when proc finishes (power 100/80, proc adds 30). Keep queuing units.", "commands": [{"do": "attack", "units": [140, 142, 143, 144, 138, 139, 141, 147], "target": 148}, {"do": "attack_move", "units": [140, 142, 143, 144, 138, 139, 141, 147], "x": 95, "y": 11}, {"do": "attack_move", "units": [149], "x": 90, "y": 14}, {"do": "move", "units": [156], "x": 22, "y": 20}, {"do": "harvest", "unit": 131}], "feedback": ["attack: 8 units", "attack_move: 8 units", "attack_move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 300, "units_killed": 1, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 2500, "experience": 7, "order_count": 42}}
{"tick": 5601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:44 (tick 5601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $351 (storage 4000), power 287 made / 90 used, harvesters 2.\nSCORE: assets $11300, army $3600, killed $300 (3 units, 0 bldgs), lost $700 (1 units, 0 bldgs). Map explored 7.8%.\nPRODUCTION: Building: tent READY TO PLACE; Vehicle: 1tnk 50%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 87%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%, #150 proc@(93,14) 76%, #155 powr@(93,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #148@(87,13)20% #157@(97,9)*\n  harv (Ore Truck (harvester)) x2: #132@(102,24) #151@(102,23)\nVISIBLE ENEMY UNITS (8):\n  #138 e3@(83,14) 18%, #139 e3@(84,14) 98%, #140 e1@(83,14) 92%, #141 e3@(83,14) 77%, #142 e1@(83,14) 96%, #143 e1@(84,12) 100%, #144 e1@(83,14) 100%, #147 e3@(83,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Amass 8+ tanks before attacking. Keep producing 1tnk, watch power balance, defend harvesters near (88-90,14). Second proc finishing at 76%.", "raw": "{\"thoughts\":\"Enemy infantry cluster near (83,13) close to my territory; damaged tank should retreat, idle tank should defend. Place barracks, keep tank production going.\",\"notes\":\"Enemy at (12,16) but infantry group scouting near (83,13-14). Amass 8+ 1tnk before pushing. Retreat damaged tank #148 to base for repair. Keep training 1tnk continuously.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"move\",\"units\":[148],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[157],\"x\":84,\"y\":13},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2376, "completion_tokens": 273, "total_tokens": 2649, "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": 0.007482, "upstream_inference_prompt_cost": 0.004752, "upstream_inference_completions_cost": 0.00273}, "completion_tokens_details": {"reasoning_tokens": 44, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.4, "thoughts": "Enemy infantry cluster near (83,13) close to my territory; damaged tank should retreat, idle tank should defend. Place barracks, keep tank production going.", "notes": "Enemy at (12,16) but infantry group scouting near (83,13-14). Amass 8+ 1tnk before pushing. Retreat damaged tank #148 to base for repair. Keep training 1tnk continuously.", "commands": [{"do": "place", "item": "tent"}, {"do": "move", "units": [148], "x": 95, "y": 11}, {"do": "attack_move", "units": [157], "x": 84, "y": 13}, {"do": "train", "item": "1tnk", "count": 5}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "move: 1 units", "attack_move: 1 units", "train 5x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 700, "units_killed": 3, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11300, "army_value": 1400, "income": 3500, "experience": 3, "order_count": 31}}
{"tick": 5801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $9500, army $3300, killed $1400 (2 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 19.8%.\nPRODUCTION: Building: proc 52%; Building: proc 0%; Vehicle: harv 43%; Vehicle: harv 0%; Infantry: e3 30%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #140@(87,13)92% #142@(87,12)95% #143@(87,12)44% #144@(87,12)94%\n  e3 (Rocket Soldier) x6: #138@(86,13)9% #139@(87,12)95% #141@(87,12)71% #147@(86,12) #149@(69,20) #156@(22,20)*\n  harv (Ore Truck (harvester)) x1: #131@(16,17)\nVISIBLE ENEMY UNITS (1):\n  #157 1tnk@(89,9) 5%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 8 units\n  - attack_move: 8 units\n  - attack_move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Main force ~8 units at (83,14) pushing to enemy base (95,11). #149 at (61,27) join front. #156 near home defend. Next turn: build powr when proc finishes (power 100/80, proc adds 30). Keep queuing units.", "raw": "{\"thoughts\": \"Main force is right at the enemy's doorstep (87,12) and there are no visible enemy buildings yet \u2014 likely just out of sight at (95,11). I'll push the whole group in with attack_move to find and hit the base, while keeping production flowing. Power is tight so I'll queue a Power Plant and more rocket infantry.\", \"notes\": \"Main army pushing enemy base (95,11); enemy tank #157 nearly dead. #149 joining front, #156 guards home. Queued powr + e3/e1. Need to scout/locate enemy buildings.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[140,142,143,144,138,139,141,147,149],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[156],\"x\":22,\"y\":20},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1707, "completion_tokens": 765, "total_tokens": 2472, "cost": 0.001204308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001204308, "upstream_inference_prompt_cost": 0.000286308, "upstream_inference_completions_cost": 0.000918}, "completion_tokens_details": {"reasoning_tokens": 533, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.91, "thoughts": "Main force is right at the enemy's doorstep (87,12) and there are no visible enemy buildings yet \u2014 likely just out of sight at (95,11). I'll push the whole group in with attack_move to find and hit the base, while keeping production flowing. Power is tight so I'll queue a Power Plant and more rocket infantry.", "notes": "Main army pushing enemy base (95,11); enemy tank #157 nearly dead. #149 joining front, #156 guards home. Queued powr + e3/e1. Need to scout/locate enemy buildings.", "commands": [{"do": "attack_move", "units": [140, 142, 143, 144, 138, 139, 141, 147, 149], "x": 95, "y": 11}, {"do": "move", "units": [156], "x": 22, "y": 20}, {"do": "build", "item": "powr"}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["attack_move: 9 units", "move: 1 units", "build powr: started", "train 3x e3: queued", "train 3x e1: queued", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 300, "units_killed": 2, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 2000, "experience": 14, "order_count": 42}}
{"tick": 5801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:52 (tick 5801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $18 (storage 4000), power 287 made / 110 used, harvesters 2.\nSCORE: assets $11100, army $2900, killed $300 (3 units, 0 bldgs), lost $1400 (2 units, 0 bldgs). Map explored 8%.\nPRODUCTION: Vehicle: 1tnk 97%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 87%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%, #150 proc@(93,14) 76%, #155 powr@(93,8) 100%, #158 tent@(91,11) 64%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #157@(89,9)5%\n  harv (Ore Truck (harvester)) x2: #132@(104,24) #151@(100,24)\nVISIBLE ENEMY UNITS (8):\n  #138 e3@(86,13) 9%, #139 e3@(87,12) 95%, #140 e1@(87,13) 92%, #141 e3@(87,12) 71%, #142 e1@(87,12) 95%, #143 e1@(87,12) 44%, #144 e1@(87,12) 94%, #147 e3@(86,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - move: 1 units\n  - attack_move: 1 units\n  - train 5x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16) but infantry group scouting near (83,13-14). Amass 8+ 1tnk before pushing. Retreat damaged tank #148 to base for repair. Keep training 1tnk continuously.", "raw": "{\"thoughts\":\"Enemy infantry swarm near our base; our lone tank is critically damaged, retreat it. Queue a turret for defense and keep training tanks. Harvesters are fine.\",\"notes\":\"Enemy infantry group at (86-88,12-13) approaching base. Retreat damaged 1tnk #157 to fix depot area. Build turret for defense. Keep training 1tnk until 8+, then push toward enemy base at (12,16).\",\"commands\":[{\"do\":\"move\",\"units\":[157],\"x\":95,\"y\":11},{\"do\":\"build\",\"item\":\"gun\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2582, "completion_tokens": 293, "total_tokens": 2875, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008094, "upstream_inference_prompt_cost": 0.005164, "upstream_inference_completions_cost": 0.00293}, "completion_tokens_details": {"reasoning_tokens": 78, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.09, "thoughts": "Enemy infantry swarm near our base; our lone tank is critically damaged, retreat it. Queue a turret for defense and keep training tanks. Harvesters are fine.", "notes": "Enemy infantry group at (86-88,12-13) approaching base. Retreat damaged 1tnk #157 to fix depot area. Build turret for defense. Keep training 1tnk until 8+, then push toward enemy base at (12,16).", "commands": [{"do": "move", "units": [157], "x": 95, "y": 11}, {"do": "build", "item": "gun"}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["move: 1 units", "build gun: started", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1400, "units_killed": 3, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11100, "army_value": 700, "income": 3000, "experience": 3, "order_count": 37}}
{"tick": 6001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $9500, army $3300, killed $2600 (3 units, 1 bldgs), lost $300 (3 units, 0 bldgs). Map explored 20%.\nPRODUCTION: Building: proc 64%; Building: powr 0%; Building: proc 0%; Vehicle: harv 58%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 86%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #140@(89,12)92% #142@(88,12)95% #143@(89,12)36% #144@(88,12)94%\n  e3 (Rocket Soldier) x6: #138@(88,13)9% #139@(89,12)94% #141@(88,12)70% #147@(88,11) #149@(77,12) #156@(22,20)*\n  harv (Ore Truck (harvester)) x1: #131@(17,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - move: 1 units\n  - build powr: started\n  - train 3x e3: queued\n  - train 3x e1: queued\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Main army pushing enemy base (95,11); enemy tank #157 nearly dead. #149 joining front, #156 guards home. Queued powr + e3/e1. Need to scout/locate enemy buildings.", "raw": "{\"thoughts\": \"Main army is at (88,12) but sees no enemy there, so the enemy base or units must be further east/north. I'll push the healthy units toward the enemy start (95,11) and beyond to find and hit buildings, while pulling the nearly-dead #138 and damaged #143 back home. Economy is thin ($0, 1 harv) so I keep the current queues running.\", \"notes\": \"Army pushing east toward (95,11)->(100,13) to locate enemy base; #138(9%)+#143(36%) retreat home. #156 guards base. Powr building + harv + 1tnk in queues.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[139,141,142,144,140,147,149],\"x\":100,\"y\":13},{\"do\":\"move\",\"units\":[138,143],\"x\":13,\"y\":18},{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1761, "completion_tokens": 669, "total_tokens": 2430, "cost": 0.001105308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001105308, "upstream_inference_prompt_cost": 0.000302508, "upstream_inference_completions_cost": 0.0008028}, "completion_tokens_details": {"reasoning_tokens": 442, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.38, "thoughts": "Main army is at (88,12) but sees no enemy there, so the enemy base or units must be further east/north. I'll push the healthy units toward the enemy start (95,11) and beyond to find and hit buildings, while pulling the nearly-dead #138 and damaged #143 back home. Economy is thin ($0, 1 harv) so I keep the current queues running.", "notes": "Army pushing east toward (95,11)->(100,13) to locate enemy base; #138(9%)+#143(36%) retreat home. #156 guards base. Powr building + harv + 1tnk in queues.", "commands": [{"do": "attack_move", "units": [139, 141, 142, 144, 140, 147, 149], "x": 100, "y": 13}, {"do": "move", "units": [138, 143], "x": 13, "y": 18}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 7 units", "move: 2 units", "train 1x harv: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2600, "deaths_cost": 300, "units_killed": 3, "units_lost": 3, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 2500, "experience": 26, "order_count": 50}}
{"tick": 6001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:00 (tick 6001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 242 made / 90 used, harvesters 2.\nSCORE: assets $10600, army $2900, killed $300 (3 units, 0 bldgs), lost $2600 (3 units, 1 bldgs). Map explored 8.1%.\nPRODUCTION: Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 42%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%, #150 proc@(93,14) 76%, #155 powr@(93,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #159@(97,9)*\n  harv (Ore Truck (harvester)) x2: #132@(99,15) #151@(93,15)\nVISIBLE ENEMY UNITS (8):\n  #138 e3@(88,13) 9%, #139 e3@(89,12) 94%, #140 e1@(89,12) 92%, #141 e3@(88,12) 70%, #142 e1@(88,12) 95%, #143 e1@(89,12) 36%, #144 e1@(88,12) 94%, #147 e3@(88,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - build gun: started\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry group at (86-88,12-13) approaching base. Retreat damaged 1tnk #157 to fix depot area. Build turret for defense. Keep training 1tnk until 8+, then push toward enemy base at (12,16).", "raw": "{\"thoughts\":\"Enemy infantry group is near our base (~88,12), threatening. We only have 1 tank; too many 1tnk queued at once will drain cash. Keep training but focus, defend base with current tank and build defenses.\",\"notes\":\"Enemy infantry swarm at (86-89,11-13) near base. Keep training 1tnk, build turret/defense, mass 8+ tanks before pushing to enemy base at (12,16). Protect harvesters.\",\"commands\":[{\"do\":\"stance\",\"units\":[159],\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2488, "completion_tokens": 241, "total_tokens": 2729, "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": 0.007386, "upstream_inference_prompt_cost": 0.004976, "upstream_inference_completions_cost": 0.00241}, "completion_tokens_details": {"reasoning_tokens": 57, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.68, "thoughts": "Enemy infantry group is near our base (~88,12), threatening. We only have 1 tank; too many 1tnk queued at once will drain cash. Keep training but focus, defend base with current tank and build defenses.", "notes": "Enemy infantry swarm at (86-89,11-13) near base. Keep training 1tnk, build turret/defense, mass 8+ tanks before pushing to enemy base at (12,16). Protect harvesters.", "commands": [{"do": "stance", "units": [159], "stance": "defend"}], "feedback": ["stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2600, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10600, "army_value": 700, "income": 3000, "experience": 3, "order_count": 41}}
{"tick": 6201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $9500, army $3300, killed $2900 (3 units, 2 bldgs), lost $300 (3 units, 0 bldgs). Map explored 20.2%.\nPRODUCTION: Building: proc 64%; Building: powr 0%; Building: proc 0%; Vehicle: harv 58%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 86%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #140@(89,12)92% #142@(89,12)95% #143@(79,13)36% #144@(89,12)94%\n  e3 (Rocket Soldier) x6: #138@(78,15)9% #139@(89,12)94% #141@(89,12)70% #147@(90,12) #149@(86,13) #156@(22,20)*\n  harv (Ore Truck (harvester)) x1: #131@(21,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #150 proc@(93,14) 35%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - move: 2 units\n  - train 1x harv: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Army pushing east toward (95,11)->(100,13) to locate enemy base; #138(9%)+#143(36%) retreat home. #156 guards base. Powr building + harv + 1tnk in queues.", "raw": "{\"thoughts\": \"Army is engaging the enemy ore refinery (35% hp) near (93,14). Cash is $0 so production is throttled; the proc under construction will help. Keep pressing the attack to kill the refinery and scout the enemy base, pull badly damaged units home.\", \"notes\": \"Army pushing east at (89,12), enemy proc #150 at (93,14) nearly dead. #138(9%)+#143(36%) retreating. Need to finish proc building (64%) and place. Cash tight.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[140,142,144,139,141,147,149],\"x\":95,\"y\":13},{\"do\":\"move\",\"units\":[138,143],\"x\":22,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1778, "completion_tokens": 336, "total_tokens": 2114, "cost": 0.000710808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000710808, "upstream_inference_prompt_cost": 0.000307608, "upstream_inference_completions_cost": 0.0004032}, "completion_tokens_details": {"reasoning_tokens": 140, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.28, "thoughts": "Army is engaging the enemy ore refinery (35% hp) near (93,14). Cash is $0 so production is throttled; the proc under construction will help. Keep pressing the attack to kill the refinery and scout the enemy base, pull badly damaged units home.", "notes": "Army pushing east at (89,12), enemy proc #150 at (93,14) nearly dead. #138(9%)+#143(36%) retreating. Need to finish proc building (64%) and place. Cash tight.", "commands": [{"do": "attack_move", "units": [140, 142, 144, 139, 141, 147, 149], "x": 95, "y": 13}, {"do": "move", "units": [138, 143], "x": 22, "y": 20}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 7 units", "move: 2 units", "train 2x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2900, "deaths_cost": 300, "units_killed": 3, "units_lost": 3, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 2500, "experience": 29, "order_count": 53}}
{"tick": 6201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:08 (tick 6201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $691 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $10300, army $2900, killed $300 (3 units, 0 bldgs), lost $2900 (3 units, 2 bldgs). Map explored 8.1%.\nPRODUCTION: Vehicle: 1tnk 44%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%, #150 proc@(93,14) 35%, #155 powr@(93,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #159@(97,9)*\n  harv (Ore Truck (harvester)) x2: #132@(98,17) #151@(99,23)\nVISIBLE ENEMY UNITS (6):\n  #139 e3@(89,12) 94%, #140 e1@(89,12) 92%, #141 e3@(89,12) 70%, #142 e1@(89,12) 95%, #144 e1@(89,12) 94%, #147 e3@(90,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry swarm at (86-89,11-13) near base. Keep training 1tnk, build turret/defense, mass 8+ tanks before pushing to enemy base at (12,16). Protect harvesters.", "raw": "{\"thoughts\":\"Enemy infantry swarming close to base at (89,12). I only have 1 tank, need to hold defensively and mass more before engaging. Continue tank production and add defense.\",\"notes\":\"Enemy infantry group near (89-90,12), holding at base. Keep massing 1tnk (aim for 8+) before attacking. Enemy base likely at (12,16). Protect harvesters, build defense/turret near proc.\",\"commands\":[{\"do\":\"stance\",\"units\":[159],\"stance\":\"defend\"},{\"do\":\"build\",\"item\":\"sbag\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2412, "completion_tokens": 239, "total_tokens": 2651, "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": 0.007214, "upstream_inference_prompt_cost": 0.004824, "upstream_inference_completions_cost": 0.00239}, "completion_tokens_details": {"reasoning_tokens": 50, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.87, "thoughts": "Enemy infantry swarming close to base at (89,12). I only have 1 tank, need to hold defensively and mass more before engaging. Continue tank production and add defense.", "notes": "Enemy infantry group near (89-90,12), holding at base. Keep massing 1tnk (aim for 8+) before attacking. Enemy base likely at (12,16). Protect harvesters, build defense/turret near proc.", "commands": [{"do": "stance", "units": [159], "stance": "defend"}, {"do": "build", "item": "sbag"}], "feedback": ["stance: 1 units", "build sbag: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2900, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10300, "army_value": 700, "income": 4000, "experience": 3, "order_count": 41}}
{"tick": 6401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $9500, army $3300, killed $4300 (3 units, 3 bldgs), lost $300 (3 units, 0 bldgs). Map explored 20.3%.\nPRODUCTION: Building: proc 64%; Building: powr 0%; Building: proc 0%; Vehicle: harv 58%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 86%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #140@(90,12)92% #142@(91,12)95% #143@(72,21)36% #144@(91,12)94%\n  e3 (Rocket Soldier) x6: #138@(71,22)9% #139@(91,12)94% #141@(91,12)70% #147@(91,12) #149@(91,13) #156@(22,20)*\n  harv (Ore Truck (harvester)) x1: #131@(18,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - move: 2 units\n  - train 2x e3: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Army pushing east at (89,12), enemy proc #150 at (93,14) nearly dead. #138(9%)+#143(36%) retreating. Need to finish proc building (64%) and place. Cash tight.", "raw": "{\"thoughts\": \"Cash is $0 so I just let production continue. My 7-unit push is at (90,12) but sees no enemies \u2014 likely the enemy proc died. Push further east toward the enemy base at (95,11) to find and hit remaining structures. Pull the two badly hurt infantry home and post the idle rocket soldier as base defense.\", \"notes\": \"Push east past (95,11) to locate enemy base. #138/#143 retreating home. #156 guarding base. Finish+place proc, keep harvesters safe. Cash tight -> no new builds.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[140,142,144,139,141,147,149],\"x\":100,\"y\":11},{\"do\":\"move\",\"units\":[138,143],\"x\":20,\"y\":16},{\"do\":\"move\",\"units\":[156],\"x\":25,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1787, "completion_tokens": 759, "total_tokens": 2546, "cost": 0.001221108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001221108, "upstream_inference_prompt_cost": 0.000310308, "upstream_inference_completions_cost": 0.0009108}, "completion_tokens_details": {"reasoning_tokens": 565, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.1, "thoughts": "Cash is $0 so I just let production continue. My 7-unit push is at (90,12) but sees no enemies \u2014 likely the enemy proc died. Push further east toward the enemy base at (95,11) to find and hit remaining structures. Pull the two badly hurt infantry home and post the idle rocket soldier as base defense.", "notes": "Push east past (95,11) to locate enemy base. #138/#143 retreating home. #156 guarding base. Finish+place proc, keep harvesters safe. Cash tight -> no new builds.", "commands": [{"do": "attack_move", "units": [140, 142, 144, 139, 141, 147, 149], "x": 100, "y": 11}, {"do": "move", "units": [138, 143], "x": 20, "y": 16}, {"do": "move", "units": [156], "x": 25, "y": 16}], "feedback": ["attack_move: 7 units", "move: 2 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 300, "units_killed": 3, "units_lost": 3, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9500, "army_value": 2200, "income": 2000, "experience": 43, "order_count": 56}}
{"tick": 6401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:16 (tick 6401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $93 (storage 2000), power 186 made / 60 used, harvesters 2.\nSCORE: assets $8900, army $2900, killed $300 (3 units, 0 bldgs), lost $4300 (3 units, 3 bldgs). Map explored 8.3%.\nPRODUCTION: Defense: sbag READY TO PLACE; Vehicle: 1tnk 91%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 91%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%, #155 powr@(93,8) 86%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #159@(97,9)*\n  harv (Ore Truck (harvester)) x2: #132@(104,23) #151@(100,26)\nVISIBLE ENEMY UNITS (7):\n  #139 e3@(91,12) 94%, #140 e1@(90,12) 92%, #141 e3@(91,12) 70%, #142 e1@(91,12) 95%, #144 e1@(91,12) 94%, #147 e3@(91,12) 100%, #149 e3@(91,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 1 units\n  - build sbag: started\nYOUR NOTES FROM LAST TURN: Enemy infantry group near (89-90,12), holding at base. Keep massing 1tnk (aim for 8+) before attacking. Enemy base likely at (12,16). Protect harvesters, build defense/turret near proc.", "raw": "{\"thoughts\":\"Enemy infantry group is very close to my base (91,12) vs mine at 95,11). I only have 1 tank, need to hold defensively and keep building tanks. Place sandbag defense and keep tank on defend stance near base.\",\"notes\":\"Enemy infantry (7 units, mix e1/e3) near (91,12-13), very close to my base at (95,11). Defending with 1tnk for now; queue more 1tnk, place sbag defense, build more power/defense. Enemy base likely (12,16), unexplored. Mass 8+ tanks before offense.\",\"commands\":[{\"do\":\"place\",\"item\":\"sbag\"},{\"do\":\"stance\",\"units\":[159],\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2440, "completion_tokens": 320, "total_tokens": 2760, "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": 0.00808, "upstream_inference_prompt_cost": 0.00488, "upstream_inference_completions_cost": 0.0032}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.84, "thoughts": "Enemy infantry group is very close to my base (91,12) vs mine at 95,11). I only have 1 tank, need to hold defensively and keep building tanks. Place sandbag defense and keep tank on defend stance near base.", "notes": "Enemy infantry (7 units, mix e1/e3) near (91,12-13), very close to my base at (95,11). Defending with 1tnk for now; queue more 1tnk, place sbag defense, build more power/defense. Enemy base likely (12,16), unexplored. Mass 8+ tanks before offense.", "commands": [{"do": "place", "item": "sbag"}, {"do": "stance", "units": [159], "stance": "defend"}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["place sbag: ordered (auto-relocated near base if the spot was invalid)", "stance: 1 units", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 4300, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 8900, "army_value": 700, "income": 3650, "experience": 3, "order_count": 42}}
{"tick": 6601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $3 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9800, army $3600, killed $4300 (3 units, 3 bldgs), lost $300 (3 units, 0 bldgs). Map explored 20.3%.\nPRODUCTION: Building: proc 76%; Building: powr 0%; Building: proc 0%; Vehicle: harv 73%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 41%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #140@(90,12)92% #142@(91,12)95% #143@(63,25)36% #144@(91,12)94%\n  e3 (Rocket Soldier) x7: #138@(61,27)9% #139@(91,12)94% #141@(91,12)70% #147@(91,12) #149@(91,13) #156@(25,16)* #162@(15,14)\n  harv (Ore Truck (harvester)) x1: #131@(17,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #160 sbag@(93,10) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - move: 2 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Push east past (95,11) to locate enemy base. #138/#143 retreating home. #156 guarding base. Finish+place proc, keep harvesters safe. Cash tight -> no new builds.", "raw": "{\"thoughts\": \"Economy is bare ($0) so just keep existing queues running. Main group at (91,12) should push east past the sandbag to reveal the enemy base at (95,11); pull the badly hurt e1/e3 (#138, #143) home to heal and keep base-watchers in place.\", \"notes\": \"Main force ~7 units pushing E from (91,12) toward (100,12) past sbag #160. #138/#143 retreating to base. #156/#162 guard base. Cash tight, no new builds; wait for proc (76%) and harv (73%) to finish.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[139,141,142,144,147,149,140],\"x\":101,\"y\":12},{\"do\":\"move\",\"units\":[138,143],\"x\":14,\"y\":16},{\"do\":\"move\",\"units\":[156,162],\"x\":16,\"y\":16},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1776, "completion_tokens": 970, "total_tokens": 2746, "cost": 0.001471008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001471008, "upstream_inference_prompt_cost": 0.000307008, "upstream_inference_completions_cost": 0.001164}, "completion_tokens_details": {"reasoning_tokens": 750, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.92, "thoughts": "Economy is bare ($0) so just keep existing queues running. Main group at (91,12) should push east past the sandbag to reveal the enemy base at (95,11); pull the badly hurt e1/e3 (#138, #143) home to heal and keep base-watchers in place.", "notes": "Main force ~7 units pushing E from (91,12) toward (100,12) past sbag #160. #138/#143 retreating to base. #156/#162 guard base. Cash tight, no new builds; wait for proc (76%) and harv (73%) to finish.", "commands": [{"do": "attack_move", "units": [139, 141, 142, 144, 147, 149, 140], "x": 101, "y": 12}, {"do": "move", "units": [138, 143], "x": 14, "y": 16}, {"do": "move", "units": [156, 162], "x": 16, "y": 16}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 7 units", "move: 2 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 300, "units_killed": 3, "units_lost": 3, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 9800, "army_value": 2500, "income": 2500, "experience": 43, "order_count": 56}}
{"tick": 6601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:24 (tick 6601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 169 made / 60 used, harvesters 2.\nSCORE: assets $9600, army $3600, killed $300 (3 units, 0 bldgs), lost $4300 (3 units, 3 bldgs). Map explored 8.4%.\nPRODUCTION: Vehicle: 1tnk 5%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 43%, #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%, #155 powr@(93,8) 69%, #160 sbag@(93,10) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #159@(98,9)* #161@(97,9)*\n  harv (Ore Truck (harvester)) x2: #132@(101,24) #151@(99,17)\nVISIBLE ENEMY UNITS (7):\n  #139 e3@(91,12) 94%, #140 e1@(90,12) 92%, #141 e3@(91,12) 70%, #142 e1@(91,12) 95%, #144 e1@(91,12) 94%, #147 e3@(91,12) 100%, #149 e3@(91,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place sbag: ordered (auto-relocated near base if the spot was invalid)\n  - stance: 1 units\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry (7 units, mix e1/e3) near (91,12-13), very close to my base at (95,11). Defending with 1tnk for now; queue more 1tnk, place sbag defense, build more power/defense. Enemy base likely (12,16), unexplored. Mass 8+ tanks before offense.", "raw": "{\"thoughts\":\"Enemy infantry swarm near my base threatens my damaged construction yard. Repair fact, keep tanks defending, keep producing 1tnk.\",\"notes\":\"Enemy infantry (7 units e1/e3) near (91,12-13) attacking base. Repairing fact#122. Defending with 1tnk x2, queue more 1tnk. Enemy base likely (12,16), unexplored. Build up tank force before offense.\",\"commands\":[{\"do\":\"repair\",\"building\":122},{\"do\":\"attack_move\",\"units\":[159,161],\"x\":91,\"y\":12},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2529, "completion_tokens": 279, "total_tokens": 2808, "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": 0.007848, "upstream_inference_prompt_cost": 0.005058, "upstream_inference_completions_cost": 0.00279}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.71, "thoughts": "Enemy infantry swarm near my base threatens my damaged construction yard. Repair fact, keep tanks defending, keep producing 1tnk.", "notes": "Enemy infantry (7 units e1/e3) near (91,12-13) attacking base. Repairing fact#122. Defending with 1tnk x2, queue more 1tnk. Enemy base likely (12,16), unexplored. Build up tank force before offense.", "commands": [{"do": "repair", "building": 122}, {"do": "attack_move", "units": [159, 161], "x": 91, "y": 12}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["repair #122: ordered", "attack_move: 2 units", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 4300, "units_killed": 3, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 9600, "army_value": 1400, "income": 3500, "experience": 3, "order_count": 45}}
{"tick": 6801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $9700, army $3500, killed $6300 (3 units, 4 bldgs), lost $400 (4 units, 0 bldgs). Map explored 20.4%.\nPRODUCTION: Building: proc 76%; Building: powr 0%; Building: proc 0%; Vehicle: harv 73%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 41%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(90,12)90% #142@(91,12)88% #143@(53,28)36%\n  e3 (Rocket Soldier) x7: #138@(51,28)9% #139@(91,12)90% #141@(91,12)48% #147@(91,12)60% #149@(91,13) #156@(16,15)* #162@(16,15)*\n  harv (Ore Truck (harvester)) x1: #131@(17,5)\nVISIBLE ENEMY UNITS (1):\n  #161 1tnk@(93,9) 99%\nVISIBLE ENEMY BUILDINGS (1):\n  #160 sbag@(93,10) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - move: 2 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Main force ~7 units pushing E from (91,12) toward (100,12) past sbag #160. #138/#143 retreating to base. #156/#162 guard base. Cash tight, no new builds; wait for proc (76%) and harv (73%) to finish.", "raw": "{\"thoughts\": \"Cash is $0 so no new builds; keep the push going with the 7-unit force toward the enemy base at (95,11) while pulling the badly damaged #138 (9%) and #143 (36%) back to base. The two idle rocket soldiers will advance to reinforce. Waiting on proc (76%) and harv (73%) to finish for economy.\", \"notes\": \"Main force ~7 units attacking toward enemy base at (95,11); enemy 1tnk #161 at (93,9). #138/#143 retreating wounded. #156/#162 sent toward front. Cash $0, waiting on proc+harv.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[140,142,139,141,147,149],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[138,143],\"x\":16,\"y\":15},{\"do\":\"move\",\"units\":[156,162],\"x\":60,\"y\":22},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1802, "completion_tokens": 670, "total_tokens": 2472, "cost": 0.001118808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001118808, "upstream_inference_prompt_cost": 0.000314808, "upstream_inference_completions_cost": 0.000804}, "completion_tokens_details": {"reasoning_tokens": 450, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.19, "thoughts": "Cash is $0 so no new builds; keep the push going with the 7-unit force toward the enemy base at (95,11) while pulling the badly damaged #138 (9%) and #143 (36%) back to base. The two idle rocket soldiers will advance to reinforce. Waiting on proc (76%) and harv (73%) to finish for economy.", "notes": "Main force ~7 units attacking toward enemy base at (95,11); enemy 1tnk #161 at (93,9). #138/#143 retreating wounded. #156/#162 sent toward front. Cash $0, waiting on proc+harv.", "commands": [{"do": "attack_move", "units": [140, 142, 139, 141, 147, 149], "x": 95, "y": 11}, {"do": "move", "units": [138, 143], "x": 16, "y": 15}, {"do": "move", "units": [156, 162], "x": 60, "y": 22}, {"do": "harvest", "unit": 131}], "feedback": ["attack_move: 6 units", "move: 2 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6300, "deaths_cost": 400, "units_killed": 3, "units_lost": 4, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2500, "experience": 63, "order_count": 56}}
{"tick": 6801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:32 (tick 6801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $358 (storage 2000), power 161 made / 60 used, harvesters 2.\nSCORE: assets $7600, army $3600, killed $400 (4 units, 0 bldgs), lost $6300 (3 units, 4 bldgs). Map explored 8.4%.\nPRODUCTION: Vehicle: 1tnk 25%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 100%, #133 powr@(95,8) 100%, #145 weap@(97,8) 100%, #155 powr@(93,8) 61%, #160 sbag@(93,10) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #159@(94,9) #161@(93,9)\n  harv (Ore Truck (harvester)) x2: #132@(98,12) #151@(98,15)\nVISIBLE ENEMY UNITS (6):\n  #139 e3@(91,12) 90%, #140 e1@(90,12) 90%, #141 e3@(91,12) 48%, #142 e1@(91,12) 88%, #147 e3@(91,12) 60%, #149 e3@(91,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - attack_move: 2 units\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry (7 units e1/e3) near (91,12-13) attacking base. Repairing fact#122. Defending with 1tnk x2, queue more 1tnk. Enemy base likely (12,16), unexplored. Build up tank force before offense.", "raw": "{\"thoughts\":\"Enemy infantry cluster near my base, my 2 tanks should engage them. Keep training tanks to reinforce.\",\"notes\":\"Enemy infantry group at (91,12-13) attacking base. Defending with 1tnk x2, more tanks queued. Enemy base likely (12,16), unexplored. Build up force before offense.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[159,161],\"x\":91,\"y\":12},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2366, "completion_tokens": 201, "total_tokens": 2567, "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": 0.006742, "upstream_inference_prompt_cost": 0.004732, "upstream_inference_completions_cost": 0.00201}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.97, "thoughts": "Enemy infantry cluster near my base, my 2 tanks should engage them. Keep training tanks to reinforce.", "notes": "Enemy infantry group at (91,12-13) attacking base. Defending with 1tnk x2, more tanks queued. Enemy base likely (12,16), unexplored. Build up force before offense.", "commands": [{"do": "attack_move", "units": [159, 161], "x": 91, "y": 12}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["attack_move: 2 units", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 6300, "units_killed": 4, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 7600, "army_value": 1400, "income": 4000, "experience": 4, "order_count": 47}}
{"tick": 7001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $7000 (4 units, 4 bldgs), lost $700 (5 units, 0 bldgs). Map explored 20.6%.\nPRODUCTION: Building: proc 76%; Building: powr 0%; Building: proc 0%; Vehicle: harv 73%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 41%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(90,12)87% #142@(91,12)76% #143@(44,27)36%\n  e3 (Rocket Soldier) x6: #138@(41,24)9% #139@(92,12)59% #141@(91,12)16% #149@(92,13) #156@(25,20) #162@(25,20)\n  harv (Ore Truck (harvester)) x1: #131@(16,13)\nVISIBLE ENEMY UNITS (1):\n  #159 1tnk@(94,9) 2%\nVISIBLE ENEMY BUILDINGS (1):\n  #160 sbag@(93,10) 91%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - move: 2 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Main force ~7 units attacking toward enemy base at (95,11); enemy 1tnk #161 at (93,9). #138/#143 retreating wounded. #156/#162 sent toward front. Cash $0, waiting on proc+harv.", "raw": "{\"thoughts\": \"Economy is at $0 with proc/harv still building, so no new production this turn. My forward group at (90-92,12) should finish the 2% enemy light tank and push into the enemy base, while badly wounded #138/#143 pull back home.\", \"notes\": \"Main force ~6 units pushing enemy base (95,11); killing 1tnk #159 then hitting buildings. Wounded #138/#143 retreating to base. Cash $0, proc 76% + harv 73% building, no production available.\", \"commands\": [{\"do\":\"attack\",\"units\":[140,142,139,149],\"target\":159},{\"do\":\"attack_move\",\"units\":[140,142,139,149],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[138,143],\"x\":16,\"y\":16},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1783, "completion_tokens": 639, "total_tokens": 2422, "cost": 0.001075908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001075908, "upstream_inference_prompt_cost": 0.000309108, "upstream_inference_completions_cost": 0.0007668}, "completion_tokens_details": {"reasoning_tokens": 441, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.23, "thoughts": "Economy is at $0 with proc/harv still building, so no new production this turn. My forward group at (90-92,12) should finish the 2% enemy light tank and push into the enemy base, while badly wounded #138/#143 pull back home.", "notes": "Main force ~6 units pushing enemy base (95,11); killing 1tnk #159 then hitting buildings. Wounded #138/#143 retreating to base. Cash $0, proc 76% + harv 73% building, no production available.", "commands": [{"do": "attack", "units": [140, 142, 139, 149], "target": 159}, {"do": "attack_move", "units": [140, 142, 139, 149], "x": 95, "y": 11}, {"do": "move", "units": [138, 143], "x": 16, "y": 16}, {"do": "harvest", "unit": 131}], "feedback": ["attack: 4 units", "attack_move: 4 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 7000, "deaths_cost": 700, "units_killed": 4, "units_lost": 5, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2025, "experience": 70, "order_count": 56}}
{"tick": 7001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:40 (tick 7001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $525 (storage 2000), power 102 made / 60 used, harvesters 2.\nSCORE: assets $6900, army $2900, killed $700 (5 units, 0 bldgs), lost $7000 (4 units, 4 bldgs). Map explored 8.4%.\nPRODUCTION: Vehicle: 1tnk 73%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 100%, #133 powr@(95,8) 97%, #145 weap@(97,8) 100%, #155 powr@(93,8) 5%, #160 sbag@(93,10) 91%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #159@(94,9)2%\n  harv (Ore Truck (harvester)) x2: #132@(99,20) #151@(100,26)\nVISIBLE ENEMY UNITS (5):\n  #139 e3@(92,12) 59%, #140 e1@(90,12) 87%, #141 e3@(91,12) 16%, #142 e1@(91,12) 76%, #149 e3@(92,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry group at (91,12-13) attacking base. Defending with 1tnk x2, more tanks queued. Enemy base likely (12,16), unexplored. Build up force before offense.", "raw": "{\"thoughts\":\"My tank is nearly dead but enemy infantry is weak too. Keep producing tanks to build defense force, attack enemy infantry group with the damaged tank to at least trade.\",\"notes\":\"Enemy infantry group persistent near (91-92,12-13). Defending base, building tanks continuously. Enemy base likely (12,16) unexplored.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[159],\"x\":92,\"y\":12},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2342, "completion_tokens": 293, "total_tokens": 2635, "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": 0.007614, "upstream_inference_prompt_cost": 0.004684, "upstream_inference_completions_cost": 0.00293}, "completion_tokens_details": {"reasoning_tokens": 119, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.74, "thoughts": "My tank is nearly dead but enemy infantry is weak too. Keep producing tanks to build defense force, attack enemy infantry group with the damaged tank to at least trade.", "notes": "Enemy infantry group persistent near (91-92,12-13). Defending base, building tanks continuously. Enemy base likely (12,16) unexplored.", "commands": [{"do": "attack_move", "units": [159], "x": 92, "y": 12}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["attack_move: 1 units", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 7000, "units_killed": 5, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 6900, "army_value": 700, "income": 4500, "experience": 7, "order_count": 49}}
{"tick": 7201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction 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 $66 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $8300 (5 units, 6 bldgs), lost $700 (5 units, 0 bldgs). Map explored 21.2%.\nPRODUCTION: Building: proc 87%; Building: powr 0%; Building: proc 0%; Vehicle: harv 86%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 89%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(93,12)87% #142@(94,12)36% #143@(34,24)36%\n  e3 (Rocket Soldier) x6: #138@(31,23)9% #139@(94,12)57% #141@(93,12)16% #149@(93,12) #156@(35,22) #162@(35,22)\n  harv (Ore Truck (harvester)) x1: #131@(17,16)\nVISIBLE ENEMY UNITS (1):\n  #163 1tnk@(97,10) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #160 sbag@(93,10) 87%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - attack_move: 4 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Main force ~6 units pushing enemy base (95,11); killing 1tnk #159 then hitting buildings. Wounded #138/#143 retreating to base. Cash $0, proc 76% + harv 73% building, no production available.", "raw": "{\"thoughts\": \"Cash is $0 with lots of production already queued, so nothing to build this turn. My forward group is at the enemy base edge fighting a sandbag wall and a light tank; push them in. Pull the two badly wounded units back toward home.\", \"notes\": \"Main force (139,141,149,140) attacking enemy base (95,11); killing sbag #160 and 1tnk #163. Wounded #138/#143 retreating home. Cash tight, all queues full.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[139,141,149,140],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[142,138,143],\"x\":16,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1783, "completion_tokens": 623, "total_tokens": 2406, "cost": 0.001056708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001056708, "upstream_inference_prompt_cost": 0.000309108, "upstream_inference_completions_cost": 0.0007476}, "completion_tokens_details": {"reasoning_tokens": 462, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.83, "thoughts": "Cash is $0 with lots of production already queued, so nothing to build this turn. My forward group is at the enemy base edge fighting a sandbag wall and a light tank; push them in. Pull the two badly wounded units back toward home.", "notes": "Main force (139,141,149,140) attacking enemy base (95,11); killing sbag #160 and 1tnk #163. Wounded #138/#143 retreating home. Cash tight, all queues full.", "commands": [{"do": "attack_move", "units": [139, 141, 149, 140], "x": 95, "y": 11}, {"do": "move", "units": [142, 138, 143], "x": 16, "y": 16}], "feedback": ["attack_move: 4 units", "move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 8300, "deaths_cost": 700, "units_killed": 5, "units_lost": 5, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2500, "experience": 83, "order_count": 56}}
{"tick": 7201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:48 (tick 7201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $263 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6300, army $2900, killed $700 (5 units, 0 bldgs), lost $8300 (5 units, 6 bldgs). Map explored 8.5%.\nPRODUCTION: Vehicle: 1tnk 10%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 98%, #145 weap@(97,8) 99%, #160 sbag@(93,10) 87%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #163@(97,10)\n  harv (Ore Truck (harvester)) x2: #132@(103,25) #151@(101,25)\nVISIBLE ENEMY UNITS (5):\n  #139 e3@(94,12) 57%, #140 e1@(93,12) 87%, #141 e3@(93,12) 16%, #142 e1@(94,12) 36%, #149 e3@(93,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry group persistent near (91-92,12-13). Defending base, building tanks continuously. Enemy base likely (12,16) unexplored.", "raw": "{\"thoughts\":\"No power at all is crippling production. Must build a power plant immediately. Also enemy infantry near base threatens; keep tank defending.\",\"notes\":\"Enemy infantry group at (93-94,12) attacking. Need power plant ASAP - 0 power is disaster. Enemy base likely (12,16) unexplored. Keep building tanks after power fixed.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"attack_move\",\"units\":[163],\"x\":94,\"y\":12}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2341, "completion_tokens": 260, "total_tokens": 2601, "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": 0.007282, "upstream_inference_prompt_cost": 0.004682, "upstream_inference_completions_cost": 0.0026}, "completion_tokens_details": {"reasoning_tokens": 87, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.57, "thoughts": "No power at all is crippling production. Must build a power plant immediately. Also enemy infantry near base threatens; keep tank defending.", "notes": "Enemy infantry group at (93-94,12) attacking. Need power plant ASAP - 0 power is disaster. Enemy base likely (12,16) unexplored. Keep building tanks after power fixed.", "commands": [{"do": "build", "item": "powr"}, {"do": "attack_move", "units": [163], "x": 94, "y": 12}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 8300, "units_killed": 5, "units_lost": 5, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 6300, "army_value": 700, "income": 4000, "experience": 7, "order_count": 52}}
{"tick": 7401, "slot": "Multi0", "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: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $9000 (6 units, 6 bldgs), lost $700 (5 units, 0 bldgs). Map explored 21.2%.\nPRODUCTION: Building: proc 88%; Building: powr 0%; Building: proc 0%; Vehicle: harv 88%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 96%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(93,12)87% #142@(87,13)12% #143@(26,20)36%\n  e3 (Rocket Soldier) x6: #138@(21,17)9% #139@(94,12)56% #141@(94,12)16% #149@(94,12) #156@(45,24) #162@(45,24)\n  harv (Ore Truck (harvester)) x1: #131@(20,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #160 sbag@(93,10) 87%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 3 units\nYOUR NOTES FROM LAST TURN: Main force (139,141,149,140) attacking enemy base (95,11); killing sbag #160 and 1tnk #163. Wounded #138/#143 retreating home. Cash tight, all queues full.", "raw": "{\"thoughts\": \"Enemy base at (95,11) is mostly destroyed (6 enemy buildings already killed) but a sandbag remains; my strike group should push in to find and finish remaining structures. Meanwhile pull badly wounded units home and keep the economy running.\", \"notes\": \"Main force (139,141,149,140) pushing enemy base (95,11) to clear sbag #160 and any remaining buildings. Wounded #138/#142/#143 retreating home. Cash $0, wait for proc/harv to fund more production.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[139,141,149,140],\"x\":96,\"y\":11},{\"do\":\"move\",\"units\":[138,142,143],\"x\":13,\"y\":17},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1756, "completion_tokens": 563, "total_tokens": 2319, "cost": 0.000976608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000976608, "upstream_inference_prompt_cost": 0.000301008, "upstream_inference_completions_cost": 0.0006756}, "completion_tokens_details": {"reasoning_tokens": 375, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.78, "thoughts": "Enemy base at (95,11) is mostly destroyed (6 enemy buildings already killed) but a sandbag remains; my strike group should push in to find and finish remaining structures. Meanwhile pull badly wounded units home and keep the economy running.", "notes": "Main force (139,141,149,140) pushing enemy base (95,11) to clear sbag #160 and any remaining buildings. Wounded #138/#142/#143 retreating home. Cash $0, wait for proc/harv to fund more production.", "commands": [{"do": "attack_move", "units": [139, 141, 149, 140], "x": 96, "y": 11}, {"do": "move", "units": [138, 142, 143], "x": 13, "y": 17}, {"do": "harvest", "unit": 131}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 4 units", "move: 3 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9000, "deaths_cost": 700, "units_killed": 6, "units_lost": 5, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2500, "experience": 90, "order_count": 56}}
{"tick": 7401, "slot": "Multi1", "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: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $153 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $5600, army $2200, killed $700 (5 units, 0 bldgs), lost $9000 (6 units, 6 bldgs). Map explored 8.5%.\nPRODUCTION: Vehicle: 1tnk 26%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #130 proc@(98,11) 51%, #145 weap@(97,8) 99%, #160 sbag@(93,10) 87%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(100,18) #151@(99,14)\nVISIBLE ENEMY UNITS (4):\n  #139 e3@(94,12) 56%, #140 e1@(93,12) 87%, #141 e3@(94,12) 16%, #149 e3@(94,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry group at (93-94,12) attacking. Need power plant ASAP - 0 power is disaster. Enemy base likely (12,16) unexplored. Keep building tanks after power fixed.", "raw": "{\"thoughts\":\"Power is at 0, crippling production. Enemy infantry near base. Need to build a power plant urgently and cancel spam 1tnk queue that's stuck at low priority. Keep harvesters mining safely.\",\"notes\":\"0 power crisis - need powr ASAP. Enemy infantry group (e1/e3) near (93-94,12) attacking base. Enemy main base unexplored, likely (12,16). Keep building tanks once power fixed; watch harvesters.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":151}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2338, "completion_tokens": 371, "total_tokens": 2709, "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": 0.008386, "upstream_inference_prompt_cost": 0.004676, "upstream_inference_completions_cost": 0.00371}, "completion_tokens_details": {"reasoning_tokens": 140, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.66, "thoughts": "Power is at 0, crippling production. Enemy infantry near base. Need to build a power plant urgently and cancel spam 1tnk queue that's stuck at low priority. Keep harvesters mining safely.", "notes": "0 power crisis - need powr ASAP. Enemy infantry group (e1/e3) near (93-94,12) attacking base. Enemy main base unexplored, likely (12,16). Keep building tanks once power fixed; watch harvesters.", "commands": [{"do": "cancel", "item": "1tnk"}, {"do": "build", "item": "powr"}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 151}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 9000, "units_killed": 5, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 5600, "army_value": 0, "income": 4000, "experience": 7, "order_count": 52}}
{"tick": 7601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $10400 (6 units, 7 bldgs), lost $700 (5 units, 0 bldgs). Map explored 21.4%.\nPRODUCTION: Building: proc 88%; Building: powr 0%; Building: proc 0%; Vehicle: harv 88%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 96%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(93,12)87% #142@(78,16)12% #143@(15,18)36%\n  e3 (Rocket Soldier) x6: #138@(13,18)9%* #139@(94,12)56% #141@(94,12)16% #149@(94,12) #156@(54,28) #162@(54,28)\n  harv (Ore Truck (harvester)) x1: #131@(20,9)\nVISIBLE ENEMY UNITS (2):\n  #132 harv@(98,12) 100%, #151 harv@(93,9) 80%\nVISIBLE ENEMY BUILDINGS (1):\n  #160 sbag@(93,10) 44%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 3 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Main force (139,141,149,140) pushing enemy base (95,11) to clear sbag #160 and any remaining buildings. Wounded #138/#142/#143 retreating home. Cash $0, wait for proc/harv to fund more production.", "raw": "{\"thoughts\": \"Our strike team at the enemy base has reduced their infrastructure to ruins. Destroy the remaining harvesters #151 and #132, search the area for any hidden buildings, and let our harvester unload to finish proc and reinforcements.\", \"notes\": \"Attacking enemy harvesters #151 and #132 at (93,9) and (98,12). Reinforcements #156, #162 marching up. Harvester #131 bringing cash soon.\", \"commands\": [{\"do\": \"attack\", \"units\": [139, 140, 141, 149], \"target\": 151}, {\"do\": \"attack_move\", \"units\": [156, 162], \"x\": 94, \"y\": 11}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1957, "completion_tokens": 832, "total_tokens": 2789, "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": 0.0091755, "upstream_inference_prompt_cost": 0.0029355, "upstream_inference_completions_cost": 0.00624}, "completion_tokens_details": {"reasoning_tokens": 646, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.95, "thoughts": "Our strike team at the enemy base has reduced their infrastructure to ruins. Destroy the remaining harvesters #151 and #132, search the area for any hidden buildings, and let our harvester unload to finish proc and reinforcements.", "notes": "Attacking enemy harvesters #151 and #132 at (93,9) and (98,12). Reinforcements #156, #162 marching up. Harvester #131 bringing cash soon.", "commands": [{"do": "attack", "units": [139, 140, 141, 149], "target": 151}, {"do": "attack_move", "units": [156, 162], "x": 94, "y": 11}], "feedback": ["attack: 4 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 10400, "deaths_cost": 700, "units_killed": 6, "units_lost": 5, "buildings_killed": 7, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 2500, "experience": 104, "order_count": 58}}
{"tick": 7601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:04 (tick 7601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $4200, army $2200, killed $700 (5 units, 0 bldgs), lost $10400 (6 units, 7 bldgs). Map explored 8.5%.\nPRODUCTION: Vehicle: 1tnk 38%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #145 weap@(97,8) 99%, #160 sbag@(93,10) 44%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(98,12) #151@(93,9)80%\nVISIBLE ENEMY UNITS (4):\n  #139 e3@(94,12) 56%, #140 e1@(93,12) 87%, #141 e3@(94,12) 16%, #149 e3@(94,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: 0 power crisis - need powr ASAP. Enemy infantry group (e1/e3) near (93-94,12) attacking base. Enemy main base unexplored, likely (12,16). Keep building tanks once power fixed; watch harvesters.", "raw": "{\"thoughts\":\"No Construction Yard exists, so power plants can't be built; only weap operates. Enemy infantry is right on top of our base. I'll keep producing light tanks and try to defend, and retreat the near harvester.\",\"notes\":\"No fact remains (lost it), only weap+sbag. Can't build powr. Focus tank production from weap, defend base vs infantry near (93-94,12). Enemy main base likely (12,16), unexplored.\",\"commands\":[{\"do\":\"harvest\",\"unit\":151},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2293, "completion_tokens": 437, "total_tokens": 2730, "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": 0.008956, "upstream_inference_prompt_cost": 0.004586, "upstream_inference_completions_cost": 0.00437}, "completion_tokens_details": {"reasoning_tokens": 251, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.42, "thoughts": "No Construction Yard exists, so power plants can't be built; only weap operates. Enemy infantry is right on top of our base. I'll keep producing light tanks and try to defend, and retreat the near harvester.", "notes": "No fact remains (lost it), only weap+sbag. Can't build powr. Focus tank production from weap, defend base vs infantry near (93-94,12). Enemy main base likely (12,16), unexplored.", "commands": [{"do": "harvest", "unit": 151}, {"do": "harvest", "unit": 132}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 10400, "units_killed": 5, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 7, "assets_value": 4200, "army_value": 0, "income": 4500, "experience": 7, "order_count": 53}}
{"tick": 7801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:12 (tick 7801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $287 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $11500 (7 units, 7 bldgs), lost $700 (5 units, 0 bldgs). Map explored 22%.\nPRODUCTION: Building: proc 90%; Building: powr 0%; Building: proc 0%; Vehicle: harv 90%; Vehicle: harv 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 3%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(89,8)87% #142@(70,23)12% #143@(13,18)36%*\n  e3 (Rocket Soldier) x7: #138@(13,18)9%* #139@(90,8)56%* #141@(90,8)16%* #149@(90,8)* #156@(63,25) #162@(64,25) #167@(12,14)\n  harv (Ore Truck (harvester)) x1: #131@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #160 sbag@(93,10) 44%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 4 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Attacking enemy harvesters #151 and #132 at (93,9) and (98,12). Reinforcements #156, #162 marching up. Harvester #131 bringing cash soon.", "raw": "{\"thoughts\": \"Economy is broke ($0) with only 1 harvester, so income is the bottleneck. My attack group at (90,8) should press the enemy sbag at (93,10) and push into the base while reinforcements #156/#162 close in. Pull badly damaged units (#138 9%, #142 12%) back to survive.\", \"notes\": \"Enemy base ~(95,11), sbag #160 at (93,10) being hit. Main force #139/#140/#141/#149 at (90,8) attacking; #156/#162 reinforcing from (63,25). Harvester #131 mining. Broke - need refinery/harvesters up ASAP. #142/#138 retreating home.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [140, 139, 149, 141], \"x\": 94, \"y\": 11}, {\"do\": \"attack_move\", \"units\": [156, 162], \"x\": 90, \"y\": 12}, {\"do\": \"move\", \"units\": [142], \"x\": 30, \"y\": 20}, {\"do\": \"move\", \"units\": [138], \"x\": 16, \"y\": 17}, {\"do\": \"harvest\", \"unit\": 131}, {\"do\": \"rally\", \"building\": 146, \"x\": 60, \"y\": 20}, {\"do\": \"rally\", \"building\": 134, \"x\": 60, \"y\": 22}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1765, "completion_tokens": 1152, "total_tokens": 2917, "cost": 0.001686108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001686108, "upstream_inference_prompt_cost": 0.000303708, "upstream_inference_completions_cost": 0.0013824}, "completion_tokens_details": {"reasoning_tokens": 815, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.79, "thoughts": "Economy is broke ($0) with only 1 harvester, so income is the bottleneck. My attack group at (90,8) should press the enemy sbag at (93,10) and push into the base while reinforcements #156/#162 close in. Pull badly damaged units (#138 9%, #142 12%) back to survive.", "notes": "Enemy base ~(95,11), sbag #160 at (93,10) being hit. Main force #139/#140/#141/#149 at (90,8) attacking; #156/#162 reinforcing from (63,25). Harvester #131 mining. Broke - need refinery/harvesters up ASAP. #142/#138 retreating home.", "commands": [{"do": "attack_move", "units": [140, 139, 149, 141], "x": 94, "y": 11}, {"do": "attack_move", "units": [156, 162], "x": 90, "y": 12}, {"do": "move", "units": [142], "x": 30, "y": 20}, {"do": "move", "units": [138], "x": 16, "y": 17}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 146, "x": 60, "y": 20}, {"do": "rally", "building": 134, "x": 60, "y": 22}], "feedback": ["attack_move: 4 units", "attack_move: 2 units", "move: 1 units", "move: 1 units", "rally #146: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 700, "units_killed": 7, "units_lost": 5, "buildings_killed": 7, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2325, "experience": 115, "order_count": 58}}
{"tick": 7801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:12 (tick 7801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $3100, army $1100, killed $700 (5 units, 0 bldgs), lost $11500 (7 units, 7 bldgs). Map explored 9%.\nPRODUCTION: Vehicle: 1tnk 38%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #145 weap@(97,8) 99%, #160 sbag@(93,10) 44%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\n  harv.fullhusk (harv.fullhusk) x1: #166@(86,5)98%*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: No fact remains (lost it), only weap+sbag. Can't build powr. Focus tank production from weap, defend base vs infantry near (93-94,12). Enemy main base likely (12,16), unexplored.", "raw": "{\"thoughts\":\"No Construction Yard means we can't build power or refinery - critical problem. We only have a war factory and sandbags. Must keep producing tanks with what power we have and defend with them, harvester should keep mining ore for cash.\",\"notes\":\"Lost Construction Yard - can't build powr/proc. Only weap+sbag remain. Keep producing 1tnk from weap queue, use them defensively near base. Harvester at 98,12 mining. Enemy base likely (12,16) unexplored. Need more cash before any offense.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2189, "completion_tokens": 313, "total_tokens": 2502, "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": 0.007508, "upstream_inference_prompt_cost": 0.004378, "upstream_inference_completions_cost": 0.00313}, "completion_tokens_details": {"reasoning_tokens": 112, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.44, "thoughts": "No Construction Yard means we can't build power or refinery - critical problem. We only have a war factory and sandbags. Must keep producing tanks with what power we have and defend with them, harvester should keep mining ore for cash.", "notes": "Lost Construction Yard - can't build powr/proc. Only weap+sbag remain. Keep producing 1tnk from weap queue, use them defensively near base. Harvester at 98,12 mining. Enemy base likely (12,16) unexplored. Need more cash before any offense.", "commands": [{"do": "harvest", "unit": 132}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 11500, "units_killed": 5, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 7, "assets_value": 3100, "army_value": 0, "income": 3675, "experience": 7, "order_count": 53}}
{"tick": 8001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:20 (tick 8001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10800, army $4600, killed $11500 (7 units, 7 bldgs), lost $700 (5 units, 0 bldgs). Map explored 22%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: proc 0%; Vehicle: harv 2%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 48%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(93,11)87% #142@(61,27)12% #143@(13,18)36%*\n  e3 (Rocket Soldier) x7: #138@(15,18)9%* #139@(94,11)56% #141@(94,11)21% #149@(94,11) #156@(71,18) #162@(71,18) #167@(21,14)\n  harv (Ore Truck (harvester)) x2: #131@(21,8) #168@(21,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #160 sbag@(93,10) 44%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 2 units\n  - move: 1 units\n  - move: 1 units\n  - rally #146: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11), sbag #160 at (93,10) being hit. Main force #139/#140/#141/#149 at (90,8) attacking; #156/#162 reinforcing from (63,25). Harvester #131 mining. Broke - need refinery/harvesters up ASAP. #142/#138 retreating home.", "raw": "{\"thoughts\": \"We have a proc ready to place and need economy badly ($0). Place the refinery, keep harvesters mining, and press the attack on the enemy base at ~(95,11) with our 4 forward units to finish it off.\", \"notes\": \"Enemy base ~(95,11), sbag #160 at (93,10) low. Main force #139/#140/#141/#149 pushing. Placed 2nd proc for income. Broke - keep training queued, prioritize economy.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"}, {\"do\":\"harvest\",\"unit\":131}, {\"do\":\"harvest\",\"unit\":168}, {\"do\":\"attack_move\",\"units\":[139,140,141,149],\"x\":96,\"y\":11}, {\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":12}, {\"do\":\"rally\",\"building\":146,\"x\":88,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1835, "completion_tokens": 1161, "total_tokens": 2996, "cost": 0.001717908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001717908, "upstream_inference_prompt_cost": 0.000324708, "upstream_inference_completions_cost": 0.0013932}, "completion_tokens_details": {"reasoning_tokens": 956, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.52, "thoughts": "We have a proc ready to place and need economy badly ($0). Place the refinery, keep harvesters mining, and press the attack on the enemy base at ~(95,11) with our 4 forward units to finish it off.", "notes": "Enemy base ~(95,11), sbag #160 at (93,10) low. Main force #139/#140/#141/#149 pushing. Placed 2nd proc for income. Broke - keep training queued, prioritize economy.", "commands": [{"do": "place", "item": "proc"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 168}, {"do": "attack_move", "units": [139, 140, 141, 149], "x": 96, "y": 11}, {"do": "rally", "building": 134, "x": 88, "y": 12}, {"do": "rally", "building": 146, "x": 88, "y": 12}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 4 units", "rally #134: ordered", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 700, "units_killed": 7, "units_lost": 5, "buildings_killed": 7, "buildings_lost": 0, "assets_value": 10800, "army_value": 2400, "income": 2475, "experience": 115, "order_count": 58}}
{"tick": 8001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:20 (tick 8001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $3100, army $1100, killed $700 (5 units, 0 bldgs), lost $11500 (7 units, 7 bldgs). Map explored 9%.\nPRODUCTION: Vehicle: 1tnk 38%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #145 weap@(97,8) 75%, #160 sbag@(93,10) 44%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\n  harv.fullhusk (harv.fullhusk) x1: #166@(86,5)80%*\nVISIBLE ENEMY UNITS (4):\n  #139 e3@(94,11) 56%, #140 e1@(93,11) 87%, #141 e3@(94,11) 21%, #149 e3@(94,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Lost Construction Yard - can't build powr/proc. Only weap+sbag remain. Keep producing 1tnk from weap queue, use them defensively near base. Harvester at 98,12 mining. Enemy base likely (12,16) unexplored. Need more cash before any offense.", "raw": "{\"thoughts\":\"No cash, no power, lost Construction Yard - economy crippled. Enemy infantry near base threatens the war factory. Keep producing tanks passively (queue already going) and defend with harvester withdrawal, hope for income from harvester.\",\"notes\":\"Lost Construction Yard, no proc, no power plant - economy critical. Only weap+sbag remain. Enemy infantry (e1/e3) at (93-94,11) near our base attacking. Keep 1tnk queue running as cash allows, defend weap factory. Need to find a way to rebuild economy - maybe build truk/supply or hope for MCV. Enemy base at (12,16) still unexplored.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2272, "completion_tokens": 410, "total_tokens": 2682, "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": 0.008644, "upstream_inference_prompt_cost": 0.004544, "upstream_inference_completions_cost": 0.0041}, "completion_tokens_details": {"reasoning_tokens": 161, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.98, "thoughts": "No cash, no power, lost Construction Yard - economy crippled. Enemy infantry near base threatens the war factory. Keep producing tanks passively (queue already going) and defend with harvester withdrawal, hope for income from harvester.", "notes": "Lost Construction Yard, no proc, no power plant - economy critical. Only weap+sbag remain. Enemy infantry (e1/e3) at (93-94,11) near our base attacking. Keep 1tnk queue running as cash allows, defend weap factory. Need to find a way to rebuild economy - maybe build truk/supply or hope for MCV. Enemy base at (12,16) still unexplored.", "commands": [{"do": "harvest", "unit": 132}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 11500, "units_killed": 5, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 7, "assets_value": 3100, "army_value": 0, "income": 3500, "experience": 7, "order_count": 53}}
{"tick": 8201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:28 (tick 8201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $13300, army $5700, killed $11500 (7 units, 7 bldgs), lost $700 (5 units, 0 bldgs). Map explored 23.9%.\nPRODUCTION: Building: powr 0%; Building: proc 0%; Vehicle: harv 2%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 48%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #134 tent@(12,13) 100%, #146 weap@(14,13) 100%, #169 proc@(10,19) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #140@(93,11)87% #142@(52,27)12% #143@(13,18)36%*\n  e3 (Rocket Soldier) x7: #138@(15,18)9%* #139@(94,11)56% #141@(94,11)31% #149@(94,11) #156@(79,12) #162@(79,12) #167@(32,14)\n  harv (Ore Truck (harvester)) x3: #131@(22,8) #168@(30,26) #170@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #160 sbag@(93,10) 44%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 4 units\n  - rally #134: ordered\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(95,11), sbag #160 at (93,10) low. Main force #139/#140/#141/#149 pushing. Placed 2nd proc for income. Broke - keep training queued, prioritize economy.", "raw": "{\"thoughts\": \"Low power is slowing everything and cash is $0, so power first. My push units are at (94,11) right next to the enemy sbag; keep them pressing while sending reinforcements and pulling crippled infantry back.\", \"notes\": \"Enemy base ~(95,11), sbag #160 at 44%. Main force #139/#140/#141/#149 at (94,11); #156/#162 at (79,12) moving up. Building powr to fix low power. Keep harvesters mining.\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"harvest\",\"unit\":168},{\"do\":\"harvest\",\"unit\":170},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"attack_move\",\"units\":[139,140,141,149],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[156,162],\"x\":88,\"y\":12},{\"do\":\"move\",\"units\":[142,143,138],\"x\":13,\"y\":18},{\"do\":\"rally\",\"building\":146,\"x\":40,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":40,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1825, "completion_tokens": 639, "total_tokens": 2464, "cost": 0.001088508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001088508, "upstream_inference_prompt_cost": 0.000321708, "upstream_inference_completions_cost": 0.0007668}, "completion_tokens_details": {"reasoning_tokens": 373, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.15, "thoughts": "Low power is slowing everything and cash is $0, so power first. My push units are at (94,11) right next to the enemy sbag; keep them pressing while sending reinforcements and pulling crippled infantry back.", "notes": "Enemy base ~(95,11), sbag #160 at 44%. Main force #139/#140/#141/#149 at (94,11); #156/#162 at (79,12) moving up. Building powr to fix low power. Keep harvesters mining.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e3", "count": 2}, {"do": "harvest", "unit": 168}, {"do": "harvest", "unit": 170}, {"do": "harvest", "unit": 131}, {"do": "attack_move", "units": [139, 140, 141, 149], "x": 95, "y": 11}, {"do": "attack_move", "units": [156, 162], "x": 88, "y": 12}, {"do": "move", "units": [142, 143, 138], "x": 13, "y": 18}, {"do": "rally", "building": 146, "x": 40, "y": 16}, {"do": "rally", "building": 134, "x": 40, "y": 16}], "feedback": ["build powr: started", "train 2x e3: queued", "attack_move: 4 units", "attack_move: 2 units", "move: 3 units", "rally #146: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 11500, "deaths_cost": 700, "units_killed": 7, "units_lost": 5, "buildings_killed": 7, "buildings_lost": 0, "assets_value": 13300, "army_value": 2400, "income": 2475, "experience": 115, "order_count": 59}}
{"tick": 8201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:28 (tick 8201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $3100, army $1100, killed $700 (5 units, 0 bldgs), lost $11500 (7 units, 7 bldgs). Map explored 9%.\nPRODUCTION: Vehicle: 1tnk 38%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #145 weap@(97,8) 28%, #160 sbag@(93,10) 44%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(98,12)\n  harv.fullhusk (harv.fullhusk) x1: #166@(86,5)62%*\nVISIBLE ENEMY UNITS (4):\n  #139 e3@(94,11) 56%, #140 e1@(93,11) 87%, #141 e3@(94,11) 31%, #149 e3@(94,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Lost Construction Yard, no proc, no power plant - economy critical. Only weap+sbag remain. Enemy infantry (e1/e3) at (93-94,11) near our base attacking. Keep 1tnk queue running as cash allows, defend weap factory. Need to find a way to rebuild economy - maybe build truk/supply or hope for MCV. Enemy base at (12,16) still unexplored.", "raw": "{\"thoughts\":\"No cash, no power plant, no Construction Yard - economy is dead. Only weap factory and sbag remain, enemy infantry near base. Cancel excess queued items to avoid clutter and just try to hold with what we have; harvester can't deliver ore without a refinery so economy is crippled.\",\"notes\":\"Lost CY and proc - no economy. Only weap@(97,8) and sbag@(93,10) survive. Enemy infantry e1/e3 near (93-94,11) attacking. Need MCV or new proc to recover; currently cash-starved, can't build power. Enemy base at (12,16) unexplored. Consider scouting with harv.fullhusk if possible, defend weap with any tanks produced.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2314, "completion_tokens": 998, "total_tokens": 3312, "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": 0.014608, "upstream_inference_prompt_cost": 0.004628, "upstream_inference_completions_cost": 0.00998}, "completion_tokens_details": {"reasoning_tokens": 261, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.34, "thoughts": "No cash, no power plant, no Construction Yard - economy is dead. Only weap factory and sbag remain, enemy infantry near base. Cancel excess queued items to avoid clutter and just try to hold with what we have; harvester can't deliver ore without a refinery so economy is crippled.", "notes": "Lost CY and proc - no economy. Only weap@(97,8) and sbag@(93,10) survive. Enemy infantry e1/e3 near (93-94,11) attacking. Need MCV or new proc to recover; currently cash-starved, can't build power. Enemy base at (12,16) unexplored. Consider scouting with harv.fullhusk if possible, defend weap with any tanks produced.", "commands": [{"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 11500, "units_killed": 5, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 7, "assets_value": 3100, "army_value": 0, "income": 3500, "experience": 7, "order_count": 53}}
